The official VisuStella notetag help thread

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Started by Trihan 1458 posts Page 21 of 73 View original ↗
  1. Oxem said:
    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.
    The documentation for that notetag says "Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5)." You can't use a JavaScript eval in a field unless the instructions say you can.

    I'm not fully familiar with VisuStella's offerings, but if they have passive states with custom effect notetags, you could probably achieve what you want that way.
  2. Yes that's the notetag for JS code param [embedded media]
    But thank you anyway x)
  3. Oxem said:
    Yes that's the notetag for JS code param
    But thank you anyway x)

    Usually when one of the notetags supports the "user" variable it specifically says so, so my first thought would be that it isn't available here.

    If you look at the variables in the parameter settings, they use "this" as the reference for the battler, so try this.mat
  4. It's working thank you very much.
  5. Trihan said:
    Usually when one of the notetags supports the "user" variable it specifically says so, so my first thought would be that it isn't available here.

    If you look at the variables in the parameter settings, they use "this" as the reference for the battler, so try this.mat
    i was about to reply this lol, because after some trial and error "this." seems to work.

    On that regard, why does for xparameter like HIT and EVA works as it times 100 of said value? For example if i put <JS HIT Plus: 3>, it will add 300% hit rate as "plus" in the formula?

    Is it a problem on my end, or it was supposed to be like that?

    Of course i can just divide the value by 100, i'm just wondering if its an error i didnt account for.
  6. shukrin said:
    i was about to reply this lol, because after some trial and error "this." seems to work.

    On that regard, why does for xparameter like HIT and EVA works as it times 100 of said value? For example if i put <JS HIT Plus: 3>, it will add 300% hit rate as "plus" in the formula?

    Is it a problem on my end, or it was supposed to be like that?

    Of course i can just divide the value by 100, i'm just wondering if its an error i didnt account for.
    Because the multiplier is decimal, not actual percentage. 1 is 100%. 0.5 would be 50%, 0.25 25% etc.
  7. Oxem said:
    Yes that's the notetag for JS code param
    Gah! My mistake, I found the notetag for param rate and not JS param rate. Trihan's answer should do it - "user" is not a term that generally exists.

    P.S. When replying to someone, you should use Reply to quote some of their post, or tag them using @User_name - I would've gotten back to you yesterday if I'd known you had replied :wink:
  8. Trihan said:
    Ahh, I'm with you now. What do you mean by "breaks the actors"? That code works fine on my end.

    I start the test battle, the actors doesn't shows up and i lose the match.
    BUT it works in a blank project.

    the first thing i did was disable all the non-visustella plugins to get clear that wasn't the problem. And yeah, keep happen.

    AND a testing session later, i get this to work in my project. It happen only when i activate the PartySystem plugin. maybe it do something with the $gameParty.battleMembers()???

    And to be all the clear i can, tested in a blank project and yeah, all the actors with this state doesn't appears.
    1632698973649.png
  9. Kumo6752 said:
    AND a testing session later, i get this to work in my project. It happen only when i activate the PartySystem plugin. maybe it do something with the $gameParty.battleMembers()???
    You should double check that you have your VisuStella plugins in the correct order and that they're all the newest version. The Party System says all functionality with the batteMembers array is preserved, and Trihan said it worked for him, so something is incorrect on your end.

    Just to put it out there for you, your code could be shortened:
    Code:
    <JS Passive Condition>
      condition = $gameParty.battleMembers().contains($gameActors.actor(1));
    </JS Passive Condition>
  10. ATT_Turan said:
    You should double check that you have your VisuStella plugins in the correct order and that they're all the newest version. The Party System says all functionality with the batteMembers array is preserved, and Trihan said it worked for him, so something is incorrect on your end.

    Just to put it out there for you, your code could be shortened:
    Code:
    <JS Passive Condition>
      condition = $gameParty.battleMembers().contains($gameActors.actor(1));
    </JS Passive Condition>


    I updated the plugins and placed them correctly
    1632711524207.png

    still happening, even with your version of the code.

    Also i didn't modify the js files o anything on the project/RPG Maker so tbh, i don't know what im doing wrong.
  11. I'm not sure either tbh. So it works without Party System but doesn't with it?
  12. Trihan said:
    I'm not sure either tbh. So it works without Party System but doesn't with it?
    Yeah, at last i made the state works with a main troop event (the one that starts in every combat)

    Code:
    IF: Script: $gameParty.battleMembers().contains($gameActors.actor(1))
        Change State: Entire Party, + THIS STATE
        Change State: The Actor 1, - THIS STATE
    End

    And the state had these note tags to persist until the end of the fight
    <Hide State Popup>
    <No Death Clear>
    <No Recover All Clear>

    And it gets removed at the battle end.


    Not fancy as the passive condition, but looks to work well!
  13. Okay, I think we're up to date with this now. Anyone still waiting for help with anything?
  14. My post from the 31.8. is still unanswered. (If it even can be answered)
    Archon126 said:
    Hello everyone

    I have a strange bug (or maybe I am just stupid) with the Enhanced TP system

    As you can see on my screenshots I haven't done anything unusual within the settings of the "TP Mode Command"

    But whatever I do, it always writes this \I[0] in front of the Text (Where the 0 is of course the number of the Icon).

    Anyone knows what causes this?
    I tried to disable all sorts of plugins. But it does not change.

    If I open a new project and use the enhanced TP system the bug is gone. So it must be something I have done in my project that causes it.
  15. Archon126 said:
    My post from the 31.8. is still unanswered. (If it even can be answered)

    I tried to disable all sorts of plugins. But it does not change.

    If I open a new project and use the enhanced TP system the bug is gone. So it must be something I have done in my project that causes it.
    Which other plugins do you currently have enabled? Are they all up to date and correctly placed?
  16. Trihan said:
    Which other plugins do you currently have enabled? Are they all up to date and correctly placed?
    plugins.jpg

    I always update the plugins as fast as possible. But since I have this problem over a month already and I updated several times I don't think it can be the reason.
  17. Trihan said:
    Which other plugins do you currently have enabled? Are they all up to date and correctly placed?
    Update.
    I figured out what causes it by myself now.

    It was a problem in the SkillsandStatesCore.

    You have to turn on (in the plugin settings) Skill Settings-Skill Type Window-Style-IconText
    This will remove the Bug


    I had turned on Style-Text only. Somehow he still thinks there must be an icon and writes this \I[0] instead of nothing.

    So I will just use Style IconText now and set the icon to 0, which will basically be the same result as Text only.
  18. I'm having trouble checking if the user is an enemy or an actor inside an action sequence. I simply want different pre skill "steps" for either and don't think like duplicate skills would be the best in the long run.

    Oh, and this may overstep bounds. But how do the menu cores button display detect what to display? I have a menu that keeps showing the "change party member" dialogue even when in a sub selection window.
  19. Weremole said:
    I'm having trouble checking if the user is an enemy or an actor inside an action sequence. I simply want different pre skill "steps" for either and don't think like duplicate skills would be the best in the long run.

    Oh, and this may overstep bounds. But how do the menu cores button display detect what to display? I have a menu that keeps showing the "change party member" dialogue even when in a sub selection window.
    Battlers have both an isActor() and isEnemy() function you can use to determine this.

    Do you mean the button assist window?
  20. Trihan said:
    Battlers have both an isActor() and isEnemy() function you can use to determine this.

    Do you mean the button assist window?
    I know about the functions and tried it in a conditional branch. Maybe I just did something stupid. Since it already answers if it is either would I still need the entire if-then line in the script box?

    Yes, the button assist and I realize it's in the Core.