The official VisuStella notetag help thread

● ARCHIVED · READ-ONLY
Started by Trihan 1458 posts Page 54 of 73 View original ↗
  1. ATT_Turan said:
    Maybe you can link to what you're looking at, because that's not correct.
    aaaaanndd... correct again (EDIT2: on second thought... there was this). Looking closely it's several triggers mentioned in the topics except equips. Will look into waynee95's, thanks a lot!

    EDIT: although the sprite sheet switch can be done as intended, it seems to conflict with action sequences... hmmm... EDIT2: using another plugin, the action sequences resolve, but any waits that are implemented in the common event (of the action sequence) are ignored...

    EDIT3: my bad, I had simply forgotten to correctly configure the fps of each motion. So the (tentative) final verdict is that EquipStates.js in combination with Visustella works! Yay! Although I cannot help but suspect that there must have been a good reason why Visustella has not implemented "normal" states upon equip... so keeping my fingers crossed.
  2. I tested my game (disable/enable the plugins) on why my actor did not get the death state when they reached 0 HP and found out its the Visu Stella Option Core. Not sure why but can anyone explain? Would like to have the plugin in my game.
  3. That sounds weird… Are you sure it isn’t another plugin that is in conflict with options core?
  4. Edited: I found this feature in the core engine.

    Previously, I tried to find this feature in the Skill States Core and from the first layer, but I never considered the possibility that it existed in the core engine.

    Deeply sorry for my such careless mistake.

    Thanks to the VisuStella team, the features provided by the VisuStella plugins are so comprehensive, and come with detailed help documentation.


    The mistaken question.
    Spoiler
    Is there a way to create a state that changes a character's attributes based on the number of turns (or any variable)? For example, increasing a character's attack (atk) by 50% multiplied by the remaining number of turns of the state.

    I haven't found this functionality in the VisuStella series of plugins. The closest notetags I found are these:

    <JS On Add State>
    code code
    </JS On Add State>

    <JS On Erase State>
    code
    code
    </JS On Erase State>

    <JS On Expire State>
    code
    code
    </JS On Expire State>
    But this also leads me to a question:

    Suppose a state A adds 50% to a character's attack power using this method, and before state A is removed, the character is affected by a new state B that doubles the attack power. Can the removal of state A correctly handle the changes brought by state B when it eliminates its own effects?
  5. Archon126 said:
    I have a question for the MZ Crafting plugin.

    Is there a way to make the Crafting Item Icon smaller?
    The Icon for the item you want to craft is always super big compared to the ingriedient items icons.

    Hello again!
    Since noone could help me yet, I try to ask again :)

    As you see on the screenshot the icons on the left side are super scaled up compared to the other items.
    Is there a way to make them smaller?
    I did not find a way in the plugin manager.
    There is only an option to scale the crafting animation.

    Crafting.png
  6. @Archon126 Just to point it out, you're not asking for help with a note tag :wink:

    But to address the question: some of VisuStella's plugins have a plugin parameter that has all of the JavaScript code for the new windows that the plugin adds.

    It doesn't look like the parameters for this plugin include that, so there's nothing you can do to change this.

    You could submit feedback to VisuStella asking them to add it as a feature, or you can look at other crafting plugins.
  7. ATT_Turan said:
    @Archon126 Just to point it out, you're not asking for help with a note tag :wink:

    But to address the question: some of VisuStella's plugins have a plugin parameter that has all of the JavaScript code for the new windows that the plugin adds.

    It doesn't look like the parameters for this plugin include that, so there's nothing you can do to change this.

    You could submit feedback to VisuStella asking them to add it as a feature, or you can look at other crafting plugins.
    Thank you very much ! At least I know now that it can't be changed (Or at least not with my knowledge)
  8. Hello.

    For my game design, I'm attempting to use the remaining turns of a state as its stack level (similar to how poison stacks work in Slay the Spire).

    Furthermore, I want to create a state that does not decay over turns.

    So, I tried the following approach:

    // Automatically add turns
    <JS Post-Start Turn>
    target.addState(138);
    </JS Post-Start Turn>

    However, I found out during testing: when the state's turn count reaches 1 and automatically disappears, it doesn't work as expected.



    Then, I attempted this:

    // [1] Automatically add turns
    <JS Post-Start Turn>
    target.addState(138);
    </JS Post-Start Turn>
    // [2] Reapply the state
    <JS On Expire State>
    // Reapply state 138
    target.addState(138);
    </JS On Expire State>

    But quickly realized the issue with this approach: when the state's turn count is at 1, it automatically increases to 2 at the start of the turn.



    So, I tried this:
    // Automatically add turns
    <JS Post-Start Turn>
    target.addState(138);
    </JS Post-Start Turn>
    // [2]
    <JS On Expire State>
    // Reapply state 138
    target.addState(138);
    // Immediately set the turn count of state 138 to 0
    target._stateTurns[138] = 0;
    </JS On Expire State>


    This time, I found that the state doesn't automatically disappear when it has 1 turn remaining, but when re-applied, the turn count does not increase anymore (I set the state to stack its turn count on the existing basis).



    How can I correctly implement a state with a static turn count as I desire?
    Is it possible?
  9. catxiaolang said:
    I'm attempting to use the remaining turns of a state as its stack level...Furthermore, I want to create a state that does not decay over turns.
    Why? It seems like you're making these extra layers of difficulty for yourself by saying "I'm going to make this have a duration in the database but I don't want it to actually have a duration."

    It seems like it would be easier to turn off the Auto-removal Timing and use a variable or counter on the target of the state like how this is normally done.

    Then you don't need to try to work in circles around how RPG Maker is written to handle state duration.

