The official VisuStella notetag help thread

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Started by Trihan 1458 posts Page 58 of 73 View original ↗
  1. @micreid, use this notetag and make sure it's in the Actor's notebox:

    Code:
    <Menu Portrait Offset: x, y>
  2. CrocPirate said:
    @micreid, use this notetag and make sure it's in the Actor's notebox:

    Code:
    <Menu Portrait Offset: x, y>
    I use that already, but it does not affect the portrait in the skill menu.
    Screenshot 2024-06-30 131928.png

    Screenshot 2024-06-30 131947.png
    Screenshot 2024-06-29 224209.png
  3. Hi everyone,

    I am trying to insert custom help text into the battle interface. I want it to display during the player's turn and hide during the enemy's turn.

    I added a script to show the text at the "JS: Post Start Turn" in the Visu Battle Core, which corresponds to the BattleManager.startTurn() function. I also added a script to hide the text at the "JS: Pre-End Turn". However, I quickly found that the text executes the show and hide process before and after the enemy's action as well.

    So, I am trying to figure out how to determine whether the upcoming turn executed by the BattleManager.startTurn() function belongs to the actor or the enemy. Can this be achieved through conditional branches and scripts?

    Thank you!
  4. catxiaolang said:
    I am trying to figure out how to determine whether the upcoming turn executed by the BattleManager.startTurn() function belongs to the actor or the enemy.
    You should be able to check
    Code:
    BattleManager._subject.isActor()
  5. Is there a way to remove the shield break sound when reducing a shield from the Break Shields VisuStella MZ plugin? I want to remove the sound that plays when shield is reduced.

    I'm not sure if this is the right thread or if this is possible
  6. dvang said:
    Is there a way to remove the shield break sound when reducing a shield from the Break Shields VisuStella MZ plugin? I want to remove the sound that plays when shield is reduced.
    That would not have anything to do with a notetag, it would be in the plugin parameters.

    Have you read through them all? It's always a good idea when you install any new plugin.

    I see a plugin parameter for the animation to play when break shields are reduced - the sound would be a part of that animation. Use the Animations tab to delete the sound, or make a copy of the animation without it and change the ID in the plugin parameter.
  7. Hello. I need help applying battle AI to this skill called 'Safeguard', which applies 'DEF Up' state to 'All Allies' target.

    The problem is, when you dispel 'DEF Up' state from only 1 enemy, the skill is still triggered again even though the other enemies still has 'DEF Up' state.

    How to make the AI know that some allies still has the state up, so the skill is not triggered? I tried this but it doesn't work:
    Spoiler
    ('DEF Up' is state 18)
    battleai.png
  8. @karusomine Try
    Code:
    $gameTroop.aliveMembers().filter(enemy => enemy.isStateAffected(18)).length === 0
  9. ATT_Turan said:
    @karusomine Try
    Code:
    $gameTroop.aliveMembers().filter(enemy => enemy.isStateAffected(18)).length === 0
    It works! Thank you so much ^^
  10. I know that this was present in the MV Plugins but I can't find it in VisuStella's MZ ones.

    What note tag / plugin do I need to make character specific items? The main character in the project I'm working on, "Sophie" has specific ammo which only she can use. There was a very simple note tag in MV for allowing only her to access the "shot" ammunition, this being

    <Enable Requirements>

    Actor: 1

    </Enable Requirements>


    but now I'm having to use a rather more clunky approach of using common events, and a warning saying Only Sophie can use this item. I'd much rather have the same approach that I did before.

    I'm under the impression that this does exist somewhere in VisuStella's offerings as under the core engine plugin, there's this part which reads:


    Unusable Battle Items

    If any party member is able to use an item in battle, then all party members are able to use said item, even if that party member is supposed to be unable to use that item. This is now changed so that battle items are checked on an individual basis and not on a party-wide basis.
  11. MoonWolfV said:
    I know that this was present in the MV Plugins but I can't find it in VisuStella's MZ ones.
    Since it has to do with equipment, I'd look in their Equip Core.

    I went to the documentation for that, clicked on the Notetags section, and the second screen of notetags has to do with equip restrictions.

    Unfortunately, they don't offer a JavaScript notetag for some reason, just their own narrowly predefined requirements.

    So the only way I see to do this with VisuStella is to give Sophie her own class and use the Equip For Class Only tag. Or you could give her an invisible skill and use the learned skill requirement.

    It's a little lame, honestly :stickytongue:
  12. Thanks for the response ATT_Turan

    Although it wasn't what I initially had planned, it has given me an alternate approach. Using the SkillsStatesCore I'll give Sophie all her shots as skills, but she can only use them if they are present as an item in the inventory. Essentially replacing requiring MP with requiring a specific item.

