The official VisuStella notetag help thread

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Started by Trihan 1458 posts Page 45 of 73 View original ↗
  1. killdude said:
    Hi.I want to make a thief enemy.When this enemy attacks you,it steals a fixed amount of gold.The amount of stolen gold is also displayed as state.But when we kill the thief, we also get the stolen gold back and it is indicated on the screen.How can we do this?
    You can do this easily if you own the Wave 5 plugin bundle, there's a notetag for enemies which does just that.
  2. Is there anyway to exclude an event from
    <Overlay: Night>
    From VisuMZ_2_LightingEffects?
    I want to make some eyes glow but it is very hard to do while the event is included.
  3. I am creating a series of items which have to be in Armors if the notetag
    <Party Artifact>
    is to work. (Taken from Items & Equips Core)

    However, I don't want them to appear in any of the Armor slots because they are not really armor, and I think it is confusing for the player to see them there. Instead I want them to appear in Key Items. I therefore tried using the Category notetag
    1678172374634.png
    and used
    <Category: KeyItems>

    It still only showed in Accessories (because I am obliged to give an Equipment type in the database slot) and not in Key Items.

    Have I misunderstood how this note tag works, or have I done something incorrectly?

    Thank you.
  4. Kes said:
    Have I misunderstood how this note tag works
    Does this not work in the way that it "sorts by category" internally by plugin, as opposed to put them in a specific engine category?
  5. @Dark_Ansem To answer your question - I have absolutely no idea. It says it is so that the notetag can work with the Categories parameter of the plugin. The setting there includes KeyItems, so if it doesn't sort the items into different categories, what use is it?
  6. Kes said:
    @Dark_Ansem To answer your question - I have absolutely no idea. It says it is so that the notetag can work with the Categories parameter of the plugin. The setting there includes KeyItems, so if it doesn't sort the items into different categories, what use is it?
    You're mixing up the Plugin Key Items category and the engine Key item category I fear. Try redoing the item as one of the "engine" items? like a consumable?
  7. I'm trying to inflict a state on the target if and only if it is a critical hit. I came up with the following, but (unsurprisingly) it doesn't seem to work.
    Code:
    <JS Pre-Damage as User
    if(target.result().critical){
        target.addState(13);
    }
    </JS Pre-Damage as User

    Can anyone come up with the correct code and, as a bonus to me, explain why my attempt is wrong?

    Thank you.
  8. Kes said:
    Can anyone come up with the correct code and, as a bonus to me, explain why my attempt is wrong?
    It looks like you're missing the closing angled brackets on your top and bottom notetags.

    You also don't need to use the braces for just one line of code, but that doesn't hurt anything.
  9. @ATT_Turan You're right. How embarrassing!
    However, I put in the missing angled brackets but sadly the enemy was still not stunned. Can you suggest anything else?
    Thank you
  10. Kes said:
    I put in the missing angled brackets but sadly the enemy was still not stunned
    The code looks right to me. Are you sure, based on the state settings? For example, stun is often a short duration state, and those can interact oddly if you're using a non-default battle system. (I had issues with stunning for 1 action using Yanfly's CTB )

    If you make the state really obvious, or you change it to console.log("this worked"); that you can check in the Console, are you sure the code isn't executing?

    The only other possibility I can see is timing. Going off of the equivalent Yanfly notetag, the pre-damage is called inside of the execute damage function, so critical hits should be established by then. But it might be different for VS and we can't check due to the obfuscation.

    Does it work any differently if you make it Post-Damage? That could also affect state settings if your stun state is removed by taking a hit.
  11. I can’t figure out what note tag to use for the quest journal plugin for Visustella. I just need for the player to meet the villagers and each villager they speak to goes towards the total count like having to collect 10 berries.
  12. @ATT_Turan I tried it with Post-Damage and that made no difference.
    I then put in the console message like this (again using both Pre- and Post- damage):
    Code:
    <JS Post-Damage as User>
    if(target.result().critical){
        console.lot("this worked");
    }
    </JS Post-Damage as User>
    The console showed nothing.

    EDIT
    I know that this is not considered best practice, but I put it into the damage formula instead and it worked perfectly. As this will be for Actor only skills (different effects on different skills) and I'm not giving auto-battle, would that be a safe thing to do or not?
  13. Kes said:
    The console showed nothing.
    I wouldn't expect it to if you typed "lot" instead of "log" :wink:

    Kes said:
    As this will be for Actor only skills (different effects on different skills) and I'm not giving auto-battle, would that be a safe thing to do or not?
    Sounds like it, and if something bugs out you know exactly where it lives :guffaw:
  14. ATT_Turan said:
    if you typed "lot" instead of "log"
    Oh this is so cringe-worthy. I shall probably go off and hide in a corner for a while.

    Thank you for your patience.
  15. I'm trying to make an attack that will trigger a common event (which in this case will force action of another skill) if the single enemy it was hitting dies from it, but the target.isDead is returning as false. Can anyone point out what I did wrong?

    <JS Post-Damage>
    if (target.isDead() == true) {
    $gameTemp.reserveCommonEvent(65);
    } else {
    console.log("Not dead");
    };
    </JS Post-Damage>
  16. In Skills & States Core there are note tags for stacking passive state and buffs/debuffs. However, I cannot find a note tag for stacking ordinary states. It's highly likely that I've overlooked it, but I've gone over the help file several times looking and not found one.

    What is the note tag for this?
    Thank you.
  17. dragoonwys said:
    I'm trying to make an attack that will trigger a common event (which in this case will force action of another skill) if the single enemy it was hitting dies from it, but the target.isDead is returning as false.
    Try changing your condition to if (target.hp<=0)

    It's possible that the Post-Damage tag is getting called before the death state is applied as a result of damage.

    Kes said:
    I cannot find a note tag for stacking ordinary states.
    The common method is to have an On Add Effect that checks for the target to already have the state and change stuff if so.

    As an example, see Yanfly's Toxic Tip & Trick.
  18. @ATT_Turan Thanks a lot, that worked! Seems like I overlooked the fact that isdead doesn't equal 0hp but the death state. Thanks again!
  19. @ATT_Turan Thank you for the info. I shall head on over there straight away.
  20. Is there anyway to exclude an event from
    <Overlay: Night>
    From VisuMZ_2_LightingEffects?
    I want to make some eyes glow but it is very hard to do while the event is included.