The official VisuStella notetag help thread

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Started by Trihan 1458 posts Page 38 of 73 View original ↗
  1. ATT_Turan said:
    You'd actually use notetags from the Battle Core. Weirdly, the value variable isn't listed in the documentation, but I'm pretty sure it's there just like it was in Yanfly plugins.

    So you'd put in your state:
    Code:
    <JS Pre-Damage as Target>
    value=Math.min(value, 500);
    </JS Pre-Damage as Target>
    Ahh, thank you, that seems like it works perfectly!

    And yeah, from what I can see there's a few holes in Visustella's documentation regarding JS stuff, compared to the more in-depth examples they had on Yanfly. Can make it a bit awkward fumbling around trying to figure things out, haha. I appreciate the quick solution, though!
  2. I'm trying to figure out how to work with the new Move Home feature in the action sequences. That is, I have no idea how boxwidth and boxheight refers to the pixels on screen or where the non animated enemy sprites are anchored. As awkward as this is it seems it's the best option I have to place the sprites on a tile grid.
  3. Hi all, I'm currently using BattleSystem_ATB for my project.

    Everything seems to be working fine, although I did notice something strange when I turned on the
    Use Field Gauge setting.

    Every time when the party fails to escape, their icons on the field gauge flies off the bar.

    I've checked the Escape Fail Penalty under Mechanics Settings and it's set to -1.00

    It resets the player that uses escape back at the beginning of the gauge but for the rest of the party members, their icons shift so far back that it leaves the field guage. And sometimes off the screen too.

    Has anyone encountered this problem and is there a way to fix this?
    Just need to have all party members shift to the beginning of the field bar when they fail to escape.
  4. I'm using the full 8 wave bundle plus the stella character Generator. Everything is great but the weapons are at my warriors ankles. I haven't found a way to offset the animation for the weapons. How can I fix this?
  5. BillyJack said:
    I haven't found a way to offset the animation for the weapons. How can I fix this?
    In the contents for the Battle Core, I clicked on Sideview Battler notetags and there's a <Sideview Weapon Offset: +/-x, +/-y> tag. Should do the trick if you subtract some from the y value.
  6. Works well. Thank you.
  7. Could someone please clarify me how the armor system of visustella works, including the "armor reduction/penetration" tags?
  8. A different question: is there any way to make TP-damaging skills with VZ? in the vanilla game, it's not possible.
  9. Is it possible to run a conditional check in the notetag of a skill that returns the value of another actor's ATB status and then enables the skill use based on that check?

    I'm trying to make a dualtech system with the ATB plugin. In order to use a skill that involves two actors, the skill needs to only be selectable if the second involving actor's ATB bar is full. So if Actor 6 (not user) ATB bar is ready....skill is usable. Basically two or three conditional checks in the notetags of a skill to determine it's use. Is actor 6 in the party? is actor 6 alive? Is actor 6's ATB full and ready to act?

    Not sure how it'd all work, but the logic is essentially:
    if (actor 3 is in the party)
    if (actor 3 is alive)
    if (actor 3 TPB charge time = 100%)
    enable skill use
    else (disable skill use)


    On discord- i found this:
    $gameParty.members()[0].tpbChargeTime()


    <JS Skill Enable>
    code
    code
    enabled = code;
    </JS Skill Enable>

    Not sure how i'd configure that JS together (bit of a beginner) but my bigger question is - would this be best placed in the notetag of the skill for constant checking? I imagine it couldn't be done thru a common event, since that would only run when the skill is selected, but I'm trying to make the skill selectable only under certain conditions
  10. Hello. My problem is with encoding elements into Visustella codes
    For example a basic damage/healing code:

    <JS Post-Damage As Target>
    if((this.isHpEffect()&& value > 0){
    damage = Math.ceil(damage * member.elementRate(lightningId));
    member.gainHp(-damage);
    member.startDamagePopup();
    }
    </JS Post-Damage As Target>

    In this code, we can type the element ratio.But how can we add the plus and flats in Visustella's Elements and States Core plugin?(The plugin's formula is:(base + plus) * rate + flat)I tried something like this but it didn't work.
    damage = Math.ceil((damage + member.elementPlus(lightningId)) * member.elementRate(lightningId));
    I don't have full control over damage rates because of this situation.And I'm having serious problems with the states/skills attached to the notetags.The same problem exists in Slip Damage codes. We were able to specify the element in the Extended Damage Over Time plugin in MV and this made things much easier.
    I think if I can solve the above problem, I can get the job done by typing the same formula into the Slip Damage codes.

