Difference between revisions of "Template:VisuMZ Visual State Effects Notetags"
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- The battler will cycle through the various repeating state animations | - The battler will cycle through the various repeating state animations | ||
available through states. | available through states. | ||
+ | - 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. | ||
- WARNING: Abusing Repeat Animations can jeopardize game performance. | - WARNING: Abusing Repeat Animations can jeopardize game performance. | ||
</pre> | </pre> | ||
Line 112: | Line 115: | ||
before moving onto the next animation. | before moving onto the next animation. | ||
- WARNING: Lower numbers can jeopardize game performance. | - WARNING: Lower numbers can jeopardize game performance. | ||
+ | </pre> | ||
+ | |||
+ | --- | ||
+ | |||
+ | [[File:VisualStateEffects_CustomOverlay.gif]] | ||
+ | |||
+ | <pre> | ||
+ | <Custom Overlay: filename> | ||
+ | |||
+ | - Used for: State Notetags | ||
+ | - For those who don't want to use the img/system/ folder's "States" image | ||
+ | file and want something custom, this notetag will do exactly that. | ||
+ | - Custom state overlays will follow similar dimensions to the original | ||
+ | States image: | ||
+ | - Pixel Width: 768 | ||
+ | - Pixel Height: 96 | ||
+ | - Total Frames: 8 | ||
+ | - If you want to use different sizes, we recommend you look into Effekseer | ||
+ | custom animations with the <Repeat Animation: x> notetag instead. | ||
+ | - Replace 'filename' with the filename of the image you want to use as | ||
+ | a state overlay found in the game project's img/system/ folder. | ||
+ | - Do not include the file extension. | ||
</pre> | </pre> | ||
Line 140: | Line 165: | ||
affected by the state. | affected by the state. | ||
- The battler will only play the highest priority state motion. | - The battler will only play the highest priority state motion. | ||
+ | - 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. | ||
</pre> | </pre> | ||
Line 153: | Line 181: | ||
this notetag, their animation will be locked in place while this state | this notetag, their animation will be locked in place while this state | ||
is in effect. | is in effect. | ||
+ | - 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. | ||
</pre> | </pre> | ||
Line 168: | Line 199: | ||
- If a battler has multiple states with tones, then the state with the | - If a battler has multiple states with tones, then the state with the | ||
highest priority value is applied to the battler. | 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. | ||
+ | </pre> | ||
+ | |||
+ | --- | ||
+ | |||
+ | [[File:VisualStateEffects-Opacity.png|300px]] | ||
+ | |||
+ | <pre> | ||
+ | <Visual Opacity: x> | ||
+ | <Visual Opacity: x%> | ||
+ | |||
+ | - Used for: State Notetags | ||
+ | - When a battler is affected by this state, change the opacity of their main | ||
+ | battler sprite to 'x' or 'x%'. | ||
+ | - Replace 'x' with a number from 0 to 255 representing the opacity level. | ||
+ | - Replace 'x%' with a percentage from 0% to 100% representing the opacity. | ||
+ | - This does NOT affect UI elements like the HP Gauges, State Icons, or their | ||
+ | positioning markers such as the battler's shadow as this is only to used | ||
+ | to represent a change in their opacity through a state. | ||
+ | - To change the whole battler's opacity including everything from the UI | ||
+ | elements, State Icons, etc., use the Action Sequence Plugin Command to | ||
+ | visually alter the whole opacity level instead. | ||
+ | - The Visual Opacity level will compound with the opacity level adjusted by | ||
+ | the Action Sequence Plugin Command. Keep this in mind when using both of | ||
+ | them together. | ||
+ | - 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. | ||
+ | </pre> | ||
+ | |||
+ | --- | ||
+ | |||
+ | [[File:VisualStateEffects_Rainbow.gif]] | ||
+ | |||
+ | <pre> | ||
+ | <Visual Rainbow: +x> | ||
+ | <Visual Rainbow: -x> | ||
+ | |||
+ | - Used for: State Notetags | ||
+ | - When a battler is affected by this state, the battler has a colorful | ||
