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More control over Visustella Item/Skill display data

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: More control over Visustella Item/Skill display data
  • Original author: NaosoX
  • Original date: April 22, 2022
  • Source thread: https://forums.rpgmakerweb.com/threads/more-control-over-visustella-item-skill-display-data.146988/
  • Source forum path: Game Development Engines > RPG Maker MZ Support

Summary

Introduction Required Plugins: Anyone using Visustella should be familiar with how Items and spells display more data for the player to see. I've seen multiple requests inquiring how to omit specific lines from being displayed.

Archived First Post

Introduction

Required Plugins:
http://www.yanfly.moe/wiki/Core_Engine_VisuStella_MZ
http://www.yanfly.moe/wiki/Items_and_Equips_Core_VisuStella_MZ

Anyone using Visustella should be familiar with how Items and spells display more data for the player to see.
I've seen multiple requests inquiring how to omit specific lines from being displayed.
The plugin itself allows devs to customize what the display name of data elements are called; as well as changing the resulting data to something more custom.
Code:
<Status Info>
 key: data
</Status Info>
There are also custom notetags which allow the dev to include additional custom data.
Code:
<Custom Status Info>
 key: data
</Custom Status Info>
As is, there is no direct way to selectively omit specific data elements-- until now.

DefaultSettings.png

Items may have a varying amount of data elements applied to them. Having an Item such as above would result in the following being displayed in game:
Default.png

Plug N Play

If you want to adjust the section of code which controls the display of this information, head to your plugin manager.
VisuMZ_1_ItemsEquipCore > Shop Status Window > Item Data > Item General > JS: Draw Item Data

From there, Replace the entire section of code with this:
Code:
const lineHeight = this.lineHeight();
let x = 0;
let y = 0;
let width = this.innerWidth;
let height = this.innerHeight;
let hw = Math.floor(width / 2);
let hx = x + width - hw;
const item = this._item;
// Draw Item Name and Quantity
this.drawItemName(item, x + this.itemPadding(), y, width - this.itemPadding() * 2);
this.drawItemDarkRect(x, y, width);
y += lineHeight;
// Draw Main Item Properties
if (!item.meta.Dconsume) {
    if (item.meta.Dqty) {
        if (this.drawItemConsumable(x, y, width)) y += lineHeight;
    }
    else {
if (this.drawItemConsumable(x, y, hw)) y += 0;
    }
}
if (!item.meta.Dqty) {
    if (item.meta.Dconsume) {
        if (this.drawItemQuantity(x, y, width)) y += lineHeight;
    }
    else {
if (this.drawItemQuantity(hx, y, hw)) y += lineHeight;
    }
}
if (item.occasion < 3) {
    if (!item.meta.Ddmg) {
    y = this.drawItemDamage(x, y, width);
    }
    if (!item.meta.Deffect) {
    y = this.drawItemEffects(x, y, width);
    }
}
y = this.drawItemCustomEntries(x, y, width);
// Draw Remaining Item Properties
if (item.occasion < 3) {
    if (!item.meta.Docc) {
        if (item.meta.Dscope) {
            if (this.drawItemOccasion(x, y, width)) y += lineHeight;
        }
        else {
    if (this.drawItemOccasion(x, y, hw)) y += 0;
    }
    }
 
    if (!item.meta.Dscope) {
        if (item.meta.Docc) {
            if (this.drawItemScope(x, y, width)) y += lineHeight;
        }
        else {
    if (this.drawItemScope(hx, y, hw)) y += lineHeight;
    }
    }
    if (!item.meta.Dhit) {
        if (item.meta.Drate) {
            if (this.drawItemHitType(x, y, width)) y += lineHeight;
        }
        else {
            if (this.drawItemHitType(x, y, hw)) y += 0;
        }
    }
    if (!item.meta.Drate) {
        if (item.meta.Dhit) {
            if (this.drawItemSuccessRate(x, y, width)) y += lineHeight;
        }
        else {
            if (this.drawItemSuccessRate(hx, y, hw)) y += lineHeight;
        }
    }
    if (!item.meta.Dspeed) {
        if (item.meta.Drep) {
            if (this.drawItemSpeed(x, y, width)) y += lineHeight;
        }
        else {
            if (this.drawItemSpeed(x, y, hw)) y += 0;
        }
    }
    if (!item.meta.Drep) {
        if (item.meta.Dspeed) {
            if (this.drawItemRepeats(x, y, width)) y += lineHeight;
        }
        else {
            if (this.drawItemRepeats(hx, y, hw)) y += lineHeight;
        }
    }
 
