The official VisuStella notetag help thread

Navas

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Alright, I see :kaoluv:
 

Dark_Ansem

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Hi all,
I'm trying to make a passive state replicating the MP kill functionality of FFVI, which states that an enemy falls into the death status at 0 MP (either because of its own spellcasting or due to MP damage). I am wondering how to make that; also compatible with the Visustella Life State plugins where instant death effects heal enemies with Undead state fully.
 

Niniann

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I am having an issue with Visustella Core Engine that I believe is unfixable, but I thought to post here in hopes that I am incorrect.

When using the Message Core function to display the <Cancel Button> or <Menu Button> in a text window, the display will always be <undefined> in game since I have removed the Insert button having the cancel and menu functionality with a plugin of my own creation. <INSERT> is what is normally displayed in a text window when the <Cancel Button> or <Menu Button> notetags are used.

Is there a way to fix this so my new buttons are displayed in text windows using the Visustella Message Core notetag?

There seems to be a section in the Visustella Core Engine that allows this for gamepads but not for keyboards anywhere I can see. Am I just missing it or is there simply no way to reference custom default keybindings using Visustella Message Core / Core Engine?

Note: I realize I can simply type the new keybinding, but that doesn't accomplish what the Visustella notetags can do, which is auto update all message windows depending on the gamepad type or keyboard used. A typical example of why I want the notetags is so that a tutorial message that says "Press A to interact" would say "Z" if the player is using a keyboard, or "A" if they are using an Xbox controller.
 

Dark_Ansem

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As part of Visustella Battle Core, I'm trying to differentiate how the Certain Hit calculates the stat, but I'm not sure this is working, could someone take a look at it?

In Battle Core giving "certain hit" to a skill uses MAT or ATK depending on whichever is higher for "true damage". I'm trying to change it so that if the skill belongs to the "magic skills" it goes on relying entirely on the magic parameters (differentiated for damage or healing).


JavaScript:
const power = Math.max(eval(item.damage.formula), 0);
if (this.isCertainHit()) {
    if ($dataSystem.magicSkills.includes(item.stypeId)) {
        // Skill is a certain hit and belongs to the magic skills
        if (this.isDamage() || this.isDrain()) {
            stat = a.mat;
        } else if (this.isRecover()) {
            stat = a.mdf;
        }
        return stat * sign;
    }
    return (isNaN(power) ? 0 : power) * sign;
}
 

SureenInk

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I want to create some custom parameters for my characters and monsters, but I'm unsure how to give those to the characters. For example: I want to give my non-psionic characters and monsters a flat "0" in "psionic attack" and "psionic defense". Meanwhile, I want my psionic character and monsters varying levels of those two stats. Specifically, I'd like to have my psionic character more stats as they level up.
 

Weremole

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Hi there! I'm tinkering with the Chain Lightning T&T targeting notetag since I want a skill to target two random actors without ever hitting the same target. But every so often it happens anyway. Is this simply a peculiarity of JS RNG?
 

ATT_Turan

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Hi there! I'm tinkering with the Chain Lightning T&T targeting notetag since I want a skill to target two random actors without ever hitting the same target. But every so often it happens anyway. Is this simply a peculiarity of JS RNG?
Impossible to answer without seeing your "tinkering." It's absolutely possible to control what you're randomly choosing from such that you can't hit the same target twice.
 

Weremole

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Impossible to answer without seeing your "tinkering." It's absolutely possible to control what you're randomly choosing from such that you can't hit the same target twice.
Haha, sorry for the brainfart. I took the tag as it whas and changed the extra targets variable from 3 to 1.

<JS Targets>

const foes = this.subject().opponentsUnit();
const target = foes.members()[this._targetIndex];
targets.push(target);
let members = foes.aliveMembers();
members.splice(members.indexOf(target), 1);
let extraTargets = 1;

while (extraTargets--) {

const member = members[Math.randomInt(members.length)];

if (member) {

targets.push(member);

members.splice(members.indexOf(member), 1);

}

}

</JS Targets>
I whas unsure if the original target whas supposed to be One Foe or Random Foe 1. Tried both and neither made a difference.
 
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Using Skills and States Core, is there a way to put a common event in a skill and make it activate before the attack animation/s happen?

When a character uses a special, ultra-powerful skill, I want a pop-up to appear with an image containing that character's face and a special quote. To test it, I made three of these images and set up a common event that randomly selects one of the three images to display, tints the screen red and shakes the screen. The common event works on its own, and I tested it as a script call from an event.

However, I can't get it to trigger in battle BEFORE the character attacks. Without using a plugin or any JavaScript, I can only make the "special attack" common event plugin play AFTER the character attacks, which loses a lot of its impact. Does anyone have any idea how to do this?
 

