The official VisuStella notetag help thread

Trihan

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I know about the functions and tried it in a conditional branch. Maybe I just did something stupid. Since it already answers if it is either would I still need the entire if-then line in the script box?

Yes, the button assist and I realize it's in the Core.
Show me what you're currently trying and I should be able to help you figure out how to fix it.

The button assist settings allow you to control what the window says, but not which individual scenes it shows which messages in. If you're seeing behaviour that appears abnormal, you'll have to make a demonstration project and submit a bug report to VisuStella.
 
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VaiJack8

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Heyyy

I'm trying to add a global Post-Damage code in BattleCore, in which, if the user knows skill 248, they gain state 43 when they kill an enemy. The issue is: the code won't work. The state is not added. Here's what I wrote in the Js Post-Damage section of the plugin parameters:

JavaScript:
// Declare Constants
const value = arguments[0];
const target = arguments[1];
const user = this.subject();
const a = user;
const b = target;
const action = this;
const item = this.item();
const skill = this.item();

// Perform Actions
 if (user.skills().contains($dataSkills[248]) && target.isStateAffected(1)) { user.addState(43) };

// Return Value
return value;

UPDATE: Solved it using a passive state added by the skill.
 
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Weremole

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Show me what you're currently trying and I should be able to help you figure out how to fix it.

The button assist settings allow you to control what the window says, but not which individual scenes it shows which messages in. If you're seeing behaviour that appears abnormal, you'll have to make a demonstration project and submit a bug report to VisuStella.
Ah, it's a menu from another plugin so I guess I'll not use the button assist window. The problem now is that my layouts will be messed up. Could so something ugly and make all the button symbols blank...

Anyway. What I'm trying to achieve is that actors step forward while enemies blink in place. Easy enough. But I also made my own step forward action since I want the actors to stay in place while their command window is open.

Here's the common event setup I was talking about. Ofcourse I could just make do and have the enemies step forward as well. But I figure I could try first.

example.jpg
 

WilsonE7

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Ah, it's a menu from another plugin so I guess I'll not use the button assist window. The problem now is that my layouts will be messed up. Could so something ugly and make all the button symbols blank...

Anyway. What I'm trying to achieve is that actors step forward while enemies blink in place. Easy enough. But I also made my own step forward action since I want the actors to stay in place while their command window is open.

Here's the common event setup I was talking about. Ofcourse I could just make do and have the enemies step forward as well. But I figure I could try first.

View attachment 203858
My knowledge of custom scripting is admittedly limited, but your if statement is redundant. You shouldn't need the extra "if" in there. The Script section of an If command is just to write code that you're checking. Also, correct me if I'm wrong, I don't think you can just write "isEnemy()". I think you need to say [something].isEnemy() to say what battler you're checking.
 

ATT_Turan

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My knowledge of custom scripting is admittedly limited, but your if statement is redundant. You shouldn't need the extra "if" in there.
That's correct, you're already in a conditional branch.
Also, correct me if I'm wrong, I don't think you can just write "isEnemy()". I think you need to say [something].isEnemy() to say what battler you're checking.
Also correct - so the Script box should just be user.isEnemy() (presuming the VisuStella plugin provides user and target for your use).
 

NaosoX

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Anyway. What I'm trying to achieve is that actors step forward while enemies blink in place. Easy enough. But I also made my own step forward action since I want the actors to stay in place while their command window is open.
Did you want actors to step forward or stay in place?Step.png
Actors wont step if you change this.
BattleCore>Action Sequence Settings
 

VaiJack8

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Heyyy

Is there a way to have a skill not show its name when it's used in a battle? I tried to use the
JavaScript:
<Display Text: >
notetag but the background is still displayed. I'd like to get rid of that as well. Thank you in advance.


UPDATE: I just found out the
JavaScript:
<Custom Action Sequence>
notetag. I solved my issue. Thanks.
 
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Weremole

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Did you want actors to step forward or stay in place?View attachment 203882
Actors wont step if you change this.
BattleCore>Action Sequence Settings
That's what I've done. But I wanted the actors to still step forward and such when acting while the enemies would stay in place. Preferably while still being able to move and manipulate the enemy sprites.

Anyway. I think it's the STB battle system. Since the action is selected at the start of the users turn it seems to not register a branch that refers to wether it's an enemy or actor. For example, the exploit system lands a critical hit. It affects the enemy. Now the branch thinks that any user is an enemy because reasons.
 

VaiJack8

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Heyyy

I'd like to put a conditional branch in a Custom Action Sequence that checks if the target has a passive state. I've come to this but it won't work (the action sequence just stops when it comes to the brach):

2021-10-19 14_17_44-Window.png

Thanks in advance.
 

NaosoX

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Try starting with your branches.. then filling each with the custom action you want.
Heyyy

I'd like to put a conditional branch in a Custom Action Sequence that checks if the target has a passive state. I've come to this but it won't work (the action sequence just stops when it comes to the brach):

View attachment 204264

Thanks in advance.
 

