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	<id>http://www.yanfly.moe/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Arisu</id>
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	<updated>2026-04-05T10:45:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:MainPageArticlesVisuStella&amp;diff=16744</id>
		<title>Template:MainPageArticlesVisuStella</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:MainPageArticlesVisuStella&amp;diff=16744"/>
		<updated>2024-05-24T12:49:49Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; cellspacing=&amp;quot;5&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|header = 🔰References&lt;br /&gt;
|content = &lt;br /&gt;
: 📖[[Glossary]]&lt;br /&gt;
: 📚[[VisuStella MZ Changelog]]&lt;br /&gt;
: 📔[[:Category:Notetags (MZ)|Notetags (MZ)]]&lt;br /&gt;
: 🐧[[:Category:Plugin Commands (MZ)|Plugin Commands (MZ)]]&lt;br /&gt;
: 🧮[[:Category:Text Codes (MZ)|Text Codes (MZ)]]&lt;br /&gt;
}}&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|header = ✍️General Articles&lt;br /&gt;
|content = &lt;br /&gt;
: 🔮[[The Future of VisuStella MZ Plugins]]&lt;br /&gt;
: 🌎[[Most Popular VisuStella MZ Plugins]]&lt;br /&gt;
: ❓[[Why Certain Plugins Wont Be Ported|Why Certain Plugins Won't Be Ported]]&lt;br /&gt;
: 💸[[Why does VisuStella MZ cost more than RPG Maker MZ]]?&lt;br /&gt;
: 🚫[[Why Extension Plugins Are Not Standalone]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|header = ⚔️Battle System&lt;br /&gt;
|content = &lt;br /&gt;
: Action Sequences&lt;br /&gt;
:: 🎬[[Action Sequence Basic Skill Setup and Target All|Basic Skill Setup and Target All]]&lt;br /&gt;
:: 💕[[Creating HP/MP Skill Conditions]] &amp;lt;!-- [https://www.rpgmakerweb.com/blog/visustella-mz-action-sequence-article-2-creating-hp-mp-skill-conditions Creating HP/MP Skill Conditions] --&amp;gt;&lt;br /&gt;
:: 💪[[Creating a Stacking Buff System]] &amp;lt;!-- [https://www.rpgmakerweb.com/blog/visustella-mz-action-sequence-series-creating-a-stacking-buff-system] --&amp;gt;&lt;br /&gt;
:: 🔋[[Custom Skill Cost System]] &amp;lt;!-- https://www.rpgmakerweb.com/blog/visustella-mz-action-sequence-creating-a-custom-skill-cost-system-with-variables-and-pictures --&amp;gt;&lt;br /&gt;
:: ⏰[[Timed Hits with Action Sequences]]&lt;br /&gt;
}}&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|header = 💡Inspiration&lt;br /&gt;
|content = &lt;br /&gt;
: ⚔️[[Inspiration Behind Battle Technician Series|Battle Technician]] • 🪓[[Inspiration Behind Combat Crusaders Series|Combat Crusaders]] • 🚧[[Inspiration Behind Custom Construct Series|Custom Construct]] • ⛰️[[Inspiration Behind Dungeon Divers Series|Dungeon Divers]] • 🗺️[[Inspiration Behind Enchanted Explorers Series|Enchanted Explorers]] • 🏆[[Inspiration Behind Grande|Grande]] • 💰[[Inspiration Behind Merchant Manager Series|Merchant Manager]] • 🌊[[Inspiration Behind The Waves Plugins|The Waves]] • 🖋️[[Inspiration Behind Visual Novel Series|Visual Novel]] • 🌳[[Inspiration Behind Wanderlust Series|Wanderlust]]&lt;br /&gt;
}}&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|header = ✨Tips &amp;amp; Tricks&lt;br /&gt;
|content = &lt;br /&gt;
: 🏘️[[Build Your Community Through Your Game]]&lt;br /&gt;
: 🍀[[Event Popup Tips and Tricks]]&lt;br /&gt;
: 🎮[[Play Test Common Event]] &amp;lt;!-- https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella --&amp;gt;&lt;br /&gt;
: 🔼[[Useful Shortcuts for Playtesting]]&lt;br /&gt;
: 🚶‍♀️[[WASD Movement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;|}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arisu</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Play_Test_Common_Event&amp;diff=16743</id>
		<title>Play Test Common Event</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Play_Test_Common_Event&amp;diff=16743"/>
		<updated>2024-05-24T12:39:14Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Ever get those times where you create a brand new shop in your game, decide to go test it out, only to realize you forgot to give yourself any gold since you’re doing a play test?&lt;br /&gt;
Or maybe when testing out a new area only to forget you haven’t given them any items to use? Or weapons? Or armors?&lt;br /&gt;
&lt;br /&gt;
Yeeeaaaaaaaaaaaaaaaaaaaaah… We’ve been there a lot, too&lt;br /&gt;
&lt;br /&gt;
Sure, it’s only a few more minutes of clicking away to create a new Autorun Run event each time, but those tiny moments of forgetfulness add up.&lt;br /&gt;
That’s why we’re going to present to you a new tip that will help you save your valuable time!&lt;br /&gt;
&lt;br /&gt;
{{Article by Irina}}&lt;br /&gt;
&lt;br /&gt;
This article was transcribed over from [https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella RPG Maker Web] by [[Arisu]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
[[File:PlayTestCommonEvent_01.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Inside the VisuStella MZ Core Engine (which you can download from our [https://visustella.itch.io/visumz-sample Sample Project!]), we have a special plugin parameter that runs a Common Event only during play test sessions! You can find that plugin parameter by going here:&lt;br /&gt;
&lt;br /&gt;
Plugin Parameters =&amp;gt; Quality of Life Settings =&amp;gt; '''New Game &amp;gt; Common Event'''&lt;br /&gt;
&lt;br /&gt;
[[File:PlayTestCommonEvent_02.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Let’s change this setting to a Common Event in our database! We will use Common Event 1 for now, but you can pick whatever you want.&lt;br /&gt;
&lt;br /&gt;
[[File:PlayTestCommonEvent_03.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Inside that common event, let’s give ourselves a bit of starting gold, basic batch of potions, some gear, and a few levels each time we start a new play test session:&lt;br /&gt;
&lt;br /&gt;
[[File:PlayTestCommonEvent_04.png|600px]]&lt;br /&gt;
&lt;br /&gt;
As mentioned before, this common event will only run during a play test session! This way, whenever you are testing out new shops, locations, or dungeons, your player character won’t be stripped of preparation! This common event will not run on a finished and deployed game so don’t worry about that bit at all!&lt;br /&gt;
&lt;br /&gt;
[[File:PlayTestCommonEvent_05.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Hooray! We can test shops without empty wallets now!&lt;br /&gt;
&lt;br /&gt;
This can help save you a lot of time when debugging your game as it cuts down on the amount of preparation work needed to be done when testing new content.&lt;br /&gt;
&lt;br /&gt;
Now then...&lt;br /&gt;
&lt;br /&gt;
For the more advanced users who would like to add in every item, weapon, and armor at once, there’s a script call function you can utilize to save yourself some clicking time! We’ll provide you the snippet here:&lt;br /&gt;
&lt;br /&gt;
Copy/Paste Code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const items = $dataItems.concat($dataWeapons).concat($dataArmors);&lt;br /&gt;
const quantity = 10;&lt;br /&gt;
 &lt;br /&gt;
for (const item of items) {&lt;br /&gt;
    if (!item) continue;&lt;br /&gt;
    if (item.name.trim() === '') continue;&lt;br /&gt;
    if (item.name.includes('-----')) continue;&lt;br /&gt;
    if (item.itypeId === 2) continue;&lt;br /&gt;
    $gameParty.gainItem(item, quantity);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those wondering, this code will exclude and filter out any items with empty names, have ----- in the name, or is a key item.&lt;br /&gt;
&lt;br /&gt;
Your common event should look something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:PlayTestCommonEvent_06.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Now, when we run the game through play test mode and go to our items menu, we should see 10 of each item! Minus the above mentioned filters of course.&lt;br /&gt;
&lt;br /&gt;
[[File:PlayTestCommonEvent_07.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Yayifications! That’s awesome! So much time is saved and we have everything we need for play testing!&lt;br /&gt;
&lt;br /&gt;
We understand that during play testing, not everything goes according to plan so it never hurts to have resources available at all times to make sure every other situation is prepared for. We hope this tip will help you speed up your playtesting sessions and allow you to focus on creating the content you want with less frustrations!&lt;br /&gt;
&lt;br /&gt;
Happy RPG Making!&lt;br /&gt;
&lt;br /&gt;
== End of Article ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;script type=&amp;quot;text/javascript&amp;quot; src=&amp;quot;https://www.free-counters.org/count/fkqi&amp;quot;&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;a href='https://www.easybooking.eu/'&amp;gt;Buchungssoftware Hotelerie&amp;lt;/a&amp;gt; &amp;lt;script type='text/javascript' src='https://whomania.com/ctr?id=1f2ed4a43504b59d29e1c12f9dcad56e49f90fdf'&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Arisu</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Play_Test_Common_Event&amp;diff=16742</id>
		<title>Play Test Common Event</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Play_Test_Common_Event&amp;diff=16742"/>
		<updated>2024-05-24T12:38:01Z</updated>

