The official VisuStella notetag help thread

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Started by Trihan 1458 posts Page 69 of 73 View original ↗
  1. Change this to a formula that you want (I don't think VS changed it?) and put it as a plugin file:
    Game_Action.prototype.lukEffectRate = function(target) {
    return Math.max(1.0 + (this.subject().luk - target.luk) * 0.001, 0.0);
    };

    For your second question make the skill/item apply a state that has notetags (Battle Core + Skill&States Core). Maybe you can get the origin straight without storing it like that, but yeah, don't know:

    <JS On Add State>
    target._stateMan = origin;
    </JS On Add State>

    <JS Post-Damage as Target>
    if (user.actorId() === target._stateMan.actorId()){
    target.addState(X);
    }
    </JS Post-Damage as Target>

    PS. This is assuming that only actors use this stuff (so that you can reference actorIds). Also, you can put more conditionals in the second part if you want it to activate only on certain types of attacks.
  2. rpgLord69 said:
    Maybe you can get the origin straight without storing it like that
    Yanfly's buffs and state core plugin has a battler.stateOrigin(x) function to find the origin of the specified state. Visustella might have also implemented it.
    rpgLord69 said:
    This is assuming that only actors use this stuff (so that you can reference actorIds)
    Instead of comparing the id's you can compare the battlers themselves. It's safer than comparing actor id's when one may not be an actor.

    Although, it sounds to me that they wanted a different effect. A state that when its on someone, it makes their next attack apply a state, not necessarily a state that is placed on the target and makes the applier's attack against the target add the state. so maybe more like:

    Code:
    <JS Post-Damage as User>
    if (this.isDamage()){
      target.addState(X);
      user.removeState(state.id)
    }
    </JS Post-Damage as User>
  3. Cool yeah I read it wrong.

    And I've been scared to make object comparisons since I read about it from some net page, but I guess they do point to the same stuff here.
    Also, I did check the console earlier that VS adds _stateOrigin to the battler, but inside of it seems to be a pair like 6: "<actor-1>" , don't know what that's supposed to mean.
    EDIT: I mean 6 is the state id, but what that other stuff is.
  4. rpgLord69 said:
    Also, I did check the console earlier that VS adds _stateOrigin to the battler, but inside of it seems to be a pair like 6: "<actor-1>" , don't know what that's supposed to mean.
    It seems to be getStateOrigin(x) now.
    If x is the id of a state the battler has, it'll return its origin. else, it returns the battler its on.
  5. Cool. But what does that "<actor-1>" mean?
  6. No idea. From what you've shown, _stateOrigin appears to just be an object to hold key-value pairs between the state id and some property of the origin battler. I'd guess battlerName, but those arent unique. Perhaps getStateOrigin uses it to derive the origin battler or uses some property elsewhere, but in either case the function returns the battler.
  7. Thanks for the help guys, I'll test these out.
    Robro33 said:
    Code:
    <JS Post-Damage as User>
    if (this.isDamage()){
      target.addState(X);
      user.removeState(state.id)
    }
    </JS Post-Damage as User>
    This snippet checks if damage was dealt, correct? Is there a script reference to check if it was a skill, and furthermore if it was a Physical or Magical attack? I'd like some of the buff items to only work for certain attacks, if possible.
  8. Tinteebo said:
    This snippet checks if damage was dealt, correct?
    Not exactly. It checks if the skill or item is a type deals damage. as in, it is set to hp/mp damage/drain as a damage type. As long as the skill is meant to do damage and hit, itll count even if it failed to do damage

    Tinteebo said:
    Is there a script reference to check if it was a skill
    Within the tag, you can use this.isSkill()

    Tinteebo said:
    and furthermore if it was a Physical or Magical attack
    this.isPhysical(), this.isMagical(), and this.isCertain()

    Tinteebo said:
    I'd like some of the buff items to only work for certain attacks, if possible.
    It depends on those skills and items. If theres a common property between them all then there may already be a preexisting function. Otherwise, you could take a more granular approach and use notetags to mark the skills that should work, then make the skill only work with skills that have the notetag
  9. Robro33 said:
    It depends on those skills and items. If theres a common property between them all then there may already be a preexisting function. Otherwise, you could take a more granular approach and use notetags to mark the skills that should work, then make the skill only work with skills that have the notetag
    Alright, I'll keep that in mind, though I'll probably just differentiate using physical and magical attacks. Thanks for the help, appreciate it.
    Same to you rpgLord69, I'll be using your luck recalculator as well.
  10. Back here again.
    Is there a notetag for skills that allows you to specify a list of required weapon types? I know the base mechanics allows you to restrict a skill for up to two different weapon types but I'd like to have more available.
    On top of that, is there a way to specify if it requires a weapon in two slots, as if you were dual wielding?

