The official VisuStella notetag help thread

ATT_Turan

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Uh...oops. Okay, I have now learned to look farther back in the posts before I give my input.
That's why I'm confused, the two posts are describing two pretty opposite things. One is talking about the enemy taking more damage from the rest of the party, the second one talks about...well, technically, about an enemy taking more damage from the other enemies, which is why I said it didn't make sense.

For all I know, your guess is what he wants :guffaw:
 

WilsonE7

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*Puts on a professor voice* Ah, yes, I believe the confusion arises from the ambiguous use of the male pronoun. Note the following passage:
Also, if character X attack enemy Y on his turn, then he would receive increased damage from all other enemies Y1,Y2 etc, but not Y
One can easily get lost as to the identity of the "he." Clearer wordings would be: "X receives increased damage from all other enemies Y1,Y2, etc., but not Y [where Y is the originally attacked target]." Or, "he receives increased damage from all other enemies Y1, Y2, etc., but not from Y." Specifying the recipient of the damage or including the word "from" would make the sentence clearer.

My fellow developers, let us always strive to use good grammar, especially when explaining complex topics! :thumbsup-left::hwink:
 

Ys42

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*Puts on a professor voice* Ah, yes, I believe the confusion arises from the ambiguous use of the male pronoun. Note the following passage:

One can easily get lost as to the identity of the "he." Clearer wordings would be: "X receives increased damage from all other enemies Y1,Y2, etc., but not Y [where Y is the originally attacked target]." Or, "he receives increased damage from all other enemies Y1, Y2, etc., but not from Y." Specifying the recipient of the damage or including the word "from" would make the sentence clearer.

My fellow developers, let us always strive to use good grammar, especially when explaining complex topics! :thumbsup-left::hwink:
Okay, Ill try to explain it in imagination fight with you :D
Imagine, we fight. its 1 on 1, eh? So, we kind of locked to each other, but... some scoundrel brought friends! So now, since you are distracted by me, my friends deal more damage to you, because, you know, you havent anticipated for me to stoop so low... But now, while they all kicking you, if some of your friends would come from behind, theyd be really ****ed, cause, you know, pay attention...
 
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WilsonE7

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@Ys42 Okay, that's a lot clearer. Thanks, scoundrel! :p Now, did you mean for this to just happen once, like as an event in one specific battle? Oris this something enemies and actors can just do anytime?

If it's the former, you can do it through Troop Events. If it's the latter, it's a little more complicated. Can I suggest a adjustment to the logic in that case?

You could have two skills: one for the enemy and one for actors. The enemy skill lets him summon reinforcements and applies a large DEF/MDEF debuff to the party.

The actor skill could be just for one actor (and you can give it to multiple if you want). You could have a "Sneak" skill that lets an actor disappear for one turn, and then reappear behind enemy lines, dealing increased damage and/or stun to the target. Think of it like a variation on the classic Dragoon Jump skill in Final Fantasy. Like the enemy's skill, the effect would be very temporary, as their disorientation would wear off eventually. This skill could be done with Action Sequences, and you wouldn't really need notetags.
 

ATT_Turan

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Okay, Ill try to explain it in imagination fight with you :D
Yes, and I already gave you a solution that should achieve that. So what are you saying doesn't work?

@WilsonE7 It wasn't just the incorrect usage of "he," but following the fairly clear usages of X and Y, the person (whether the OP was referring to an actor or an enemy) was taking more damage from enemies, which shouldn't have had anything to do with the situation in question. :guffaw:
 

GHNeko

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You can just add a variable to the actor itself. So in your expiration notetag for the buff, you'd just throw something in there like:
Code:
user.moddedHp=user.hp;
presuming that notetag is executed before the buff and its effects are removed.

Then that will stay on the actor for you to use with other things.

Thanks for your help. I ended up creating new functions that return the hp/mp proportions as a percentage and running those functions after .refresh() and so far that is doing the job just well.

I wanted to ask ya'll a new question. Ya'll know how to either add EVAL to item descriptions? That or the ability to reference not just a variable but a property within an actor's data/table? I know about Hakuman's Escape Code plugin that lets you run EVAL but I wanted to see if there another option before I went down that route.
 

Trihan

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Thanks for your help. I ended up creating new functions that return the hp/mp proportions as a percentage and running those functions after .refresh() and so far that is doing the job just well.

I wanted to ask ya'll a new question. Ya'll know how to either add EVAL to item descriptions? That or the ability to reference not just a variable but a property within an actor's data/table? I know about Hakuman's Escape Code plugin that lets you run EVAL but I wanted to see if there another option before I went down that route.
Can you give me a bit more info on what it is you're actually trying to do?
 

GHNeko

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Can you give me a bit more info on what it is you're actually trying to do?
Trying to reference the value of a property within actor that I created in an item description box.
 

Trihan

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VisuStella Message Core allows you to define custom text code substitutions.
 

GHNeko

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VisuStella Message Core allows you to define custom text code substitutions.
Within item descriptions? Do you mind pointing me out where in the page it said that? Probably me being blind because I couldnt find it earlier.
 

Trihan

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Within item descriptions? Do you mind pointing me out where in the page it said that? Probably me being blind because I couldnt find it earlier.
Yep. If you go to the parameters for Message Core then Text Code Replacements, you can add new ones and then do \yourtextcode in your item description.
 

GHNeko

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Yep. If you go to the parameters for Message Core then Text Code Replacements, you can add new ones and then do \yourtextcode in your item description.
Ah thanks. I found it. I appreciate it man.
 

mumuani248

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Hey I don't know if this is a mistake

But I set a state "freeze" (cannot take action)

Monster ATB Gauger = 0
But When the state is erased, The monster ATB Gauge attacks the player when it is not fullTest.png
 
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Trihan

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Hey I don't know if this is a mistake

But I set a state "freeze" (cannot take action)

Monster ATB Gauger = 0
But When the state is erased, The monster ATB Gauge attacks the player when it is not fullView attachment 207829

So do you want the Freeze state to also reset the enemy's ATB?
 

mumuani248

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So do you want the Freeze state to also reset the enemy's ATB?
Yes, because the player is in a frozen state, the ATB will be reset
But the enemy will not reset, so I don’t know if this is a BUG
 

Trihan

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Yes, because the player is in a frozen state, the ATB will be reset
But the enemy will not reset, so I don’t know if this is a BUG
Can you show me the setup for your Frozen state?
 

mumuani248

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Okay, in your state notebox, try putting

<JS On Add State>
target._tpbChargeTime = 0;
</JS On Add State>
This doesn't work
When the enemy erases the state(When frozen Erase State), they will still attack immediately
Even if ATB Gauge = 0
 
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Trihan

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This doesn't work
When the enemy erases the state(When frozen Erase State), they will still attack immediately
Even if ATB Gauge = 0
Could be a bug, could be working as intended. I think it needs to go to a report at this point.
 

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