The official VisuStella notetag help thread

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Started by Trihan 1458 posts Page 65 of 73 View original ↗
  1. ZimXero said:
    For the Action-Boost plugin, is there anyway to make it so that Boost Points act like MP? I want to make it so the player never boosts up or down. Is there a way to make this work? My thought is to create a skill note tag similar to:

    IF <Boost Points: >2> <User Boost Points: -3> : (else hide skill)

    INTENDED LOGIC/ACTION:
    If the user has more than 2 boost points available, the skill fires and the user loses 3 boost points. If the user does NOT have more than 2 boost points available, the skill is greyed out.

    Isn't that what the basic note tags do?

    <User Boost Points: -3> // lose 3 boost points when using skill
    <Require > 2 Boost Points> // skill is only enabled when user has more than 2 boost points
  2. rpgLord69 said:
    Isn't that what the basic note tags do?

    <User Boost Points: -3> // lose 3 boost points when using skill
    <Require > 2 Boost Points> // skill is only enabled when user has more than 2 boost points
    Yes, but I would like to run it so the player never hits boost/unboost and there will be no boost effects. Instead I want the players available boost points to determine whether a skill is selectable. Then, when they use the skill, I can deduct it's pre-determined boost cost from their available boost point pool.
  3. ZimXero said:
    Yes, but I would like to run it so the player never hits boost/unboost and there will be no boost effects. Instead I want the players available boost points to determine whether a skill is selectable. Then, when they use the skill, I can deduct it's pre-determined boost cost from their available boost point pool.

    Ah ok. I only skimmed the plugin page, but it seems to give the option in the settings to not include the boost/unboost in the actor commands. Also, in the plugin settings you can set the mechanics to have no boost effects, right? There also seems to be a BattleCore MECH plugin command to change boost points in action sequences.

    Didn't notice a way to get the boost point value, but you can try to guess it. Like maybe:
    $gameActors.actor(1).bp
    $gameActors.actor(1).BP
    $gameActors.actor(1)._bp
    $gameActors.actor(1).boostPoints

    If you figure it out, you can also use VS Skills & States to set <JS Skill Enable> to enable the skill only when the users boost points are above certain value.

    But yeah, like I said, I just quickly looked at the plugin page LOL
  4. None of those appear to work, so I will make the traditional system work.

    Does anyone know if a comprehensive spreadsheet exists containing all of the visustella notetags. It would be nice to see at a glance all of the notetags that could be applied to a Skill or Class for instance with brief descriptions and a link to the wiki of the parent plugin.
  5. Hi, guys, I'm using Anti-Damage Barriers VisuStella MZ plugin and it has these damage limitations (pic 1). Also I have a state that does damage via notetag (pic 2). So, if an actor has Absorption barrier, can this notetag do damage to the barrier, but not the actor? (sry for potential grammar mistakes) 1742234346027.png1742234929314.png
  6. Hmmm, the pic you posted says that barriers do not block damage from damage over time states.
  7. rpgLord69 said:
    Hmmm, the pic you posted says that barriers do not block damage from damage over time states.
    yeah, that's main problem, plugin simply doesnt support any other sources of damage, but I thought maybe someone found workaround of this...
  8. Youll have to do some poking around in the console to see what battler functions you can find. if you can find some functions that sound like it would be relevant like "barrierPoints", "gainBarrierPoints" or "loseBarrierPoints" you could try adjusting the slip state to deduct from the barrier before doing HP damage
  9. @ZhirTres
    Okay, I've solved your problem.

    First, your DoT state's notes will look something like this:
    Code:
    <JS On Add State>
    target._dotDMG = [damage];
    </JS On Add State>
    
    <JS HP Slip Damage>
    damage = target.isStateAffected(x) ? 0 : [damage];
    </JS HP Slip Damage>
    
    <JS On Erase State>
    delete target._dotDMG;
    </JS On Erase State>

    Next, your Absorption Barrier state's notes will look something like:
    Code:
    <hitType Absorb Barrier: z>
    <Absorb Barrier Degen: target.isStateAffected(y) ? target._dotDMG : 0>

    Replace 'x' with the id of the Absorption Barrier state.
    Replace 'y' with the id of the DoT state.
    Replace 'z' with the value or formula of the Absorption Barrier.
    Replace 'hitType' with either: All, Certain Hit, Physical, Magical, Element id, or Element name.
    Finally replace '[damage]' with the damage formula of the DoT state.
  10. Oh, I thought your question was how it worked, not how to get around it LOL.

    Anyway, CrocPirate gave you good advice. Though unless I'm mistaken there's the problem with that that when your absorption barrier goes to 0, the leftover damage will not affect you on that turn.
  11. CrocPirate said:
    @ZhirTres
    Okay, I've solved your problem.

