The official VisuStella notetag help thread

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Started by Trihan 1458 posts Page 20 of 73 View original ↗
  1. dm604 said:
    This is likely a notetag related question based on the VisuStella sample project.
    Could anyone please kindly tell me what these are and how to change them?

    View attachment 201671

    The VisuStella wiki page on Main Menu Core doesn't seem to have these icons.
    Main Menu Core VisuStella MZ - Yanfly.moe Wiki
    I would like to change them to something appropriate for each profession, e.g. a sword for warriors, a wand for magicians, and etc.

    Thank you.
    Try looking through Elements and Status Core plugin, instead.
    Specifically Passive States notetag on each character and how it relates to the icon in the states icons in the editor.
  2. Kumo6752 said:
    Me uvu
    1. Yeah, you can do that. There's a script call to get the category of a state, so if you give all your absorption barrier states the same category, you can branch based on that.

    2. You call the forceAction function on the battler, then BattleManager.forceAction. I'll give you the code from my Jump skill in a bit.

    3. The notetag is different in MZ. I believe it's <JS Passive Condition> but I'll double check that for you.

    4. Sorry, I'm not 100% sure what you're asking with this.
  3. Hi, everyone:

    I got it resolved. Here's the answer in case others run into the same problem.

    Formosa Quest 9_18_2021 7_27_27 PM_LI.jpgInkedFormosa Quest - RPG Maker MZ 9_18_2021 11_42_16 PM_LI.jpg

    These things on the menu are "passive states" in the notetag for the ElementStatusCore.
  4. After having a think about it, I've resolved to check this topic daily whether I get a notification or not. Can I ask that other people stop answering the questions? It just messes up my list of what's being asked and what's been answered and I lose track of what has and hasn't been dealt with, because not only do I have to keep note of the questions, I need to keep track of every non-question post that provides suggestions and then figure out whether they resolved the query or not. If there's something I can't give an answer to, I'll open it up to others.

    Obviously I can in no way enforce this and can't stop you from doing so, but I'd really appreciate the courtesy to help me operate this topic more effectively.
  5. @Trihan

    okay, simple question (i guess)

    I want to hide the TP gauge in main menu, I read some comment that says its in the core engine setting, but I go through the plugin couple times but still can't find it. Can you point to me where XD

    I still use it in battle, i just want to hide it in the menu. Also while you're at it, can you also me teach me how to position other gauge as well, i reckon its gonna look off once the TP's gone
  6. @Kumo6752

    JavaScript:
    if (target._jumpTurns <= 0) {
        const skill = 277;
        const target = -2;
        user.forceAction(skill, target);
        BattleManager.forceAction(user);
      }

    That's the code for my state that activates Jump; you call forceAction on the user passing in the skill ID and target (-2 for last target chosen), then the forceAction function of BattleManager passing in the user.

    I was right about the notetag, it's <JS Passive Condition>.

    @Trihan

    okay, simple question (i guess)

    I want to hide the TP gauge in main menu, I read some comment that says its in the core engine setting, but I go through the plugin couple times but still can't find it. Can you point to me where XD

    I still use it in battle, i just want to hide it in the menu. Also while you're at it, can you also me teach me how to position other gauge as well, i reckon its gonna look off once the TP's gone
    If you go into the parameter settings for Main Menu Core, there's one under Main Menu List Style called "List Style Settings"; If you go into the JS listing for the style you're using, you'll see something like

    JavaScript:
    const roomForTp = (sy2 + gaugeLineHeight * 3) <= rect.y + rect.height;
    if ($dataSystem.optDisplayTp && roomForTp) {
        this.placeGauge(actor, "tp", sx2, sy2 + gaugeLineHeight * 2);
    }

    Remove this or comment it out to take the TP gauge away.

    As for the other gauges:

    JavaScript:
    const sy2 = sy + lineHeight;
    const gaugeLineHeight = this.gaugeLineHeight();
    this.placeGauge(actor, "hp", sx2, sy2);
    this.placeGauge(actor, "mp", sx2, sy2 + gaugeLineHeight);

    sx2 determines the x coordinate, sy2 determines the y. So if you need to move them, those are the values to modify.
  7. Trihan said:
    @Kumo6752

    JavaScript:
    if (target._jumpTurns <= 0) {
        const skill = 277;
        const target = -2;
        user.forceAction(skill, target);
        BattleManager.forceAction(user);
      }

    That's the code for my state that activates Jump; you call forceAction on the user passing in the skill ID and target (-2 for last target chosen), then the forceAction function of BattleManager passing in the user.

    I was right about the notetag, it's <JS Passive Condition>.


