The official VisuStella notetag help thread

OMGerm

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I've had good success altering the HP, MP, and TP gauges in the main menu, the status menu, and the equip menu using the JS injections provided by Visu's plugins. But I can't achieve the same sort of thing with the SkillsStatesCore plugin. I can't change colors, size/width, etc.

I can't seem to figure out how to even just fill the TP gauge with color as more TP is gained (it's always a dark//black bar); the numbers show. Same behavior in the Sample Project provided by VisuStella. I've tried editing the Skill Cost Types & Draw Gauge JS but nothing really changes. Am I looking in the right spot?

You can see the status area w/face I'm referring to here:

Skills.jpg
 

Gallas

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Is it possible to port MV's Octopack's JUMP to Visustella?

This is the skill's notetag in Octopack. I assume it was written by Olivia.

<Cooldown: 4>



// Action Sequences

// Setup: Jump animation.

<Setup Action>

display action

camera focus: user

zoom: 150%

perform start

wait: 60

se: Wind1, 80, 150

float user: 495%, 20

opacity user: 0%, 20

wait for float

</Setup Action>



// Whole: Ensure nothing happens.

<Whole Action>

</Whole Action>



// Target: Flag the target.

<Target Action>

action effect

</Target Action>



// Follow: Apply Jump state to user.

<Follow Action>

add state 46: user

</Follow Action>



// Finish: Without landing.

<Finish Action>

clear battle log

reset camera

reset zoom

wait for camera

wait for zoom

</Finish Action>

The skill is fairly simple. However, the STATE of jump it applies has a very interesting notetag.


<Cannot Select: All>



<Custom Apply Effect>

user._jumpBP = user.bp;

</Custom Apply Effect>



// Buffs & States Core

<Custom Leave Effect>

var skill = 219;

var target = -2;

user.setUseBP(user._jumpBP);

BattleManager.queueForceAction(user, skill, target);

user._jumpBP = undefined;

</Custom Leave Effect>

And lastly, here is the LAND skill the state calls for.

<Boost Damage>

<Critical Rate: 100%>

<Switch to Weapon: Spear>



// Action Sequence

// Setup: Setup landing spot.

<Setup Action>

clear battle log

display action

immortal: targets, true

move user: target, base, 1

</Setup Action>



// Whole: Land and deal damage to all targets.

<Whole Action>

camera focus: target

zoom: 150%

wait: 60

motion attack: user

opacity user: 100%, 1

float user: 0, 20

wait: 10

animation 2: targets

action effect

shake screen: 5, 5, 5

wait for animation

</Whole Action>



// Target: Ensure nothing happens.

<Target Action>

</Target Action>



// Follow: Reset everything.

<Follow Action>

reset camera

reset zoom

jump user: 200%, 30

move user: return, 30

wait for movement

</Follow Action>

I could probably get a JUMP skill working. What I do not understand is how to transfer boost points to the state which somehow then applies it to the LAND skill. Maybe someone knows.
 

Trihan

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Is it possible to port MV's Octopack's JUMP to Visustella?

This is the skill's notetag in Octopack. I assume it was written by Olivia.

<Cooldown: 4>



// Action Sequences

// Setup: Jump animation.

<Setup Action>

display action

camera focus: user

zoom: 150%

perform start

wait: 60

se: Wind1, 80, 150

float user: 495%, 20

opacity user: 0%, 20

wait for float

</Setup Action>



// Whole: Ensure nothing happens.

<Whole Action>

</Whole Action>



// Target: Flag the target.

<Target Action>

action effect

</Target Action>



// Follow: Apply Jump state to user.

<Follow Action>

add state 46: user

</Follow Action>



// Finish: Without landing.

<Finish Action>

clear battle log

reset camera

reset zoom

wait for camera

wait for zoom

</Finish Action>

The skill is fairly simple. However, the STATE of jump it applies has a very interesting notetag.


