Template:VisuMZ Visual State Effects Notetags

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Revision as of 12:31, 18 June 2021 by Irina (talk | contribs) (Breathing-Related Notetags)
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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.

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<Hide State Popup>

- Used for: State Notetags
- Don't display any of the popups for this state.

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VisualStateEffectsPopups.gif

<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>

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<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.

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<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.

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VisualStateEffectsRepeatCycle.gif

<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.

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<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.

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<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.

---

VisualStateEffectsToneFrozen.gif

<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.

---

VisualStateEffectsToneFrozen.gif

<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.

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VisualStateEffects-Opacity.png

<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.

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VisualStateEffects Rainbow.gif

<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.

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Hover Notetags

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VisualStateEffectsHover.gif

<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>

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Breathing-Related Notetags

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.

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<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>

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<No Breathing>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Removes any breathing effects for the affected target.

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