		<summary type="html">&lt;p&gt;Arisu: Created page with &amp;quot;{{TOCright}}  {| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; | style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |  == Introduction ==  Ever get those times where you create...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Ever get those times where you create a brand new shop in your game, decide to go test it out, only to realize you forgot to give yourself any gold since you’re doing a play test?&lt;br /&gt;
Or maybe when testing out a new area only to forget you haven’t given them any items to use? Or weapons? Or armors?&lt;br /&gt;
&lt;br /&gt;
Yeeeaaaaaaaaaaaaaaaaaaaaah… We’ve been there a lot, too&lt;br /&gt;
&lt;br /&gt;
Sure, it’s only a few more minutes of clicking away to create a new Autorun Run event each time, but those tiny moments of forgetfulness add up.&lt;br /&gt;
That’s why we’re going to present to you a new tip that will help you save your valuable time!&lt;br /&gt;
&lt;br /&gt;
{{Article by Irina}}&lt;br /&gt;
&lt;br /&gt;
This article was transcribed over from [https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella RPG Maker Web] by [[Arisu]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
[[File:PlayTestCommonEvent_01.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Inside the VisuStella MZ Core Engine (which you can download from our [https://visustella.itch.io/visumz-sample Sample Project!]), we have a special plugin parameter that runs a Common Event only during play test sessions! You can find that plugin parameter by going here:&lt;br /&gt;
&lt;br /&gt;
Plugin Parameters =&amp;gt; Quality of Life Settings =&amp;gt; '''New Game &amp;gt; Common Event'''&lt;br /&gt;
&lt;br /&gt;
[[File:PlayTestCommonEvent_02.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Let’s change this setting to a Common Event in our database! We will use Common Event 1 for now, but you can pick whatever you want.&lt;br /&gt;
&lt;br /&gt;
[[File:PlayTestCommonEvent_03.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Inside that common event, let’s give ourselves a bit of starting gold, basic batch of potions, some gear, and a few levels each time we start a new play test session:&lt;br /&gt;
&lt;br /&gt;
[[File:PlayTestCommonEvent_04.png|600px]]&lt;br /&gt;
&lt;br /&gt;
As mentioned before, this common event will only run during a play test session! This way, whenever you are testing out new shops, locations, or dungeons, your player character won’t be stripped of preparation! This common event will not run on a finished and deployed game so don’t worry about that bit at all!&lt;br /&gt;
&lt;br /&gt;
[[File:PlayTestCommonEvent_05.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Hooray! We can test shops without empty wallets now!&lt;br /&gt;
&lt;br /&gt;
This can help save you a lot of time when debugging your game as it cuts down on the amount of preparation work needed to be done when testing new content.&lt;br /&gt;
&lt;br /&gt;
Now then...&lt;br /&gt;
&lt;br /&gt;
For the more advanced users who would like to add in every item, weapon, and armor at once, there’s a script call function you can utilize to save yourself some clicking time! We’ll provide you the snippet here:&lt;br /&gt;
&lt;br /&gt;
Copy/Paste Code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const items = $dataItems.concat($dataWeapons).concat($dataArmors);&lt;br /&gt;
const quantity = 10;&lt;br /&gt;
 &lt;br /&gt;
for (const item of items) {&lt;br /&gt;
    if (!item) continue;&lt;br /&gt;
    if (item.name.trim() === '') continue;&lt;br /&gt;
    if (item.name.includes('-----')) continue;&lt;br /&gt;
    if (item.itypeId === 2) continue;&lt;br /&gt;
    $gameParty.gainItem(item, quantity);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those wondering, this code will exclude and filter out any items with empty names, have ----- in the name, or is a key item.&lt;br /&gt;
&lt;br /&gt;
Your common event should look something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:PlayTestCommonEvent_06.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Now, when we run the game through play test mode and go to our items menu, we should see 10 of each item! Minus the above mentioned filters of course.&lt;br /&gt;
&lt;br /&gt;
[[File:PlayTestCommonEvent_07.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Yayifications! That’s awesome! So much time is saved and we have everything we need for play testing!&lt;br /&gt;
&lt;br /&gt;
We understand that during play testing, not everything goes according to plan so it never hurts to have resources available at all times to make sure every other situation is prepared for. We hope this tip will help you speed up your playtesting sessions and allow you to focus on creating the content you want with less frustrations!&lt;br /&gt;
&lt;br /&gt;
Happy RPG Making!&lt;br /&gt;
&lt;br /&gt;
== End of Article ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Arisu</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=File:PlayTestCommonEvent_04.png&amp;diff=16741</id>
		<title>File:PlayTestCommonEvent 04.png</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=File:PlayTestCommonEvent_04.png&amp;diff=16741"/>
		<updated>2024-05-24T12:37:58Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Arisu</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=File:PlayTestCommonEvent_07.png&amp;diff=16740</id>
		<title>File:PlayTestCommonEvent 07.png</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=File:PlayTestCommonEvent_07.png&amp;diff=16740"/>
		<updated>2024-05-24T12:37:55Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Arisu</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=File:PlayTestCommonEvent_06.png&amp;diff=16739</id>
		<title>File:PlayTestCommonEvent 06.png</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=File:PlayTestCommonEvent_06.png&amp;diff=16739"/>
		<updated>2024-05-24T12:37:45Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Arisu</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=File:PlayTestCommonEvent_05.png&amp;diff=16738</id>
		<title>File:PlayTestCommonEvent 05.png</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=File:PlayTestCommonEvent_05.png&amp;diff=16738"/>
		<updated>2024-05-24T12:37:34Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Arisu</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=File:PlayTestCommonEvent_03.png&amp;diff=16737</id>
		<title>File:PlayTestCommonEvent 03.png</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=File:PlayTestCommonEvent_03.png&amp;diff=16737"/>
		<updated>2024-05-24T12:37:02Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Arisu</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=File:PlayTestCommonEvent_02.png&amp;diff=16736</id>
		<title>File:PlayTestCommonEvent 02.png</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=File:PlayTestCommonEvent_02.png&amp;diff=16736"/>
		<updated>2024-05-24T12:36:51Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Arisu</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=File:PlayTestCommonEvent_01.png&amp;diff=16735</id>
		<title>File:PlayTestCommonEvent 01.png</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=File:PlayTestCommonEvent_01.png&amp;diff=16735"/>
		<updated>2024-05-24T12:36:41Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Arisu</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:MainPageArticlesVisuStella&amp;diff=16734</id>
		<title>Template:MainPageArticlesVisuStella</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:MainPageArticlesVisuStella&amp;diff=16734"/>
		<updated>2024-05-23T12:29:03Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; cellspacing=&amp;quot;5&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|header = 🔰References&lt;br /&gt;
|content = &lt;br /&gt;
: 📖[[Glossary]]&lt;br /&gt;
: 📚[[VisuStella MZ Changelog]]&lt;br /&gt;
: 📔[[:Category:Notetags (MZ)|Notetags (MZ)]]&lt;br /&gt;
: 🐧[[:Category:Plugin Commands (MZ)|Plugin Commands (MZ)]]&lt;br /&gt;
: 🧮[[:Category:Text Codes (MZ)|Text Codes (MZ)]]&lt;br /&gt;
}}&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|header = ✍️General Articles&lt;br /&gt;
|content = &lt;br /&gt;
: 🔮[[The Future of VisuStella MZ Plugins]]&lt;br /&gt;
: 🌎[[Most Popular VisuStella MZ Plugins]]&lt;br /&gt;
: ❓[[Why Certain Plugins Wont Be Ported|Why Certain Plugins Won't Be Ported]]&lt;br /&gt;
: 💸[[Why does VisuStella MZ cost more than RPG Maker MZ]]?&lt;br /&gt;
: 🚫[[Why Extension Plugins Are Not Standalone]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|header = ⚔️Battle System&lt;br /&gt;
|content = &lt;br /&gt;
: Action Sequences&lt;br /&gt;
:: 🎬[[Action Sequence Basic Skill Setup and Target All|Basic Skill Setup and Target All]]&lt;br /&gt;
:: 💕[[Creating HP/MP Skill Conditions]] &amp;lt;!-- [https://www.rpgmakerweb.com/blog/visustella-mz-action-sequence-article-2-creating-hp-mp-skill-conditions Creating HP/MP Skill Conditions] --&amp;gt;&lt;br /&gt;
:: 💪[[Creating a Stacking Buff System]] &amp;lt;!-- [https://www.rpgmakerweb.com/blog/visustella-mz-action-sequence-series-creating-a-stacking-buff-system] --&amp;gt;&lt;br /&gt;
:: 🔋[[Custom Skill Cost System]] &amp;lt;!-- https://www.rpgmakerweb.com/blog/visustella-mz-action-sequence-creating-a-custom-skill-cost-system-with-variables-and-pictures --&amp;gt;&lt;br /&gt;
:: ⏰[[Timed Hits with Action Sequences]]&lt;br /&gt;
}}&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|header = 💡Inspiration&lt;br /&gt;
|content = &lt;br /&gt;
: ⚔️[[Inspiration Behind Battle Technician Series|Battle Technician]] • 🪓[[Inspiration Behind Combat Crusaders Series|Combat Crusaders]] • 🚧[[Inspiration Behind Custom Construct Series|Custom Construct]] • ⛰️[[Inspiration Behind Dungeon Divers Series|Dungeon Divers]] • 🗺️[[Inspiration Behind Enchanted Explorers Series|Enchanted Explorers]] • 🏆[[Inspiration Behind Grande|Grande]] • 💰[[Inspiration Behind Merchant Manager Series|Merchant Manager]] • 🌊[[Inspiration Behind The Waves Plugins|The Waves]] • 🖋️[[Inspiration Behind Visual Novel Series|Visual Novel]] • 🌳[[Inspiration Behind Wanderlust Series|Wanderlust]]&lt;br /&gt;
}}&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|header = ✨Tips &amp;amp; Tricks&lt;br /&gt;
|content = &lt;br /&gt;
: 🏘️[[Build Your Community Through Your Game]]&lt;br /&gt;
: 🍀[[Event Popup Tips and Tricks]]&lt;br /&gt;
: 🎮[https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella Play Test Common Event]&lt;br /&gt;
: 🔼[[Useful Shortcuts for Playtesting]]&lt;br /&gt;
: 🚶‍♀️[[WASD Movement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;|}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arisu</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Custom_Skill_Cost_System&amp;diff=16733</id>
		<title>Custom Skill Cost System</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Custom_Skill_Cost_System&amp;diff=16733"/>
		<updated>2024-05-23T12:28:59Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Hide Sidebar}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Hello once again, RPG Makers!&lt;br /&gt;
&lt;br /&gt;
If you've made it this far, then I congratulate you! This tutorial will be the last one for this series focusing on enhancing the battle system and skills with Visustella's Battle Core. I hope that you've enjoyed the ride thus far.&lt;br /&gt;
&lt;br /&gt;
{{Article by MirageV}}&lt;br /&gt;
&lt;br /&gt;
This article was transcribed over from [https://www.rpgmakerweb.com/blog/visustella-mz-action-sequence-creating-a-custom-skill-cost-system-with-variables-and-pictures RPG Maker Web] by [[Arisu]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
So, for today, we will be getting a little ambitious. We're going to create a custom skill cost system using pictures, variables, and some JS functions to glue it all together. These sorts of systems are a fun way to add some extra flair to your battle system using your own hands and a few simple tools.&lt;br /&gt;
&lt;br /&gt;
So for today, our goals will be...&lt;br /&gt;
&lt;br /&gt;
* Design and implement a custom skill gauge to appear in battle.&lt;br /&gt;
* Create a skill that uses this resource.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, let's start with goal number 1!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Custom Skill Gauge ===&lt;br /&gt;
&lt;br /&gt;
I've already created our graphics for this exercise beforehand, but you should keep in mind that when you design your gauge, you should consider the logic of how it will function. My gauge will be a simple bar with 5 states: 0%, 25%, 50%, 75%, and 100%.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_01.png|400px]]&lt;br /&gt;
&lt;br /&gt;
For the purposes of this exercise, I've provided the graphics to be used here: [https://drive.google.com/file/d/14OBadBS9BgVrEnMXwaULGfDqO7oc4ZDe/view?usp=sharing LINK]&lt;br /&gt;
&lt;br /&gt;
Place the gauge images into the pictures folder, and let's get started.&lt;br /&gt;
&lt;br /&gt;
First, we'll have to create the logic for our new gauge. First, let's create a common event for initializing our new gauge. This will be a simple set of show picture commands like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_02.png|600px]]&lt;br /&gt;
&lt;br /&gt;
After that, we'll create another common event. In this one, let's create a new variable. We'll call it 'Burst Gauge'. Let's keep it simple. With this new variable, we'll set it to increase by 1. &lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_03.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After that, we'll use a conditional branch to check and see whether or not the variable has exceeded the count of 4. If it has, we'll set it back to 4. Like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_04.png|600px]]&lt;br /&gt;
&lt;br /&gt;
With this complete, let's create another common event. This one will be used to manage the gauge images based on the state of the Burst Gauge variable. It's very simple. Just use a conditional branch for each number of the variable from 0-4, and then change the displayed picture accordingly, like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_05.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Now with this done, we'll add a common event call to our Initialize and Increase common events to link to this image manager:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_06.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_07.png|600px]]&lt;br /&gt;
&lt;br /&gt;
And with this, the initial setup is complete. Now, how do we translate this into a working combat resource? We'll need to take several steps to do that. First, let's get this gauge to appear in battle. You can easily do this by making use of [[Battle Core VisuStella MZ|Battle Core]]'s Base Troop Events to ensure you only have to do this once. After that, it will appear in every battle you create.&lt;br /&gt;
&lt;br /&gt;
You can find it here: Battle Core =&amp;gt; Mechanics Settings =&amp;gt; Base Troop ID's&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_08.png|400px]]&lt;br /&gt;
&lt;br /&gt;
We'll leave it at 1, as that's most simple. Now let's go to our 1st enemy troop. There, we'll add a common event call to the troop's event page. Make sure it's set to Turn 0, and the scope is Battle!&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_09.png|600px]]&lt;br /&gt;
&lt;br /&gt;
This will link the common events we created to the battle system properly. Now, let's start a battle and check.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_10.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yep, it's there. That's the baseline! Now, let's get down to the business of making this gauge actually increment. We'll be diving into the action sequences we've made so far, and adding a little bit more code.&lt;br /&gt;
&lt;br /&gt;
At the end of each sequence, add a common event call to increase the count of the Burst Gauge Variable:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_11.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, let's test our battle again, and use some skills!&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_12.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skill Creation ===&lt;br /&gt;
&lt;br /&gt;
Alright, looks like our gauge increases just fine. Now, let's get to the fun part. Let's make a skill that uses this gauge. Let's head over to the skill tab! &lt;br /&gt;
&lt;br /&gt;
We'll call our new skill Impulse Slash. We'll make it a strong, flashy skill that does extra damage if the enemy is inflicted with Burn.&lt;br /&gt;
&lt;br /&gt;
Make sure to do all the necessary setup. After that, we'll need to do two special things with JS functions that come from Battle Core. First is to link the skill to our variable. Use the JS Skill Enable function like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS Skill Enable&amp;gt;&lt;br /&gt;
enabled = $gameVariables.value(4) &amp;gt;= 4;&lt;br /&gt;
&amp;lt;/JS Skill Enable&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What this says is that the skill can't be used unless variable 4 is greater than or equals 4. Which means when our Burst Gauge is at max.&lt;br /&gt;
&lt;br /&gt;
Let's toss this bad boy into our skill's notebox and add another function called Custom Cost Text:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Custom Cost Text&amp;gt;&lt;br /&gt;
\C[2]100% Burst&lt;br /&gt;
&amp;lt;/Custom Cost Text&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What this does is label the skill in the menu as costing 100% Burst in a text color of 2, based on the system set. &lt;br /&gt;
&lt;br /&gt;
When all is done, your skill should look like this.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_13.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Now, you know the drill by now. Let's make our Action Sequence! Get all the usual setup out of the way, and then let's add some fun stuff. First, we'll give this skill a cut in flash for extra oomph. Then, we'll add in our Burn condition for an extra effect.&lt;br /&gt;
&lt;br /&gt;
The cut in part is easy. Just toss in some picture and sound commands. Like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_14.png|600px]]&lt;br /&gt;
&lt;br /&gt;
And that looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_15.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Next, we'll add in the condition to check for the Burn state. We'll do that using BattleManager._target.isStateAffected(X). X will be the ID number of our Burn state. What this string does is ask the system whether or not the current target is under the effect of Burn. &lt;br /&gt;
&lt;br /&gt;
Let's put this into a conditional branch in a script box like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_16.png|400px]]&lt;br /&gt;
&lt;br /&gt;
And then, we'll add in our extra effect with a new animation, and a multiplier command, along with a second action effect. Once it's all done, it'll look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_17.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Finally, at the end, we'll set our Burst Gauge variable to 0, and call the image manager common event:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_18.png|600px]]&lt;br /&gt;
&lt;br /&gt;
With this, our Burst Skill is complete! Now let's go and try it out. First without the burn status.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_19.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Yes, everything works as planned. Now, let's try it with the Burn state applied.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_20.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Nice! With Burn applied, a second stage attack activates, dealing even more damage to our target. Our boy Reid has come a long way now!&lt;br /&gt;
&lt;br /&gt;
And it is with this, and I can finally close the book on this tutorial, and the series as a whole.&lt;br /&gt;
&lt;br /&gt;
I hope that these articles have been helpful to you, and gives you inspiration to pull off even greater things with RPG Maker, than the simple applications that I provided here. It's my hope that users of RPG Maker take these tools and use them to craft cooler, and more fun games than they did before.&lt;br /&gt;
&lt;br /&gt;
With this, I bid you farewell.&lt;br /&gt;
&lt;br /&gt;
Happy RPG Making!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of Article ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;script type=&amp;quot;text/javascript&amp;quot; src=&amp;quot;https://www.free-counters.org/count/fkik&amp;quot;&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;a href='https://www.acadoo.de/'&amp;gt;Ghostwriter Doktorarbeit&amp;lt;/a&amp;gt; &amp;lt;script type='text/javascript' src='https://whomania.com/ctr?id=112ceef25eb54c1325dc21ce1f299624c3c851d2'&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Arisu</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Custom_Skill_Cost_System&amp;diff=16732</id>
		<title>Custom Skill Cost System</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Custom_Skill_Cost_System&amp;diff=16732"/>
		<updated>2024-05-23T12:28:25Z</updated>

