The official VisuStella notetag help thread

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Started by Trihan 1458 posts Page 62 of 73 View original ↗
  1. I’ve gotten the accuracy script to work; however, having zero accuracy also means no states are applied or removed. Is there a way to force states to still be removed or applied while accuracy equals zero? Ideally it would be specific states.

    This is how I get accuracy to equal zero:

    <JS Accuracy as Target >
    If (this.item().damage.elementId == 11,12);
    {
    rate =0;
    }
    </JS Accuracy as Target>

    I also have a second question. Is there a way for if damage =0 to have it say miss and play the evade animation?

    Thanks!
  2. I am at a point where I need to decide whether to use ATB, CTB, or scrap VisuStella and go with Yanfly so I can make or commission a custom plugin. I want my battle system to incorporate 4 target types: Single target, Adjacent targets, Area targets, or All Targets. The battlefield itself is a poor way to do this since the characters are always close together, so I want to use turn order as a basis of distance.

    In CTB, the friend or foe Plus or Minus one slot would be adjacent. Plus or Minus two slots would be Area. Is there a way to query the slot number of your currently selected target or character?

    In ATB, I assume that %fill of the ATB gage could be used, so that all possible targets within 10% of the fill range of primary target would be adjacent. All possible targets within 20% of the targets ATB fill% would be included in area effects. Is there a way to query the % fill of ATB gage of a selected target or character in order to create conditionals based on it?

    The other question I have is whether it is possible to add vulnerabilities to targets that are casting.
    Is there a way to query whether a selected target or character is currently casting?
  3. @ZimXero You might get more attention for your questions by starting your own thread, as none of those questions have to do with VisuStella notetags.

    The answer to all of them is yes, there is a way, as it's all information that the game would need internally. The real trick is whether anyone knows the function calls to access it, given the plugins' obfuscation and lack of including those script calls in the documentation.
  4. When using VisuStella Side View Battle UI,

    Is there a way to set the starting X & Y coordinates of the data panel with NAME/HP/MP etc... so that they can be located down and right... to actually be adjacent to the correct battlers?

    Sideview would be useful if it could actually be moved. Any tips or tricks would be appreciated.
    Captureiii.PNG
  5. ZimXero said:
    Is there a way to set the starting X & Y coordinates of the data panel with NAME/HP/MP etc...
    Yes? According to the documentation it's right in the plugin parameters.

    Are you saying changing those values doesn't work? What do you currently have?
  6. Battler Offset Settings specifies location of Battler Sprites only.
    General Window Settings allows change of overall scale.
    Status Window Settings lets you customize each data group with offsets, but does not allow adjustment of the whole of it or to define initial placement location.

    From what I can see, side view character information must always start at the top right of the screen.

    side.PNG
  7. While I am not a newcomer, I've been using RPG Maker for about 15 years now I've only just migrated over to MZ from 2003.

    I'm using MZ to make a Saga style game. I have the battlecore plugin and was wondering if it was possible to do the following:

    -In the actor command window where you can display all skills usable to that actor instead it displayed only the skills that are tied to the actor's equipped weapon. I have four weapon types sword, spear, axe, and staff, so for example if an actor has a sword equipped then only sword skills would be visible on the command window.

    -Based on weapon proficiency actors would be able to learn skills mid combat, like the sparking system in the Saga games. Complete with a flashy animation and the learned skill being used instead of whatever skill was selected.

    I would also like to point out I'm useless when it comes to javascript and I'm an idiot so I apologise if you have to explain everything to me like I'm five years old.
  8. Hi! I'm trying something in Battle Core. I use STB Battle (plugin) and I want a character's animation (pose, in SV battle) to start while in the action selection menu during battle (when the player is deciding whether to attack, use an item, escape, etc.). I tried the notetag <JS Pre-Start Action> (Battle Core) but all I'm achieving activates the effect (change pose) AFTER selecting the action, and I need it BEFORE (or rather, during).

    An example of what I'm trying to achieve. In Paper Mario, Mario is in an "idle" animation while it's not his turn, but when it is, he switches to a "thinking" pose while the player selects commands.

    Any ideas?

    Thanks in advance!
  9. Hello, I am using Visustella 8waves plugin set.
    I want add custom troop effect to some enemies who are naturally not too brave, if fight is too long (typically animals and weak enemies)
    Tried to JS that - but probably wrong as it does not work (this one was intended to no run in 1st turn, with +10% chance increase every next turn.

    Enemy notetag:
    Code:
    <JS Post-End Turn>
    if (Math.random() < -0.1 + (BattleManager._turnCount * 0.1)) {  this.escape();
    }
    </JS Post-End Turn>

    Yep. I can add an formula into each "troop group" for every possible enemy using internal RPG maker editor and logic. I just want to be more flexible during ballancing :).
  10. Good day!

    I am having issues with the Battle Grid System VS Plugin. Specifically with planting a trigger to an empty node. When I play tested the spell with the specific note tag, it wouldn't let me select an empty space. Below I will include a picture from the wiki explaining what I am trying to do.

    1735770167423.png

    Below is what I have down for the spell.

