The official VisuStella notetag help thread

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Started by Trihan 1458 posts Page 42 of 73 View original ↗
  1. Kazuo said:
    Did i do something wrong ?
    It's not explicit either way, but the plugin documentation says "This plugin will most likely have compatibility issues with anything that alters keystrokes or makes use of them through a different manner."

    It may just not be compatible with gamepad input. Perhaps someone else knows differently, or you might just want to contact their support.
  2. Damn :/
  3. Bit of a silly question, but I'm actually stumped: is there any way to make a skill multi-hit without repeating the animation? as the vanilla engine does repeat the animation fully.
  4. Dark_Ansem said:
    Bit of a silly question, but I'm actually stumped: is there any way to make a skill multi-hit without repeating the animation? as the vanilla engine does repeat the animation fully.
    Program it with action sequences. Every part of the skill has its own command and Action Effect is a separate command from Action Animation.
  5. ATT_Turan said:
    Program it with action sequences. Every part of the skill has its own command and Action Effect is a separate command from Action Animation.
    ouch, the answer I was dreading. Thank you for confirming.
  6. Hi all,
    I have spent a long time trying to figure this out myself but I'm at a loss. My project is using all the Visustella Core plugins along with the BattleSystemATB one as well. I goal is as follows:
    - If my skill interrupts the enemy, it should also be an automatic critical hit (or 2x more damage).

    I have the following in the notetag for this skill:
    <ATB Interrupt>

    <JS ATB Cast Gauge>
    //This is where I put the JS code for things that I want to happen when I do a good interrupt.
    // For example: "target.addState(11);" works really well
    </JS ATB Cast Gauge>


    I have tried the following but I get this error: Syntax Error Unexpected Token '<':
    <ATB Interrupt>

    <JS ATB Cast Gauge>
    <AlwaysCritical>
    </JS ATB Cast Gauge>

    Hope someone can point me in the right direction here.
  7. BrokenEsper said:
    I have tried the following but I get this error: Syntax Error Unexpected Token '<':
    <ATB Interrupt>

    <JS ATB Cast Gauge>
    <AlwaysCritical>
    </JS ATB Cast Gauge>

    Hope someone can point me in the right direction here.
    Notetags aren't JavaScript. You can't put a notetag inside of another notetag.

    You'd have to check the documentation to see if a script call for "always critical" is provided for you to use. If this is being called by the Game_Action, you could try this.result.critical=true but...I have no idea if it's being called by the action, and also no idea where in the hit process this notetag occurs. It may well happen after everything about the action is already calculated.
  8. Thanks Turan,
    I tried this and I think you're right, this gets processed after the damage is put out. I did manage to get something else going though (with a minor issue though).

    The skill's damage formula is now:
    50

    The skill's notetag is:
    <ATB Interrupt>

    <JS ATB Cast Gauge>
    target.gainHp(-100);
    </JS ATB Cast Gauge>


    This effectivelly makes it so more damage is done if the skill interrupts the enemy. The only problem is that the damage popup in battle only sais "100 dmg" even though it's doing 150 dmg in reality. Do you know if there a way to make that extra 100 dmg have it's own popup?

    Cheers.

    ATT_Turan said:
    Notetags aren't JavaScript. You can't put a notetag inside of another notetag.

    You'd have to check the documentation to see if a script call for "always critical" is provided for you to use. If this is being called by the Game_Action, you could try this.result.critical=true but...I have no idea if it's being called by the action, and also no idea where in the hit process this notetag occurs. It may well happen after everything about the action is already calculated.
  9. BrokenEsper said:
    Do you know if there a way to make that extra 100 dmg have it's own popup?
    Code:
    target.startDamagePopup()

    You may also want to check if that extra damage kills the target and it ought to die - there are a number of Yanfly Tips & Tricks that show you the appropriate code for that (I think Thornmail should, off the top of my head).
  10. That worked great!
    My final notetag looks like this now:
    <ATB Interrupt>

    <JS ATB Cast Gauge>
    target.startDamagePopup();
    target.gainHp(-100);
    target.startDamagePopup();
    </JS ATB Cast Gauge>

    I had to add it twice in order for it work correctly but I'm not complaining. Also, I made sure that the additional 100 dmg kills the enemy and it does so I think we're good to go here.

