The official VisuStella notetag help thread

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Started by Trihan 1458 posts Page 55 of 73 View original ↗
  1. ATT_Turan said:
    @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?
    Yup, in both of them. Also new game each time.
    In the clean project I also only have Core, Skills and States and Debugger.
  2. 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.
    Update on this, I found version 1.43 of Skills and States on an older project of mine, and that one's got no problems. So the issue is with 1.44.
    yay me
  3. I'm looking at Battle Grid System Visustella and under the examples for User Action Movement-Related Notetags there is:

    <Can Mid Move User Node Backward: 2>
    <Can Move User Node Up-Forward: 1>
    <Can Switch Mid Move User Node Forward: 3>

    But "Can" isn't explained anywhere as far as I can tell... any thoughts?
  4. werzaque said:
    I'm looking at Battle Grid System Visustella and under the examples for User Action Movement-Related Notetags there is:

    <Can Mid Move User Node Backward: 2>
    <Can Move User Node Up-Forward: 1>
    <Can Switch Mid Move User Node Forward: 3>

    But "Can" isn't explained anywhere as far as I can tell... any thoughts?
    My guess is that it allows for an optional move; the user is able to make that move, but doesn't have to.
  5. Hello! I have 2 problems that I cannot seem to resolve.

    1. I have a skill that transforms a character into a unicorn by applying a Unicorn State and lasts for 5 turns. The skill triggers a common event that changes the character's battler and battle portrait. When the state expires/is erased another common even changes his battler back to the original. It should also change the battle portrait but for some reason, it doesn't work.

    This is what I have in the notes for the Unicorn State:

    <JS On Add State>
    $gameTemp.reserveCommonEvent(24);
    </JS On Add State>

    <JS On Expire State>
    $gameTemp.reserveCommonEvent(25);
    </JS On Expire State>

    <JS On Erase State>
    $gameTemp.reserveCommonEvent(25);
    </JS On Erase State>

    Here's how the common events look like:
    1.png2.png


    2. I created an item that teaches a certain actor the Healing skill. I want it to be consumable only by that actor.
    I tried putting this in the item note, but then it doesn't work for anyone.

    <JS Item Enable>
    enabled=user==$gameActors.actor(2);
    </JS Item Enable>

    I am a total noob when it comes to coding so forgive me if it's something obvious I'm missing here :elswt2:
  6. Aeghite said:
    2. I created an item that teaches a certain actor the Healing skill. I want it to be consumable only by that actor.
    I tried putting this in the item note, but then it doesn't work for anyone.
    Try
    Code:
    enabled = user.actorId() == 2;
  7. Hmmm, is the target 'user' targeting the correct target at the unicorn revert? Try changing it to 'actor id x'?

    Also, I had a project open and tested your item notetag and it seemed to work for me. (EDIT: read your second part wrong). You'll find several threads with google about that.
  8. ATT_Turan said:
    Try
    Code:
    enabled = user.actorId() == 2;
    This works only for the first Actor. I guess I did it the wrong way since I want an actor who is part of the party to be able to use it, not the main player. Not sure if this matters but I'm using the item from the main Menu, not during battle.

    rpgLord69 said:
    Hmmm, is the target 'user' targeting the correct target at the unicorn revert? Try changing it to 'actor id x'?

    Also, I had a project open and tested your item notetag and it seemed to work for me.
    This worked perfectly! Thank you so much! :LZSproud:
  9. Aeghite said:
    This works only for the first Actor. I guess I did it the wrong way since I want an actor who is part of the party to be able to use it, not the main player.
    Okay...then please describe what you actually want the condition to be instead of guessing at the code.

    Right now it's saying "Only Actor ID 2 can use this item."
  10. ATT_Turan said:
    Okay...then please describe what you actually want the condition to be instead of guessing at the code.

    Right now it's saying "Only Actor ID 2 can use this item."
    I'm sorry for making this confusing. I'd like the item to be usable only on Actor 2 from the Menu Screen.
    So it should work like this: I open the Menu Screen (perhaps that could be the thing missing from the overall context, sorry) choose the item to use and it should work only for the actor with ID 2. The current code doesn't work that way. It works only during battle when it's Actor's 2 turn.
  11. Aeghite said:
    I'm sorry for making this confusing. I'd like the item to be usable only on Actor 2 from the Menu Screen.
    These notetags can't affect anything you do in the menu scene. They only have any use in battle. There is no "user" in the menu - note that you don't choose an actor to be using the item and then a separate target for who they're using it on.