		<summary type="html">&lt;p&gt;Arisu: Created page with &amp;quot;{{TOCright}} {{Hide Sidebar}}  {| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; | style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |  == Introduction ==  Hello once again, RP...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Hide Sidebar}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Hello once again, RPG Makers!&lt;br /&gt;
&lt;br /&gt;
If you've made it this far, then I congratulate you! This tutorial will be the last one for this series focusing on enhancing the battle system and skills with Visustella's Battle Core. I hope that you've enjoyed the ride thus far.&lt;br /&gt;
&lt;br /&gt;
{{Article by MirageV}}&lt;br /&gt;
&lt;br /&gt;
This article was transcribed over from [https://www.rpgmakerweb.com/blog/visustella-mz-action-sequence-creating-a-custom-skill-cost-system-with-variables-and-pictures RPG Maker Web] by [[Arisu]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
So, for today, we will be getting a little ambitious. We're going to create a custom skill cost system using pictures, variables, and some JS functions to glue it all together. These sorts of systems are a fun way to add some extra flair to your battle system using your own hands and a few simple tools.&lt;br /&gt;
&lt;br /&gt;
So for today, our goals will be...&lt;br /&gt;
&lt;br /&gt;
* Design and implement a custom skill gauge to appear in battle.&lt;br /&gt;
* Create a skill that uses this resource.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, let's start with goal number 1!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Custom Skill Gauge ===&lt;br /&gt;
&lt;br /&gt;
I've already created our graphics for this exercise beforehand, but you should keep in mind that when you design your gauge, you should consider the logic of how it will function. My gauge will be a simple bar with 5 states: 0%, 25%, 50%, 75%, and 100%.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_01.png|400px]]&lt;br /&gt;
&lt;br /&gt;
For the purposes of this exercise, I've provided the graphics to be used here: [https://drive.google.com/file/d/14OBadBS9BgVrEnMXwaULGfDqO7oc4ZDe/view?usp=sharing LINK]&lt;br /&gt;
&lt;br /&gt;
Place the gauge images into the pictures folder, and let's get started.&lt;br /&gt;
&lt;br /&gt;
First, we'll have to create the logic for our new gauge. First, let's create a common event for initializing our new gauge. This will be a simple set of show picture commands like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_02.png|600px]]&lt;br /&gt;
&lt;br /&gt;
After that, we'll create another common event. In this one, let's create a new variable. We'll call it 'Burst Gauge'. Let's keep it simple. With this new variable, we'll set it to increase by 1. &lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_03.png|400px]]&lt;br /&gt;
&lt;br /&gt;
After that, we'll use a conditional branch to check and see whether or not the variable has exceeded the count of 4. If it has, we'll set it back to 4. Like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_04.png|600px]]&lt;br /&gt;
&lt;br /&gt;
With this complete, let's create another common event. This one will be used to manage the gauge images based on the state of the Burst Gauge variable. It's very simple. Just use a conditional branch for each number of the variable from 0-4, and then change the displayed picture accordingly, like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_05.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Now with this done, we'll add a common event call to our Initialize and Increase common events to link to this image manager:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_06.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_07.png|600px]]&lt;br /&gt;
&lt;br /&gt;
And with this, the initial setup is complete. Now, how do we translate this into a working combat resource? We'll need to take several steps to do that. First, let's get this gauge to appear in battle. You can easily do this by making use of [[Battle Core VisuStella MZ|Battle Core]]'s Base Troop Events to ensure you only have to do this once. After that, it will appear in every battle you create.&lt;br /&gt;
&lt;br /&gt;
You can find it here: Battle Core =&amp;gt; Mechanics Settings =&amp;gt; Base Troop ID's&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_08.png|400px]]&lt;br /&gt;
&lt;br /&gt;
We'll leave it at 1, as that's most simple. Now let's go to our 1st enemy troop. There, we'll add a common event call to the troop's event page. Make sure it's set to Turn 0, and the scope is Battle!&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_09.png|600px]]&lt;br /&gt;
&lt;br /&gt;
This will link the common events we created to the battle system properly. Now, let's start a battle and check.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_10.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yep, it's there. That's the baseline! Now, let's get down to the business of making this gauge actually increment. We'll be diving into the action sequences we've made so far, and adding a little bit more code.&lt;br /&gt;
&lt;br /&gt;
At the end of each sequence, add a common event call to increase the count of the Burst Gauge Variable:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_11.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, let's test our battle again, and use some skills!&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_12.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skill Creation ===&lt;br /&gt;
&lt;br /&gt;
Alright, looks like our gauge increases just fine. Now, let's get to the fun part. Let's make a skill that uses this gauge. Let's head over to the skill tab! &lt;br /&gt;
&lt;br /&gt;
We'll call our new skill Impulse Slash. We'll make it a strong, flashy skill that does extra damage if the enemy is inflicted with Burn.&lt;br /&gt;
&lt;br /&gt;
Make sure to do all the necessary setup. After that, we'll need to do two special things with JS functions that come from Battle Core. First is to link the skill to our variable. Use the JS Skill Enable function like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS Skill Enable&amp;gt;&lt;br /&gt;
enabled = $gameVariables.value(4) &amp;gt;= 4;&lt;br /&gt;
&amp;lt;/JS Skill Enable&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What this says is that the skill can't be used unless variable 4 is greater than or equals 4. Which means when our Burst Gauge is at max.&lt;br /&gt;
&lt;br /&gt;
Let's toss this bad boy into our skill's notebox and add another function called Custom Cost Text:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Custom Cost Text&amp;gt;&lt;br /&gt;
\C[2]100% Burst&lt;br /&gt;
&amp;lt;/Custom Cost Text&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What this does is label the skill in the menu as costing 100% Burst in a text color of 2, based on the system set. &lt;br /&gt;
&lt;br /&gt;
When all is done, your skill should look like this.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_13.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Now, you know the drill by now. Let's make our Action Sequence! Get all the usual setup out of the way, and then let's add some fun stuff. First, we'll give this skill a cut in flash for extra oomph. Then, we'll add in our Burn condition for an extra effect.&lt;br /&gt;
&lt;br /&gt;
The cut in part is easy. Just toss in some picture and sound commands. Like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_14.png|600px]]&lt;br /&gt;
&lt;br /&gt;
And that looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_15.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Next, we'll add in the condition to check for the Burn state. We'll do that using BattleManager._target.isStateAffected(X). X will be the ID number of our Burn state. What this string does is ask the system whether or not the current target is under the effect of Burn. &lt;br /&gt;
&lt;br /&gt;
Let's put this into a conditional branch in a script box like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_16.png|400px]]&lt;br /&gt;
&lt;br /&gt;
And then, we'll add in our extra effect with a new animation, and a multiplier command, along with a second action effect. Once it's all done, it'll look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_17.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Finally, at the end, we'll set our Burst Gauge variable to 0, and call the image manager common event:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_18.png|600px]]&lt;br /&gt;
&lt;br /&gt;
With this, our Burst Skill is complete! Now let's go and try it out. First without the burn status.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_19.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Yes, everything works as planned. Now, let's try it with the Burn state applied.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut4_20.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Nice! With Burn applied, a second stage attack activates, dealing even more damage to our target. Our boy Reid has come a long way now!&lt;br /&gt;
&lt;br /&gt;
And it is with this, and I can finally close the book on this tutorial, and the series as a whole.&lt;br /&gt;
&lt;br /&gt;
I hope that these articles have been helpful to you, and gives you inspiration to pull off even greater things with RPG Maker, than the simple applications that I provided here. It's my hope that users of RPG Maker take these tools and use them to craft cooler, and more fun games than they did before.&lt;br /&gt;
&lt;br /&gt;
With this, I bid you farewell.&lt;br /&gt;
&lt;br /&gt;
Happy RPG Making!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of Article ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Arisu</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=File:MirageV_ActSeqTut4_20.png&amp;diff=16731</id>
		<title>File:MirageV ActSeqTut4 20.png</title>
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		<updated>2024-05-23T12:28:18Z</updated>