    First, your DoT state's notes will look something like this:
    Code:
    <JS On Add State>
    target._dotDMG = [damage];
    </JS On Add State>
    
    <JS HP Slip Damage>
    damage = target.isStateAffected(x) ? 0 : [damage];
    </JS HP Slip Damage>
    
    <JS On Erase State>
    delete target._dotDMG;
    </JS On Erase State>

    Next, your Absorption Barrier state's notes will look something like:
    Code:
    <hitType Absorb Barrier: z>
    <Absorb Barrier Degen: target.isStateAffected(y) ? target._dotDMG : 0>

    Replace 'x' with the id of the Absorption Barrier state.
    Replace 'y' with the id of the DoT state.
    Replace 'z' with the value or formula of the Absorption Barrier.
    Replace 'hitType' with either: All, Certain Hit, Physical, Magical, Element id, or Element name.
    Finally replace '[damage]' with the damage formula of the DoT state.
    omg, thank you so much, it works perfectly fine! I didn't even hope that I would be able to find a solution to my problem...I've been using rmmz only since january and didn't even know I could use script calls like that! You helped me to improve, really appreciate!
  12. Robro33 said:
    Youll have to do some poking around in the console to see what battler functions you can find. if you can find some functions that sound like it would be relevant like "barrierPoints", "gainBarrierPoints" or "loseBarrierPoints" you could try adjusting the slip state to deduct from the barrier before doing HP damage
    rpgLord69 said:
    Oh, I thought your question was how it worked, not how to get around it LOL.

    Anyway, CrocPirate gave you good advice. Though unless I'm mistaken there's the problem with that that when your absorption barrier goes to 0, the leftover damage will not affect you on that turn.
    Also thanks to you, guys! It really makes me feel better when someone genuinely tries to help! Despite being a freshman here, I'm beginning to enjoy this community ;)
  13. Hi, guys:

    I'm using ATB battle system VisuStella plugin, I hope to make a skill deal more damage to a "casting" target.

    I tried to use "<JS Pre-Start Action>" to add a state to the user which start to cast a spell, then I found this works after casting.

    Can anyone help me about this? Thank you!
  14. I think it's just damage formula: b._tpbState === "casting" ? 100 : 10

    EDIT: No wait, let me fix that soon :D EDIT 2: Nah, false alarm, I think it does work :D

    EDIT3: In the obfuscated VS plugin you can also see that there's a function isAtbCastingState, so I think it also works with: b.isAtbCastingState() === true ? 50 : 1

    Both of those seemed to work for me.
  15. rpgLord69 said:
    I think it's just damage formula: b._tpbState === "casting" ? 100 : 10

    EDIT: No wait, let me fix that soon :D EDIT 2: Nah, false alarm, I think it does work :D

    EDIT3: In the obfuscated VS plugin you can also see that there's a function isAtbCastingState, so I think it also works with: b.isAtbCastingState() === true ? 50 : 1

    Both of those seemed to work for me.
    It's working, thank you so much!
  16. Is there a way to forcibly add an element to all actions, rather than replace? I'm working on a passive that adds a specific element (Magic) to all actions so that specific actors are immune to anything that uses it. Problem is, this needs to apply to all actions, and needs to add the element without replacing what's already there, since with most characters, the element rate is 1.0, and the action is meant to function as intended on them, and they're not immune or resistant to it.

    Alternatively, a passive to force all actions to be treated as magical hit type would work, and honestly would be preferred. I was originally going for that, since it's a simpler way to achieve the same goal and lets me preserve consistent damage formulas, but couldn't find a way to implement that either.
  17. Hmmm, this is just a random idea, but have you tried running the AddElements plugin command in script form from Pre-Apply as User or whatever? I've no clue if that would work though :D

    Anyway, unless you need to modify a thousand skills, it shouldn't be too much work to just paste a 'common event' event command into your action sequences, and then in that common event you can run whatever checks you like. Like check if BattleManager._subject has a state and then use the plugin command to add elements.
  18. Hello :) Very basic question. I want to have skills consuming specific resources that I created with ICFSoft Params Core (basically different MP bars for different kinds of magic). However, I can't wrap my head around how to actually make VisuStella recognise these parameters. I understand that one can use the <JS Precondition> tag to have a skill require something, but that only seems to work when it's a parameter integrated into the whole VisuStella Core plugin stuff, and I'm quite lost trying to introduce these new parameters of mine. Can anyone on this thread help? Thank you for reading ^^
  19. rpgLord69 said:
    Hmmm, this is just a random idea, but have you tried running the AddElements plugin command in script form from Pre-Apply as User or whatever? I've no clue if that would work though :D

    Anyway, unless you need to modify a thousand skills, it shouldn't be too much work to just paste a 'common event' event command into your action sequences, and then in that common event you can run whatever checks you like. Like check if BattleManager._subject has a state and then use the plugin command to add elements.
    (Sorry for the delay, life kept me busy for a few days)
    Is there a way to do the latter, though? Changing all actions used to magical hit type would be vastly preferred. Though there aren't a thousand skills, there are hundreds (the game has 29 elements, 31 if you include the elements used for healing and magic, and each of them has 10-25 skills), and adding common events for all of them when my game already uses a lot of common events for other things would make the common events tab pretty claustrophobic.
  20. Did you try my first suggestion? So you have a state add the element. That seemed to work for me, though I only tested it quickly (adding element 2 fire in the example).

    <JS Pre-Apply as User>
    let name = "VisuMZ_1_BattleCore";
    let command = "ActSeq_Element_AddElements";
    let addEle = JSON.stringify([`2`]);

    PluginManager.callCommand(this, name, command, {
    "Elements:arraynum" : addEle
    });
    </JS Pre-Apply as User>