<Cannot Select: All>



<Custom Apply Effect>

user._jumpBP = user.bp;

</Custom Apply Effect>



// Buffs & States Core

<Custom Leave Effect>

var skill = 219;

var target = -2;

user.setUseBP(user._jumpBP);

BattleManager.queueForceAction(user, skill, target);

user._jumpBP = undefined;

</Custom Leave Effect>

And lastly, here is the LAND skill the state calls for.

<Boost Damage>

<Critical Rate: 100%>

<Switch to Weapon: Spear>



// Action Sequence

// Setup: Setup landing spot.

<Setup Action>

clear battle log

display action

immortal: targets, true

move user: target, base, 1

</Setup Action>



// Whole: Land and deal damage to all targets.

<Whole Action>

camera focus: target

zoom: 150%

wait: 60

motion attack: user

opacity user: 100%, 1

float user: 0, 20

wait: 10

animation 2: targets

action effect

shake screen: 5, 5, 5

wait for animation

</Whole Action>



// Target: Ensure nothing happens.

<Target Action>

</Target Action>



// Follow: Reset everything.

<Follow Action>

reset camera

reset zoom

jump user: 200%, 30

move user: return, 30

wait for movement

</Follow Action>

I could probably get a JUMP skill working. What I do not understand is how to transfer boost points to the state which somehow then applies it to the LAND skill. Maybe someone knows.

Check my topic for doing Yanfly's Tips & Tricks in MZ, Jump is there.
 

Gallas

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Check my topic for doing Yanfly's Tips & Tricks in MZ, Jump is there.

Thank you, Trihan. I didn't know that thread existed. For the lurkers, here's the link for Yanfly's Tips and Tricks in MZ. I tested out the jump from there, and it works great.

But how do you get jump to work with Visustella BOOST points? In MV, somehow Olivia transferred the boost points to the state which transferred over to the landing skill. (user._jumpBP = user.bp;) Or maybe I'm misunderstanding it.
 

Trihan

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Thank you, Trihan. I didn't know that thread existed. For the lurkers, here's the link for Yanfly's Tips and Tricks in MZ. I tested out the jump from there, and it works great.

But how do you get jump to work with Visustella BOOST points? In MV, somehow Olivia transferred the boost points to the state which transferred over to the landing skill. (user._jumpBP = user.bp;) Or maybe I'm misunderstanding it.
I'll sort that for you when I'm back at MZ.
 

mtat

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I've been trying to get JS type Slip Damage to work for a while now, so I made this account just to get some help.

The following notetag simply does nothing when placed in a state:

Code:
<JS HP Slip Damage>
damage = 123;
</JS HP Slip Damage>

I can get other Skills & States notetags to work (for example, JS type Cost)—it's just the slip damage that eludes me.

I'm running the latest MZ. This problem persists in various MZ versions, every battle type, new projects, and even the VisuStella Sample Game Project.

Am I missing something obvious?

EDIT: I didn't get it working, so I improvised. If anyone else is in the same situation, try this tiny plugin I made:

Code:
/*:
* @plugindesc Regen Flattener
* @author mtat
* @help
* Use notetags <flat hrg x> and <flat mrg x> in any state.
* Replace "x" with a number. Use negative numbers for damage.
* ex: <flat hrg -10> will deal 10 damage every turn.
*/

Game_Battler.prototype.regenerateHp = function () {
    // set initial value
    let value = this.mhp * this.hrg;
    // add values when notetag is detected
    for (i = 0; i < this.states().length; i++) {
        let note = $dataStates[this.states()[i].id].note;
        let notetag = /(?:<flat\shrg\s(-?\d+)>)/i.exec(note);
        if (notetag) {
            console.log(notetag[1]);
            value += parseInt(notetag[1]);
        }
    }
    // max slip damage (depends on the options in "System 1" in the database)
    value = Math.max(value, -this.maxSlipDamage());
    // apply to actor
    if (value !== 0) {
        this.gainHp(Math.round(value));
    }
};
Game_Battler.prototype.regenerateMp = function () {
    // set initial value
    let value = this.mmp * this.mrg;
    // add values when notetag is detected
    for (i = 0; i < this.states().length; i++) {
        let note = $dataStates[this.states()[i].id].note;
        let notetag = /(?:<flat\smrg\s(-?\d+)>)/i.exec(note);
        if (notetag) {
            value += parseInt(notetag[1]);
        }
    }
    // apply to actor
    if (value !== 0) {
        this.gainMp(Math.round(value));
    }
};

EDIT2: I learned how to make notetags, so I updated the above plugin to use them.
 
