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.
 
Last edited:

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?
 

ATT_Turan

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I've tried using "<Hide in Battle>" from Skills and States Core, but that doesn't do it.
Are all of your VS plugins up to date with each other? And in the correct order and everything? Because that's the entire point of that notetag, so if it doesn't work that should be you filing a bug report to VisuStella.

You could also do
Code:
<JS Skill Visible>
visible=$gameParty.inBattle();
</JS Skill Visible>
but I'd be a little surprised if that worked when the built-in one didn't. That should basically be the code behind it.
 

poorrabbit

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Are all of your VS plugins up to date with each other? And in the correct order and everything? Because that's the entire point of that notetag, so if it doesn't work that should be you filing a bug report to VisuStella.

You could also do
Code:
<JS Skill Visible>
visible=$gameParty.inBattle();
</JS Skill Visible>
but I'd be a little surprised if that worked when the built-in one didn't. That should basically be the code behind it.
Yeah, a bug report might be needed. The issue here is that Battle Equip SKills fundamentally changes the way the battle command window gets built. I'll try the JS to see if it works, though share your doubts.

And yeah, the plugins are ALL up to date and in the correct order.
 

Dark_Ansem

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New day, new question.
Rather than making a ton of customised states as a result of different skills, I was thinking I could simply use notetags to introduce variance. I want an enemy skill to cause a randomised number of turn duration, but will this take into account the basic infliction rate of the skill and the target's resistance?

JavaScript:
<JS Pre-Apply>
  let turns = Math.randomInt(10) + 3; // this is supposed to generate a value between 3 and 12
  target.addState(99, turns); // placeholder ID
</JS Pre-Apply>
 

Trihan

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New day, new question.
Rather than making a ton of customised states as a result of different skills, I was thinking I could simply use notetags to introduce variance. I want an enemy skill to cause a randomised number of turn duration, but will this take into account the basic infliction rate of the skill and the target's resistance?

JavaScript:
<JS Pre-Apply>
  let turns = Math.randomInt(10) + 3; // this is supposed to generate a value between 3 and 12
  target.addState(99, turns); // placeholder ID
</JS Pre-Apply>
No. Those checks are done as part of applying the item, so if you put that in a pre-apply it'll just add the state without any rate comparisons happening.
 

Dark_Ansem

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No. Those checks are done as part of applying the item, so if you put that in a pre-apply it'll just add the state without any rate comparisons happening.
dangit, always something, thanks. Is there any way I can use the engine to make it work or does everything need to go in the notetag?
 

Trihan

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dangit, always something, thanks. Is there any way I can use the engine to make it work or does everything need to go in the notetag?
I mean checking the rates is done via code. You can put code in the notetag. :p
 

Dark_Ansem

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I mean checking the rates is done via code. You can put code in the notetag. :p
ah I see, thanks. So, I should just ignore the engine options to inflict the state.

JavaScript:
<JS Pre-Apply>
  if (Math.random() < 0.85 * target.stateRate(99)) { // 0.85 is the basic infliction rate, 99 is the state ID
    let turns = Math.randomInt(10) + 3; // Generates a random integer between 3 and 12
    target.addState(99, turns);
  }
</JS Pre-Apply>
 

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