The official VisuStella notetag help thread

Dark_Ansem

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Looks about right to me.
I did make a different thing however: this is only one state, it doesn't rely on "origin states" like you did in tips and tricks. Could you please explain the rationale behind that, you used it for like Trueshot Aura or Aura of Sacrifice.
 

Trihan

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I did make a different thing however: this is only one state, it doesn't rely on "origin states" like you did in tips and tricks. Could you please explain the rationale behind that, you used it for like Trueshot Aura or Aura of Sacrifice.
So that when the "Aura" is activated, every party member gets the state the produces the aura's effect. Without that, it wouldn't affect the whole unit.

Also thanks for asking about that; I didn't look closely enough at your first snippet of code and I'm not sure that'll do what you're intending. For a start, to reference a state's own ID in the notetag it's state.id, not stateId.
 

Dark_Ansem

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So that when the "Aura" is activated, every party member gets the state the produces the aura's effect. Without that, it wouldn't affect the whole unit.
Oh. So, do I need it?

Also thanks for asking about that; I didn't look closely enough at your first snippet of code and I'm not sure that'll do what you're intending. For a start, to reference a state's own ID in the notetag it's state.id, not stateId.
Oh whoops. Ah well feel free to correct it, please.
 

Archon126

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I'm not in the immediate position to be able to mess around with the lighting plugin to answer your query, but just letting you know I've seen it and will get to it when I can.
Have you got the chance to test this yet?
Or anyone else got an answer to this question?
 

ATT_Turan

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to reference a state's own ID in the notetag it's state.id, not stateId.
Is that an intentional change? The Yanfly Buffs plugin passed stateId into all of the functions for easy reference. VisuStella got rid of that?
 

Trihan

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Is that an intentional change? The Yanfly Buffs plugin passed stateId into all of the functions for easy reference. VisuStella got rid of that?
I'm not sure it was intentional, but that's how it shook out after things got ported. The VS version passes the whole state object rather than just the ID.
 

Dark_Ansem

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I'm not sure it was intentional, but that's how it shook out after things got ported. The VS version passes the whole state object rather than just the ID.
Is that the only issue with my notetags?
 

Lonewulf123

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I have a question:

I want to create a unique damage pop up that happens when certain conditions are met.

For example when a damage value is a certain threshold (for example, if a skill does above 1000 damage), or when you hit a frozen enemy with a fire skill.

It would say something like “Nice!” Or “combo!”

How would I go about that?
 

skiz33

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I'm using the the Lighting Effects plugin and I'm not able to use notetags related to enemy radial lights. Only the default settings from the plugin properties page work. I'm looking to be able to manually determine the intensity/color/size/etc of each enemy, and in the instructions it's clear that those notetags work on enemies, but they don't in reality. Not even the "no radial light" one works.
Any suggestions?

*edit*
I was able to get the desired results with plugin commands in the Troops' Battle Event, but I'm still curious about applying lighting settings on a per-enemy basis.
 
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Dark_Ansem

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I'm using the the Lighting Effects plugin and I'm not able to use notetags related to enemy radial lights. Only the default settings from the plugin properties page work. I'm looking to be able to manually determine the intensity/color/size/etc of each enemy, and in the instructions it's clear that those notetags work on enemies, but they don't in reality. Not even the "no radial light" one works.
Any suggestions?

*edit*
I was able to get the desired results with plugin commands in the Troops' Battle Event, but I'm still curious about applying lighting settings on a per-enemy basis.
Thanks for remembering to write the solution as well as the issue.
 

poorrabbit

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So, I'm using the new Equip Battle Skills plugin, and I'd like some skills to ONLY be passive.

From a function standpoint, that's easy. But I would like it if there's a way to make these
passive skills NOT show up in the battle menu.

I've tried using "<Hide in Battle>" from Skills and States Core, but that doesn't do it.
And sadly, with the latest updates, Fomars passive skills are completely fubar.

So - is there a way to equip a skill, get the passive, and then have it not show up in battle?
 

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