The official VisuStella notetag help thread

Trihan

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It might be because you're using the same game variable for each target, possibly. Hmm.
 

Weremole

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Say, I've tried using the image textcode in things like item descriptions. It works, but when changing to a new description the previous image is not erased. Is this the default behavior since it relies on a textbox closing?
 

Lnik3500

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Hello!
I figured I could try my shot here

I'm trying to make a passive state:
It applies an Attack Buff whenever the user gets a certain state.

is there a way to make a state react from getting another state?
 

optiprimeful

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Hello!
I figured I could try my shot here

I'm trying to make a passive state:
It applies an Attack Buff whenever the user gets a certain state.

is there a way to make a state react from getting another state?

Try this:

<JS Post-Apply as Target>
if (target.isStateAffected(2)){
// Create an ATK buff that lasts 2 turns.
var param = 2;
var turns = 2;
target.addBuff(param, turns);
}
</JS Post-Apply as Target>
 

Junane

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I'm back with another conumdrum in the skills field. :confused:

1) Cover (but reduced to 50% effectiveness, has no duration timer and removed when applied to someone else):
Cover.PNG

EDIT: The intended mechanic is successful but if I use Post-Damage/Apply the enemy being attacked is taking double damage from the attack compared to the enemy that used the skill and Pre-Damage does not account for any % reduction barriers.
<JS Pre-Damage as Target>
if (this.isHpEffect() && user.isActor()){
if (value > 0){
var Cover = Math.floor(value * 0.5);
value -= Cover;
$gameTroop.members()[0].gainHp(-Cover);
$gameTroop.members()[0].startDamagePopup();
}
}
</JS Pre-Damage as Target>

EDIT 2: Mostly a success but a major complication arses when the actor is able to target themselves with this skill, potentially creating an infinite loop.
 
Last edited:

Lnik3500

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Try this:

<JS Post-Apply as Target>
if (target.isStateAffected(2)){
// Create an ATK buff that lasts 2 turns.
var param = 2;
var turns = 2;
target.addBuff(param, turns);
}
</JS Post-Apply as Target>
This seems like it could work on the surface.
But if the state stays after, each time the actor gets attacked, the actor will get an attack buff.

can't exactly be a one time use neither, since this is tied to a passive state that reacts when the actor recieves the other state.

I have the option to put a "On Add" effect to the other states but idk if it's the solution.
 
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Im Using the Aggro Script, im honestly just at a complete loss here. It honestly on the surface seems to be working perfectly but in function its not working at all and I cannot figure it out for the life of me. So all I want is a Tank character to use skills to maintain defense buff while trying to maintain aggro. I created a State called Taunt and to last 3 turns, I put <Provoke> in the note tags of the state and then created a skill called Provoke and told the skill to add the Taunt state to one enemy. I added the Orbs animation to the skill and added the skill to a player. In combat I use the skill and my chosen icon for the skill appears with the number 3 and a red trace appears from the enemy to the tank who used it. (As I said looks like its working perfectly) but the provoked enemy continues to attack whomever he wants and seems to pay the provoker no attention at all. on top of that after I cast the provoke skill a bunch of seemingly random animations seem to play on repeat on the enemy and I cannot figure out where that even came from at all I've never come across that before. Im sure there is something fundamental im missing here but I have read over the instructions in the plug in and on the site and I just dont see where I went wrong or what im missing
EDIT: I am using only visuMZ Scripts at the moment and have them in order from tier 0 to tier 2 (I have the core script tier 0 and all of the tier 1 and two tier 2 scripts the aggro script being last
 

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kylewest

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Hello all you fine peeps,

Back with a clarifying question. I know what I'm trying to do works, I just need some clarification on where to do it.

I'm adding voice over sound effects to a skill. One for the skill dealing successful damage, one for a miss or an evade.

I've scoured these forums, and I have sound people asking similar questions, though most have been for MV or prior iterations.

For context, I have all of the Visustella plugins. And based on some of the responses I have seen, there are potentially two areas (maybe more) where I could achieve my desired result.