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&lt;hr /&gt;
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		<author><name>Arisu</name></author>
		
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	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=File:MirageV_ActSeqTut4_19.png&amp;diff=16730</id>
		<title>File:MirageV ActSeqTut4 19.png</title>
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		<updated>2024-05-23T12:28:04Z</updated>

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&lt;hr /&gt;
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		<author><name>Arisu</name></author>
		
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	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=File:MirageV_ActSeqTut4_18.png&amp;diff=16729</id>
		<title>File:MirageV ActSeqTut4 18.png</title>
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		<updated>2024-05-23T12:27:54Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
&lt;hr /&gt;
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		<title>File:MirageV ActSeqTut4 17.png</title>
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		<updated>2024-05-23T12:27:44Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Arisu</name></author>
		
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	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=File:MirageV_ActSeqTut4_16.png&amp;diff=16727</id>
		<title>File:MirageV ActSeqTut4 16.png</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=File:MirageV_ActSeqTut4_16.png&amp;diff=16727"/>
		<updated>2024-05-23T12:27:36Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Arisu</name></author>
		
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	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=File:MirageV_ActSeqTut4_15.png&amp;diff=16726</id>
		<title>File:MirageV ActSeqTut4 15.png</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=File:MirageV_ActSeqTut4_15.png&amp;diff=16726"/>
		<updated>2024-05-23T12:27:22Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Arisu</name></author>
		
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	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=File:MirageV_ActSeqTut4_14.png&amp;diff=16725</id>
		<title>File:MirageV ActSeqTut4 14.png</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=File:MirageV_ActSeqTut4_14.png&amp;diff=16725"/>
		<updated>2024-05-23T12:27:12Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
&lt;hr /&gt;
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	<entry>
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		<title>File:MirageV ActSeqTut4 13.png</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=File:MirageV_ActSeqTut4_13.png&amp;diff=16724"/>
		<updated>2024-05-23T12:27:02Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Arisu</name></author>
		
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	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=File:MirageV_ActSeqTut4_12.png&amp;diff=16723</id>
		<title>File:MirageV ActSeqTut4 12.png</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=File:MirageV_ActSeqTut4_12.png&amp;diff=16723"/>
		<updated>2024-05-23T12:26:45Z</updated>

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&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
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	<entry>
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		<title>File:MirageV ActSeqTut4 11.png</title>
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		<updated>2024-05-23T12:26:35Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
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	<entry>
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		<title>File:MirageV ActSeqTut4 10.png</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=File:MirageV_ActSeqTut4_10.png&amp;diff=16721"/>
		<updated>2024-05-23T12:26:22Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
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	</entry>
	<entry>
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		<title>File:MirageV ActSeqTut4 09.png</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=File:MirageV_ActSeqTut4_09.png&amp;diff=16720"/>
		<updated>2024-05-23T12:26:13Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
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	<entry>
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		<title>File:MirageV ActSeqTut4 08.png</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=File:MirageV_ActSeqTut4_08.png&amp;diff=16719"/>
		<updated>2024-05-23T12:26:05Z</updated>

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&lt;hr /&gt;
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	<entry>
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		<title>File:MirageV ActSeqTut4 07.png</title>
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		<updated>2024-05-23T12:25:54Z</updated>

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&lt;hr /&gt;
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	<entry>
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		<title>File:MirageV ActSeqTut4 06.png</title>
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		<updated>2024-05-23T12:25:46Z</updated>

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&lt;hr /&gt;
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		<title>File:MirageV ActSeqTut4 05.png</title>
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		<updated>2024-05-23T12:25:35Z</updated>

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&lt;hr /&gt;
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	<entry>
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		<title>File:MirageV ActSeqTut4 04.png</title>
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		<updated>2024-05-23T12:25:25Z</updated>

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&lt;hr /&gt;
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		<title>File:MirageV ActSeqTut4 03.png</title>
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		<updated>2024-05-23T12:25:15Z</updated>

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&lt;hr /&gt;
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		<title>File:MirageV ActSeqTut4 02.png</title>
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		<updated>2024-05-23T12:25:06Z</updated>

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&lt;hr /&gt;
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		<title>File:MirageV ActSeqTut4 01.png</title>
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		<updated>2024-05-23T12:24:57Z</updated>

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&lt;hr /&gt;
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	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Creating_a_Stacking_Buff_System&amp;diff=16711</id>
		<title>Creating a Stacking Buff System</title>
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		<updated>2024-05-23T12:18:37Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Hide Sidebar}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Hello RPG Makers🌻&lt;br /&gt;
&lt;br /&gt;
Continuing on in our explorations of things we can do with Visustella's Battle Core, today we'll be creating a 'Skill Stack' System. In mobile games like Granblue Fantasy, or fighting games like Blazblue, there are characters who have a system where they gain unique 'stacks' that affect their stats. They can also spend these stacks using their skills.&lt;br /&gt;
&lt;br /&gt;
{{Article by MirageV}}&lt;br /&gt;
&lt;br /&gt;
This article was transcribed over from [https://www.rpgmakerweb.com/blog/visustella-mz-action-sequence-series-creating-a-stacking-buff-system RPG Maker Web] by [[Arisu]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
So in our case, our task for today will be two-fold:&lt;br /&gt;
&lt;br /&gt;
* Create a system of evolving states as Reid uses his skills.&lt;br /&gt;
* Create a skill that spends these stacks to perform a variable effect.&lt;br /&gt;
&lt;br /&gt;
With our tasks set, let's get the big one out of the way first.&lt;br /&gt;
&lt;br /&gt;
What we're going to need is one variable, a number of states, and a common event to manage it all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== State Setup ===&lt;br /&gt;
&lt;br /&gt;
First, let's head over to the states tab and create the first building blocks of our system. We'll call our state 'Heat'. With levels ranging from 1 to 5, let's say. So let's make 5 states starting with Heat Lv. 1.&lt;br /&gt;
&lt;br /&gt;
We'll have this state increase all basic parameters by 10% and give +5% critical rate. Then we'll increment it by 5 per Heat Level. Like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut3_01.png|600px]]&lt;br /&gt;
&lt;br /&gt;
At Heat Level 5, Reid should gain 30% in all base parameters and +25% Critical Rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Common Event Setup ===&lt;br /&gt;
&lt;br /&gt;
With our states finished, let's head over to the Common Events tab and create a new event. We'll call it 'Heat Lv Manager'. With this event, we'll manage our Heat Level variable, and apply the right state to Reid depending on his Heat Level.&lt;br /&gt;
&lt;br /&gt;
Create a variable called 'Heat Level', and then create conditional branches checking the number of that variable from 0 up to 5. In each branch, change Reid's heat level state as needed. At 0, remove all Heat states. And at each number, remove the previous level state when applicable and add the current. Like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut3_02.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Depending on the complexity of your system, you may want to just remove all Heat states between levels, and then add the current one. But we'll keep it simple for now, and only increment from the previous level.&lt;br /&gt;
&lt;br /&gt;
Now, with our manager finished, next, we'll create a process to add to the action sequences of all of Reid's current skills. At the very end, add a variable command that adds +1 to Heat Level. Then use a conditional branch to check if it has gone over 5, and if so, set it back to 5. Finally, after that, we'll use a common event command to call our Heat Lv Manager, which will provide Reid with the correct state.&lt;br /&gt;
&lt;br /&gt;
If done correctly, it will look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut3_03.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Put this at the end of Enflame, Flame Aura, and Gale Blade. Once that's done, we're set with this system. Let's give it a test run!&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut3_04.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Making use of Visustella's [[State Tooltips VisuStella MZ|State Tooltips plugin]], we can see that as we use his skills, his Heat Lv rises. Perfect.&lt;br /&gt;
&lt;br /&gt;
Now that the base of the system is done, we need to create something that uses it, right? Let's get right on that!&lt;br /&gt;
&lt;br /&gt;
Let's go over to the Skills tab and create a new skill. We'll call it 'Eruption Sword' for now. As for its effect, let's say...&lt;br /&gt;
&lt;br /&gt;
* Deal large fire damage to a single target. Gains +50% damage per Heat Level. Consumes all Heat stacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skill Setup ===&lt;br /&gt;
&lt;br /&gt;
All of Reid's skills thus far have been put into his Magic category, so let's put this one into his Special category to separate it, and make it more... well, Special. We'll also make it cost TP instead of MP.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut3_05.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Now, let's head over to our Common Events and make a new Action Sequence. In it, we'll put in all the usual stuff. Setup Action, Animation, Action Effect, and Finish Action.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, let's get to work. Using a number of conditional branches, we'll check Reid's current Heat Level. And depending on which it is, a Multiplier command will adjust the final damage of the skill in increments of 0.50 before the Action Effect takes place.&lt;br /&gt;
&lt;br /&gt;
Starting from 1.50 at Level 1 to 3.50 at Level 5.&lt;br /&gt;
&lt;br /&gt;
You can see a partial example here of Level 5:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut3_06.png|600px]]&lt;br /&gt;
&lt;br /&gt;
After that, let's head down to the bottom of our event, and remove all of Reid's Heat Levels, then set his Heat Level variable to 0.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut3_07.png|600px]]&lt;br /&gt;
&lt;br /&gt;
With this finished, let's first make sure to add Eruption Sword's sequence to the skill, give it to Reid in the Class tab, then give it a whirl!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Testing ===&lt;br /&gt;
&lt;br /&gt;
First, we'll try it without Heat Levels...&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut3_08.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The damage is alright, but we can do better than this, can't we? Let's ramp up his Heat Level and try again!&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut3_09.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Now we're talking. Look at that grown man damage!&lt;br /&gt;
&lt;br /&gt;
Alright, with this, we're finished for today. We've made the stack system, and created a skill that consumes those stacks. There are many other ways to use a system like this. Hopefully this has given you some more inspiration on how to approach your party's skills with Action Sequences and Common Events.&lt;br /&gt;
&lt;br /&gt;
With more experience, you can make these systems more efficient as well. This is just a basic example of how to accomplish these effects without diving deep, yet achieving similar effects.&lt;br /&gt;
&lt;br /&gt;
Till next time!&lt;br /&gt;
&lt;br /&gt;
== End of Article ==&lt;br /&gt;
&lt;br /&gt;
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|}&lt;/div&gt;</summary>
		<author><name>Arisu</name></author>
		
