change aliveMembers to aliveMembers()
The official VisuStella notetag help thread
● ARCHIVED · READ-ONLY
-
-
Yes. (also in your sentence, amusingly :stickytongue: )is there a typo in th code
Any time something doesn't work, your first troubleshooting step should be to press F8 and go to the Console tab. That would've been showing that I had a typo before "length". -
Is there any way to change how the icon display over player works (Event Core)? I'm using Animax by @Pheonix KageDesu and when the icon is displayed over player head, it changes position and blinks all the time when random frame of animation is changed. I bet the display icon is coded like "show icon in X,Y from character graphic", but have no idea how to solve this. Any ideas...? What I want to make is to show icon over player, but not depending on player's sprite, just X,Y offset which is always the same.
-
I think this is some dumb question but, is there a way to get a state's remaining turns on JS?
I want to make a state like poison that increases damage with its remaining turns. So when the turns increase damage too. -
All battlers have a _stateTurns array of durations sorted by ID.I think this is some dumb question but, is there a way to get a state's remaining turns on JS?
I want to make a state like poison that increases damage with its remaining turns. So when the turns increase damage too.
So, inside of one of VisuStella's notetags, you could reference
Code:to get the remaining turns.user._stateTurns[state.id] -
When using the VisuMZ_0_CoreEngine plugin in the android version of the game, the graphics break.
-
That's not really anything to do with VisuStella notetags, per the title of this thread.When using the VisuMZ_0_CoreEngine plugin in the android version of the game, the graphics break.
If the plugin itself doesn't work, you need to send a bug report to VisuStella. -
There's a bug submission report.That's not really anything to do with VisuStella notetags, per the title of this thread.
If the plugin itself doesn't work, you need to send a bug report to VisuStella. -
Hi Everyone,
I need help doing the JavaScript for resist state.
Skills and States Core VisuStella MZ - Yanfly.moe Wiki
It is applying the state to self for the current turn. The name of the state is Toxic. And just double checking, according to the wiki this will allow the state to not be casted on target, but if state is previously on target it will stay on? Just asking for clarification because it says it behaves like default RPG maker, but my default having state resist selected will remove the state and make one immune. At least it does when I use it
<Resist State Categories>
Name
</Resist State Categories>
Thanks! -
@Manji297 I really don't understand what you're asking. Your profile says your first language is English, but if that's not correct I'd recommend you update it so that other posters know to accommodate you.
Please show some screenshots of the states or skills you're using and explain as specifically as you can what you want to happen, and what is happening instead.
This is not for resisting one state - that's what the regular Trait for state resist does. This is when you have multiple states and they all have a State Category tag, this will resist all of them.The name of the state is Toxic.
<Resist State Categories>
If your only question is about the part from the instructions that is wrong about how state resist works in the game - isn't it really simple to test? -
That makes a lot of sense. I didn’t know states could have a category tag, so it caused me to make false assumptions.
And English is my primary language. I see that what I wrote is confusing because I was confused as to why nothing was working. I thought it wasn’t working because it required JavaScript. But it turns out I’m just completely wrong in my understanding. I’ll work with what you have helped me learn and if I need help I’ll do a follow up message.
Thanks for helping me @ATT_Turan
@Manji297 I really don't understand what you're asking. Your profile says your first language is English, but if that's not correct I'd recommend you update it so that other posters know to accommodate you.
Please show some screenshots of the states or skills you're using and explain as specifically as you can what you want to happen, and what is happening instead.
This is not for resisting one state - that's what the regular Trait for state resist does. This is when you have multiple states and they all have a State Category tag, this will resist all of them.
If your only question is about the part from the instructions that is wrong about how state resist works in the game - isn't it really simple to -
Indeed always helpful :)
And fyi states can have multiple categories if you want. -
It works great with what I learned from you two! Thanks a bunch @ATT_Turan and @Dark_Ansem
Hi everyone,
New error I can’t figure out. I’m figuring out JavaScript as I go, but I’m a huge beginner.
