Does anyone know off-hand what the function for adding barriers to a player outside of notetags?
Trying to recreate the Spirit Shell effect from Tips and Tricks :
"The Spirit Shell ability from the World of WarCraft allows a Priest to convert his/her heals into barriers while the Spirit Shell state is active!"
Code:
<JS Pre-Damage as User>
if (this.isHpEffect() && this.isSkill() && value < 0) {
var turns = 3;
var rate = 1.00;
var barrier = Math.floor(value * rate * -1);
target.gainBarrier(barrier, turns); //This throws an error. But looking for an Absorb Barrier
value += barrier;
}
</JS Pre-Damage as User>
<JS Post-Damage as User>
var result = target.result();
if (result.hpDamage === 0) {
result.hpAffected = false;
}
</JS Post-Damage as User>
Another question I had personally is the use of forceActions, I know the code layout has changed such that force actions work differently, In MV, i could use a Jump Skill to land before my actual "next" turn starts, but now in MZ, it makes it so I Land on my next turn.
Would love some suggestions on how to solve this, or so I get a better understanding! I also am working on making the Doublecast Tips and Tricks as well.
"Final Fantasy 5’s Red Mage class is famously known for its ability to double cast magic. However, from Tips & Tricks Lunatic Mode alone, we cannot change the mechanic where you can select two spells to cast. Instead, what we can do is make it possible that the spell you’ve selected will cast twice! Here’s how you can do it in RPG Maker MV!"
Code:
<Custom Action Start Effect>
// If a chained action is stored...
if ($gameTemp._chainAction === undefined) {
// ...then set the action to the user's current action.
$gameTemp._chainAction = user.currentAction();
} else {
// ...then clear the stored action.
$gameTemp._chainAction = undefined;
}
</Custom Action Start Effect>
<Custom Action End Effect>
// If a chained action is stored...
if ($gameTemp._chainAction) {
// Set the 'action' variable to the chained action.
var action = $gameTemp._chainAction;
// Check if the action exists, is a skill, and is a magical attack.
if (action && action.isSkill() && action.isMagical()) {
// Get the skill used for that action.
var skill = action.item();
// Check if the user can pay the skill cost.
if (user.canPaySkillCost(skill)) {
// Check if the battle system is DTB.
if (BattleManager.isDTB()) {
// If it is, add the action to queue.
user.setAction(0, action);
// If the battle system isn't DTB...
} else {
// ...make it a forced forced.
BattleManager.queueForceAction(user, skill.id, -2);
}
}
}
}
</Custom Action End Effect>
<Custom Remove Effect>
// Clear the chained action effect.
$gameTemp._chainAction = undefined;
</Custom Remove Effect>
Making unique equipment:
In Yep Equip core it was something like this:
Code:
<Equip Requirement>
class: X or user: x
</Equip Requirement>
<Equip Slot>
Acessory 1
Acessory 2
</Equip Slot>
But for the VisusSellaMZ version I can't seem to find the proper notetag. Was there ever one? I bought the whole bundle in hoping one of them would help with this particular problem. I've even tried to look around for the answer too. Thanks in advanced.
I don't think it was really implement yet.

im waiting for the Job system one too!
Hi sorry for the (close to) double posting, but had an issue that was much easier for me in MV that I've been grappling with in MZ with the current plugins.
The goal? Make a series of skills that are "equipable" with the cost of SP. When the skill is equipped (as a type of armor called a Badge), the actor loses SP, when it is unequipped, the SP is returned to the actor. All badges are universal and compatible with all actors, SP is not shared between actors.
So it requires elements of the Skill Learn Core for the SP generation and SP note tags, but also a bit of Item Equip Core. Can these two be combined as such? Is there a basic workaround here that I'm not seeing? Or is this not possible in the current framework?
Sounds like you are waiting for the Equip Skills plugin to be ported. Big same.

I don't think there is a way to do that quite yet. Ill try to do some research