More control over Visustella Item/Skill display data
BMM_Archive · July 15, 2026
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
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.
<Status Info>
key: data
</Status Info>
<Custom Status Info>
key: data
</Custom Status Info>
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:
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:
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.
<Dconsume>
<Dqty>
<Ddmg>
<Deffect>
<Docc>
<Dscope>
<Dhit>
<Drate>
<Dspeed>
<Drep>
NOTE* These notetags REMOVE data from being displayed.
NEW FEATURE!
Added the option insert own text(text codes allowed).
use notetag:
<Data:x>
<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!>
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
Log in, then follow the RPG Maker Developers Group to see these download links.
Log in to downloadLicense / 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
If you are the original creator and want this listing reassigned, edited, or removed, join BMMPlay and contact the moderators with proof that matches the original RPG Maker Web profile, linked GitHub, itch.io page, or another public creator identity.
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