The official VisuStella notetag help thread

Weremole

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You could create a text code replacement for it and add your conditional to the code there.
I've considered it and it seems possible now that I looked at this more closely, like you can split a number input in the textcode tag. Just need to look how the default MZ textcodes draw icons I guess. The rest is setting the actor and skill variables and putting them in the If branch.
 

Trihan

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I've considered it and it seems possible now that I looked at this more closely, like you can split a number input in the textcode tag. Just need to look how the default MZ textcodes draw icons I guess. The rest is setting the actor and skill variables and putting them in the If branch.
Hrm, yeah. I tried returning '\i76]' in the text code text but it just shows as-is (tried with 2 slashes as well) so doesn't look like they support using codes themselves. Which makes sense I guess.

All the other ones that show icons call existing functions which just take a boolean parameter for whether to display the icon or not.
 

Onox

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Hi ! As a total noob in JS I desperately try to port some Yanfly Tips and Tricks to MZ. Can you help me with this one? : "Cleric Stance"
<Custom Confirm Effect>
// Check if the action is magical and deals HP damage.
if (this.isMagical () && this.isHpEffect () && value> 0) {
// Then increase the damage dealt to 120%.
value = Math.ceil (value * 1.20);
// Chec if the action is magical and heals HP.
} else if (this.isMagical () && this.isHpEffect () && value <0) {
// Then decrease the healing done to 80%.
value = Math.ceil (value * 0.80);
}
</ Custom Confirm Effect>


For the state, and for the skill :

<Before Eval>
// The State ID of the Cleric Stance.
var clericStanceId = 155;
// Check if the user is affected by the state.
if (user.isStateAffected (clericStanceId)) {
// If the user is, then remove the state.
user.removeState (clericStanceId);
// If the user isn't ...
} else {
// Then add the state.
user.addState (clericStanceId);
}
</ Before Eval>

Thank you very much !
 
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Junane

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Hi ! As a total noob in JS I desperately try to port some Yanfly Tips and Tricks to MZ. Can you help me with this one? : "Cleric Stance"



For the state, and for the skill :



Thank you very much !

Below code goes into the State:
<JS Pre-Damage as User>
if (this.isHpEffect() && this.isMagical() && value > 0){
value = Math.ceil(value * 1.2);
} else if (this.isHpEffect() && value < 0){
value = Math.floor(value * 0.8);
}
</JS Pre-Damage as User>

And this into the skill itself:
<JS Post-Apply>
if (user.isStateAffected(x)){
user.removeState(x);
} else {
user.addState(x);
}
</JS Post-Apply>
changing x into your state's ID.
 

Onox

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Below code goes into the State:
<JS Pre-Damage as User>
if (this.isHpEffect() && this.isMagical() && value > 0){
value = Math.ceil(value * 1.2);
} else if (this.isHpEffect() && value < 0){
value = Math.floor(value * 0.8);
}
</JS Pre-Damage as User>

And this into the skill itself:
<JS Post-Apply>
if (user.isStateAffected(x)){
user.removeState(x);
} else {
user.addState(x);
}
</JS Post-Apply>
changing x into your state's ID.
Many thanks ! I reread each page of this thread 10 times to find the solution without success ^^ "

If anyone has a little time I also have problems reproducing this effect:
<Custom Turn End Effect>
if (user.mp == 0) {user.removeState (16)};
</ Custom Turn End Effect>

I also have a few questions, I can't find a solution to reproduce this: <Target: All Allies But User> is this not possible at the moment?

And I suppose that to reproduce everything related to "auras" we will have to wait for a dedicated plugin ?

Is there a solution to transpose all: <Custom Apply Effect>
or should they be changed on a case-by-case basis depending on their effect?

