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
For anyone interested... getting boost points to work automatically, similar to MP, was solved by AI (see below)
While the VisuStella MZ Boost Action plugin is designed for manual player input, you can achieve an "automatic cost" behavior using JavaScript notetags from the VisuStella Skills and States Core.
## Required Scripting
To make a skill automatically check for and consume Boost Points (BP), you must manually reference the battler's BP in the skill's notebox.
## 1. Skill Enable Requirement
Ensure the skill is only selectable if the user has enough BP.
<JS Skill Enable>
// Replace 'X' with the required Boost Points
enabled = user.boostPoints() >= X;</JS Skill Enable>
## 2. Automatic BP Deduction
Since the plugin normally waits for a manual "Boost" command, you can use a custom execution notetag to deduct the points when the skill is used.
<JS Post-Apply as User>
// Replace 'X' with the amount to deduct
user._boostPoints -= X;
// Ensure BP doesn't drop below zero
user._boostPoints = Math.max(0, user._boostPoints);</JS Post-Apply as User>
------------------------------
## Important Considerations
* Visual Cost Display: Use <Custom Cost Text: X BP> to show the cost in the skill menu, as BP is not a default resource like MP or TP.
* Conflict with Manual Boosting: If you use this "automatic" method, consider disabling the manual Boost command in the Plugin Parameters under Battle Control > Show Command? to avoid player confusion.
* Obfuscation: VisuStella plugins are obfuscated, meaning you cannot directly rewrite the plugin's internal code; you must use these "hooks" (notetags) provided by their core system to create custom logic.
Pro Tip: To make skills "stronger" based on these auto-spent points, you can use user.boostPoints() directly in your Damage Formula. For example: (a.atk * 4 - b.def * 2) * (1 + (X * 0.5)) where X is the points spent.