The official VisuStella notetag help thread

muge

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Anti-Damage Barriers VisuStella​

Can the absorption barrier stack in one state?

Code encryption I can’t find any way to call the barrier script

Thank you!
 

Trihan

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Anti-Damage Barriers VisuStella​

Can the absorption barrier stack in one state?

Code encryption I can’t find any way to call the barrier script

Thank you!
Yes, they can. If you apply a barrier state multiple times it should add that amount of barrier each time, but if not you can accomplish this using a custom JS effect.
 

muge

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can not stack in one state
this is state note <All Absorb Barrier: 10>
I cast a skill for the first time Absorb Barrier = 10
The second time still Absorb Barrier = 10
How do i get JS the Absorb Barrier counter
 

Trihan

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can not stack in one state
this is state note <All Absorb Barrier: 10>
I cast a skill for the first time Absorb Barrier = 10
The second time still Absorb Barrier = 10
How do i get JS the Absorb Barrier counter

<All Absorb Barrier: target.getStateDisplay(id of state) + 10>
 

muge

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<All Absorb Barrier: target.getStateDisplay(id of state) + 10>
It happened a very interesting thing
The absorption barrier becomes 1010
10 + 10 = 1010 oh my god
 

Cyberhawk

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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

In ATB Plugin settings,
This would be considered a stun and there's an option that asks if you want ATB gauge to reset to zero you have to enable that to reset it. That might be it.
 

Trihan

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It happened a very interesting thing
The absorption barrier becomes 1010
10 + 10 = 1010 oh my god
Can you show me exactly what you put in your notetag? It works for me.
 

muge

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Can you show me exactly what you put in your notetag? It works for me.
I try to add -0
<All Absorb Barrier: target.getStateDisplay(id of state) + 10 - 0> this is ok

But I don’t know why it’s normal to add -0
 
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Trihan

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Well the basic answer to your original problem is "it thinks it's a string and not an integer" because you can add a string to another string. The - 0 tells it it's definitely a numerical calculation because you can't subtract 0 from a string.

Edit: Wait, hang on. Did you actually write "id of state" in the notebox and not replace it with the actual ID number of the state you were writing the notetag in?
 

muge

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Skill.png
Well the basic answer to your original problem is "it thinks it's a string and not an integer" because you can add a string to another string. The - 0 tells it it's definitely a numerical calculation because you can't subtract 0 from a string.

Edit: Wait, hang on. Did you actually write "id of state" in the notebox and not replace it with the actual ID number of the state you were writing the notetag in?
 

Trihan

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Okay, so when I ask you to tell me exactly what you have in a notetag, please paste the exact text from the note box and not a paraphrase. :p

Does it work with the - 0? Also is the Shield state ID 12?
 

muge

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Okay, so when I ask you to tell me exactly what you have in a notetag, please paste the exact text from the note box and not a paraphrase. :p

Does it work with the - 0? Also is the Shield state ID 12?
Shield state ID 12? YES it is 12
does it work with the - 0?yse
 
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Trihan

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Okay, and does it work with the - 0?

If it does, another way to eliminate the string/number ambiguity is to cast the value directly:

Number(target.getStateDisplay(12))
 

muge

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Okay, and does it work with the - 0?

If it does, another way to eliminate the string/number ambiguity is to cast the value directly:

Number(target.getStateDisplay(12))
does it work with the - 0? YES
Number(target.getStateDisplay(12)) This is also ok
thank you!
 

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Hi! Does anyone know how to completely remove the reward/objective from a specific quest category in Yanfly's Quest Log? See attached picture. I'm using one of the categories as a journal the MC creates, and having those categories there looks awkward. I do want them for a seperate side quest category, though.
 

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Trihan

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Hi! Does anyone know how to completely remove the reward/objective from a specific quest category in Yanfly's Quest Log? See attached picture. I'm using one of the categories as a journal the MC creates, and having those categories there looks awkward. I do want them for a seperate side quest category, though.
I could probably help you figure it out but this thread is for notetag help with VisuStella's plugin suite for MZ; YEP is technically out of scope.
 

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I could probably help you figure it out but this thread is for notetag help with VisuStella's plugin suite for MZ; YEP is technically out of scope.
Oop! It is Visustella, but yes, I missed the note tag part. Sorry.
 

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I am not sure if this is a bug feature in VisuStella's Battlecore plugin or my damage formula is wrong. But whenever I use this damage formula:

b.mp <= v[125] ? 15 : b.result().missed = true;

with v[125] being a random number between 1-20, if the attack is successful, the target takes 15 damage, however, if the result is a miss, the damage popup on target says miss, but the target also takes -1 damage for some odd reason.

Not sure if this occurs because I set the hit rate to 100%, but even if I don't use physical attack hit type and instead remove the 100% hit rate and go with certain hit type the same thing still happens.

I also don't get this issue in a new project.

missDmg.jpg
 

Trihan

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I am not sure if this is a bug feature in VisuStella's Battlecore plugin or my damage formula is wrong. But whenever I use this damage formula:

b.mp <= v[125] ? 15 : b.result().missed = true;

with v[125] being a random number between 1-20, if the attack is successful, the target takes 15 damage, however, if the result is a miss, the damage popup on target says miss, but the target also takes -1 damage for some odd reason.

Not sure if this occurs because I set the hit rate to 100%, but even if I don't use physical attack hit type and instead remove the 100% hit rate and go with certain hit type the same thing still happens.

I also don't get this issue in a new project.

View attachment 209303
The effect you want isn't possible from inside the damage formula, because that only gets evaluated if the attack hits. So you're setting result.missed to true, which displays "Miss" but doesn't affect that the attack itself hit, it's cosmetic only. You'll have to put the check in a pre-damage eval instead.
 

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