+ | rainbow shifting effect. | ||
+ | - Replace 'x' with a number representing how fast the colors shift for the | ||
+ | battler. Higher numbers are faster. Lower numbers are slower. | ||
+ | - This does NOT affect UI elements like the HP Gauges, State Icons, or their | ||
+ | positioning markers such as the battler's shadow as this is only to used | ||
+ | to represent a change in their opacity through a state. | ||
+ | - The Visual Rainbow shift will be stacked on top of any battlers/enemies | ||
+ | that already have a hue change. | ||
+ | - 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. | ||
</pre> | </pre> | ||
Line 186: | Line 270: | ||
</Visual Hover Effect> | </Visual Hover Effect> | ||
− | - Used for: Actor, Class | + | - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags |
- Creates a hover effect when tied to a trait object. | - Creates a hover effect when tied to a trait object. | ||
- The 'base' value determines the minimum height above the ground for the | - The 'base' value determines the minimum height above the ground for the | ||
Line 198: | Line 282: | ||
remain hovering if they're dead or fall down to the floor. Replace 'case' | remain hovering if they're dead or fall down to the floor. Replace 'case' | ||
with 'Hover' or 'Floor'. | with 'Hover' or 'Floor'. | ||
+ | - 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. | ||
Example: | Example: | ||
Line 207: | Line 294: | ||
Death: floor | Death: floor | ||
</Visual Hover Effect> | </Visual Hover Effect> | ||
+ | </pre> | ||
+ | |||
+ | --- | ||
+ | |||
+ | === Breathing-Related Notetags === | ||
+ | |||
+ | [[File:VisualStateEffects_Breathing.gif]] | ||
+ | |||
+ | The following notetags are purely EXPERIMENTAL. There is a high likelihood | ||
+ | of unintended graphical glitches when using them. Use them at your own risk. | ||
+ | |||
+ | --- | ||
+ | |||
+ | <pre> | ||
+ | <Visual Breathing Effect> | ||
+ | Speed: x | ||
+ | Speed X: x | ||
+ | Speed Y: x | ||
+ | |||
+ | Rate: x.y | ||
+ | Rate X: x.y | ||
+ | Rate Y: x.y | ||
+ | |||
+ | HP Link: On | ||
+ | HP Link: Off | ||
+ | </Visual Breathing Effect> | ||
+ | |||
+ | - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags | ||
+ | - Creates a hover effect when tied to a trait object. | ||
+ | - The 'speed' value determines how long each cycle is. | ||
+ | - When using 'Speed', this will apply to both 'Speed X' and 'Speed Y' | ||
+ | - 'Speed X' refers to the horizontal breathing cycle | ||
+ | - 'Speed Y' refers to the vertical breathing cycle | ||
+ | - If not declared, both will default to a value of '10' | ||
+ | - The 'rate' value determines how exaggerated the breathing distortion looks | ||
+ | for the affected target. | ||
+ | - When using 'Rate', this will apply to both 'Rate X' and 'Rate Y | ||
+ | - 'Rate X' refers to horizontal breathing distortion effect | ||
+ | - 'Rate Y' refers to vertical breathing distortion effect | ||
+ | - If not declared, 'Rate X' will default to 0.000 and 'Rate Y' to 0.020. | ||
+ | - HP Link refers to the breathing speed relative to the target's HP rate | ||
+ | where the lower the rate, the slower the speed becomes. | ||
+ | - 'On' means it's enabled. | ||
+ | - 'Off' means it's disabled. | ||
+ | - If not declared, this will default to 'OFF' | ||
+ | - 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. | ||
+ | |||
+ | Examples: | ||
+ | |||
+ | <Visual Breathing Effect> | ||
+ | Speed: 10 | ||
+ | Rate Y: 0.050 | ||
+ | HP Link: On | ||
+ | </Visual Breathing Effect> | ||
+ | |||
+ | <Visual Breathing Effect> | ||
+ | Speed X: 15 | ||
+ | Speed Y: 10 | ||
+ | Rate X: 0.01 | ||
+ | Rate Y: 0.050 | ||
+ | </Visual Breathing Effect> | ||
+ | </pre> | ||
+ | |||
+ | --- | ||
+ | |||
+ | <pre> | ||
+ | <No Breathing> | ||
+ | |||
+ | - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags | ||
+ | - Removes any breathing effects for the affected target. | ||
</pre> | </pre> | ||
--- | --- |
Latest revision as of 17:37, 29 June 2022
The following are notetags that have been added through this plugin. These notetags will not work with your game if this plugin is OFF or not present.