    If it's just for the display, and the VisuStella plugin doesn't provide the same functionality that Yanfly did for providing a display of a counter variable, I think you might be easier off requesting a little plugin for that rather than this finagling.

    Just my two cents :wink:
  10. ATT_Turan said:
    Why? It seems like you're making these extra layers of difficulty for yourself by saying "I'm going to make this have a duration in the database but I don't want it to actually have a duration."

    It seems like it would be easier to turn off the Auto-removal Timing and use a variable or counter on the target of the state like how this is normally done.

    Then you don't need to try to work in circles around how RPG Maker is written to handle state duration.

    If it's just for the display, and the VisuStella plugin doesn't provide the same functionality that Yanfly did for providing a display of a counter variable, I think you might be easier off requesting a little plugin for that rather than this finagling.

    Just my two cents :wink:
    Thank you for your response.

    The seemingly contradictory design motive actually arises because RPGmaker is not quite suitable for implementing states with layers, especially those that allow stacking up to dozens or even hundreds of layers.

    Thus, I've used the remaining turn count as a proxy for the stack level, where, in most cases, the number of turns would naturally decrease.

    These basic states are akin to the poison in Slay the Spire, which diminishes over time yet increases in potency with each additional stack.

    Furthermore, I am interested in creating some states that do not diminish over turns, which prompted my original question.

    I am also uncertain if I have fully utilized the capabilities of the VisuStella plugins, which is why I am seeking advice here.

    If there is a more intrinsic method to achieve this goal, such as declaring and displaying a variable within a state, I am very keen to learn and refine my method. Currently, I do not know how to implement this concept. It would be ideal if this could be achieved within the framework provided by VisuStella. If not, I will explore other options.
  11. catxiaolang said:
    If there is a more intrinsic method to achieve this goal, such as declaring and displaying a variable within a state, I am very keen to learn and refine my method.
    Personally, as I mentioned the first time, I would request a plugin that adds a displayed counter variable, like Yanfly's Buffs & States Core had for RPG Maker MV.

    I shouldn't think it would be too hard to add that...but if it is difficult for someone to do that while maintaining compatibility with VisuStella's obfuscated code, you may have to do it the way you're describing.

    It's just that, as you've seen, trying to manipulate the turns this way is challenging.
  12. Is it possible to create a State (or Condition) that approximates this skill effect using js and notetags?

    Magic Infection: Marks target and 1 other random enemy (2-3 turns). These foes take 5 damage for each MP point they use. When poisoned, this damage is doubled.

    The other question... Can the base damage (5, in this case) be modified with a formula? For instance... 5 * a.atk * a.atk / b.def
  13. The <Passive State: x> notetag from VisuStella's Skills and States Core is just not working for me and I can't tell if I'm going mad, am stupid, or both. It's not assigning the passive state to any actor or enemy, and I've made sure to check with .states().includes($dataStates[x]) not .isStateAffected(x), but it's always returning false. I've also checked with the debugger and it marks the state as off.
    I've tried it on a clean project with just the VisuStella Core and Skills and States Core, and it also didn't work there.
    I'm most likely overlooking something, but for now I need help to see what.
  14. Psyche Radio said:
    The <Passive State: x> notetag from VisuStella's Skills and States Core is just not working for me and I can't tell if I'm going mad, am stupid, or both. It's not assigning the passive state to any actor or enemy, and I've made sure to check with .states().includes($dataStates[x]) not .isStateAffected(x), but it's always returning false. I've also checked with the debugger and it marks the state as off.
    I've tried it on a clean project with just the VisuStella Core and Skills and States Core, and it also didn't work there.
    I'm most likely overlooking something, but for now I need help to see what.
    Passive states aren't covered by those functions, and it specifically says so in the help file. You need to use .hasState(x)
  15. Trihan said:
    Passive states aren't covered by those functions, and it specifically says so in the help file. You need to use .hasState(x)
    Is the help file in the plugin different from the help file on their Web site? That says specifically to use the method Radio said.

    1711405818567.png
  16. Trihan said:
    Passive states aren't covered by those functions, and it specifically says so in the help file. You need to use .hasState(x)
    Still returns false. Also where does it mention .hasState(x)? Quoting from the help file, it says:
    For those using the code "a.isStateAffected(10)" to check if a target is
    affected by a state or not, this does NOT check passive states. This only
    checks for states that were directly applied to the target.

    This is NOT a bug.

    Instead, use "a.states().includes($dataStates[10])" to check for them. This
    code will search for both directly applied states and passive states alike.
  17. I haven't seen that recommendation before. I've always used hasState for checking passives.
  18. Well, perhaps @Psyche Radio can show some actual screenshots of how these states are set up that isn't working.

    And...I dunno. hasState() isn't referenced at all in the documentation (again, going off the Web version).
  19. ATT_Turan said:
    Well, perhaps @Psyche Radio can show some actual screenshots of how these states are set up that isn't working.

    And...I dunno. hasState() isn't referenced at all in the documentation (again, going off the Web version).
    I'm gonna use the new project since it doesn't work on that either anyways. :p
    Sorry for the incoming barrage of screenshots btw.
    1711407025015.png
    1711407054038.png1711407284168.png
    1711407415789.pngBtw turn duration doesn't matter. Even with no set turn duration, this just doesn't work.
    Maybe I'm meant to write something in the state's notetags? But you didn't need to do that with Yanfly's AutoPassiveStates in MV, and I doubt VisuStella would make this more obtuse.

    Also the original state:
    1711407576000.png
  20. @Psyche Radio Stupid questions (because sometimes people make stupid mistakes) - you have Skills and States installed in your project? And you've started a new game since putting this stuff in the database, you're not loading a save?