    Thanks a bunch for the help!
    Emilio

    ATT_Turan said:
    Code:
    target.startDamagePopup()

    You may also want to check if that extra damage kills the target and it ought to die - there are a number of Yanfly Tips & Tricks that show you the appropriate code for that (I think Thornmail should, off the top of my head).
  11. BrokenEsper said:
    I had to add it twice in order for it work correctly but I'm not complaining.
    You should only need it one time, after the gainHp() call.
  12. I tried that and it didn't work until I added the one before as well (don't ask me why man). Anyhow, I am very happy with the results so I'll move on to the next bug haha.

    Thanks again!

    ATT_Turan said:
    You should only need it one time, after the gainHp() call.
  13. ATT_Turan said:
    Program it with action sequences. Every part of the skill has its own command and Action Effect is a separate command from Action Animation.
    So, there is, in fact, a simpler solution - even if the result is nowhere as pretty: the notetag
    <Repeat Hits: x>
  14. Hello.I want to make a Bodyguard skill.Let's consider 2 units:
    1.Boss
    2.Pawn

    If the Boss adds the Bodyguard state to Pawn,the Boss takes 50% less damage from direct attacks.This effect can only disappear when the pawn dies.

    I tried a lot on it, but I couldn't achieve this effect.Can somebody help?
  15. killdude said:
    Hello.I want to make a Bodyguard skill.
    This has several parts but they're all pretty straightforward.

    In the skill that puts a state onto the pawn, put the VisuStella Battle Core notetag:
    Code:
    <JS Post-Apply>
    user.addState(x);
    </JS Post-Apply>
    where x is the ID of your second state.

    In the state that goes on the pawn, put:
    Code:
    <JS Post-Damage As Target>
    if (target.isDead())
        $gameTroop.aliveMembers().forEach(enemy => enemy.removeState(x));
    </JS Post-Damage As Target>
    where x is the ID of your second state.

    In that second state, put the notetag:
    Code:
    <JS Pre-Damage As Target>
    if (this.isDamage())
        value/=2;
    </JS Pre-Damage As Target>
  16. ATT_Turan said:
    This has several parts but they're all pretty straightforward.

    In the skill that puts a state onto the pawn, put the VisuStella Battle Core notetag:
    Code:
    <JS Post-Apply>
    user.addState(x);
    </JS Post-Apply>
    where x is the ID of your second state.

    In the state that goes on the pawn, put:
    Code:
    <JS Post-Damage As Target>
    if (target.isDead())
        $gameTroop.aliveMembers().forEach(enemy => enemy.removeState(x));
    </JS Post-Damage As Target>
    where x is the ID of your second state.

    In that second state, put the notetag:
    Code:
    <JS Pre-Damage As Target>
    if (this.isDamage())
        value/=2;
    </JS Pre-Damage As Target>
    Thank you!
  17. Hey all, I'm a bit overwhelmed by the Skill Learn's notetag system so I thought I'd come here for some help in the right direction. It's my understanding that if my player's default class (class 1) has only this:
    Code:
    <Learn Skills>
    12
    13
    14
    20
    </Learn Skills>

    And say, skill 012 ("Dual Attack") has just this note tag:
    Code:
    <Learn AP Cost: 30>

    And my player character has just this notetag:
    Code:
    <Class 1 Starting AP: 200>

    I should be able to learn the Dual Attack skill. However, all I get is a buzzer sound.
    Here's a picture of what I'm talking about
    Skill Learn popup window1671322287032.png

    Any ideas as to why the skill isn't learnable?
  18. Hey, I don't know if this is a silly question but, I want to set a system like Persona using the STB battle system. I would like to create a situation were if you "down" all the enemies by exploiting their weakness, you can make an "all-out attack" which is a feature where all the party members attack the enemies and give neutral damage. Is it possible?
  19. asuran20 said:
    Hey, I don't know if this is a silly question but, I want to set a system like Persona using the STB battle system. I would like to create a situation were if you "down" all the enemies by exploiting their weakness, you can make an "all-out attack" which is a feature where all the party members attack the enemies and give neutral damage. Is it possible?
    Sounds like it'd be doable, yeah. You'd probably need to give enemies a global passive state with a <JS Post-Damage as Target> that checks whether all enemies are exploited and if so forces the all-out attack skill as an action.
  20. Trihan said:
    Sounds like it'd be doable, yeah. You'd probably need to give enemies a global passive state with a <JS Post-Damage as Target> that checks whether all enemies are exploited and if so forces the all-out attack skill as an action.
    I see. I understood the reasoning behind it, thank you!
    I am a complete noob at js but, I will give a look around and see if I can find a way of doing that.