The official VisuStella notetag help thread

Dope

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Create a new skill called "Paralyzed" with the following notetag:

Code:
<Cast animation: 64>

<JS Post-Apply>
const text = user.name() + " is paralyzed and can't attack!";
const window = SceneManager._scene._logWindow;
    if (text) {
      window._lines.push(text + '<CENTER>');
      window.refresh();
    }
</JS Post-Apply>

Then instead of user.clearActions(), do user.currentAction().setSkill(id of your paralyzed skill);

This will replace the action with the paralyzed one, which will use 64 as its cast animation and output a message to the log similar to the one you get in Pokémon.
I was searching around trying to figure out how to get this exact feature to work when I came across this post. I tried it, but I couldn't get it to work. However, a breakthrough in another area of my game gave me an inspiration and I figured out an easy way to do this as well. I figured I'd share it here in case it could help anybody else.

To do this you'll need VisuStella's Battle Core plugin, duh, and I highly recommend, but it's not "necessary", their Visual States & Effects plugin as well. The process is simple, you only need 2 things:

State A, the "dot", which I called Paralysis, but you can call it whatever you want.
State B, the 'proc" which I called Paralyzed, but again, you can call it whatever you want.

In State A, give it no restrictions, normal motions, and no overlay. Leave the removal conditions unchecked and set the auto-removal timing to "Turn End". Set the duration to whatever you want, personally, I set mines 1~5. In the notes section, paste (I just modified Yanfly's original code):
Code:
<JS Pre-Start Turn>
var paralyzeRate = 0.25;
if (Math.random() < paralyzeRate) {
$gameMessage.add(user.name() + " is paralyzed and cannot move!");
user.addState(16); }
</JS Pre-Start Turn>
You can change the paralyze rate to whatever you want. 1.0= 100% chance to apply State B every turn, 0.25 is a 25% chance. Set the state, in my case "16" to whatever your State B is.

In State B, set the restriction to "Cannot move" and motion/overlay on normal/no. Leave the removal conditions unchecked and set the auto-removal timing to Turn End. Set the duration to 1~1 and in the notes, if you have the Visual States & Effects plugin, add <Add Animation: 122>. 122 being whatever animation you want to play when the actual paralysis procs. If you don't have that plugin, you can set the overlay to paralysis but no sound effect will play.

So as you can see, State A causes the paralysis, but State B is what stops the actor from attacking. Takes a bit to explain, but it's stupid simple to setup. If this helps anybody out, enjoy!
 

fooooox

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Hi :) I've an issue with the BattleCore plugin. I want to add an Y offset for the state icons, so I put the note <Battle UI Offset Y: +y> on the player notetag, but it doesn't change anything.. Anybody knows how to fix it ? May be i've missing something really simple. Thanks for your help !
 

ATT_Turan

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I put the note <Battle UI Offset Y: +y> on the player notetag, but it doesn't change anything..
+y doesn't mean anything - how far do you want to move the icon? You need to put an actual number there.
 

fooooox

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+y doesn't mean anything - how far do you want to move the icon? You need to put an actual number there.
I used <Battle UI Offset Y: -50> to be precise, because my battlers are a bit larger than standard, but the icon was still at the same level.
 

ATT_Turan

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I used <Battle UI Offset Y: -50> to be precise
Okay, great! After making that change, did you save the project and start a new game? If you load a save, it won't reflect changes that you made.
 

Skurge

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I posted a thread earlier but no one is paying any attention to it.

But I'm really having a hard time with the battle core right now.
I want to make a skill that behaves in this sequence.
For sake of example let's say I'm after attacking a total of 5 enemies out of 8 in the existing battle field.

  1. Fires projectile at selected enemy
  2. Effects target
  3. Damage popup
  4. Fires projectile at next ALIVE enemy
  5. Effects target
  6. Damage popup
  7. Fires projectile at next ALIVE enemy
  8. Effects target
  9. Damage popup
  10. Fires projectile at next ALIVE enemy
  11. Effects target
  12. Damage popup
  13. Fires projectile at next ALIVE enemy
  14. Effects target
  15. Damage popup
For reasons I cannot understand when using the appropriate commands such as;
TARGET: Next Target the test play ignores the command and continues to focus the skill on the one guy selected. Why?

Secondly I want the skills to target only living targets, despite the options only some are relative to alive targets but not for next commands.
 

Junane

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I posted a thread earlier but no one is paying any attention to it.

But I'm really having a hard time with the battle core right now.
I want to make a skill that behaves in this sequence.
For sake of example let's say I'm after attacking a total of 5 enemies out of 8 in the existing battle field.

  1. Fires projectile at selected enemy
  2. Effects target
  3. Damage popup
  4. Fires projectile at next ALIVE enemy
  5. Effects target
  6. Damage popup
  7. Fires projectile at next ALIVE enemy
  8. Effects target
  9. Damage popup
  10. Fires projectile at next ALIVE enemy
  11. Effects target
  12. Damage popup
  13. Fires projectile at next ALIVE enemy
  14. Effects target
  15. Damage popup
For reasons I cannot understand when using the appropriate commands such as;
TARGET: Next Target the test play ignores the command and continues to focus the skill on the one guy selected. Why?

Secondly I want the skills to target only living targets, despite the options only some are relative to alive targets but not for next commands.
Attached to this post is the main piece of the action sequence I have successfully used to replicate a random firing pattern. Although if one enemy is only ever being hit once per skill, I believe you're looking for the Chain Lightning code.
 

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Last edited:

fooooox

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Okay, great! After making that change, did you save the project and start a new game? If you load a save, it won't reflect changes that you made.
That was it, thanks !

I have another question, I use the Sideview Battle UI, and I wonder if there is a way to apply an offset at the action command window ? I would like to put it in the lower right corner. Does anyone know if this is possible ?

Capture d’écran 2022-06-11 à 12.02.22.png
 

ATT_Turan

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I wonder if there is a way to apply an offset at the action command window ?
That's really not a notetag question, so you should start a new thread asking it.

Unless you see settings for it in the plugin parameters, the answer could be no, because VisuStella obfuscates their code, making it unable to be modified by users.
 

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