The official VisuStella notetag help thread

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Started by Trihan 1458 posts Page 23 of 73 View original ↗
  1. VaiJack8 said:
    I changed the conditional, and the following happens: neither the enemies nor the actors do nothing, until one of the actors actually selects as target an enemy with State 28, in that case the condition is checked but returns false (as if the target didn't have State 28). From that point on, enemies start to attack but the conditional is always false. Here's the console:
    See, that's what we needed as soon as your first conditional didn't resolve the way you thought it should.

    So the only way I can think of for that code to be looking at an undefined target is if the BattleManager.actor check is not doing what I think it ought to, which is return undefined when it's an enemy battler turn.

    Try BattleManager.actor().isActor() for the first part of your conditional, instead of just BattleManager.actor()
  2. ATT_Turan said:
    See, that's what we needed as soon as your first conditional didn't resolve the way you thought it should.

    So the only way I can think of for that code to be looking at an undefined target is if the BattleManager.actor check is not doing what I think it ought to, which is return undefined when it's an enemy battler turn.

    Try BattleManager.actor().isActor() for the first part of your conditional, instead of just BattleManager.actor()
    Sadly it doesn't work. Here's the console log:
    2021-10-20 01_10_18-Window.png
  3. Hello all,

    This is probably something simple that I'm missing.

    Is there a simple way to set Visustella's Auto Dash option in the Options Core to the off position by default? I went into the options core plugin and changed the bool values, but they had to do with player accessibility to the Auto Dash option. (returning false either grayed out the menu option or removed it from the menu). I would like to keep the option to toggle auto dash on available in the menu, but start with it set to off if possible.

    Thanks,

    KG
  4. Heyyy

    I'm having troubles with class's text codes in the Class Change scene. Here's my normal status with the class's name correctly colored:
    2021-10-21 12_10_21-Project Monkey.png
    While here's the class change scene, in which text codes are not evaluated:
    2021-10-21 12_10_16-Project Monkey.png

    That should be a macro, but other text codes won't work neither. Is there some hidden plugin parameter I don't know that I should enable? Thanks in advance.
  5. Hello all,
    How can use script change weapon param value

    I use " Item Crafting System VisuStella MZ "
    <JS Crafting Effect>
    $gameActors.actor(x).addParam(params[2], value); this OK
    $dataWeapons[1].addParam(params[2], value); But this doesn't work
    </JS Crafting Effect>
    1634812644797.png
    Thanks
  6. KG2020 said:
    Hello all,

    This is probably something simple that I'm missing.

    Is there a simple way to set Visustella's Auto Dash option in the Options Core to the off position by default? I went into the options core plugin and changed the bool values, but they had to do with player accessibility to the Auto Dash option. (returning false either grayed out the menu option or removed it from the menu). I would like to keep the option to toggle auto dash on available in the menu, but start with it set to off if possible.

    Thanks,

    KG
    VisuMZ_1_OptionsCore > Options Categories > "General" > Options List > "alwaysDash" > Data > JS: Default Value > change true to false.

    AutoDash Default
    autodash.png
  7. Heyyy

    Is there a way to edit this window? It's the actor's status that comes up in the Skill and Equip scene. Thanks in advance.
    2021-10-24 14_23_59-Project Monkey.png

    UPDATE: Found it in was in the rmmz_windows.js file.
  8. mumuani248 said:
    How can use script change weapon param value

    $dataWeapons[1].addParam(params[2], value); But this doesn't work
    You can't change the $data arrays during gameplay - those are the values read in from how you defined everything in the editor's database, they don't then get altered.

    Instead, use 'item' like the screenshot you attached says.
  9. I am using the Battle System ATB plugin, and I would want to set a state. When the state is applied to a target, the target's ATB gauge will be reduced (or said discharge) by 50%. I think this could be done by using the <JS On Add State> notetag, but I do not know how to write the code, hope someone can help me. Thank You.
  10. Jh0104 said:
    I am using the Battle System ATB plugin, and I would want to set a state. When the state is applied to a target, the target's ATB gauge will be reduced (or said discharge) by 50%. I think this could be done by using the <JS On Add State> notetag, but I do not know how to write the code, hope someone can help me. Thank You.

    Hi, have you tried notetag:
    Code:
    <ATB After Gauge: x%>
    which changes gauge after skill is used?

    More information can be found in the instructions:
    http://www.yanfly.moe/wiki/Battle_System_-_ATB_VisuStella_MZ#ATB_Gauge_Manipulation-Related_Notetags
  11. NaosoX said:
    Hi, have you tried notetag:
    Code:
    <ATB After Gauge: x%>
    which changes gauge after skill is used?