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		<title>Template:MainPageArticlesVisuStella</title>
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		<updated>2024-05-23T11:05:48Z</updated>

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|header = 🔰References&lt;br /&gt;
|content = &lt;br /&gt;
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&lt;br /&gt;
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{{NewsEntry&lt;br /&gt;
|header = ⚔️Battle System&lt;br /&gt;
|content = &lt;br /&gt;
: Action Sequences&lt;br /&gt;
:: 🎬[[Action Sequence Basic Skill Setup and Target All|Basic Skill Setup and Target All]]&lt;br /&gt;
:: 💕[[Creating HP/MP Skill Conditions]] &amp;lt;!-- [https://www.rpgmakerweb.com/blog/visustella-mz-action-sequence-article-2-creating-hp-mp-skill-conditions Creating HP/MP Skill Conditions] --&amp;gt;&lt;br /&gt;
:: 💪[[Creating a Stacking Buff System]] &amp;lt;!-- [https://www.rpgmakerweb.com/blog/visustella-mz-action-sequence-series-creating-a-stacking-buff-system] --&amp;gt;&lt;br /&gt;
:: 🔋[https://www.rpgmakerweb.com/blog/visustella-mz-action-sequence-creating-a-custom-skill-cost-system-with-variables-and-pictures Custom Skill Cost System]&lt;br /&gt;
:: ⏰[[Timed Hits with Action Sequences]]&lt;br /&gt;
}}&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|header = 💡Inspiration&lt;br /&gt;
|content = &lt;br /&gt;
: ⚔️[[Inspiration Behind Battle Technician Series|Battle Technician]] • 🪓[[Inspiration Behind Combat Crusaders Series|Combat Crusaders]] • 🚧[[Inspiration Behind Custom Construct Series|Custom Construct]] • ⛰️[[Inspiration Behind Dungeon Divers Series|Dungeon Divers]] • 🗺️[[Inspiration Behind Enchanted Explorers Series|Enchanted Explorers]] • 🏆[[Inspiration Behind Grande|Grande]] • 💰[[Inspiration Behind Merchant Manager Series|Merchant Manager]] • 🌊[[Inspiration Behind The Waves Plugins|The Waves]] • 🖋️[[Inspiration Behind Visual Novel Series|Visual Novel]] • 🌳[[Inspiration Behind Wanderlust Series|Wanderlust]]&lt;br /&gt;
}}&lt;br /&gt;
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: 🏘️[[Build Your Community Through Your Game]]&lt;br /&gt;
: 🍀[[Event Popup Tips and Tricks]]&lt;br /&gt;
: 🎮[https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella Play Test Common Event]&lt;br /&gt;
: 🔼[[Useful Shortcuts for Playtesting]]&lt;br /&gt;
: 🚶‍♀️[[WASD Movement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;|}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arisu</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Creating_a_Stacking_Buff_System&amp;diff=16709</id>
		<title>Creating a Stacking Buff System</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Creating_a_Stacking_Buff_System&amp;diff=16709"/>
		<updated>2024-05-23T11:05:28Z</updated>

		<summary type="html">&lt;p&gt;Arisu: Created page with &amp;quot;{{TOCright}} {{Hide Sidebar}}  {| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; | style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |  == Introduction ==  Hello RPG Makers🌻...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Hide Sidebar}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Hello RPG Makers🌻&lt;br /&gt;
&lt;br /&gt;
Continuing on in our explorations of things we can do with Visustella's Battle Core, today we'll be creating a 'Skill Stack' System. In mobile games like Granblue Fantasy, or fighting games like Blazblue, there are characters who have a system where they gain unique 'stacks' that affect their stats. They can also spend these stacks using their skills.&lt;br /&gt;
&lt;br /&gt;
{{Article by MirageV}}&lt;br /&gt;
&lt;br /&gt;
This article was transcribed over from [https://www.rpgmakerweb.com/blog/visustella-mz-action-sequence-series-creating-a-stacking-buff-system RPG Maker Web] by [[Arisu]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
So in our case, our task for today will be two-fold:&lt;br /&gt;
&lt;br /&gt;
* Create a system of evolving states as Reid uses his skills.&lt;br /&gt;
* Create a skill that spends these stacks to perform a variable effect.&lt;br /&gt;
&lt;br /&gt;
With our tasks set, let's get the big one out of the way first.&lt;br /&gt;
&lt;br /&gt;
What we're going to need is one variable, a number of states, and a common event to manage it all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== State Setup ===&lt;br /&gt;
&lt;br /&gt;
First, let's head over to the states tab and create the first building blocks of our system. We'll call our state 'Heat'. With levels ranging from 1 to 5, let's say. So let's make 5 states starting with Heat Lv. 1.&lt;br /&gt;
&lt;br /&gt;
We'll have this state increase all basic parameters by 10% and give +5% critical rate. Then we'll increment it by 5 per Heat Level. Like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut3_01.png|600px]]&lt;br /&gt;
&lt;br /&gt;
At Heat Level 5, Reid should gain 30% in all base parameters and +25% Critical Rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Common Event Setup ===&lt;br /&gt;
&lt;br /&gt;
With our states finished, let's head over to the Common Events tab and create a new event. We'll call it 'Heat Lv Manager'. With this event, we'll manage our Heat Level variable, and apply the right state to Reid depending on his Heat Level.&lt;br /&gt;
&lt;br /&gt;
Create a variable called 'Heat Level', and then create conditional branches checking the number of that variable from 0 up to 5. In each branch, change Reid's heat level state as needed. At 0, remove all Heat states. And at each number, remove the previous level state when applicable and add the current. Like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut3_02.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Depending on the complexity of your system, you may want to just remove all Heat states between levels, and then add the current one. But we'll keep it simple for now, and only increment from the previous level.&lt;br /&gt;
&lt;br /&gt;
Now, with our manager finished, next, we'll create a process to add to the action sequences of all of Reid's current skills. At the very end, add a variable command that adds +1 to Heat Level. Then use a conditional branch to check if it has gone over 5, and if so, set it back to 5. Finally, after that, we'll use a common event command to call our Heat Lv Manager, which will provide Reid with the correct state.&lt;br /&gt;
&lt;br /&gt;
If done correctly, it will look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut3_03.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Put this at the end of Enflame, Flame Aura, and Gale Blade. Once that's done, we're set with this system. Let's give it a test run!&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut3_04.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Making use of Visustella's [[State Tooltips VisuStella MZ|State Tooltips plugin]], we can see that as we use his skills, his Heat Lv rises. Perfect.&lt;br /&gt;
&lt;br /&gt;
Now that the base of the system is done, we need to create something that uses it, right? Let's get right on that!&lt;br /&gt;
&lt;br /&gt;
Let's go over to the Skills tab and create a new skill. We'll call it 'Eruption Sword' for now. As for its effect, let's say...&lt;br /&gt;
&lt;br /&gt;
* Deal large fire damage to a single target. Gains +50% damage per Heat Level. Consumes all Heat stacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skill Setup ===&lt;br /&gt;
&lt;br /&gt;
All of Reid's skills thus far have been put into his Magic category, so let's put this one into his Special category to separate it, and make it more... well, Special. We'll also make it cost TP instead of MP.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut3_05.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Now, let's head over to our Common Events and make a new Action Sequence. In it, we'll put in all the usual stuff. Setup Action, Animation, Action Effect, and Finish Action.&lt;br /&gt;
&lt;br /&gt;
With that out of the way, let's get to work. Using a number of conditional branches, we'll check Reid's current Heat Level. And depending on which it is, a Multiplier command will adjust the final damage of the skill in increments of 0.50 before the Action Effect takes place.&lt;br /&gt;
&lt;br /&gt;
Starting from 1.50 at Level 1 to 3.50 at Level 5.&lt;br /&gt;
&lt;br /&gt;
You can see a partial example here of Level 5:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut3_06.png|600px]]&lt;br /&gt;
&lt;br /&gt;
After that, let's head down to the bottom of our event, and remove all of Reid's Heat Levels, then set his Heat Level variable to 0.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut3_07.png|600px]]&lt;br /&gt;
&lt;br /&gt;
With this finished, let's first make sure to add Eruption Sword's sequence to the skill, give it to Reid in the Class tab, then give it a whirl!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Testing ===&lt;br /&gt;
&lt;br /&gt;
First, we'll try it without Heat Levels...&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut3_08.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The damage is alright, but we can do better than this, can't we? Let's ramp up his Heat Level and try again!&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut3_09.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Now we're talking. Look at that grown man damage!&lt;br /&gt;
&lt;br /&gt;
Alright, with this, we're finished for today. We've made the stack system, and created a skill that consumes those stacks. There are many other ways to use a system like this. Hopefully this has given you some more inspiration on how to approach your party's skills with Action Sequences and Common Events.&lt;br /&gt;
&lt;br /&gt;
With more experience, you can make these systems more efficient as well. This is just a basic example of how to accomplish these effects without diving deep, yet achieving similar effects.&lt;br /&gt;
&lt;br /&gt;
Till next time!&lt;br /&gt;
&lt;br /&gt;
== End of Article ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Arisu</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=File:MirageV_ActSeqTut3_09.png&amp;diff=16708</id>
		<title>File:MirageV ActSeqTut3 09.png</title>
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		<updated>2024-05-23T11:05:24Z</updated>