    If you go into the parameter settings for Main Menu Core, there's one under Main Menu List Style called "List Style Settings"; If you go into the JS listing for the style you're using, you'll see something like

    JavaScript:
    const roomForTp = (sy2 + gaugeLineHeight * 3) <= rect.y + rect.height;
    if ($dataSystem.optDisplayTp && roomForTp) {
        this.placeGauge(actor, "tp", sx2, sy2 + gaugeLineHeight * 2);
    }

    Remove this or comment it out to take the TP gauge away.

    As for the other gauges:

    JavaScript:
    const sy2 = sy + lineHeight;
    const gaugeLineHeight = this.gaugeLineHeight();
    this.placeGauge(actor, "hp", sx2, sy2);
    this.placeGauge(actor, "mp", sx2, sy2 + gaugeLineHeight);

    sx2 determines the x coordinate, sy2 determines the y. So if you need to move them, those are the values to modify.
    thanks. It works but it seems i cant use it, I used a plugin that adds another parameter (AP) to the status screen but somehow it was made tied to TP, if i remove TP it also gone with it. Too bad seems there's no workaround i guess.
  8. shukrin said:
    thanks. It works but it seems i cant use it, I used a plugin that adds another parameter (AP) to the status screen but somehow it was made tied to TP, if i remove TP it also gone with it. Too bad seems there's no workaround i guess.
    Which plugin are you using for that?
  9. Trihan said:
    Which plugin are you using for that?
    Sorry, it was late and i'm asleep

    it's this one by fomar0153
    Skill Buy System
    I used it in conjuction with his AP gained on level system, but I think this plugin that make it show up in the main menu. The AP amount is shown right below "Lvl". I can move it wherever i want but if TP bars gone it will also follow
  10. shukrin said:
    Sorry, it was late and i'm asleep

    it's this one by fomar0153
    Skill Buy System
    I used it in conjuction with his AP gained on level system, but I think this plugin that make it show up in the main menu. The AP amount is shown right below "Lvl". I can move it wherever i want but if TP bars gone it will also follow
    Sorry bud, since this thread is just for assistance with the VisuStella suite that's probably beyond my scope of operation.
  11. Would Visustella Skill Learn System suit your needs?
    It does have an AP section.
    Trihan said:
    Sorry bud, since this thread is just for assistance with the VisuStella suite that's probably beyond my scope of operation.
  12. Hello @Trihan, I hope you could shed some light on this problem I'm facing, I've been trying to figure this out for a few days.

    I'm hoping to change the enemy's DEF upon applying Armor Break State.

    I currently have the stacks set up:

    <JS On Add State>

    this._armorBreakStacks = this._armorBreakStacks || 0;

    if(this._armorBreakStacks <= 5){
    this._armorBreakStacks++;
    this.setStateDisplay(251, this._armorBreakStacks);

    this.def = -(Math.floor(this.def / 100 * (12 * this._armorBreakStacks)))
    }

    </JS On Add State>

    So what I'm trying to do is per stack the enemy will receive -12% DEF

    I'm trying the implement the formula using this but it doesn't seem like the enemies def is affected.

    this.def = -(Math.floor(this.def / 100 * (12 * this._armorBreakStacks)))
  13. Trihan said:
    Sorry bud, since this thread is just for assistance with the VisuStella suite that's probably beyond my scope of operation.
    I thought you might want to know since you asked, but on the other hand, I also forgot this thread is for Visustella plugins, so yeah sorry. My bad, but nevermind i found an alternative solution.

    NaosoX said:
    Would Visustella Skill Learn System suit your needs?
    It does have an AP section.

    It might be, but i'm quite done and liked where i am with the mechanics and currently on visual, qol and scenario-ing. I dont feel like going back and re-adjust them.
  14. Galkamik said:
    Hello @Trihan, I hope you could shed some light on this problem I'm facing, I've been trying to figure this out for a few days.

    I'm hoping to change the enemy's DEF upon applying Armor Break State.

    I currently have the stacks set up:



    So what I'm trying to do is per stack the enemy will receive -12% DEF

    I'm trying the implement the formula using this but it doesn't seem like the enemies def is affected.
    The reason for this becomes apparent if you look at the properties for Game_BattlerBase:

    JavaScript:
    def: {
            get: function() {
                return this.param(3);
            },
            configurable: true
        },

    The shorthand identifiers for attributes: atk, def, mat etc. only return the result of the param function with that attribute's ID passed in, so you can't set it. Well, you can technically, it will let you run that code without an error, but it won't actually modify a value.

    What you need to do is change _paramPlus instead and there's a handy addParam function provided for you to do just that: target.addParam(3, value);

    The only thing with this is that reducing a value by 12% and then increasing it by 12% won't result in the original number due to the way percentages work, so if you use this method you may need to track the original def so that you can return to that value when the armour break expires.
  15. Trihan said:
    The reason for this becomes apparent if you look at the properties for Game_BattlerBase:

    JavaScript:
    def: {
            get: function() {
                return this.param(3);
            },
            configurable: true
        },

    The shorthand identifiers for attributes: atk, def, mat etc. only return the result of the param function with that attribute's ID passed in, so you can't set it. Well, you can technically, it will let you run that code without an error, but it won't actually modify a value.