    E.g. Magebane Shot: Costs 1 Magebane Shot
  13. With Element Status Core, is it possible to have an actor or enemy more than one main or sub elements? My project needs one main element and two or more sub elements, but I'm not sure if that's possible.
  14. Xeri said:
    With Element Status Core, is it possible to have an actor or enemy more than one main or sub elements? My project needs one main element and two or more sub elements, but I'm not sure if that's possible.
    yeah you can, i believe just put a comma then enter the next id
  15. Xeri said:
    With Element Status Core, is it possible to have an actor or enemy more than one main or sub elements? My project needs one main element and two or more sub elements, but I'm not sure if that's possible.
    This is the whole point of it actually. You could have a hundred elements... and have each character/creature with varying offense and defense to individual elements by stacking effects of traits, items, skills, environmental influences, etc. In addition, you can choose whether influences stack additively or multiplicatively. When you have time, it is worth reading the documentation on these plugins and begin experimenting with them.

    EXAMPLE: You can make it so a Spider has 20% resistance to Physical damage, but is takes 50% extra Blunt and Fire damage. You can have a Dwarf that deals 10% extra Blunt damage using a Warhammer of Fiery impact that deals Blunt and Fire damage but cannot deal critical hits. All of these effects will stack.
  16. ZimXero said:
    This is the whole point of it actually. You could have a hundred elements... and have each character/creature with varying offense and defense to individual elements by stacking effects of traits, items, skills, environmental influences, etc. In addition, you can choose whether influences stack additively or multiplicatively. When you have time, it is worth reading the documentation on these plugins and begin experimenting with them.

    EXAMPLE: You can make it so a Spider has 20% resistance to Physical damage, but is takes 50% extra Blunt and Fire damage. You can have a Dwarf that deals 10% extra Blunt damage using a Warhammer of Fiery impact that deals Blunt and Fire damage but cannot deal critical hits. All of these effects will stack.
    This is exactly right. Read the documentation as much as possible, hell even have it up while youre making enemies, troops, etc. Will help out a ton. I might make a guide explaining in lay mans terms for super dumbs like me to understand the notetag system better.
  17. Im not sure if this has been answered yet, but I'm running into an issue with VZ Item Crafting.
    On the crafting menu the recepie item Icon is gigantic. Anyone know of a way to scale is smaller or even change the layout of the crafting menu?
  18. ZimXero said:
    This is the whole point of it actually. You could have a hundred elements... and have each character/creature with varying offense and defense to individual elements by stacking effects of traits, items, skills, environmental influences, etc. In addition, you can choose whether influences stack additively or multiplicatively. When you have time, it is worth reading the documentation on these plugins and begin experimenting with them.

    EXAMPLE: You can make it so a Spider has 20% resistance to Physical damage, but is takes 50% extra Blunt and Fire damage. You can have a Dwarf that deals 10% extra Blunt damage using a Warhammer of Fiery impact that deals Blunt and Fire damage but cannot deal critical hits. All of these effects will stack.
    I meant as a main/sub element trait; how it affects damage calculation isn't the issue. Note tags aside, I can only find plugin commands in the documentation to change main/sub element traits, not to add new ones or erase existing ones without affecting others, both of which are things I need to be able to do.

    Kurbbie said:
    This is exactly right. Read the documentation as much as possible, hell even have it up while youre making enemies, troops, etc. Will help out a ton. I might make a guide explaining in lay mans terms for super dumbs like me to understand the notetag system better.
    Reading the documentation is why I'm here. As said above, I need to be able to add or erase main/sub element traits. I didn't see a plugin command to do this, only to change them, but I would assume that the plugin command would only overwrite one of the multiple existing element traits, and I don't seem to be able to specify which one.
  19. Xeri said:
    I meant as a main/sub element trait; how it affects damage calculation isn't the issue.
    It appears to me the answer is no. Looking at the screenshots of the menu, the interface isn't even drawn in a way that could accommodate the listing of additional traits.

    That's not how this plugin is designed to work.

    However, I don't see why you couldn't create more traits in the plugin parameters that are described as being two different elements.
  20. ATT_Turan said:
    It appears to me the answer is no. Looking at the screenshots of the menu, the interface isn't even drawn in a way that could accommodate the listing of additional traits.

    That's not how this plugin is designed to work.

    However, I don't see why you couldn't create more traits in the plugin parameters that are described as being two different elements.
    Xeri said:
    I meant as a main/sub element trait; how it affects damage calculation isn't the issue. Note tags aside, I can only find plugin commands in the documentation to change main/sub element traits, not to add new ones or erase existing ones without affecting others, both of which are things I need to be able to do.


    Reading the documentation is why I'm here. As said above, I need to be able to add or erase main/sub element traits. I didn't see a plugin command to do this, only to change them, but I would assume that the plugin command would only overwrite one of the multiple existing element traits, and I don't seem to be able to specify which one.
    there isnt a command but you can edit it in the JS.
    You can add elements to any actor/enemy example
    <Element: Fire, Ice>
    <SubElement: Thunder, Fire>

    If that doesnt work its most likely not a function and you;d have to either find a plugin or design a script call

    To create new traits just go to the traits plugin menu and copy one, paste it at the bottom, then edit it to your needs. Then when you get back into the game, change the IDs in the plugin line to match the element/trait youve made.

    You can even change the parameters of trait/element you created using the plugin menu.