Roguedeus

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Is there a plugin, or possibly a snippet, that will apply a new hue and/or scale to a Battler if they have a state (preferably passive) applied?

The idea is to utilize passive states, linked to Visustella's ElementStatusCore traits options, so that a random trait will not just apply a name change to denote it's traits, but a clearly visual one as well. (Ex: An Elite trait increasing scale to 150%)

I can imagine it must not be too simple to do, or they would have added it as a set option, as it's rather intuitive. I know that what poking around I've done so far suggests so.

Thanks for any helpful suggestion!
 

NaosoX

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You can customize many state effects with http://www.yanfly.moe/wiki/Visual_State_Effects_VisuStella_MZ
Code:
<State Tone: red, green, blue, gray>

- Used for: State Notetags
- Tints the battler with a tone determined by the state.
- Replace 'red', 'green', 'blue' with a value between -255 and 255.
- Replace 'gray' with a value between 0 and 255.
- If a battler has multiple states with tones, then the state with the
  highest priority value is applied to the battler.
- NOTE: Using this with Passive State Conditions will make this effect
  update at the next battler refresh cycle. This is due to the effect
  being cached in order to prevent lag and overloading the engine.

You can change scale with http://www.yanfly.moe/wiki/Battle_Core_VisuStella_MZ
Code:
MOVE: Scale/Grow/Shrink
- Causes the unit(s) to scale, grow, or shrink?.
- Sideview-only!

  Targets:
  - Select which unit(s) to change the scale of.

  Scale X:
  Scale Y:
  - What target scale value do you want?
  - 1.0 is normal size.

  Duration:
  - Duration in frames to scale for.

  Scale Easing:
  - Select which easing type you wish to apply.
  - Requires VisuMZ_0_CoreEngine.

  Wait For Scale?:
  - Wait for scaling to complete before performing next command?
 

Roguedeus

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Thanks for pointing out the hue change in State Visual Effects... I somehow totally forgot I had that plugin.

But the Action sequence won't work for me. At least, not for what I initially want to use the scaling for. It will mostly apply to passive states, that are applied as battle begins. Before the enemy is even seen. Such as, when one of the troop members is an Elite version.

That is, unless I am totally missunderstanding how the action sequence plugin works. I've never actually used it yet.
 

NaosoX

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Using troop events, comment run once parallel(runs before battle starts)
Setup your checks and scale here.

Code:
<Once Parallel When Start Battle>

- Used for: Troop Page Comment Tags
- Causes the troop page to immediately load the moment the battle scene
  begins to fade in (not after it fades in). This is faster than a turn 0
  condition troop page. Troop page conditions are ignored.
- This can be used for things like the Action Sequence Camera plugin, the
  Visual Battle Environment plugin, and/or initial battle poses and such in
  order to provide a near seamless battle transition experience.
- This does NOT trigger when coming out of the options menu or party menu.
- This WILL trigger when going from battle to battle nonstop via plugins
  like VisuStella MZ's Chain Battles.
- When actors are moving towards their home positions, it will take around
  30 frames by default. Use this information however you like.
 

Roguedeus

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Thank you very much.

I am repeatedly surprised at the versatility of the Visustella plugin suite. Seems every time I think I've found something I can't do, I am informed of my ignorance.

From this point on I think it's best that if I assume anything, it's that it's ME missing something rather than the plugins. ;)

I will attempt your example, and get back with you.
 

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