The official VisuStella notetag help thread

whiteswords12

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I've been trying to give the actor TP if a weakness or critical hit whas dealt in the STB exploit system but I keep bashing my head against it because none of the add tp things I know seems to work.

Maybe this is better done with the enhanced TP system but the i'd need some if statement in the dealt HP damage box.
I see that your using the exploit system. As someone who's just trying to find out how to implement enemy/ally's weakness, how did you do it? I looked on the YT video and yanfly page, but I got everything activated. I am not sure if its a common event I need to do or I need to have note tags in each actor. I did read the file and saw it said to do
<STB Exploited Gain State: id>
<STB Exploited Gain State: id, id, id>
but even then I couldn't figure out how to do the same thing as the example. Any clues?

<Resolved> There was a conflicting notetag that was messing with the weakness. Thank you
 
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Ninten0

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I'm using the Aggro Control System and am trying to make a skill that raises the user's aggro by their attack stat:
<JS User Aggro>
value = user.atk
</JS User Aggro>
However, the aggro doesn't change. I've also changed it to be JS Target Aggro and set the target to User, but that doesn't work either. Perhaps this plugin isn't programmed to read for stats in the notetags or maybe I'm just missing something?
 

Trihan

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I'm using the Aggro Control System and am trying to make a skill that raises the user's aggro by their attack stat:
<JS User Aggro>
value = user.atk
</JS User Aggro>
However, the aggro doesn't change. I've also changed it to be JS Target Aggro and set the target to User, but that doesn't work either. Perhaps this plugin isn't programmed to read for stats in the notetags or maybe I'm just missing something?
If you read the description of that notetag, it sets the *final* value for the user's aggro. So you're just setting the aggro to the exact value of their atk every time it evaluates.
 

Lebazoid

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Hi! I'm using Visustella Battle Core version 1.78, and I'm trying to create a skill that has a higher chance to crit than normal. I'm using this notetag in the skill notes;

<Modify Critical Rate: +15%>

However, the only critical related notetag that works for me is <Always Critical>. The other ones have no effect and I can't figure out why... I'm brand new to all this so I'm sure it's a very silly, very easy fix, but any help is appreciated :)
 

Trihan

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Hi! I'm using Visustella Battle Core version 1.78, and I'm trying to create a skill that has a higher chance to crit than normal. I'm using this notetag in the skill notes;

<Modify Critical Rate: +15%>

However, the only critical related notetag that works for me is <Always Critical>. The other ones have no effect and I can't figure out why... I'm brand new to all this so I'm sure it's a very silly, very easy fix, but any help is appreciated :)
That one should definitely work. Are you sure it's not adding to your crit rate?
 

Dark_Ansem

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I have been playing some D&D and am now tinkering with the idea of spell components. The basic functionality is there, and I understand that in order to create new spell components I need to basically copy the scripts in the "potion" plugin setting, making sure that i change the notetag and item id in the scripts to the ones I need. Am I on the right track, more or less? or I could make it simpler?

I do need help in adding the following changes however:
- if you don't have the item, you can pay a variable cost in gold
- some components merely require you to have an item in your inventory, or a specific equipment piece currently equipped, but without consuming it.
 

Ninten0

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If you read the description of that notetag, it sets the *final* value for the user's aggro. So you're just setting the aggro to the exact value of their atk every time it evaluates.
Thanks for the help! I tried setting atk to 100 to see if aggro is set to 100, but there was still no change. I swapped in <Target Aggro: +user.atk> instead and that didn't work either. I turned all other plugins off and got the same results. Also, is it possible to do something like "value = user.atk + user.aggro" to add to the aggro value? Something odd is going on, or maybe I missed another important piece of documentation...
 

ATT_Turan

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Thanks for the help! I tried setting atk to 100 to see if aggro is set to 100, but there was still no change. I swapped in <Target Aggro: +user.atk> instead and that didn't work either.
We wouldn't expect that to work - as a general rule, notetags can't take JavaScript unless they say they can. The Target Aggro notetag will only work with an actual number (you also seem to be getting all willy nilly about target and user and whose aggro you're trying to increase).

I turned all other plugins off and got the same results. Also, is it possible to do something like "value = user.atk + user.aggro" to add to the aggro value?
Theoretically yes, but the documentation doesn't tell us the script call to get a battler's aggro, that I can see, and the plugin is obfuscated so we can't just look it up for you. You'd have to contact their support to see if they'll share that information.

Unless I missed it in a post above, can you post a screenshot of the skill that has your setup that's not working for you?
 

Ninten0

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We wouldn't expect that to work - as a general rule, notetags can't take JavaScript unless they say they can. The Target Aggro notetag will only work with an actual number (you also seem to be getting all willy nilly about target and user and whose aggro you're trying to increase).