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		<title>File:MirageV ActSeqTut3 08.png</title>
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		<title>Template:MainPageArticlesVisuStella</title>
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		<updated>2024-05-21T23:17:21Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
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&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&lt;br /&gt;
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|header = 🔰References&lt;br /&gt;
|content = &lt;br /&gt;
: 📖[[Glossary]]&lt;br /&gt;
: 📚[[VisuStella MZ Changelog]]&lt;br /&gt;
: 📔[[:Category:Notetags (MZ)|Notetags (MZ)]]&lt;br /&gt;
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{{NewsEntry&lt;br /&gt;
|header = ✍️General Articles&lt;br /&gt;
|content = &lt;br /&gt;
: 🔮[[The Future of VisuStella MZ Plugins]]&lt;br /&gt;
: 🌎[[Most Popular VisuStella MZ Plugins]]&lt;br /&gt;
: ❓[[Why Certain Plugins Wont Be Ported|Why Certain Plugins Won't Be Ported]]&lt;br /&gt;
: 💸[[Why does VisuStella MZ cost more than RPG Maker MZ]]?&lt;br /&gt;
: 🚫[[Why Extension Plugins Are Not Standalone]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|header = ⚔️Battle System&lt;br /&gt;
|content = &lt;br /&gt;
: Action Sequences&lt;br /&gt;
:: 🎬[[Action Sequence Basic Skill Setup and Target All|Basic Skill Setup and Target All]]&lt;br /&gt;
:: 💕[[Creating HP/MP Skill Conditions]] &amp;lt;!-- [https://www.rpgmakerweb.com/blog/visustella-mz-action-sequence-article-2-creating-hp-mp-skill-conditions Creating HP/MP Skill Conditions] --&amp;gt;&lt;br /&gt;
:: 💪[https://www.rpgmakerweb.com/blog/visustella-mz-action-sequence-series-creating-a-stacking-buff-system Creating a Stacking Buff System]&lt;br /&gt;
:: 🔋[https://www.rpgmakerweb.com/blog/visustella-mz-action-sequence-creating-a-custom-skill-cost-system-with-variables-and-pictures Custom Skill Cost System]&lt;br /&gt;
:: ⏰[[Timed Hits with Action Sequences]]&lt;br /&gt;
}}&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|header = 💡Inspiration&lt;br /&gt;
|content = &lt;br /&gt;
: ⚔️[[Inspiration Behind Battle Technician Series|Battle Technician]] • 🪓[[Inspiration Behind Combat Crusaders Series|Combat Crusaders]] • 🚧[[Inspiration Behind Custom Construct Series|Custom Construct]] • ⛰️[[Inspiration Behind Dungeon Divers Series|Dungeon Divers]] • 🗺️[[Inspiration Behind Enchanted Explorers Series|Enchanted Explorers]] • 🏆[[Inspiration Behind Grande|Grande]] • 💰[[Inspiration Behind Merchant Manager Series|Merchant Manager]] • 🌊[[Inspiration Behind The Waves Plugins|The Waves]] • 🖋️[[Inspiration Behind Visual Novel Series|Visual Novel]] • 🌳[[Inspiration Behind Wanderlust Series|Wanderlust]]&lt;br /&gt;
}}&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|header = ✨Tips &amp;amp; Tricks&lt;br /&gt;
|content = &lt;br /&gt;
: 🏘️[[Build Your Community Through Your Game]]&lt;br /&gt;
: 🍀[[Event Popup Tips and Tricks]]&lt;br /&gt;
: 🎮[https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella Play Test Common Event]&lt;br /&gt;
: 🔼[[Useful Shortcuts for Playtesting]]&lt;br /&gt;
: 🚶‍♀️[[WASD Movement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;|}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arisu</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Creating_HP/MP_Skill_Conditions&amp;diff=16698</id>
		<title>Creating HP/MP Skill Conditions</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Creating_HP/MP_Skill_Conditions&amp;diff=16698"/>
		<updated>2024-05-21T23:16:13Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
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&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Hello RPG Makers! 🌻&lt;br /&gt;
&lt;br /&gt;
[[Action Sequence Basic Skill Setup and Target All|Continuing on from our last exercise]], today we will be doing more work with Visustella Battle Core and Action Sequences, focusing squarely on creating skill mechanics, rather than fancy graphical movements that you might assume are all Action Sequences are for.&lt;br /&gt;
&lt;br /&gt;
{{Article by MirageV}}&lt;br /&gt;
&lt;br /&gt;
This article was transcribed over from [https://www.rpgmakerweb.com/blog/visustella-mz-action-sequence-article-2-creating-hp-mp-skill-conditions RPG Maker Web] by [[Arisu]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
Today, we will be focusing on creating skill effects using an actor's health and skill resources as triggers to perform additional effects. Namely, HP and MP. TP can also be used, but we won't be using it for this exercise.&lt;br /&gt;
&lt;br /&gt;
Our goals today will be two-fold:&lt;br /&gt;
&lt;br /&gt;
* A Skill that performs an additional effect when HP is below 50%&lt;br /&gt;
* A Skill that performs an additional effect when MP is above 75%.&lt;br /&gt;
&lt;br /&gt;
Now that we have our goals set, let's get down to business! First, we'll tackle the HP skill.&lt;br /&gt;
&lt;br /&gt;
For this, we'll make use of our already existing Flame Aura skill. Do you remember how we made that skill an action sequence despite it not doing anything out of the norm? Well, now we're going to be doing just that!&lt;br /&gt;
&lt;br /&gt;
‍&lt;br /&gt;
=== Common Event Setup ===&lt;br /&gt;
&lt;br /&gt;
Head over to the Common Event tab, and open up Flame Aura's Action Sequence.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_01.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Next, we'll open up a variable event command and create two new variables. For these ones, let's create variables we can continue to reuse as we need them. For our purposes, we'll call them 'Skill Condition 1' and 'Skill Condition 2'&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_02.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Next, we'll select Skill Condition 1 and set its value to be that of Reid's Current HP and confirm it.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_03.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_04.png|600px]]&lt;br /&gt;
&lt;br /&gt;
After that, let's open up another variable command, and this time, let's set Skill Condition 2 to the value of Reid's Max HP and confirm it.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_05.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_06.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Now that we have our variables in order, it's time to do some simple calculation! First, let's use another variable command with Skill Condition 2, and divide it by 2 to get 50% of Reid's Max HP. &lt;br /&gt;
&lt;br /&gt;
Then we'll use a Conditional Branch to check whether Skill Condition 1(Reid's Current HP) is less than or equal to Skill Condition 2(50% of his Max HP). Like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_07.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Once we have our variables and operations in order, let's add in that extra effect! For this exercise, let's say that when Reid's HP is at or below 50%, Flame Aura will restore 25% HP to him on top of its state granting effect!&lt;br /&gt;
&lt;br /&gt;
We'll use an HP/MP/TP Action Sequence command targeted at the user like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_07.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_08.png|600px]]&lt;br /&gt;
&lt;br /&gt;
With this, our skill modification is finished! Let's test it out...&lt;br /&gt;
&lt;br /&gt;
First we'll start by using Flame Aura when HP is above 50%&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_09.png|600px]]&lt;br /&gt;
&lt;br /&gt;
As expected, it works as normal. Now let's try it below 50% HP...&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_10.png|600px]]&lt;br /&gt;
&lt;br /&gt;
There we go. It restores HP in this case, since the condition was met! Perfect.&lt;br /&gt;
With this, our HP Condition exercise is finished. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skill Creation ===&lt;br /&gt;
&lt;br /&gt;
Now, let's move on to our second exercise. This time, we'll start with a new skill.&lt;br /&gt;
&lt;br /&gt;
Let's name it 'Gale Blade'. After all, what aspiring hero doesn't have a sword skill or two to show off, right? Make sure everything is in order, especially your &amp;lt;Custom Action Sequence&amp;gt; note tag!&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_11.png|600px]]&lt;br /&gt;
&lt;br /&gt;
As you can see from the description, our effect this time focuses on MP. When Reid's MP is above 75%, this skill will proc 2 extra times for 3 hits total. Sounds pretty useful, doesn't it?&lt;br /&gt;
&lt;br /&gt;
Well, let's give it a whirl! Off to the Common Events tab! &lt;br /&gt;
&lt;br /&gt;
You know the drill by now, I hope. Set up a new Action Sequence, and name it 'Gale Blade'. We can give it all the usual setup, animation, and effect commands.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_12.png|600px]]&lt;br /&gt;
&lt;br /&gt;
After we finish that, let's head back over to Flame Aura, and copy our variable operations from there. Why spend time reinventing the wheel when you can just copy, paste, and edit, right?&lt;br /&gt;
&lt;br /&gt;
Paste the event block into Gale Blade after Action Effect, since that's where we'll have our extra effects process.&lt;br /&gt;
&lt;br /&gt;
‍&lt;br /&gt;
&lt;br /&gt;
=== Conditional Effect ===&lt;br /&gt;
&lt;br /&gt;
Now it's time to edit these operations so that they calculate whether MP is greater than 75%, rather than below 50%.&lt;br /&gt;
&lt;br /&gt;
* We'll have Skill Condition 1 point to Reid's Current MP. Next, Skill Condition 2 will point to Reid's Max MP. Finally, we'll make some additions to the formula. &lt;br /&gt;
* Use a Variable Operation to multiply Skill Condition 2 by 75. Then use a second Variable Operation to divide it by 100.&lt;br /&gt;
* Finally, let's use a Conditional Branch to check whether Skill Condition 1 is greater than or equal to Skill Condition 2. Like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_13.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Now that this is done, let's add in those extra effects! For the sake of balance, we'll lower the damage of those two extra hits by using a Multipliers Action Sequence command. Let's make the 2 extra hits 30% of the original skill's damage.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_14.png|400px]]&lt;br /&gt;
&lt;br /&gt;
With that, we'll add two action effect commands, and our Common Event should now look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_15.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Looks like we're done! Let's go back to our skill and add the Gale Blade Common Event to the trait list. Never forget that part! Once that's out of the way, we can finally give our skill a test run!&lt;br /&gt;
&lt;br /&gt;
First, we'll use the skill with less than 75% MP left...&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_16.png|600px]]&lt;br /&gt;
&lt;br /&gt;
...As expected, it only hits once. Now, let's top off our MP and try it again...&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_17.png|600px]]&lt;br /&gt;
&lt;br /&gt;
...There we go! A 3 hit combo!&lt;br /&gt;
&lt;br /&gt;
Looks like both of our skills work well. Which means that this is the end of today's Action Sequence exercise! Hopefully this little outing has opened your eyes a bit more to the possibilities of Battle Core's Action Sequences to make skills a bit more interesting. &lt;br /&gt;
&lt;br /&gt;
That's all for now. Till next time!&lt;br /&gt;
&lt;br /&gt;
== End of Article ==&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Arisu</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Creating_HP/MP_Skill_Conditions&amp;diff=16697</id>
		<title>Creating HP/MP Skill Conditions</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Creating_HP/MP_Skill_Conditions&amp;diff=16697"/>
		<updated>2024-05-21T23:15:36Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
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&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Hello RPG Makers! 🌻&lt;br /&gt;
&lt;br /&gt;
[[Action Sequence Basic Skill Setup and Target All|Continuing on from our last exercise]], today we will be doing more work with Visustella Battle Core and Action Sequences, focusing squarely on creating skill mechanics, rather than fancy graphical movements that you might assume are all Action Sequences are for.&lt;br /&gt;
&lt;br /&gt;
{{Article by MirageV}}&lt;br /&gt;
&lt;br /&gt;
This article was transcribed over from [https://www.rpgmakerweb.com/blog/visustella-mz-action-sequence-article-2-creating-hp-mp-skill-conditions RPG Maker Web] by [[Arisu]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
Today, we will be focusing on creating skill effects using an actor's health and skill resources as triggers to perform additional effects. Namely, HP and MP. TP can also be used, but we won't be using it for this exercise.&lt;br /&gt;
&lt;br /&gt;
Our goals today will be two-fold:&lt;br /&gt;
&lt;br /&gt;
* A Skill that performs an additional effect when HP is below 50%&lt;br /&gt;
* A Skill that performs an additional effect when MP is above 75%.&lt;br /&gt;
&lt;br /&gt;
Now that we have our goals set, let's get down to business! First, we'll tackle the HP skill.&lt;br /&gt;
&lt;br /&gt;
For this, we'll make use of our already existing Flame Aura skill. Do you remember how we made that skill an action sequence despite it not doing anything out of the norm? Well, now we're going to be doing just that!&lt;br /&gt;
&lt;br /&gt;
‍&lt;br /&gt;
=== Common Event Setup ===&lt;br /&gt;
&lt;br /&gt;
Head over to the Common Event tab, and open up Flame Aura's Action Sequence.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_01.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Next, we'll open up a variable event command and create two new variables. For these ones, let's create variables we can continue to reuse as we need them. For our purposes, we'll call them 'Skill Condition 1' and 'Skill Condition 2'&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_02.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Next, we'll select Skill Condition 1 and set its value to be that of Reid's Current HP and confirm it.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_03.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_04.png|600px]]&lt;br /&gt;
