The official VisuStella notetag help thread

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Started by Trihan 1458 posts Page 39 of 73 View original ↗
  1. Thanks to you 2 for taking the time to help me, what ATT_Turan suggested works perfectly well.
  2. I'm trying to break myself of my Ace habit of sticking conditionals in the damage formula, but sadly I don't know how to go about it.

    What I'm trying to do is work out how to make a skill which deals 15% more damage if the target is inflicted with state(x).

    Can anyone help? I think if I can get the hang of one or two different skills I'll be okay for subsequent ones.

    Thank you.
  3. Kes said:
    I'm trying to break myself of my Ace habit of sticking conditionals in the damage formula, but sadly I don't know how to go about it.

    What I'm trying to do is work out how to make a skill which deals 15% more damage if the target is inflicted with state(x).
    There really isn't a reason not to put that in your damage formula. Anything that's a formula, e.g. math, is perfectly safe to put in there - that's what the field is for.

    The recommendations for not putting things into damage formulae are when you call non-damage functions - for example, hit the target for this much damage and also give the attacker this state. Those things will get evaluated if you're using the Auto-Battle Trait, so the attacker would get the state without actually using the skill in battle.

    If you really wanted to take this out of the formula for some reason, then you'd look at the VisuStella Battle Core under Mechanics-Related notetags. You could put into the skill:
    Code:
    <JS Pre-Damage as User>
    if (target.isStateAffected(x))
        value=Math.floor(value*1.15);
    </JS Pre-Damage as User>
  4. @ATT_Turan Thank you for the info. It sounds as if I've been too strict with myself on the damage formula thing. It's quite a relief to learn that I can carry on using it for this sort of effect.
  5. hello, so i want to make a skill where there is a state that adds party member's atk that is based on the caster atk
    1663926220634.png

    so i use this on the state notetag, and what happened is it adds the atk based on each party member atk and not the caster. could you help me with this thanks :D
  6. cowcaine said:
    it adds the atk based on each party member atk
    Correct, the variable user refers to the actor the state is on.

    I couldn't find it in a quick poke at the VisuStella documentation, but Yanfly plugins added an origin variable that refers to the source of a state. You could try that.
  7. ATT_Turan said:
    Correct, the variable user refers to the actor the state is on.

    I couldn't find it in a quick poke at the VisuStella documentation, but Yanfly plugins added an origin variable that refers to the source of a state. You could try that.
    1663978123914.pnghmm I tried to use this, but it didn't work.

    Maybe I should do something like storing the caster's atk into variable when the skill is used and then use this

    <JS ATK Plus: $gameVariables.value(1);>

    But i didn't know how to store the variable in the skill notetag, could you help me with that ? :D
    I've tried using Common Event, but it can only store from 1 Specific Actor and not the caster.
    Thanks
  8. cowcaine said:
    hmm I tried to use this, but it didn't work.
    Do you have the Skills and States Core installed? If the origin still exists, it would be in there. But it's possible they didn't duplicate that functionality for some reason.

    cowcaine said:
    But i didn't know how to store the variable in the skill notetag, could you help me with that ?
    You can just do it in...literally any of the skill notetags. Just to avoid the possibility of an error, do it before the skill effects are applied. JS Pre-Start, Pre-Apply or Pre-Damage.
    Code:
    $gameVariables.setValue(1, user.atk);
  9. ATT_Turan said:
    Do you have the Skills and States Core installed? If the origin still exists, it would be in there. But it's possible they didn't duplicate that functionality for some reason.


    You can just do it in...literally any of the skill notetags. Just to avoid the possibility of an error, do it before the skill effects are applied. JS Pre-Start, Pre-Apply or Pre-Damage.
    Code:
    $gameVariables.setValue(1, user.atk);
    It works wonderfully thank you so much <3
  10. I've been trying to give the actor TP if a weakness or critical hit whas dealt in the STB exploit system but I keep bashing my head against it because none of the add tp things I know seems to work.

    Maybe this is better done with the enhanced TP system but the i'd need some if statement in the dealt HP damage box.
  11. Weremole said:
    I've been trying to give the actor TP if a weakness or critical hit whas dealt in the STB exploit system but I keep bashing my head against it because none of the add tp things I know seems to work.

    Maybe this is better done with the enhanced TP system but the i'd need some if statement in the dealt HP damage box.
    What have you tried so far?
  12. Trihan said:
    What have you tried so far?
    user.tp +number;
    user_changeTP(+ number);
    Trying "this" instead of "user" even if user is defined as this already just in case. The "value" variable from the battle core also does not work in the STBs exploit system.

    The enhanced TP system I have no idea how to do a element rate check in to begin with. I figure it would go something like "if [skilltype] and element that isn't physicals element rate over [number], then so and so TP gain. Else this".
  13. Weremole said:
    user.tp +number;
    user_changeTP(+ number);
    Trying "this" instead of "user" even if user is defined as this already just in case. The "value" variable from the battle core also does not work in the STBs exploit system.

    The enhanced TP system I have no idea how to do a element rate check in to begin with. I figure it would go something like "if [skilltype] and element that isn't physicals element rate over [number], then so and so TP gain. Else this".
    Try

    user.gainTp(number)
  14. Trihan said:
    Try

    user.gainTp(number)
    It works and as usual I feel stupid. Thanks a lot! Now to add some variance and the tp charge rate. It's still weird how the value variable does not register though. But I can live with that since it would probably make for an exploit that wouldn't be very fun in this case.
  15. Trihan said:
    Try

    user.gainTp(number)
    What would we do without you I swear.
  16. Dark_Ansem said:
    What would we do without you I swear.
    Rely a lot more on @ATT_Turan XD

    Weremole said:
    It works and as usual I feel stupid. Thanks a lot! Now to add some variance and the tp charge rate. It's still weird how the value variable does not register though. But I can live with that since it would probably make for an exploit that wouldn't be very fun in this case.

    So to potentially shed some light on what seems to be an inconsistency, that "value" variable only exists in parts of that code that the VS plugins have injected it. In the part of the STB exploit system you're editing the injection code for, I guess they didn't see a need to know how much damage is being dealt since there are other notetags that can deal with that.
  17. Trihan said:
    Rely a lot more on ATT_Turan XD
    I am but a pale substitute!

    ...but no, really, I like staying indoors :wink:
  18. ATT_Turan said:
    I am but a pale substitute!

    ...but no, really, I like staying indoors :wink:
    Don't sell yourself short, you've answered so many questions in here, especially when I was not around much for a bit and including when I asked people to stop doing that. ;)
  19. ATT_Turan said:
    I am but a pale substitute!

    ...but no, really, I like staying indoors :wink:
    Of course you're pale, it's all that Dark Magic, Mr Magus
  20. Trihan said:
    Don't sell yourself short, you've answered so many questions in here, especially when I was not around much for a bit and including when I asked people to stop doing that. ;)
    Oh, did you request other people not answer in this thread? I didn't see that, and I apologize.