Last edited:

boikish

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Have a question regarding using Custom Damage Formulas with Visustella. Maybe I'm just doing something wrong.

Here is my common event for the action sequence. I know that the condition is true because the shockwave is playing when I set the appropriate variables/states in debug, but the damage formula doesn't change.

I also have the damage formula type set to Manual in the plugin parameters.

Something I'm missing maybe?

1643205550992.png
 

Trihan

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Are you absolutely sure that isn't the formula that's getting used?
 

boikish

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Are you absolutely sure that isn't the formula that's getting used?
Yeah, I did the math myself to confirm.

It's using the base formula. So attack * 4 - def / 2. Actor's attack is 73 * 4 = 292 - 0 (test monster has 0 def). Doing 292 damage.
 

Trihan

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Oh, I think you need to do "action effect" after changing it.
 

boikish

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Oh, I think you need to do "action effect" after changing it.
Unfortunately I tried that as well, and it did not change. Going to try debugging with different plugins.

Figured it out. It was because I used a replacement to the basic attack command and had to turn off the plugin parameter for Automatic Sequences for Attacks.
 
Last edited:

fooooox

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Hello everyone!
I'm creating a game where class change is very important. I have of course the class change plugin from Visustella, but I also use battlers sideview, and I can't find how to change the sideview notes (to change the look) when I change the class. Any idea? Can we add conditions or variables in the notetags?
Thanks for your help.
 

NaosoX

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Hello everyone!
I'm creating a game where class change is very important. I have of course the class change plugin from Visustella, but I also use battlers sideview, and I can't find how to change the sideview notes (to change the look) when I change the class. Any idea? Can we add conditions or variables in the notetags?
Thanks for your help.

http://www.yanfly.moe/wiki/Class_Ch...a_MZ#Class_Specific_Graphics-Related_Notetags

Code:
<Class id Battler: filename>

<Class name Battler: filename>

- Used for: Actor Notetags
- Gives this actor a class specific sideview battler graphic.
- For 'id' variant, replace 'id' with a number representing class's ID.
- For 'name' variant, replace 'name' with the class's name.
- Replace 'filename' with the filename of the graphic found inside the
  img/sv_actors/ folder. Do not include the file extension.

Examples:

  <Class 1 Battler: Actor2_1>

  <Class Swordsman Battler: Actor2_1>
 

schulliya

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Hi. The Slip Damage is not working for me!

1643422233290.png
 

fooooox

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I didn't see that.. Thank you !
http://www.yanfly.moe/wiki/Class_Ch...a_MZ#Class_Specific_Graphics-Related_Notetags

Code:
<Class id Battler: filename>

<Class name Battler: filename>

- Used for: Actor Notetags
- Gives this actor a class specific sideview battler graphic.
- For 'id' variant, replace 'id' with a number representing class's ID.
- For 'name' variant, replace 'name' with the class's name.
- Replace 'filename' with the filename of the graphic found inside the
  img/sv_actors/ folder. Do not include the file extension.

Examples:

  <Class 1 Battler: Actor2_1>

  <Class Swordsman Battler: Actor2_1>
 

Gallas

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I'll sort that for you when I'm back at MZ.

Do not worry. I figured it out. Like RPGMaker, Visustella takes some time to digest especially the more complicated systems. Not sure whether she realizes it or not, but Olivia has the OTB system set up in VS to have more possibilities than dreamt of in Octopath Traveler.

Thank you, again, Trihan for your assistance (and especially with porting the Yanfly Tips and Tricks to MZ). You have no idea how many hours of time and frustration you are saving people.
 

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