    You would have to either see if there's a different plugin that gives some ability to affect targeting in the menu, or finagle it through logic in a common event attached to the item.
  12. ATT_Turan said:
    These notetags can't affect anything you do in the menu scene. They only have any use in battle. There is no "user" in the menu - note that you don't choose an actor to be using the item and then a separate target for who they're using it on.

    You would have to either see if there's a different plugin that gives some ability to affect targeting in the menu, or finagle it through logic in a common event attached to the item.
    Ah, that makes sense! Thank you so much and sorry for all the trouble.

    I'll try to do it through a common event then.
  13. I'm having bit of a problem with the TARGET: Random Target command in the action sequence plugin commands. The problem is that I can't get it to work.

    Logic tells me it sets the index to a random member of the troop and as such each loop should provide a new target being hit. But it doesn't seem to do anything and keeps hitting the original target of the skill.
  14. Have never used target: random before, but can you share your action sequence so I can reproduce?
  15. werzaque said:
    Have never used target: random before, but can you share your action sequence so I can reproduce?
    This is the gist of it.
    acexample.jpg
  16. I'm having trouble with VisuStella's MainMenuCore and actor portraits. (Large images for menus)

    My game has a character creation module, with which you can obtain a large number of possible combinations (over 100). VisuStella lets you assign a portrait via notetags (not very useful in my case) or via a plugin command. I was hoping to be able to retrieve the filename of the portrait using a variable, but this doesn't seem possible (see picture). Unless I'm missing something, it seems I can only set the name of the file, and nothing else. I tried typing "$gameVariables.value(X)" instead of a filename, but the plugin reads $gameVariables.value(X), literally, and obviously tries to a find a picture with the same name.

    Of course, it would be possible to make an event and conditional branches to specify a portrait for each variable, but this would take an enormous amount of time. Is there another way of doing this... ?

    edit: I know it is possible to change face/character and battler images with scripts ($gameActors.actor(actorId).setCharacterImage("name", index); for example)

    . Perhaps it can be done this way... ? Although I don't know if such a command exists for portraits. Portraits are apparently called "ActorMenuImage" when called by plugins.

    edit2: found a solution by editing the plugin itself. While the code is mostly obfuscated, I could however change the argument for this specific part of the script. Instead of looking for a string, I made it look for an eval, and it can now read variables fine. (tl;dr: replace str by eval on the line * @arg Step2:str)
  17. Good evening,

    Hoping I have an easy question... I am looking to have a skill with an increased Crit Rate depending on if the battler has a specific passive or not. The skill will do basic damage if the passive is not on, but have a much higher crit rate if the passive is on. Here is what I am currently working with:


    <JS Critical Rate>
    rate = if (a.states().includes($dataStates[222])) {
    700} else {0}
    </JS Critical Rate>

    I have tried putting the if statement above rate, where the notetag originally says 'code', and I have tried a few other variations as well. I can use the passive check in other areas, like skill enabling and damage formulae. Just cant figure out how to get the crit rate to activate while the passive is on.

    Thanks in advance!

    Edit: I am using the Basic VS Cores to include Battle Core and Skills/States
  18. Weremole said:
    This is the gist of it.
    View attachment 302025
    Out of curiosity, In the skill do you have it set to random targets? Like with the notetag <Target: x Random Enemies>
  19. DrSyintist said:
    Out of curiosity, In the skill do you have it set to random targets? Like with the notetag <Target: x Random Enemies>
    Nope. But I tried it because you mentioned it and it didn't work.
    Clearing the targets array in a JS Targets notetag works (the Chain Lightning YF tips & tricks) if you want a one target + skill with ensured no repeats but changing the target after the fact with the Target Random plugin command doesn't seem to do anything at all. I then figured it maybe picked a random target from the original scope, like how Next Target moves down the target index and THAT is what it seems to do. It doesn't work at all with Random Targets however since it then ignores the "not same index as before" setting. Kinda wish you could pass targeting arguments during the action sequence itself somehow.
  20. Hello again, please don't forget about my previous question, but I have another issue.
    I am trying to have a skill(Shield Bash) that is only enabled/useable if the actor with the skill has a Shield equipped. If this is successful I plan to implement similar notetags for my BladeMaster class. I checked the script call list and what I came up with is:

    <JS Skill Enable>
    enabled = $gameActors.actor(10).hasArmor($dataArmors[6])
    </JS Skill Enable>

    However the skill stays disabled. On a related side note, where do yall classify Shields? as a weapon or armor? and does a Shield slot need to be in both Armor and Equipment on the 'Types' section of the database?

    Thanks all