State-Related Notetags
The following notetags are made for states.
---
<Hide State Popup> - Used for: State Notetags - Don't display any of the popups for this state.
---
<State Popup> text color: c flash color: r, g, b, a flash duration: d </State Popup> - Used for: State Notetags - Changes the settings of the state popup from the defaults declared by the Plugin Parameters. Each of the settings are optional. If the lines do not appear in the notetag, then the default values from the Plugin Parameters will be used instead. - Replace 'c' #rrggbb for custom colors or insert a regular number for text colors from the Window Skin. - Replace 'r', 'g', 'b', 'a' with number values ranging from 0 to 255 for 'red', 'green', 'blue', and 'alpha' to determine the flash color. - Replace 'd' with a number representing the amount of frames you want the flash duration to last for. Examples: <State Popup> text color: 3 </State Popup> <State Popup> text color: #abcdef flash color: 255, 255, 0, 160 </State Popup> <State Popup> flash color: 0, 255, 255, 160 flash duration: 90 </State Popup> <State Popup> flash duration: 777 </State Popup>
---
<Add Animation: x> - Used for: State Notetags - Determines the battle animation to play when the state is applied. - Replace 'x' with a number representing the ID of the animation you wish to play when the state is added. - This does not work for states without icons nor the death state.
---
<Erase Animation: x> - Used for: State Notetags - Determines the battle animation to play when the state is removed. - Replace 'x' with a number representing the ID of the animation you wish to play when the state is removed. - This does not work for states without icons nor the death state.
---
<Repeat Animation: x> - Used for: State Notetags - Determines the battle animation to play in intervals when the battler is affected by it. - Replace 'x' with a number representing the ID of the animation you wish to play on repeat while the battler is affected by the state. - The battler will cycle through the various repeating state animations available through states. - 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. - WARNING: Abusing Repeat Animations can jeopardize game performance.
---
<Repeat Animation Cycle: x> - Used for: State Notetags - Determines the cycle/duration of this specific state's repeating animation if you do not wish to use the plugin parameter's default setting. - Replace 'x' with the number of frames you wish to play this animation for before moving onto the next animation. - WARNING: Lower numbers can jeopardize game performance.
---
<Custom Overlay: filename> - Used for: State Notetags - For those who don't want to use the img/system/ folder's "States" image file and want something custom, this notetag will do exactly that. - Custom state overlays will follow similar dimensions to the original States image: - Pixel Width: 768 - Pixel Height: 96 - Total Frames: 8 - If you want to use different sizes, we recommend you look into Effekseer custom animations with the <Repeat Animation: x> notetag instead. - Replace 'filename' with the filename of the image you want to use as a state overlay found in the game project's img/system/ folder. - Do not include the file extension.
---
<State Motion: Walk> <State Motion: Wait> <State Motion: Chant> <State Motion: Guard> <State Motion: Damage> <State Motion: Evade> <State Motion: Thrust> <State Motion: Swing> <State Motion: Missile> <State Motion: Skill> <State Motion: Spell> <State Motion: Item> <State Motion: Escape> <State Motion: Victory> <State Motion: Dying> <State Motion: Abnormal> <State Motion: Sleep> <State Motion: Dead> - Used for: State Notetags - Lets you determine what kind of state motion to play when the battler is affected by the state. - The battler will only play the highest priority state motion. - 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.
