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.
Anti-Damage Barriers VisuStellaCan the absorption barrier stack in one state?
Code encryption I can’t find any way to call the barrier script
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
In ATB Plugin settings,
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?
Shield state ID 12? YES it is 12Okay, 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.
Does it work with the - 0? Also is the Shield state ID 12?
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.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.
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.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 ? 15 : b.result().missed = true;
with v 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.
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