    For example: I want to make a weapon grant a skill when equipped. This skill can only be used with 4 specific weapon types, and the user must be dual wielding.
  11. Tinteebo said:
    For example: I want to make a weapon grant a skill when equipped. This skill can only be used with 4 specific weapon types, and the user must be dual wielding.
    assuming that weapon isnt one of those weapon types, you can try this. it requires the skills and states core plugin
    Code:
    <JS Skill Enable>
    enabled = [1,2,3,4].some(wt => user.isWtypeEquipped(wt));
    </JS Skill Enable>
    it should add a requirement that a single weapon of types 1-4 is equipped
  12. Hi, I'm back again, is it possible to implement this skill on Visustella notetags?

    Jab = Deal damage based on the user's AGI,
    if the user AGI's is greater than the enemy, deal one more jab.
    The 2nd Jab can't be evaded and always hit the enemy.
  13. Damage you can set in damage formula with a.agi

    You can also compare the agilities (and turn a switch ON) in the action sequence or some Mechanics-Related notetag, in the notetags you can use user/target. Then just make an additional attack in the action sequence.

    For the second jab you can make a skill called 2nd jab with <Always Hit> notetag and then use the emulate skill action sequence command to use that. Might be some other way of doing that also.
  14. Not sure if this is the correct spot for this but it has to do with Extra Enemy Drops.

    What I want to accomplish is a Dungeon that gets progressively harder as it goes but at the end of each "wave" using Chain Battles a "show choices" event will pop saying "Continue to next stage" or "stop now". If you choose Continue I want to set the loot table to 0 so nothing drops and you continue to the next wave. If you hit "stop now" the boss drops loot based on the current level you are on. That shouldn't be too hard but I don't know how to clear the loot table before the boss dies. Maybe set the show choices to happen when the boss goes to 1 HP... ? Then run a JS code to clear loot table if you decide to continue. Any ideas?
  15. Doesn't HIME End Phase Triggers work in MZ?
    And there's plugin commands for bonus loot / forced loot you can run based on show choices.
  16. Reading through Visu Extra Enemy Drops it's unclear if drops done with the
    Code:
    <JS Drops>
     code
     code
     drops.push($dataItems[1]);
     drops.push($dataWeapons[2]);
     drops.push($dataArmors[3]);
    </JS Drops>
    Qualify as "Forced drops" they are "Conditional Drops" and there is no plugin command to clear that. I haven't looked at Hime end phase triggers I'll look into that.

    I don't think there is a MZ version of the HIME end phase triggers.
  17. With forced drops you can override your other drops. If you want, you can also make your boss immortal with a state and make a troop event asking stuff when its health drops to 0. Then if the player chooses to continue flip a switch or whatever and make the boss JS Drops dependent on that switch. Then remove the immortality.

    EDIT: HIME's plugin might still work in MZ
  18. With the events and movement core plugin using the vs8 sheets how to make an NPC event use the run animation.
  19. Robro33 said:
    assuming that weapon isnt one of those weapon types, you can try this. it requires the skills and states core plugin
    Code:
    <JS Skill Enable>
    enabled = [1,2,3,4].some(wt => user.isWtypeEquipped(wt));
    </JS Skill Enable>
    it should add a requirement that a single weapon of types 1-4 is equipped
    Ey, sorry for the long response, was busy with other work stuff. Thanks for this, it helped immensely.

    Another question for anyone in the thread here, this one is kinda related but not really to VisuStella plugins.
    Looking through the various plugins available on the VisuStella wiki, I was wondering if one of the paid plugins allows one to make it so if you hover your cursor over certain text in message boxes / help windows that has a little popup come out with extra info. If none of the VisuStella plugins can do this, is there any way to do this at all?

    For example: in combat, you open your skill list called "Techs." Inside, whenever you hover over a skill that imposes a State on a target, a little help box opens that shows the usual "help" description you'd see from States whenever you open the Status menu.

    Alternatively, you're in a conversation with an NPC. They mention a specific piece of information about the world, like a town or person of note, and if you hover over that bit of text a popout shows up that gives extra info on what that thing is.
  20. Tinteebo said:
    Ey, sorry for the long response, was busy with other work stuff. Thanks for this, it helped immensely.

    Another question for anyone in the thread here, this one is kinda related but not really to VisuStella plugins.
    Looking through the various plugins available on the VisuStella wiki, I was wondering if one of the paid plugins allows one to make it so if you hover your cursor over certain text in message boxes / help windows that has a little popup come out with extra info. If none of the VisuStella plugins can do this, is there any way to do this at all?

    For example: in combat, you open your skill list called "Techs." Inside, whenever you hover over a skill that imposes a State on a target, a little help box opens that shows the usual "help" description you'd see from States whenever you open the Status menu.

    Alternatively, you're in a conversation with an NPC. They mention a specific piece of information about the world, like a town or person of note, and if you hover over that bit of text a popout shows up that gives extra info on what that thing is.
    I think you are looking for Visustella State Tool Tips