The official VisuStella notetag help thread

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Started by Trihan 1458 posts Page 57 of 73 View original ↗
  1. Emperor3D said:
    Using <JS Post-Damage> or <JS Post-Apply> seems to apply the recoil every hit (my skill hits 5 times).
    Just as a side note, that's the expected behavior. Per the plugin instructions for that notetag,
    1716047083549.png

    If your skill hits 5 times, that necessarily means it's dealing its damage 5 times.
  2. Hello, so I am back for an extension from my previous question. I am using the following:

    Passive Condition
    <JS Passive Condition>
    const weapons = user.weapons();
    const axe = 4;
    $gameVariables.value(18) || 1;
    condition = false;
    for (let i = 0; i < weapons.length; ++i) {
    const weapon = weapons;
    if (weapon && weapon.wtypeId === axe) {
    condition = true;
    break;
    }
    }
    </JS Passive Condition>

    This is a passive that y'all previously suggested. It sets a variable at 1, so that I can use and increase it with another move. And, more importantly It recognizes if my character is using a specific weapon type, in this case an axe with weapontype id 4. I am now trying to implement the same thing for my dual wield class.

    I need it to only be active if both weapons are an axe/weapontype id 4. not just one of them. I attempted to change the i=0 to i=1 but that only seems to be looking at the second slot. I do not know what 'i' is here. I never seen the code used in this one until now..

    Thank you again in advance.

    PS, the variable part I added in piecewise from other notetags
  3. When posting code, please use the CODE tags (the </> on the edit bar). It preserves indentations and brackets in your code.

    So there's some superfluous lines in there, but that's okay...I have no idea where you got that line with the game variable or what you're trying to accomplish with it, but that line is doing nothing. It is not setting anything to 1 (and you would not want it to here). And it's the same incorrect syntax that you used in something a month back :stickytongue:

    If you want the passive state to be active IFF the actor is dual wielding axes, you'd just do this:
    Code:
    <JS Passive Condition>
    condition = user.weapons().length == 2 && user.weapons()[0].wtypeId == 4 && user.weapons()[0].wtypeId == 4;
    </JS Passive Condition>

    Edit: Sorry, I thought I tagged @AndreaMZ...oh well.
  4. ATT_Turan said:
    When posting code, please use the CODE tags (the </> on the edit bar). It preserves indentations and brackets in your code.

    So there's some superfluous lines in there, but that's okay...I have no idea where you got that line with the game variable or what you're trying to accomplish with it, but that line is doing nothing. It is not setting anything to 1 (and you would not want it to here). And it's the same incorrect syntax that you used in something a month back
    Im sorry, I thought yall provided that code, it is actually another of the Tips and Tricks code, the Weapon Mastery one. The one you just provided looks a lot simpler.
    I am trying to find a way to have that variable start at 1 so that the first time its used it does not return a 0 or error. I then have a move that will add 1 to the variable each time used throughout the game and get stronger each time. I know it can be done with common events or parallel event or something but was hoping to not use that and use a passive or something instead. Tied to the character, and not an event.
  5. AndreaMZ said:
    I am trying to find a way to have that variable start at 1
    Then you set it to 1 someplace, like an autorun event at the beginning of your game.

    You don't want to do it in a passive condition notetag because the game is constantly checking conditions - that's how they can turn on and off. So your variable will get set to 1 several times a second.

    You could add a conditional to do it only if the variable isn't already 1 or greater, but that's still code getting executed every frame that doesn't need to be.

    AndreaMZ said:
    I then have a move that will add 1 to the variable each time used throughout the game and get stronger each time.
    Just make that move say "if it's less than 1, set it to 1" and go from there.
  6. Hi! very new to the forum, so apologies if this has already been asked.

    I'm working with Visustella's Items and Equip Core and I'm fiddling with the item categories. I made a custom category for regular items (FieldUsable was not an option) and I can't seem to get items to appear in that category.

    I've been using:
    <Category= x>

    Is there something I'm missing here? I'm pretty new to the engine, and certainly not a scripter, so the answet might be obvious, but I'm getting a little frustrated over here haha.
  7. Colon. Not equals sign
    The example they give on the page shows it
  8. I am both devastated that I missed that, and relieved that I have an answer. Thank you so much for your quick response!
  9. How do you turn off auto battle as the default mode for BattleCore?
  10. I've read through those all many times. Unfortunately the only options that are listed there are where "auto battle" button appears and all the text popups/notifications surrounding it. I've been pulling my hair out on this one because I feel like it's such a basic thing but I've looked through everything and disabled everything i can see and still am left clueless... :S
  11. I don’t understand. Wouldn’t it just be a matter of setting “Add Auto Battle?” to false?
  12. 1719614793742.png

    No because the Add Auto Battler regards the command, ie. the button to the command window. Whether or not the button is there, the Auto Battle system is independent of this button.

    1719614936693.png

    I've had it set to false also anyway.
  13. lockhowl said:
    How do you turn off auto battle as the default mode for BattleCore?
    In that case please explain what you want. I don’t have “auto-battle” show up anywhere and I don’t understand what you mean with your last post, either. Screenshot or sketch maybe?
  14. I mean what I want is simple. When combat starts, my party goes straight into auto battle via VisuStella's version of AutoBattle. I want this *not* to occur. I don't want my combat to start in autobattle from VisuStella's scripts. I want to turn it off. Yet no matter what I do or disable, it still does. What I mean by that is the image below. You saw my settings yet whenever I start combat, I still have auto battle started anyway. :/

    1719616466156.png
  15. Are you sure there is not another plugin causing this? Wouldn’t even be able to tell you (of the top of my hat at least) how to ENABLE default auto battle using VS Battle Core…?
  16. @werzaque The OP solved this in their duplicate thread on the question.

    They had turned Auto Battle on in the options menu and didn't realize that persisted across plays.
  17. Yes it was actually not even the battle plugin, it was the "options" or "main menu" plugin, one of the two. I had disabled it unknowingly and despite turning autobattle false would not actually turn it off anymore. It was broken functionality.
  18. ATT_Turan said:
    @werzaque The OP solved this in their duplicate thread on the question.

    They had turned Auto Battle on in the options menu and didn't realize that persisted across plays.
    Thanks for the heads up!
  19. Sorry if this has been asked before, but how do I offset the portrait in the skill menu? I have figured out how to change it in the main menu, equip, and status, but I can't figure out how to change the skill menu. It's currently way too high, and only shows the legs.
    Screenshot 2024-06-29 224209.png