    What you need to do is change _paramPlus instead and there's a handy addParam function provided for you to do just that: target.addParam(3, value);

    The only thing with this is that reducing a value by 12% and then increasing it by 12% won't result in the original number due to the way percentages work, so if you use this method you may need to track the original def so that you can return to that value when the armour break expires.

    Thank you so much for the quick response!
    It works like a charm, I'll try and find a way to save the original def so that i can return to that value.

    Does the target.addParam(3, value) work for xparams? like HIT, EVA and such?
  16. Galkamik said:
    Thank you so much for the quick response!
    It works like a charm, I'll try and find a way to save the original def so that i can return to that value.

    Does the target.addParam(3, value) work for xparams? like HIT, EVA and such?
    It does not, because the array only contains enough elements for the base parameters. However, you *can* add bonus param properties for xparams and sparams in the plugin parameters for Core Engine (this is not a standard feature of the VS plugins; you need to create your own property in the JS formula settings and then modify that in your notetags).
  17. Trihan said:
    It does not, because the array only contains enough elements for the base parameters. However, you *can* add bonus param properties for xparams and sparams in the plugin parameters for Core Engine (this is not a standard feature of the VS plugins; you need to create your own property in the JS formula settings and then modify that in your notetags).
    Thank you again and for all your help! I'll take a look into this!
  18. Trihan said:
    1. Yeah, you can do that. There's a script call to get the category of a state, so if you give all your absorption barrier states the same category, you can branch based on that.
    1. Worked! thank you!

    Ill post the code If someone is looking for something similar

    Code:
    <JS Pre-Damage>
    if (target.isStateCategoryAffected('CATEGORYNAME')){
      value = Math.round(value * 1.5);
    }
    </JS Pre-Damage>


    Trihan said:
    @Kumo6752

    JavaScript:
    if (target._jumpTurns <= 0) {
        const skill = 277;
        const target = -2;
        user.forceAction(skill, target);
        BattleManager.forceAction(user);
      }

    That's the code for my state that activates Jump; you call forceAction on the user passing in the skill ID and target (-2 for last target chosen), then the forceAction function of BattleManager passing in the user.
    Worked too, thanks!


    Trihan said:
    3. The notetag is different in MZ. I believe it's <JS Passive Condition> but I'll double check that for you.

    4. Sorry, I'm not 100% sure what you're asking with this.

    Now i read these two questions i see i wasn't very clear, sorry, my native language is spanish and im still learning english.


    3. Even with the correct notetag the code break the actors.

    Code:
    <JS Passive Condition>
      if ($gameParty.battleMembers().contains($gameActors.actor(1))) {
              condition = true;
      } else {
        condition = false;
      }
    </JS Passive Condition>

    Code:
    $gameParty.battleMembers().contains($gameActors.actor(1))
    this is the part that doesn't work.

    4. For example, when i used this plugin command, the value result were written in decimals (-24.4HP!), BUUUT, maybe i was doing something wrong or was updated? because it doesn't happen anymore, so it doesn't matter!


    1632252274253.png

    again, very thankful for your time!
  19. Kumo6752 said:
    3. Even with the correct notetag the code break the actors.

    Code:
    <JS Passive Condition>
      if ($gameParty.battleMembers().contains($gameActors.actor(1))) {
              condition = true;
      } else {
        condition = false;
      }
    </JS Passive Condition>

    Code:
    $gameParty.battleMembers().contains($gameActors.actor(1))
    this is the part that doesn't work.

    4. For example, when i used this plugin command, the value result were written in decimals (-24.4HP!), BUUUT, maybe i was doing something wrong or was updated? because it doesn't happen anymore, so it doesn't matter!


    View attachment 201918

    again, very thankful for your time!
    Ahh, I'm with you now. What do you mean by "breaks the actors"? That code works fine on my end.

    I know what you mean now about the multipliers as well, I remember someone else experienced that. If it's not happening any more then great, if you get it again I'd submit a bug report.
  20. Hi guys, maybe im very dumb but I don't understand something, hope you can help me :

    Im simply trying to increase MaxMP for one of my actor by one of his own stat (mat)
    So I just put <JS MaxMP Rate: user.mat> in the actor notetag and it doesn't work.

    I check before asking if it was a conflict plugin problem (impossible bc I only use the visustella plugin suite) so I just put <JS MaxMP Rate: 2> and it worked. I assume that's just a nomenclature problem.