Theoretically yes, but the documentation doesn't tell us the script call to get a battler's aggro, that I can see, and the plugin is obfuscated so we can't just look it up for you. You'd have to contact their support to see if they'll share that information.

Unless I missed it in a post above, can you post a screenshot of the skill that has your setup that's not working for you?
I keep swapping the user and target in the notetags since it's a skill that targets the user, so I figured I'd check if switching them would fix it. Here is the skill. If I can't get the stat scaling to work, I'll probably just give the player a stronger version every few levels instead.
 

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Lebazoid

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That one should definitely work. Are you sure it's not adding to your crit rate?
Yeah. I've tried bumping the crit rate boost all the way up to 100, 1000, even 10,000 and still not getting crits.
 

ATT_Turan

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Yeah. I've tried bumping the crit rate boost all the way up to 100, 1000, even 10,000 and still not getting crits.
Are you sure the skill you're testing with has the Critical Hits dropdown underneath the damage formula set to Yes?

How many plugins do you have in your project? Have you tried turning off all except the Battle Core?
 

Lebazoid

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Are you sure the skill you're testing with has the Critical Hits dropdown underneath the damage formula set to Yes?

How many plugins do you have in your project? Have you tried turning off all except the Battle Core?
I might be stupid. It was set to no. I changed it and it totally works now lol

Thank you so much!
 

Kes

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I want to implement a skill which only attacks someone who has been inflicted by a state in the turn before - effectively the state appears like a 'Target' on an ally. This, I assume, has 3 elements.

1. Check that Target has been applied before using the attacking skill.
This should not be a problem as applying it will be done on a troop event.

2. Target only the ally with the state

3. After attacking, remove the state (it should remove at the end of the turn as per the database duration, but I want it gone immediately for visual coherence)

I think I've worked out the skill note tags, but could someone check them and tell me if I've got the logic and syntax correct? For example, when removing the state I assume that the standard b.removeState is okay rather than enemy.removeState

Code:
<JS Targets>
.filter(enemy => enemy.isStateAffected(114))
</JS Targets>

<JS Post Damage>
b.removeState(114)
</JS Post Damage>

Thank you.
 

ATT_Turan

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Code:
<JS Targets>
.filter(enemy => enemy.isStateAffected(114))
</JS Targets>
This is invalid syntax. You're referring to a member of an object (the notation .something ) but there's no object in front of it. That's like telling me to open the shelf in the

Additionally, the filter() method will produce an array but you're not doing anything with that array. This notetag doesn't do anything unless you end up manipulating the "targets" variable to produce a list of targets. So you want to do:
Code:
targets=$gameTroop.aliveMembers().filter(enemy => enemy.isStateAffected(114));
 
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Kes

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@ATT_Turan Thank you for your explanation. I think I understand more clearly what I need to do.
In a little spurt of optimism, I assume that as you made no comment about the Post Damage note tag, that is okay.
Once again, thank you for your help.
 

Trihan

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@ATT_Turan Thank you for your explanation. I think I understand more clearly what I need to do.
In a little spurt of optimism, I assume that as you made no comment about the Post Damage note tag, that is okay.
Once again, thank you for your help.
I hate to be the bearer of bad news...

It's <JS Post-Damage>, not <JS Post Damage>
 

Kes

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@Trihan I'd rather know now than after several hours of trying to get the thing to work and failing.
 

Dark_Ansem

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I'm trying to follow the coat-tails of the Tips and Tricks thread, with my own attempt at creating a toggleable flame aura effect. I'd love for it to be checked for mistakes and syntax errors.

Here is the notetag for the toggle skill, replacing stateId with the ID number of the "Aura of Flame" state. I did rely on other code snippets found a bit all over the forums.

JavaScript:
<JS Pre-Apply as User>
if (user.isStateAffected(stateId)) {
  user.removeState(stateId);
  effect.result = false;
} else {
  user.addState(stateId);
}
</JS Pre-Apply as User>

and here is the notetag for the aura itself, taking into account elemental rate, maybe?

JavaScript:
<JS type Slip Damage>
const targets = $gameTroop.aliveMembers(); // Change to $gameParty.aliveMembers() for allies.
targets.forEach(target => {
  const baseFireDamage = 50; // Set the base amount of fire damage to deal.
  const fireElementId = x; // Replace x with the ID number of the "Fire" element created earlier.
  const resistance = target.elementRate(fireElementId);
  const fireDamage = Math.floor(baseFireDamage * resistance);
  target.gainHp(-fireDamage);
  target.startDamagePopup();
  target.clearResult();
});
</JS type Slip Damage>

I thought getElementRate() is the correct function to use, but I wasn't sure how to use it?
 

Trihan

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Looks about right to me.
 

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