Once again thank you for your answers :)
 
Last edited:

Junane

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Many thanks ! I reread each page of this thread 10 times to find the solution without success ^^ "
If anyone has a little time I also have problems reproducing this effect:
<Custom Turn End Effect>
if (user.mp == 0) {user.removeState (16)};
</ Custom Turn End Effect>
I also have a few questions, I can't find a solution to reproduce this: <Target: All Allies But User> is this not possible at the moment?
And I suppose that to reproduce everything related to "auras" you will have to wait for a dedicated plugin ?
Is there a solution to transpose all: <Custom Apply Effect>
or should they be changed on a case-by-case basis depending on their effect?
Once again thank you for your answers :)
You can change <Custom Turn End Effect> into "<JS Pre-End Turn>"* and <Custom Apply Effect> is turned into "<JS On Add State>"; <Target: All Allies But User> goes into the skill or item and overwrites the original scope to affect the party even if it targets an enemy.

*This also has <JS Post-End Turn> as another alternative.
 

Onox

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You can change <Custom Turn End Effect> into "<JS Pre-End Turn>"* and <Custom Apply Effect> is turned into "<JS On Add State>"; <Target: All Allies But User> goes into the skill or item and overwrites the original scope to affect the party even if it targets an enemy.

*This also has <JS Post-End Turn> as another alternative.
Thank you for your quick reply !
I will try it !

PS : Sorry for "all allies except the user" I thought it was not working but I did not see well ...
 
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Cyberhawk

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WOuldn't it be easier if there was a list of the MV Tips and Tricks that work in MZ or the ones that were modified to work in MZ instead of scouring 15+ pages of text?
 

Weremole

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Hrm, yeah. I tried returning '\i76]' in the text code text but it just shows as-is (tried with 2 slashes as well) so doesn't look like they support using codes themselves. Which makes sense I guess.

All the other ones that show icons call existing functions which just take a boolean parameter for whether to display the icon or not.
I'm doing something terribly wrong here.

const textState = arguments[0];

const data = this.obtainEscapeString(textState).split(',');

if (textState.drawing) {

const actor = parseInt(data[0].trim());

const skill = parseInt(data[1] || '0');{

if $gameActors.actor(actor).skills().contains($dataSkills[skill]); {



const icon = 92

return this.drawIcon(icon);

}else{

const icon = 74

return this.drawIcon(icon);



}

}
 

Corygon

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WOuldn't it be easier if there was a list of the MV Tips and Tricks that work in MZ or the ones that were modified to work in MZ instead of scouring 15+ pages of text?
That'd be awesome.
 

Trihan

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That'd be awesome.
Almost all of them do except the ones which use Selection Control or Target Core. I know this because I've recreated all of them in MZ for a client. :p

I am working on a document outlining the notetag changes required to make them compatible, but I'm not done yet.
 

Trihan

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Did you remove the entire lines or just the word "return" from those lines? I meant the latter, in case that wasn't clear.
 

Weremole

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Did you remove the entire lines or just the word "return" from those lines? I meant the latter, in case that wasn't clear.
Just the word 'return'.
 

WilsonE7

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Hey, @Trihan I was trying to figure out how to make an event shake or tremble, and I remembered that YEP's Event Sprite Offset plugin had move route script calls to offset the sprite by n pixels. I haven't seen anything like that in VisuStella's plugins, but I thought I'd ask. Is there any way to implement that, or are there any plans to bring that back?
 

Trihan

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Hey, @Trihan I was trying to figure out how to make an event shake or tremble, and I remembered that YEP's Event Sprite Offset plugin had move route script calls to offset the sprite by n pixels. I haven't seen anything like that in VisuStella's plugins, but I thought I'd ask. Is there any way to implement that, or are there any plans to bring that back?
The script calls are the same as in the MV plugin: this._spriteOffsetX = whatever and this._spriteOffsetY = whatever.
 
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WilsonE7

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The script calls are the same as in the MV plugin: this._spriteOffsetX = whatever and this._spriteOffsetY = whatever.
Thanks! I wish they put that in the documentation, though.
 

Trihan

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Thanks! I wish they put that in the documentation, though.
As far as I was aware VisuStella was focusing on putting easy-to-use tools in the hands of developers who can't code their own; the focus was more on plugin commands and parameter functionality than documenting every script call. By all means stick that in the suggestion box if you want to, though.
 

Ys42

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What do you mean by add state via notetags?
On a skill, you can make said skill add a state to the affected unit via notetag, so, is there a way for said state to be affected by enemy state resist.
 

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