    More information can be found in the instructions:
    http://www.yanfly.moe/wiki/Battle_System_-_ATB_VisuStella_MZ#ATB_Gauge_Manipulation-Related_Notetags
    Actually, I want to combine the ATB with the Break Shields system. When the player breaks an enemy shield, also reduce the target's ATB gauge at the moment. This requires the reduction of gauge happen when the state is added, not after any skill is used. So, the notetag <ATB After Gauge: x%> cannot be used in this situation. However, also thank you for helping.
  12. Jh0104 said:
    When the state is applied to a target, the target's ATB gauge will be reduced by 50%. I think this could be done by using the <JS On Add State> notetag
    So I'm seeing the functions target.applyTpbPenalty() or you can access target._tpbChargeTime directly and perform operations on it.
    It looks like the charging goes from a scale of 0-1, so if you wanted to decrease it by 50% you could try:
    Code:
    target._tpbChargeTime=Math.max(0, target._tpbChargeTime-0.5);
  13. Heyyy

    Is there a way to deal elemental damage with the <JS HP Slip Damage> notetag? Everyone's telling me to just include the target's elemental rate in the formula, but that's not the only variable I should consider. In fact, there are also the user's dealt damage bonus, the target's element absorb trait and their element reflect trait. Is there a way to include all of this in the formula?
  14. ATT_Turan said:
    So I'm seeing the functions target.applyTpbPenalty() or you can access target._tpbChargeTime directly and perform operations on it.
    It looks like the charging goes from a scale of 0-1, so if you wanted to decrease it by 50% you could try:
    Code:
    target._tpbChargeTime=Math.max(0, target._tpbChargeTime-0.5);
    It works! Thank you very much.
  15. Hey guys,

    could anyone of you maybe explain the difference between the 'Pre-/Post-Apply' and 'Pre-/Post-Damage' phases? I would also like to know how 'value' can be used, since as far as I know, it means different things in different phases of an action, right?

    I get the feeling that really understanding these phases will help creating many cool effects.

    Thank you! :)
  16. Saireau said:
    could anyone of you maybe explain the difference between the 'Pre-/Post-Apply' and 'Pre-/Post-Damage' phases?
    According to the documentation:
    Pre-Apply Runs JavaScript code at the start of an action hit aimed at the function Game_Action.prototype.apply()
    and
    Pre-Damage Runs JavaScript code before damage is dealt
    and likewise for both post- effects. So...is your skill/item dealing damage or not? Apply effects will happen no matter what your thing is doing, damage effects only happen if it's executing a damage formula.
    Saireau said:
    I would also like to know how 'value' can be used, since as far as I know, it means different things in different phases of an action, right?
    Not that I know of, where do you see this? Unless it's been changed from the original Yanfly implementation, value always refers to the result of the damage formula.
  17. That was fast. :) Thank you!

    So, the engine checks for damage first (if a formula exists), and then proceeds with other effects (which is the apply phase)?

    As far as 'value' is concerned: Sorry, this was just what I gathered with my very limited understanding. I didn't mean to confuse anyone.
  18. Saireau said:
    So, the engine checks for damage first (if a formula exists), and then proceeds with other effects (which is the apply phase)?
    No. Damage execution happens within the apply function, if a damage formula exists. So, if you put both a pre-apply and pre-damage effect on the same action (for some reason), it should do:
    - Pre-Apply
    - Determine whether the action hits/is effective
    - Pre-Damage
    - Damage
    - Post-Damage
    - Other effects
    - Post-Apply

    Note that as I'm unable to examine the VisuStella code, this is based on their description in the help file, and what I can see in MZ's existing code.
    Saireau said:
    As far as 'value' is concerned: Sorry, this was just what I gathered with my very limited understanding. I didn't mean to confuse anyone.
    I don't see that you did confuse anyone, but feel free to share what you read that made you think that.
  19. Thank you for clarifying. :) So, if apply is, like, the whole thing, it's basically like this:

    • Apply
      1. Hit? Critical Hit? Miss? Evasion?
      2. Damage (optional)
      3. Other effects (e.g. states)
  20. Asking one of my own here since I'm completely stuck
    I'm trying to isolate a base parameter in the parameter formula in Core Engine.
    How do I do that?
    Basically: Changing only how ATK works and no other parameters, how can I do that when it's 1 formula for all of them?