&lt;br /&gt;
After that, let's open up another variable command, and this time, let's set Skill Condition 2 to the value of Reid's Max HP and confirm it.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_05.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_06.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Now that we have our variables in order, it's time to do some simple calculation! First, let's use another variable command with Skill Condition 2, and divide it by 2 to get 50% of Reid's Max HP. &lt;br /&gt;
&lt;br /&gt;
Then we'll use a Conditional Branch to check whether Skill Condition 1(Reid's Current HP) is less than or equal to Skill Condition 2(50% of his Max HP). Like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_07.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Once we have our variables and operations in order, let's add in that extra effect! For this exercise, let's say that when Reid's HP is at or below 50%, Flame Aura will restore 25% HP to him on top of its state granting effect!&lt;br /&gt;
&lt;br /&gt;
We'll use an HP/MP/TP Action Sequence command targeted at the user like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_07.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_08.png|600px]]&lt;br /&gt;
&lt;br /&gt;
With this, our skill modification is finished! Let's test it out...&lt;br /&gt;
&lt;br /&gt;
First we'll start by using Flame Aura when HP is above 50%&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_09.png|600px]]&lt;br /&gt;
&lt;br /&gt;
As expected, it works as normal. Now let's try it below 50% HP...&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_10.png|600px]]&lt;br /&gt;
&lt;br /&gt;
There we go. It restores HP in this case, since the condition was met! Perfect.&lt;br /&gt;
With this, our HP Condition exercise is finished. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skill Creation ===&lt;br /&gt;
&lt;br /&gt;
Now, let's move on to our second exercise. This time, we'll start with a new skill.&lt;br /&gt;
&lt;br /&gt;
Let's name it 'Gale Blade'. After all, what aspiring hero doesn't have a sword skill or two to show off, right? Make sure everything is in order, especially your &amp;lt;Custom Action Sequence&amp;gt; note tag!&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_11.png|600px]]&lt;br /&gt;
&lt;br /&gt;
As you can see from the description, our effect this time focuses on MP. When Reid's MP is above 75%, this skill will proc 2 extra times for 3 hits total. Sounds pretty useful, doesn't it?&lt;br /&gt;
&lt;br /&gt;
Well, let's give it a whirl! Off to the Common Events tab! &lt;br /&gt;
&lt;br /&gt;
You know the drill by now, I hope. Set up a new Action Sequence, and name it 'Gale Blade'. We can give it all the usual setup, animation, and effect commands.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_12.png|600px]]&lt;br /&gt;
&lt;br /&gt;
After we finish that, let's head back over to Flame Aura, and copy our variable operations from there. Why spend time reinventing the wheel when you can just copy, paste, and edit, right?&lt;br /&gt;
&lt;br /&gt;
Paste the event block into Gale Blade after Action Effect, since that's where we'll have our extra effects process.&lt;br /&gt;
&lt;br /&gt;
‍&lt;br /&gt;
&lt;br /&gt;
=== Conditional Effect ===&lt;br /&gt;
&lt;br /&gt;
Now it's time to edit these operations so that they calculate whether MP is greater than 75%, rather than below 50%.&lt;br /&gt;
&lt;br /&gt;
* We'll have Skill Condition 1 point to Reid's Current MP. Next, Skill Condition 2 will point to Reid's Max MP. Finally, we'll make some additions to the formula. &lt;br /&gt;
* Use a Variable Operation to multiply Skill Condition 2 by 75. Then use a second Variable Operation to divide it by 100.&lt;br /&gt;
* Finally, let's use a Conditional Branch to check whether Skill Condition 1 is greater than or equal to Skill Condition 2. Like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_13.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Now that this is done, let's add in those extra effects! For the sake of balance, we'll lower the damage of those two extra hits by using a Multipliers Action Sequence command. Let's make the 2 extra hits 30% of the original skill's damage.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_14.png|400px]]&lt;br /&gt;
&lt;br /&gt;
With that, we'll add two action effect commands, and our Common Event should now look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_15.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Looks like we're done! Let's go back to our skill and add the Gale Blade Common Event to the trait list. Never forget that part! Once that's out of the way, we can finally give our skill a test run!&lt;br /&gt;
&lt;br /&gt;
First, we'll use the skill with less than 75% MP left...&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_16.png|600px]]&lt;br /&gt;
&lt;br /&gt;
...As expected, it only hits once. Now, let's top off our MP and try it again...&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_17.png|600px]]&lt;br /&gt;
&lt;br /&gt;
...There we go! A 3 hit combo!&lt;br /&gt;
&lt;br /&gt;
Looks like both of our skills work well. Which means that this is the end of today's Action Sequence exercise! Hopefully this little outing has opened your eyes a bit more to the possibilities of Battle Core's Action Sequences to make skills a bit more interesting. &lt;br /&gt;
&lt;br /&gt;
== End ==&lt;br /&gt;
&lt;br /&gt;
That's all for now. Till next time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Arisu</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Creating_HP/MP_Skill_Conditions&amp;diff=16696</id>
		<title>Creating HP/MP Skill Conditions</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Creating_HP/MP_Skill_Conditions&amp;diff=16696"/>
		<updated>2024-05-21T23:15:19Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Hide Sidebar}}&lt;br /&gt;
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&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Hello RPG Makers! 🌻&lt;br /&gt;
&lt;br /&gt;
[[Action Sequence Basic Skill Setup and Target All|Continuing on from our last exercise]], today we will be doing more work with Visustella Battle Core and Action Sequences, focusing squarely on creating skill mechanics, rather than fancy graphical movements that you might assume are all Action Sequences are for.&lt;br /&gt;
&lt;br /&gt;
{{Article by MirageV}}&lt;br /&gt;
&lt;br /&gt;
This article was transcribed over from [https://www.rpgmakerweb.com/blog/visustella-mz-action-sequence-article-2-creating-hp-mp-skill-conditions RPG Maker Web] by [[Arisu]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
Today, we will be focusing on creating skill effects using an actor's health and skill resources as triggers to perform additional effects. Namely, HP and MP. TP can also be used, but we won't be using it for this exercise.&lt;br /&gt;
&lt;br /&gt;
Our goals today will be two-fold:&lt;br /&gt;
&lt;br /&gt;
* A Skill that performs an additional effect when HP is below 50%&lt;br /&gt;
* A Skill that performs an additional effect when MP is above 75%.&lt;br /&gt;
&lt;br /&gt;
Now that we have our goals set, let's get down to business! First, we'll tackle the HP skill.&lt;br /&gt;
&lt;br /&gt;
For this, we'll make use of our already existing Flame Aura skill. Do you remember how we made that skill an action sequence despite it not doing anything out of the norm? Well, now we're going to be doing just that!&lt;br /&gt;
&lt;br /&gt;
‍&lt;br /&gt;
=== Common Event Setup ===&lt;br /&gt;
&lt;br /&gt;
Head over to the Common Event tab, and open up Flame Aura's Action Sequence.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_01.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Next, we'll open up a variable event command and create two new variables. For these ones, let's create variables we can continue to reuse as we need them. For our purposes, we'll call them 'Skill Condition 1' and 'Skill Condition 2'&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_02.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Next, we'll select Skill Condition 1 and set its value to be that of Reid's Current HP and confirm it.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_03.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_04.png|600px]]&lt;br /&gt;
&lt;br /&gt;
After that, let's open up another variable command, and this time, let's set Skill Condition 2 to the value of Reid's Max HP and confirm it.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_05.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_06.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Now that we have our variables in order, it's time to do some simple calculation! First, let's use another variable command with Skill Condition 2, and divide it by 2 to get 50% of Reid's Max HP. &lt;br /&gt;
&lt;br /&gt;
Then we'll use a Conditional Branch to check whether Skill Condition 1(Reid's Current HP) is less than or equal to Skill Condition 2(50% of his Max HP). Like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_07.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Once we have our variables and operations in order, let's add in that extra effect! For this exercise, let's say that when Reid's HP is at or below 50%, Flame Aura will restore 25% HP to him on top of its state granting effect!&lt;br /&gt;
&lt;br /&gt;
We'll use an HP/MP/TP Action Sequence command targeted at the user like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_07.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_08.png|600px]]&lt;br /&gt;
&lt;br /&gt;
With this, our skill modification is finished! Let's test it out...&lt;br /&gt;
&lt;br /&gt;
First we'll start by using Flame Aura when HP is above 50%&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_09.png|600px]]&lt;br /&gt;
&lt;br /&gt;
As expected, it works as normal. Now let's try it below 50% HP...&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_10.png|600px]]&lt;br /&gt;
&lt;br /&gt;
There we go. It restores HP in this case, since the condition was met! Perfect.&lt;br /&gt;
With this, our HP Condition exercise is finished. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skill Creation ===&lt;br /&gt;
&lt;br /&gt;
Now, let's move on to our second exercise. This time, we'll start with a new skill.&lt;br /&gt;
&lt;br /&gt;
Let's name it 'Gale Blade'. After all, what aspiring hero doesn't have a sword skill or two to show off, right? Make sure everything is in order, especially your &amp;lt;Custom Action Sequence&amp;gt; note tag!&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_11.png|600px]]&lt;br /&gt;
&lt;br /&gt;
As you can see from the description, our effect this time focuses on MP. When Reid's MP is above 75%, this skill will proc 2 extra times for 3 hits total. Sounds pretty useful, doesn't it?&lt;br /&gt;
&lt;br /&gt;
Well, let's give it a whirl! Off to the Common Events tab! &lt;br /&gt;
&lt;br /&gt;
You know the drill by now, I hope. Set up a new Action Sequence, and name it 'Gale Blade'. We can give it all the usual setup, animation, and effect commands.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_12.png|600px]]&lt;br /&gt;
&lt;br /&gt;
After we finish that, let's head back over to Flame Aura, and copy our variable operations from there. Why spend time reinventing the wheel when you can just copy, paste, and edit, right?&lt;br /&gt;
&lt;br /&gt;
Paste the event block into Gale Blade after Action Effect, since that's where we'll have our extra effects process.&lt;br /&gt;
&lt;br /&gt;
‍&lt;br /&gt;
&lt;br /&gt;
=== Conditional Effect ===&lt;br /&gt;
&lt;br /&gt;
Now it's time to edit these operations so that they calculate whether MP is greater than 75%, rather than below 50%.&lt;br /&gt;
&lt;br /&gt;
* We'll have Skill Condition 1 point to Reid's Current MP. Next, Skill Condition 2 will point to Reid's Max MP. Finally, we'll make some additions to the formula. &lt;br /&gt;
* Use a Variable Operation to multiply Skill Condition 2 by 75. Then use a second Variable Operation to divide it by 100.&lt;br /&gt;
* Finally, let's use a Conditional Branch to check whether Skill Condition 1 is greater than or equal to Skill Condition 2. Like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_13.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Now that this is done, let's add in those extra effects! For the sake of balance, we'll lower the damage of those two extra hits by using a Multipliers Action Sequence command. Let's make the 2 extra hits 30% of the original skill's damage.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_14.png|400px]]&lt;br /&gt;
&lt;br /&gt;
With that, we'll add two action effect commands, and our Common Event should now look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_15.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Looks like we're done! Let's go back to our skill and add the Gale Blade Common Event to the trait list. Never forget that part! Once that's out of the way, we can finally give our skill a test run!&lt;br /&gt;
&lt;br /&gt;
First, we'll use the skill with less than 75% MP left...&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_16.png|600px]]&lt;br /&gt;
&lt;br /&gt;
...As expected, it only hits once. Now, let's top off our MP and try it again...&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_17.png|600px]]&lt;br /&gt;
&lt;br /&gt;
...There we go! A 3 hit combo!&lt;br /&gt;
&lt;br /&gt;
Looks like both of our skills work well. Which means that this is the end of today's Action Sequence exercise! Hopefully this little outing has opened your eyes a bit more to the possibilities of Battle Core's Action Sequences to make skills a bit more interesting. &lt;br /&gt;
&lt;br /&gt;
That's all for now. Till next time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Arisu</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Creating_HP/MP_Skill_Conditions&amp;diff=16695</id>
		<title>Creating HP/MP Skill Conditions</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Creating_HP/MP_Skill_Conditions&amp;diff=16695"/>
		<updated>2024-05-21T23:13:55Z</updated>