The first is within an action sequence, which I already have set up for the skill in question. Action sequence works flawlessly.

Code:
◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Setup Action Set
:              :Display Action = true
:              :Immortal: On = true
:              :Battle Step = true
:              :Wait For Movement = true
:              :Cast Animation = true
:              :Wait For Animation = true
◆Plugin Command:VisuMZ_1_BattleCore, IMPACT: Motion Trail Create
:              :Targets = ["user"]
:              :Delay = 1
:              :Duration = 30
:              :Hue = 0
:              :Starting Opacity = 200
:              :Tone = [0, 0, 0, 0]
◆Plugin Command:VisuMZ_1_BattleCore, MOVE: Jump
:              :Targets = ["user"]
:              :Desired Height = 100
:              :Duration = 12
:              :Wait For Jump? = false
◆Plugin Command:VisuMZ_1_BattleCore, MOVE: Spin/Rotate
:              :Targets = ["user"]
:              :Angle = 360
:              :Duration = 12
:              :Spin Easing = Linear
:              :Revert Angle on Finish = true
:              :Wait For Spin? = false
◆Plugin Command:VisuMZ_1_BattleCore, MOVE: Move To Point
:              :Targets = ["user"]
:              :Destination Point = center
:              :Offset Adjustment = horz
:              :Offset: X = 0
:              :Offset: Y = 0
:              :Duration = 12
:              :Face Destination? = true
:              :Movement Easing = Linear
:              :Movement Motion = walk
:              :Wait For Movement? = true
◆Show Picture:#1, black bar, Upper Left (-1275,-1200), (100%,100%), 255, Normal
◆Show Picture:#2, black bar, Upper Left (-1275,800), (100%,100%), 255, Normal
◆Move Picture:#1, Linear, Upper Left (-1275,-800), (100%,100%), 255, Normal, 60 frames
◆Move Picture:#2, Linear, Upper Left (-1275,400), (100%,100%), 255, Normal, 60 frames
◆Tint Screen:(-34,-34,-34,0), 60 frames
◆Wait:13 frames
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Show Animation
:              :Targets = ["user"]
:              :Animation ID = 166
:              :Mirror Animation = false
:              :Wait For Animation? = true
◆Play SE:dodgethis (90, 100, 0)
◆Wait:12 frames
◆Plugin Command:VisuMZ_1_BattleCore, MOVE: Move To Target(s)
:              :Targets (Moving) = ["user"]
:              :Targets (Destination) = ["current target"]
:              :Target Location = back center
:              :Melee Distance = 24
:              :Offset Adjustment = horz
:              :Offset: X = 580
:              :Offset: Y = 0
:              :Duration = 12
:              :Face Destination? = true
:              :Movement Easing = Linear
:              :Movement Motion = walk
:              :Wait For Movement? = true
◆Plugin Command:VisuMZ_1_BattleCore, MOTION: Perform Action
:              :Targets = ["user"]
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Action Animation
:              :Targets = ["current target"]
:              :Mirror Animation = false
:              :Wait For Animation? = true
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Action Effect
:              :Targets = ["current target"]
◆Wait:60 frames
◆Plugin Command:VisuMZ_1_BattleCore, MOTION: Motion Type
:              :Targets = ["user"]
:              :Motion Type = wait
:              :Show Weapon? = true
◆Wait:12 frames
◆Plugin Command:VisuMZ_1_BattleCore, MOVE: Jump
:              :Targets = ["user"]
:              :Desired Height = 100
:              :Duration = 12
:              :Wait For Jump? = false
◆Plugin Command:VisuMZ_1_BattleCore, MOVE: Spin/Rotate
:              :Targets = ["user"]
:              :Angle = 360
:              :Duration = 12
:              :Spin Easing = Linear
:              :Revert Angle on Finish = true
:              :Wait For Spin? = false
◆Plugin Command:VisuMZ_1_BattleCore, IMPACT: Motion Trail Remove
:              :Targets = ["user"]
◆Tint Screen:(0,0,0,0), 60 frames
◆Move Picture:#1, Linear, Upper Left (-1275,-1200), (100%,100%), 255, Normal, 60 frames
◆Move Picture:#2, Linear, Upper Left (-1275,800), (100%,100%), 255, Normal, 60 frames
◆Plugin Command:VisuMZ_1_BattleCore, MOVE: Home Reset
:              :Targets = ["alive battlers"]
:              :Wait For Movement? = true
◆Plugin Command:VisuMZ_1_BattleCore, MECH: HP, MP, TP
:              :Targets = ["user"]
:              :HP =
:              :HP Rate = +0.00
:              :HP Flat = +0
:              :MP =
:              :MP Rate = +0.00
:              :MP Flat = +0
:              :TP =
:              :TP Rate = -100.00
:              :TP Flat =
:              :Damage Popup? = true
◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Finish Action
:              :Immortal: Off = true
:              :Wait For New Line = true
:              :Wait For Effects = true
:              :Clear Battle Log = true
:              :Home Reset = true
:              :Wait For Movement = true