---
<State Motion Lock> - Used for: State Notetags - If an actor or animated sideview enemy is affected by a state that has this notetag, their animation will be locked in place while this state is in effect. - 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.
---
<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.
---
<Visual Opacity: x> <Visual Opacity: x%> - Used for: State Notetags - When a battler is affected by this state, change the opacity of their main battler sprite to 'x' or 'x%'. - Replace 'x' with a number from 0 to 255 representing the opacity level. - Replace 'x%' with a percentage from 0% to 100% representing the opacity. - This does NOT affect UI elements like the HP Gauges, State Icons, or their positioning markers such as the battler's shadow as this is only to used to represent a change in their opacity through a state. - To change the whole battler's opacity including everything from the UI elements, State Icons, etc., use the Action Sequence Plugin Command to visually alter the whole opacity level instead. - The Visual Opacity level will compound with the opacity level adjusted by the Action Sequence Plugin Command. Keep this in mind when using both of them together. - 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.
---
<Visual Rainbow: +x> <Visual Rainbow: -x> - Used for: State Notetags - When a battler is affected by this state, the battler has a colorful rainbow shifting effect. - Replace 'x' with a number representing how fast the colors shift for the battler. Higher numbers are faster. Lower numbers are slower. - This does NOT affect UI elements like the HP Gauges, State Icons, or their positioning markers such as the battler's shadow as this is only to used to represent a change in their opacity through a state. - The Visual Rainbow shift will be stacked on top of any battlers/enemies that already have a hue change. - 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.
---
Hover Notetags
---
<Visual Hover Effect> Base: x Speed: y Rate: z Death: case </Visual Hover Effect> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Creates a hover effect when tied to a trait object. - The 'base' value determines the minimum height above the ground for the hover effect. Replace 'x' with a number representing the pixel height. - The 'speed' value determines the flat adjustment towards the wobbling change. Replace 'y' with a number representing the speed. Lower values move faster while higher values move slower. - The 'rate' determines the fluctuation rate when the hover effect bobbles up and down. Replace 'z' with a number representing the fluctuation rate. - The 'death' scenario lets you decide if you want the hovering battler to remain hovering if they're dead or fall down to the floor. Replace 'case' with 'Hover' or 'Floor'. - 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. Example: <Visual Hover Effect> Base: 100 Speed: 20 Rate: 5.0 Death: floor </Visual Hover Effect>
---
Breathing-Related Notetags
The following notetags are purely EXPERIMENTAL. There is a high likelihood of unintended graphical glitches when using them. Use them at your own risk.
---
<Visual Breathing Effect> Speed: x Speed X: x Speed Y: x Rate: x.y Rate X: x.y Rate Y: x.y HP Link: On HP Link: Off </Visual Breathing Effect> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Creates a hover effect when tied to a trait object. - The 'speed' value determines how long each cycle is. - When using 'Speed', this will apply to both 'Speed X' and 'Speed Y' - 'Speed X' refers to the horizontal breathing cycle - 'Speed Y' refers to the vertical breathing cycle - If not declared, both will default to a value of '10' - The 'rate' value determines how exaggerated the breathing distortion looks for the affected target. - When using 'Rate', this will apply to both 'Rate X' and 'Rate Y - 'Rate X' refers to horizontal breathing distortion effect - 'Rate Y' refers to vertical breathing distortion effect - If not declared, 'Rate X' will default to 0.000 and 'Rate Y' to 0.020. - HP Link refers to the breathing speed relative to the target's HP rate where the lower the rate, the slower the speed becomes. - 'On' means it's enabled. - 'Off' means it's disabled. - If not declared, this will default to 'OFF' - 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. Examples: <Visual Breathing Effect> Speed: 10 Rate Y: 0.050 HP Link: On </Visual Breathing Effect> <Visual Breathing Effect> Speed X: 15 Speed Y: 10 Rate X: 0.01 Rate Y: 0.050 </Visual Breathing Effect>
---
<No Breathing> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Removes any breathing effects for the affected target.
---