}
// Fill Rest of the Window
this.drawItemDarkRect(x, y, width, height - y);
item.meta.Data !== undefined ? this.drawTextEx(`<WordWrap>${item.meta.Data}`, x + this.itemPadding(), y, width - this.itemPadding() * 2) : null;

With the code in place, you can do nothing and everything will function as it always has.

Customise

If you want to selectively remove certain data elements to further customize your game see the examples below.
Changes can be made by including one or more of the following notetags on an item or skill.
Code:
<Dconsume>
<Dqty>
<Ddmg>
<Deffect>
<Docc>
<Dscope>
<Dhit>
<Drate>
<Dspeed>
<Drep>

NOTE* These notetags REMOVE data from being displayed.
I will include the default settings along side the custom version.

Adding the notetag <Dconsume> to the item, display of Consumable data will no longer appear on that item.
Default.png
Dconsume.png

Adding the notetag <Dqty> to the item, display of Quantity held data will no longer appear on that item.
Default.png
Dqty.png

Adding the notetag <Ddmg> to the item or skill, display of Damage data will no longer appear on that item or skill. NOTE* Damage data may include multiple lines of information if that item or skill has any(Database > Item/Skill > Damage[Type/Element/Formua(multiplier)]).
Default.png
Ddmg.png

Adding the notetag <Deffect> to the item or skill, display of Effects data will no longer appear on that item or skill. NOTE* Effects data may include multiple lines of information if that item or skill has any(Database > Item/Skill > Effects(Recover/State/Param/Other).
Default.png
Deffect.png

Adding the notetag <Docc> to the item or skill, display of Occasion data will no longer appear on that item or skill. (Database > Item/Skill > General Settings > Occasion.)
Default.png
Docc.png

Adding the notetag <Dscope> to the item or skill, display of Scope data will no longer appear on that item or skill. (Database > Item/Skill > General Settings > Scope.)
Default.png
Dscope.png

Adding the notetag <Dhit> to the item or skill, display of Hit Type data will no longer appear on that item or skill. (Database > Item/Skill > Invocation > Hit Type.)
Default.png
Dhit.png

Adding the notetag <Drate> to the item or skill, display of Hit Rate data will no longer appear on that item or skill. (Database > Item/Skill > Invocation > Success.)
Default.png
Drate.png

Adding the notetag <Dspeed> to the item or skill, display of Speed data will no longer appear on that item or skill. (Database > Item/Skill > Invocation > Speed.)
Default.png
Dspeed.png

Adding the notetag <Drep> to the item or skill, display of Hit data will no longer appear on that item or skill. (Database > Item/Skill > Invocation > Repeat.)
Default.png
Drep.png

NEW FEATURE!
Added the option insert own text(text codes allowed).
use notetag:
Code:
<Data:x>
1692535271990.png

Code:
<Dconsume>
<Dqty>
<Ddmg>
<Deffect>
<Docc>
<Dscope>
<Dhit>
<Drate>
<Dspeed>
<Drep>
<Data:This is a \C[14]test\C[0] of the emergency text system.
Write whatever lore seems suitable.
\I[115] \I[233]
May your maker dreams come true.
Enjoy!>
Hope you guys enjoy making use of this.
As always, Credit the Visustella team.
Envelope image by: dragoonwys & AealZX
https://www.gamedevmarket.net/asset/ad-visual-inventory-paper-vol-1/

Downloads / Referenced Files

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License / Terms Note

As always, Credit the Visustella team. Envelope image by: dragoonwys & AealZX https://www.gamedevmarket.net/asset/ad-visual-inventory-paper-vol-1/

Creator Claims / Removal

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#039#rpg-maker-archive#mz-support

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