    Thank you for your help in advance.
  11. I'm having an issue. My attack animation is essentially an actor walks forward, and slashes a target, moves to the next target, slashes them, moves to the next, and then so on.

    I can create this for two enemies, but if i then go to use the skill vs. 1 enemy.. my actor disappears completely.

    What would cause an actor to disappear?
  12. bgrizzmayne said:
    I'm having an issue...

    What would cause an actor to disappear?
    It's almost impossible to guess without seeing what you have. I presume by "attack animation" you actually mean action sequence?

    Maybe if you're referencing a second enemy that doesn't exist it's causing your actor to behave in an unexpected way...but you need to post screenshots of what you're doing in order to get help.
  13. I'm using the VS "Lighting Effects" system.
    The lighting effect I'm going for requires two different radial lights.
    Why two? Because they have different behaviours and colors.

    So, one light is part of the events comment tags. Works great.
    The second light is spawned on the event using the plugin comment "Spawn Light on Event".
    It follows the event around like it should.

    Here's the issue: when the event is erased, the light from the spawn sticks around.
    The only way I could find to despawn the spawned light is to use the "Despawn all spawned lights" plugin command. But that would despawn all of the other lights....which is less than ideal.

    I have 3 possible work arounds am not sure if two of them can be done:

    1 -Is there a way to despawn a light that has been spawned on an event?
    2 -Is there a way to have two of the same kind of light attached to an event via comment/notetags?
    3 - Obviously, just suck it up and use one light. Least favorite, but currently used option.
  14. Hi!
    I'd like to create a passive state wich gives an extra 20% boost to a stat when that stat gets buffed, and expire along with the buff.
  15. When using VS Skills and States core is there any way to have passive permanent state Icons NOT show up (and take up space) either in battle or in the Status UI?
  16. poorrabbit said:
    When using VS Skills and States core is there any way to have passive permanent state Icons NOT show up (and take up space) either in battle or in the Status UI?
    If you simply don't assign the state an icon, there shouldn't be anything taking up space in those places.
  17. @ATT_Turan Thanks, I'll give that a try.
  18. Hi, I'm trying to get an enemy to start the fight with random passive states.

    I imagine it's doable with:

    <JS Passive Condition>
    coded
    coded
    condition = code;
    </JS Passive Condition>

    But I don't know how to do it.
    Your help would be appreciated.
  19. Oks said:
    Hi, I'm trying to get an enemy to start the fight with random passive states.

    I imagine it's doable with:
    There's no need to get into JavaScript for this.

    Just do something on the states like:
    Code:
    <Passive Condition Switch ON: 1>
    <Passive Condition Switch ON: 2>
    <Passive Condition Switch ON: 3>
    etc.

    Then make a Turn 0 Troop event that does
    Control Variable Random number
    Conditional Branch -> That variable >= whatever number you want
    -Control Switch 1 ON
    repeat for switches 2 and 3.
  20. That would be a solution, unless you want each enemy to have its own chance of having passive states.

    I'm using …

    Code:
    <JS Pre-Start Battle>
      user.addState(x)
    </JS Pre-Start Battle>

    … in enemy noteboxes to assign Armour and Float states to those enemies. You could extend that and use something like …

    Code:
    <JS Pre-Start Battle>
    if (Math.random() > 0.5) {
      user.addState(x)
    }
    </JS Pre-Start Battle>

    … to randomise it, I think. :)

    If you have a lot of enemies, you may want to use the Database Inheritance plugin and inherit stuff like this affecting every enemy from a single database entry.