		<summary type="html">&lt;p&gt;Arisu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{Hide Sidebar}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
Hello RPG Makers! 🌻&lt;br /&gt;
&lt;br /&gt;
[[Action Sequence Basic Skill Setup and Target All|Continuing on from our last exercise]], today we will be doing more work with Visustella Battle Core and Action Sequences, focusing squarely on creating skill mechanics, rather than fancy graphical movements that you might assume are all Action Sequences are for.&lt;br /&gt;
&lt;br /&gt;
{{Article by MirageV}}&lt;br /&gt;
&lt;br /&gt;
This article was transcribed over from [https://www.rpgmakerweb.com/blog/visustella-mz-action-sequence-article-2-creating-hp-mp-skill-conditions RPG Maker Web] by [[Arisu]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Today, we will be focusing on creating skill effects using an actor's health and skill resources as triggers to perform additional effects. Namely, HP and MP. TP can also be used, but we won't be using it for this exercise.&lt;br /&gt;
&lt;br /&gt;
Our goals today will be two-fold:&lt;br /&gt;
&lt;br /&gt;
* A Skill that performs an additional effect when HP is below 50%&lt;br /&gt;
* A Skill that performs an additional effect when MP is above 75%.&lt;br /&gt;
&lt;br /&gt;
Now that we have our goals set, let's get down to business! First, we'll tackle the HP skill.&lt;br /&gt;
&lt;br /&gt;
For this, we'll make use of our already existing Flame Aura skill. Do you remember how we made that skill an action sequence despite it not doing anything out of the norm? Well, now we're going to be doing just that!&lt;br /&gt;
&lt;br /&gt;
‍&lt;br /&gt;
&lt;br /&gt;
Head over to the Common Event tab, and open up Flame Aura's Action Sequence.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_01.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Next, we'll open up a variable event command and create two new variables. For these ones, let's create variables we can continue to reuse as we need them. For our purposes, we'll call them 'Skill Condition 1' and 'Skill Condition 2'&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_02.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Next, we'll select Skill Condition 1 and set its value to be that of Reid's Current HP and confirm it.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_03.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_04.png|600px]]&lt;br /&gt;
&lt;br /&gt;
After that, let's open up another variable command, and this time, let's set Skill Condition 2 to the value of Reid's Max HP and confirm it.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_05.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_06.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Now that we have our variables in order, it's time to do some simple calculation! First, let's use another variable command with Skill Condition 2, and divide it by 2 to get 50% of Reid's Max HP. &lt;br /&gt;
&lt;br /&gt;
Then we'll use a Conditional Branch to check whether Skill Condition 1(Reid's Current HP) is less than or equal to Skill Condition 2(50% of his Max HP). Like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_07.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Once we have our variables and operations in order, let's add in that extra effect! For this exercise, let's say that when Reid's HP is at or below 50%, Flame Aura will restore 25% HP to him on top of its state granting effect!&lt;br /&gt;
&lt;br /&gt;
We'll use an HP/MP/TP Action Sequence command targeted at the user like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_07.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_08.png|600px]]&lt;br /&gt;
&lt;br /&gt;
With this, our skill modification is finished! Let's test it out...&lt;br /&gt;
&lt;br /&gt;
First we'll start by using Flame Aura when HP is above 50%&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_09.png|600px]]&lt;br /&gt;
&lt;br /&gt;
As expected, it works as normal. Now let's try it below 50% HP...&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_10.png|600px]]&lt;br /&gt;
&lt;br /&gt;
There we go. It restores HP in this case, since the condition was met! Perfect.&lt;br /&gt;
With this, our HP Condition exercise is finished. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, let's move on to our second exercise. This time, we'll start with a new skill.&lt;br /&gt;
&lt;br /&gt;
Let's name it 'Gale Blade'. After all, what aspiring hero doesn't have a sword skill or two to show off, right? Make sure everything is in order, especially your &amp;lt;Custom Action Sequence&amp;gt; note tag!&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_11.png|600px]]&lt;br /&gt;
&lt;br /&gt;
As you can see from the description, our effect this time focuses on MP. When Reid's MP is above 75%, this skill will proc 2 extra times for 3 hits total. Sounds pretty useful, doesn't it?&lt;br /&gt;
&lt;br /&gt;
Well, let's give it a whirl! Off to the Common Events tab! &lt;br /&gt;
&lt;br /&gt;
You know the drill by now, I hope. Set up a new Action Sequence, and name it 'Gale Blade'. We can give it all the usual setup, animation, and effect commands.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_12.png|600px]]&lt;br /&gt;
&lt;br /&gt;
After we finish that, let's head back over to Flame Aura, and copy our variable operations from there. Why spend time reinventing the wheel when you can just copy, paste, and edit, right?&lt;br /&gt;
&lt;br /&gt;
Paste the event block into Gale Blade after Action Effect, since that's where we'll have our extra effects process.&lt;br /&gt;
&lt;br /&gt;
‍&lt;br /&gt;
&lt;br /&gt;
Now it's time to edit these operations so that they calculate whether MP is greater than 75%, rather than below 50%.&lt;br /&gt;
&lt;br /&gt;
* We'll have Skill Condition 1 point to Reid's Current MP. Next, Skill Condition 2 will point to Reid's Max MP. Finally, we'll make some additions to the formula. &lt;br /&gt;
* Use a Variable Operation to multiply Skill Condition 2 by 75. Then use a second Variable Operation to divide it by 100.&lt;br /&gt;
* Finally, let's use a Conditional Branch to check whether Skill Condition 1 is greater than or equal to Skill Condition 2. Like so:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_13.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Now that this is done, let's add in those extra effects! For the sake of balance, we'll lower the damage of those two extra hits by using a Multipliers Action Sequence command. Let's make the 2 extra hits 30% of the original skill's damage.&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_14.png|400px]]&lt;br /&gt;
&lt;br /&gt;
With that, we'll add two action effect commands, and our Common Event should now look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_15.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Looks like we're done! Let's go back to our skill and add the Gale Blade Common Event to the trait list. Never forget that part! Once that's out of the way, we can finally give our skill a test run!&lt;br /&gt;
&lt;br /&gt;
First, we'll use the skill with less than 75% MP left...&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_16.png|600px]]&lt;br /&gt;
&lt;br /&gt;
...As expected, it only hits once. Now, let's top off our MP and try it again...&lt;br /&gt;
&lt;br /&gt;
[[File:MirageV_ActSeqTut2_17.png|600px]]&lt;br /&gt;
&lt;br /&gt;
...There we go! A 3 hit combo!&lt;br /&gt;
&lt;br /&gt;
Looks like both of our skills work well. Which means that this is the end of today's Action Sequence exercise! Hopefully this little outing has opened your eyes a bit more to the possibilities of Battle Core's Action Sequences to make skills a bit more interesting. &lt;br /&gt;
&lt;br /&gt;
That's all for now. Till next time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Arisu</name></author>
		
	</entry>
</feed>