The problem: when in battler, the enemy uses the script below in notes, but it won’t switch when “Sharas_high_idle” sv_actor is being used. It works when I use the “Sharas_normal_idle.”
This is in the notes for skills:
<JS Post-Damage as Target>
if (target._battlerName == “Sharas_high_idle” || “Sharas_normal_idle”)
{
target.setBattlerImage(“Sharas_low_idle”);
target.refresh();
}
</JS Post-Damage as Target>
Thanks!
P.S. I solved it! The problem was I’m a different area. Specifically a damage condition when the character is in a certain state was not correct. Thank you to anyone who looked at this. -
Is there a way to "force" a skill to miss?
target.result().missed = true in a pre-damage notetag from Visustella. It called a "Miss" damage pop-up but a damage pop up still appeared after it and the damage still occured.
<JS Pre-Damage As Target>
target.result().missed = true;
</JS Pre-Damage As Target> -
Just a suggestion, but a suggestion I make frequently - you will make better progress if you follow a proper tutorial/take a class/something, rather than try to figure it out and just look up pieces as you go. I like the w3schools tutorial, starting with the Statements chapter, but there are many resources you can use.New error I can’t figure out. I’m figuring out JavaScript as I go, but I’m a huge beginner.
For example, this is incorrect syntax:
The OR operator doesn't work that way. You need to have a valid, two-sided evaluation on either side of it. Right now, that line is saying "if the battler name is Sharas_high_idle or the string Sharas_normal_idle exists" (which it obviously does because you typed it there). So it will always evaluate as true.Code:if (target._battlerName == “Sharas_high_idle” || “Sharas_normal_idle”)
By definition, the pre-damage notetag:Is there a way to "force" a skill to miss?
target.result().missed = true in a pre-damage notetag from Visustella.
If executeDamage() is being called, the skill has necessarily already hit. It's too late to change it into a miss.
I don't believe there's a notetag timing from VisuStell which can do this. Determining the hit and dealing damage is done inside of Game_Action.apply(), so none of the apply or damage notetags can do it.
You might try using my Hit Formula plugin and program whatever is forcing the miss into the formula. -
By definition, the pre-damage notetag:
View attachment 322173
If executeDamage() is being called, the skill has necessarily already hit. It's too late to change it into a miss.
I don't believe there's a notetag timing from VisuStell which can do this. Determining the hit and dealing damage is done inside of Game_Action.apply(), so none of the apply or damage notetags can do it.
You might try using my Hit Formula plugin and program whatever is forcing the miss into the formula.
Then I think I have a better way around this. Instead of forcing a miss, I should just adjust the hit rate of the skill to as low as possilbe.
I can probably just edit this code for whatever condition I need, right?
For example, if I want to lower the accuracy when user uses fire skills Could I do:
<JS Accuracy as Target>
if (this.item().damage.elementId == *fire element id*) {
rate = 0;
}
</JS Accuracy as Target> -
That's...literally the same thing I said, except I didn't know the Battle Core had added accuracy notetags :guffaw:Then I think I have a better way around this. Instead of forcing a miss, I should just adjust the hit rate of the skill to as low as possilbe.
-
Yes, to confirm I took your suggestion and was letting you know that I didn’t need an additional script to do it.That's...literally the same thing I said, except I didn't know the Battle Core had added accuracy notetags :guffaw:
Now you know they have accuracy note tags.
The more you know!:thumbsup-left: -
Absolutely! It was just confusing because the first two sentences of your post made it sound like a new thing that occurred to you when it was the same advice I'd already given :guffaw:Now you know they have accuracy note tags.
Glad you got it working. -
That was my bad. I was typing on the go and wanted to get this out quick lol!Absolutely! It was just confusing because the first two sentences of your post made it sound like a new thing that occurred to you when it was the same advice I'd already given :guffaw:
Glad you got it working.
Thanks for the help!