Now, someone has suggested that what I'd like to achieve could be done via a conditional statement after the action effect. (Note: this solution was provided for Yanfly's YEP-Action Sequences for MV, and does not necessarily mean it would work here).

The conditional branch suggested was:

Code:
if !target.result().missed && !target.result().evaded
   AudioManager.playSe({name: "sound file", pan:0, pitch: 100, volume:100})
else

So I tried that, didn't work. Like it wasn't even in the sequence. Dug a little deeper, and someone had asked a similar question more recently, for Battle Core specifically, and was provided with:

Code:
if (!BattleManager._targets[0].result().missed && !BattleManager._targets[0].result().evaded) {
AudioManager.playSe({name: "how", pan:0, pitch: 100, volume:100});
}

Changing it to this got the audio file to play, but it played regardless of the conditional statement - hit, miss, evade, whatever.

So, I looked around some more, and found another potential soltution (maybe) in the <Post-Damage Eval> note tag for skills.

So, I tried it there as well:

Code:
<Post-Damage Eval>
if (!BattleManager._targets[0].result().missed && !BattleManager._targets[0].result().evaded) {
AudioManager.playSe({name: "how", pan:0, pitch: 100, volume:100});
}
</Post-Damage Eval>

And, alas, it did not work there, either.

Could anyone point me to where I need to make adjustments? My coding could also be incorrect, as I am still learning javascript.

In summary:

- I am running a skill through a Battle Core Action Sequence.
- On a hit, I would like Audio File 1 to play.
- On a miss/evade, I would like Audio File 2 to play.
- I tried a conditional statement in my Action Sequence Common Event, to no success.
- I tried using <Post-Damage Eval>, also to no success.

Thanks to any and all who read this, and double thanks to anyone who can provide a solution.
 

danfish97

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Hey everyone! I just implemented the Battle Party plugin so I could add another party member to a fights. When testing it out I stumbled upon the issue that I've now crammed a 5th box into a battle screen meant for 4. Here's a picture of what I mean: Screen Shot 2021-03-31 at 6.42.20 PM.pngAs you can see all the text is squished or coming out of their boxes. This is also on top of the more overlook-able issue, that when I changed the game font certain fonts in the battle like HP etc, and damage numbers did not change with the rest of the text.
So my question is this: Is there any way for me to address this within the plugin, and if not is there a way for me to affect the text size of only the battle sequences, or expand the screen?
Any help is much appreciated, thanks!!!
 