VaiJack8

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Try starting with your branches.. then filling each with the custom action you want.
I tried it but now nothing happens at all :\

UPDATE: Looks like conditional branches are always ignored in custom action sequences. It's weird.

UPDATE #2: Conditional branches are correctly checked, but if the condition is target.states().includes($dataStates[28]) it's completely ignored, even the commands after the Else are ignored.


UPDATE #3: I finally solved it using $gameTroop.members()[BattleManager._action._targetIndex].states().includes($dataStates[28]) as condition to check. Thanx.
 
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VaiJack8

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UPDATE #4: The solution I found only works for actors. I'd like to have an Action Sequence that is universal, regardless of who's using it. Is there a way?
 

ATT_Turan

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The solution I found only works for actors. I'd like to have an Action Sequence that is universal, regardless of who's using it.
You should avoid making consecutive posts, it makes it harder to see everything you've done. Just edit your existing post.

So if the way VisuStella outsources action sequences into common events means those effects don't recognize user or target, that makes it a stupid amount more difficult to do conditional effects.

But you can try this in your conditional:
Code:
BattleManager.actor() ? $gameTroop.members()[BattleManager._action._targetIndex].states().includes($dataStates[28]) : $gameParty.members()[BattleManager._action._targetIndex].states().includes($dataStates[28])
 

VaiJack8

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You should avoid making consecutive posts, it makes it harder to see everything you've done. Just edit your existing post.

So if the way VisuStella outsources action sequences into common events means those effects don't recognize user or target, that makes it a stupid amount more difficult to do conditional effects.

But you can try this in your conditional:
Code:
BattleManager.actor() ? $gameTroop.members()[BattleManager._action._targetIndex].states().includes($dataStates[28]) : $gameParty.members()[BattleManager._action._targetIndex].states().includes($dataStates[28])
Sorry for the double post. I already tried that solution but for some weird reason enemies won't act if actors don't select an action with target(s) first.
 

ATT_Turan

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I already tried that solution but for some weird reason enemies won't act if actors don't select an action with target(s) first.
That...doesn't make any sense. A conditional branch inside of an evented action sequence for a skill couldn't have any effect on whether an enemy initiates a skill or not. O _ o
 

VaiJack8

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That...doesn't make any sense. A conditional branch inside of an evented action sequence for a skill couldn't have any effect on whether an enemy initiates a skill or not. O _ o


As you can see, no enemy acts until I attack first. Here's my Action Sequence:

2021-10-19 17_22_10-Window.png
2021-10-19 17_22_16-Window.png
2021-10-19 17_22_22-Window.png
2021-10-19 17_22_28-Window.png
 

ATT_Turan

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As you can see, no enemy acts until I attack first. Here's my Action Sequence:
That just doesn't give the necessary information to troubleshoot.

1) It's best not to be using battle test for situations involving heavy use of plugins and plugin commands, battle test doesn't load everything - you should be running a playtest and getting into a fight.

2) Is all of this action sequence inside of your regular attack command?

3) If yes, it still doesn't look like that conditional could have the effect you're describing.

4) If no, then the whole situation is irrelevant and your enemies acting bug super has nothing to do with this action sequence.

You should test in an actual game. If you get the same behavior, change the conditional to something else and see if that actually changes what the enemies do.
 

VaiJack8

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That just doesn't give the necessary information to troubleshoot.

1) It's best not to be using battle test for situations involving heavy use of plugins and plugin commands, battle test doesn't load everything - you should be running a playtest and getting into a fight.

2) Is all of this action sequence inside of your regular attack command?

3) If yes, it still doesn't look like that conditional could have the effect you're describing.

4) If no, then the whole situation is irrelevant and your enemies acting bug super has nothing to do with this action sequence.

You should test in an actual game. If you get the same behavior, change the conditional to something else and see if that actually changes what the enemies do.
I tested the battle in a playtest and the result is the same. Yes, the attack command uses that custom action sequence. So there's something wrong with the conditional? I can't see what tho, maybe I'm missing something
 

ATT_Turan

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I tested the battle in a playtest and the result is the same. Yes, the attack command uses that custom action sequence. So there's something wrong with the conditional?
I don't know, did you do what I recommended and change the conditional to something else to see if it changed the way the enemies were acting? That would be how you test whether the game is disliking something inside the conditional.

Are you seeing any errors in the console?
 

VaiJack8

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I don't know, did you do what I recommended and change the conditional to something else to see if it changed the way the enemies were acting? That would be how you test whether the game is disliking something inside the conditional.

Are you seeing any errors in the console?
I changed the conditional, and the following happens: neither the enemies nor the actors do nothing, until one of the actors actually selects as target an enemy with State 28, in that case the condition is checked but returns false (as if the target didn't have State 28). From that point on, enemies start to attack but the conditional is always false. Here's the console:

2021-10-19 18_51_48-Window.png
 

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