Navas

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@Magenta-Fantasies Why not use the Battle Core's action sequence feature for this? Then you can use the common events to first show the images and then add the skill processing. :kaoslp:
 
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@Magenta-Fantasies Why not use the Battle Core's action sequence feature for this? Then you can use the common events to first show the images and then add the skill processing. :kaoslp:
Battle Core isn't compatible with some other critically important plugins in my game. :LZSteary: However, Skills and States Core works just fine.

I'm using Akea Animated Battlers for my action sequences, but while it is one of the few animation plugins that also can be used to animate enemy battlers (something very important for my game,) I can't get it to process common events the way I'm trying to.
 
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tumsterfest

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Ah, crap. My bad -- that specific feature does require Battle Core, haha.
 

NaosoX

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Battle Core isn't compatible with some other critically important plugins in my game. :LZSteary: However, Skills and States Core works just fine.

I'm using Akea Animated Battlers for my action sequences, but while it is one of the few animation plugins that also can be used to animate enemy battlers (something very important for my game,) I can't get it to process common events the way I'm trying to.
Battle core allows for animated enemies tho...
 

rpgLord69

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Using Skills and States Core, is there a way to put a common event in a skill and make it activate before the attack animation/s happen?

When a character uses a special, ultra-powerful skill, I want a pop-up to appear with an image containing that character's face and a special quote. To test it, I made three of these images and set up a common event that randomly selects one of the three images to display, tints the screen red and shakes the screen. The common event works on its own, and I tested it as a script call from an event.

However, I can't get it to trigger in battle BEFORE the character attacks. Without using a plugin or any JavaScript, I can only make the "special attack" common event plugin play AFTER the character attacks, which loses a lot of its impact. Does anyone have any idea how to do this?

If it's just for a handful of super skills and you can't use action sequences, you could try the workaround of making 2 skills for each of them. The first one deals no damage, only launches a common event that shows your picture and quotes and then has the event command 'force action' to launch the other skill that deals the damage.
 
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If it's just for a handful of super skills and you can't use action sequences, you could try the workaround of making 2 skills for each of them. The first one deals no damage, only launches a common event that shows your picture and quotes and then has the event command 'force action' to launch the other skill that deals the damage.
This sort of works-the animation plays when the attack strikes instead of at the end of the actor's turn. My current setup does this and only requires one skill (it has the common event as part of it, and it plays when the attack strikes.)

What I'd really love is to call a script that starts the common event before the attack. It's just a matter of finding the right script, and the two scripts I tried interpreter.command117([common event number]); and $gameTemp.reserveCommonEvent(common event number); didn't work.

Does anyone with more JavaScript knowledge have any ideas?
 

orphen89

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Hello -
I am using Visustella's Equip Battle Skills, primarily for a 'Equip Passive Skills' type of system. This part is working fine.

Since I am only concerned for passive skills to use this system, other skills are unnecessary to consider equipping. I've designated these skills in the database as <cannot equip> noted in the instructions.

The issue, visually, is that the user still sees these skills when trying to equip the passive skills. The feels like a bit of an oversight of this script and muddies up the equip skill list.

Am I missing a plug-in setting that can hide <cannot equip> skills from the equip list? The user can't select them, so that's fine, but I'd prefer the skills to not even be displayed in this list.

Any workaround or ideas?

I've also tried using Fomar0153 Passive Equip (honestly prefer it), but was running into compatibility issues. However, I would not be opposed to try that if someone has something that could work.

Thanks for any help! Happy to provide more clarification (also apologies if this is not the correct place for this... might not be since this isn't 'notetag' related but hoping to fix via notetag)
 
Last edited:

Dark_Ansem

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Hello -
I am using Visustella's Equip Battle Skills, primarily for a 'Equip Passive Skills' type of system. This part is working fine.

Since I am only concerned for passive skills to use this system, other skills are unnecessary to consider equipping. I've designated these skills in the database as <cannot equip> noted in the instructions.

The issue, visually, is that the user still sees these skills when trying to equip the passive skills. The feels like a bit of an oversight of this script and muddies up the equip skill list.

Am I missing a plug-in setting that can hide <cannot equip> skills from the equip list? The user can't select them, so that's fine, but I'd prefer the skills to not even be displayed in this list.

Any workaround or ideas?

I've also tried using Fomar0153 Passive Equip (honestly prefer it), but was running into compatibility issues. However, I would not be opposed to try that if someone has something that could work.

Thanks for any help! Happy to provide more clarification (also apologies if this is not the correct place for this... might not be since this isn't 'notetag' related but hoping to fix via notetag)
Interesting, I'm trying the same approach. Tried "default enable" false?
or more likely: "all type access"
 
Last edited:

orphen89

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Interesting, I'm trying the same approach. Tried "default enable" false?
or more likely: "all type access"
Did you get it to work? Tried messing with those settings but still the same result unfortunately.
 

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