Trihan

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Gah, sorry everyone. The notifications haven't been coming up on this topic for some reason, I didn't realise people were still posting. Let me have a look at what's still outstanding.
 

optiprimeful

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Hello,
I'm trying to recreate the Toxic pokemon effect where the poison damage increases at the end of each turn, but for some reason, it is not working.
Any help would be appreciated.
<JS On Add State>

target._poisonStacks = target._poisonStacks || 0;

target.setStateDisplay(4, target._poisonStacks);

</JS On Add State>



<JS Pre-End Turn>

target._poisonStacks = target._poisonStacks || 0;

target._poisonStacks++;

target.setStateDisplay(4, target._poisonStacks);

</JS Pre-End Turn>



<JS HP Slip Damage>

target._poisonStacks = target._poisonStacks || 0;

var n = target._poisonStacks;

damage = Math.floor(n);

</JS HP Slip Damage>
 

Ys42

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If I add state via notetags, is it gonig to respect state resistance of the target automatically, or should I add some code for it to do so? If I do need code, maybe someone can suggest?
 

Mister_Flats

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Curious about Skills and States Core. Is it possible to have more than the standard 3 gauges? Some of my classes have replaced either MP or TP with another resource, but if I wanted to create a class that had HP, MP, TP, and another resource gauge underneath, would that be possible through notetags or plugin parameters?

Edit: Pretty sure it's not going to be possible to add another gauge outside of the standard 3 since most of their plugins reference those 3 specifically in the UI. I'm wondering now if I could use a passive state to track the resource and display stacks if the character has the item that triggers the passive. So far I haven't been able to get items (non-equipment) to work as a passive trigger, but I'm going to keep playing around with it.

Edit 2: Found a workaround without using passive states. Resource is still tracked as a hidden item as far as skill costs go, but as far as having a visual indicator for the player, using a stacking state with some custom code was my solution.

Code:
<JS On Add State>


if (target.Resource <= 4) {


  target.Resource += 1;


  } else if (target.Resource > 4) {


  target.Resource += 0; }


else {


  target.Resource = 1; }




target.setStateDisplay(state.id, target.Resource);


</JS On Add State>




<JS On Erase State>


target.Resource = 0;


target.setStateDisplay(state.id, target.Resource);


</JS On Erase State>


In this example the Resource state is capped at 5. Certain skills will add the state to the user through action sequences, and others will spend it.
Below is a JS Post-Damage string for a skill that costs 1 Resource and checks to remove the state completely if the Resource Stack drops below 1.

Code:
<Resource Cost: 1>

<JS Post-Damage>
if (user.Resource > 1) {
  user.Resource -= 1;
user.setStateDisplay(72, user.Resource);
  } else   {
user.removeState(72)
   }
</JS Post-Damage>

It's a little convoluted, but it works in testing and offers a way to have more visible resources and mechanics. You can substitute Resource and the state ID to fit whatever your project is running.
 
Last edited:

ChaosGameMaker

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I cannot figure out the item crafting notetags. How to do assign the categories, what note tags to designate an item as ingredient. The visustella vidoes are not as useful as the Yanfly.
 

Cyberhawk

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I cannot figure out the item crafting notetags. How to do assign the categories, what note tags to designate an item as ingredient. The visustella vidoes are not as useful as the Yanfly.
That's bc they don't go into depth like YEP did w/ MV.
but you need to use

<Crafting Ingredients>

Item id: x

Item name: x

Weapon id: x

Weapon name: x

Armor id: x

Armor name: x

Gold: x

Category name: x

</Crafting Ingredients>
You can designate specific items to be specific categories via Items/equip core
<Category:x>
 

Gurkengelee

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Hello,

do the Skill Cost Notetags work currently? I tried every variation (SP, Item ID, Item Name) and the skills will never require anything but the defualt amount of SP to learn.

Edit: Nevermind. I am an Idiot. I had two skills with the same name and the plugin took the one later in the database which had no requirements.
 
Last edited:

WilsonE7

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Am I allowed to ask about the Class Change System plugin here? I'm trying to imitate the Bravely Default Job System, where the class level is separate from the actor level. But if I'm reading the documentation right, that's not how your plugin works, right? So, if my player is Lv. 30 and they change their primary class to a level one class, will they retain their level 30 stats or will it be like they're starting over from Lv. 1 again? I'm asking because this'll help me decide how to set everything up in my game.
 

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