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 complication arses in which both Slip damage and reflected attacks bypass it.
 
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?
 

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