    1735770200299.png

    I've changed the scope of the spell to 1 enemy, I've tried leaving the x value as x, I've tried ordering the notes differently, and I've tried combining them; but none of that worked and I am out of ideas! Thank you for reading my post and for any future responses!
  11. Hi!, i was wondering if i can make a dot/slip damage that scales using a fraction of a skill total damage (in the best case doing just one state that can work with multiple skills instead of doing multiple states for each skill using this mechanic). This is for a bleeding like effect for context, and i have most of visustella plugins.
  12. So I am trying to use the Battle Grid System by Visustella and I want to create a skill that activates an aura only after it is used in combat and stops after battle ends.

    Is there a way I could try to implement it?
  13. tsurugikage said:
    So I am trying to use the Battle Grid System by Visustella and I want to create a skill that activates an aura only after it is used in combat and stops after battle ends.

    Is there a way I could try to implement it?

    Hmmm, you could make an empty skill (which can have 'hide in battle' notetag) have the aura effect. Then you make the skill that activates the aura effect teach that empty skill to the actor. Then you have an end of battle common event that removes the empty skill from your actor.
  14. rpgLord69 said:
    Hmmm, you could make an empty skill (which can have 'hide in battle' notetag) have the aura effect. Then you make the skill that activates the aura effect teach that empty skill to the actor. Then you have an end of battle common event that removes the empty skill from your actor.
    So I make the user use the skill.
    The skill adds a new skill onto the user that creates the aura.
    Common event triggers that removes that skill from any who have that skill

    Like that?
  15. tsurugikage said:
    So I make the user use the skill.
    The skill adds a new skill onto the user that creates the aura.
    Common event triggers that removes that skill from any who have that skill

    Like that?
    Yes, but trigger the common event at the end of battle, so you can remove the skill that creates the aura from your actor. (VS Battle Core has an end of battle common event you can select from plugin settings)
  16. rpgLord69 said:
    Yes, but trigger the common event at the end of battle, so you can remove the skill that creates the aura from your actor. (VS Battle Core has an end of battle common event you can select from plugin settings)
    While I wish there was an easier way to do this, it does work. Thank you RPG Lord.
  17. BlakeScoper said:
    Hi!, i was wondering if i can make a dot/slip damage that scales using a fraction of a skill total damage (in the best case doing just one state that can work with multiple skills instead of doing multiple states for each skill using this mechanic). This is for a bleeding like effect for context, and i have most of visustella plugins.

    Hmmm, when your skill deals the damage you can use post damage notetags to set the damage value as a new property on the enemy and then have the slip damage JS reference that. But you can also do that with 8 variables (each for a possible member of an enemy troop). Have the skill run a common event that sets up the correct variable (depending on enemy was targeted) to hold the value you get from Battle Core's damage storing variable (and modify that with the fraction you want). Then your slip damage JS references the correct variable depending on the enemy number on the troop.
  18. musikero101 said:
    Good day!

    I am having issues with the Battle Grid System VS Plugin.

    [double post so new guy gets notification]

    I haven't used that plugin, but I skimmed the instructions, and the way I understand it is that it wants you to replace the x with like Enemy or Ally.
  19. GooberKronk said:
    While I am not a newcomer, I've been using RPG Maker for about 15 years now I've only just migrated over to MZ from 2003.

    I'm using MZ to make a Saga style game. I have the battlecore plugin and was wondering if it was possible to do the following:

    -In the actor command window where you can display all skills usable to that actor instead it displayed only the skills that are tied to the actor's equipped weapon. I have four weapon types sword, spear, axe, and staff, so for example if an actor has a sword equipped then only sword skills would be visible on the command window.

    -Based on weapon proficiency actors would be able to learn skills mid combat, like the sparking system in the Saga games. Complete with a flashy animation and the learned skill being used instead of whatever skill was selected.

    I would also like to point out I'm useless when it comes to javascript and I'm an idiot so I apologise if you have to explain everything to me like I'm five years old.

    [double post so new guy gets notification]

    Did you mean that change the actor command window command name, or just show different skills when you select skills (or whatever you named them)? If the latter, you can use JS skill visible notetags from VS Skill & States to have the skills show only when your actor has the correct weapon type equipped, I think it's user.isWtypeEquipped(X);

    And I've no idea what the "sparking system" is, but you can put in your action sequences a chance to show an animation and change the sequence, or force another action etc.
  20. Kilitar said:
    Hello, I am using Visustella 8waves plugin set.
    I want add custom troop effect to some enemies who are naturally not too brave, if fight is too long (typically animals and weak enemies)
    Tried to JS that - but probably wrong as it does not work (this one was intended to no run in 1st turn, with +10% chance increase every next turn.

    Enemy notetag:
    Code:
    <JS Post-End Turn>
    if (Math.random() < -0.1 + (BattleManager._turnCount * 0.1)) {  this.escape();
    }
    </JS Post-End Turn>

    Yep. I can add an formula into each "troop group" for every possible enemy using internal RPG maker editor and logic. I just want to be more flexible during ballancing :).

    Ooo there was one more question without a reply here.
    Change that 'BattleManager_turnCount' to '$gameTroop.turnCount()' or '$gameTroop._turnCount'.
    That should work.