Battle Cursor VisuStella MZ

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System

This is a plugin created for RPG Maker MZ.

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BattleCursor Preview.gif


VisuStella MZ

This plugin is a part of the VisuStella MZ Plugin Library.


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Click here if you want to help support VisuStella on Patreon.


Introduction

BattleCursor Preview.gif

This plugin allows you to set custom cursors when selecting allies and/or enemies for targeting while in battle. This is to help with better visual cues when picking a target if the flashing battler isn't enough.

Features include all (but not limited to) the following:

  • Use icons, pictures, or system images as battle cursors for selected actors and enemies.
  • Decide on how the cursor is anchored and positioned with offsets to fine tune its location.
  • Want to animate the cursor? You can do so by following a specific image format and name schema.
  • Oscillate the cursor back and forth from a left to right horizontal bounce or an up to down vertical bounce. Or if you want, just don't have any kind of oscillation at all!
  • Customize the battle cursor to appear differently for various actors and/or enemies through notetags!
  • Alter the battle cursor mid-battle through Plugin Commands, too!

Requirements

This plugin is made for RPG Maker MZ. This will not work in other iterations of RPG Maker.


Tier 4

This plugin is a Tier 4 plugin. Place it under other plugins of lower tier value on your Plugin Manager list (ie: 0, 1, 2, 3, 4, 5).

This is to ensure that your plugins will have the best compatibility with the rest of the VisuStella MZ Plugin library.


Animated Battle Cursor Instructions

BattleCursor Preview.gif

Save your animated picture into your game project's img/pictures/ folder or the img/system/ folder depending on which you want to load from.

The filename must be named with the following format:

filename[HxV]

Replace H in the filename with the number of horizontal cells it has. Replace V in the filename with the number of vertical cells it has. The number of total cells it has available is equal the multiplicative product of the horizontal and vertical cells.

For example:

"Cursor_Blue[3x2]" will have 3 horizontal cells and 2 vertical cells. This means there are a total of 6 cells that will be used for animating.

Animations will be played from left to right, then up to down so please arrange them as such. For example, 4x5 will play like this:

 1  2  3  4
 5  6  7  8
 9 10 11 12
13 14 15 16
17 18 19 20

Keep this in mind as you format your animated battle selection cursors.

Notetags

RPG Maker MZ's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.

Here is a list of Notetag(s) that you may use.


The following are notetags that have been added through this plugin. These notetags will not work with your game if this plugin is OFF or not present.

---

Cursor Appearance-Related Notetags

BattleCursor Preview.gif

---

<Battle Cursor Icon: x>

- Used for: Actor, Enemy Notetags
- Changes the battle select cursor into the specific icon.
- Replace 'x' with the icon index you wish to use.

---

<Battle Cursor Picture: filename>
<Battle Cursor System: filename>

- Used for: Actor, Enemy Notetags
- Changes the battle select cursor into the specific image.
- The 'Picture' variant loads images from img/pictures/.
- The 'System' variant loads images from img/system/.
- Replace 'filename' with the filename of the image found in the specific
  target folder.
  - Do not include the file extension.

---

<Battle Cursor Frame Delay: x>

- Used for: Actor, Enemy Notetags
- If using a 'picture' or 'system' image that has the animated format, you
  can adjust how much delay there is between each animated frame.
- Replace 'x' with a number representing the delay between frames.
  Lower is faster. Higher is slower.

---

Cursor Location-Related Notetags

BattleCursor Preview.gif

---

<Battle Cursor Anchor X: Left>
<Battle Cursor Anchor X: Center>
<Battle Cursor Anchor X: Right>

- Used for: Actor, Enemy Notetags
- Determines the origin/anchor X location of the battle cursor sprite for
  this specific actor/enemy.

---

<Battle Cursor Anchor Y: Top>
<Battle Cursor Anchor Y: Middle>
<Battle Cursor Anchor Y: Bottom>

- Used for: Actor, Enemy Notetags
- Determines the origin/anchor Y location of the battle cursor sprite for
  this specific actor/enemy.

---

<Battle Cursor Position X: Left>
<Battle Cursor Position X: Center>
<Battle Cursor Position X: Right>

- Used for: Actor, Enemy Notetags
- Determines the position X location of where the battle cursor sprite
  appears on the actor or enemy sprite when targeting them.

---

<Battle Cursor Position Y: Top>
<Battle Cursor Position Y: Middle>
<Battle Cursor Position Y: Bottom>

- Used for: Actor, Enemy Notetags
- Determines the position Y location of where the battle cursor sprite
  appears on the actor or enemy sprite when targeting them.

---

<Battle Cursor Offset X: +x>
<Battle Cursor Offset X: -x>

- Used for: Actor, Enemy Notetags
- Offsets the X position of the battle cursor sprite by pixels.
- Replace 'x' with a number representing the pixels to offset the battle
  cursor sprite by.
  - Negative numbers go left.
  - Positive numbers go right.

---

<Battle Cursor Offset Y: +y>
<Battle Cursor Offset Y: -y>

- Used for: Actor, Enemy Notetags
- Offsets the Y position of the battle cursor sprite by pixels.
- Replace 'y' with a number representing the pixels to offset the battle
  cursor sprite by.
  - Negative numbers go up.
  - Positive numbers go down.

---

Cursor Wave-Related Notetags

BattleCursor Preview.gif

---

<Battle Cursor No Wave>

- Used for: Actor, Enemy Notetags
- Removes any oscillation from the battle cursor.

---

<Battle Cursor Horizontal Wave: x>

- Used for: Actor, Enemy Notetags
- The battle cursor will oscillate back and forth horizontally from the
  left to the right.
- Replace 'x' with a number representing the pixel distance to oscillate.

---

<Battle Cursor Vertical Wave: x>

- Used for: Actor, Enemy Notetags
- The battle cursor will oscillate back and forth vertically from the
  top to the bottom.
- Replace 'x' with a number representing the pixel distance to oscillate.

---

<Battle Cursor Wave Speed: x>

- Used for: Actor, Enemy Notetags
- Select how fast the cursor oscillates.
- Lower is slower. Higher is faster.
- Replace 'x' with a number representing the speed at which the cursor will
  oscillate at.
- Use decimal values between 0 and 1 for the best results.

---

Plugin Commands

Plugin Commands are event commands that are used to call upon functions added by a plugin that aren't inherently a part of RPG Maker MZ.

Here is a list of Plugin Command(s) that you may use:

---


The following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command.

---

Battle Cursor Plugin Commands

BattleCursor Preview.gif

---

BattleCursor Command1.png

Battle Cursor: Change Actor Cursor
- Change target actor's battle cursor settings.

  Actor ID(s):
  - Select which Actor ID(s) to affect.

  Appearance Type:
  - Select the appearance type for the battle select cursor.

    Icon Index:
    - If "icon" is selected as the appearance type, use this icon as
      the cursor.

    Picture Filename:
    - If "picture" is selected as the appearance type, use this image from
      img/pictures/ as the cursor.

    System Filename:
    - If "system" is selected as the appearance type, use this image from
      img/system/ as the cursor.

    Frame Delay:
    - The frame delay for any animated "picture" or "system" cursors before
      moving onto the next frame.

  Anchor:

    Anchor X:
    Anchor Y:
    - Select the position to determine where the cursor's Anchor
      is located.

  Position:

    Position X:
    Position Y:
    - Select the placement to determine where the cursor's Position
      is located.

  Offset:

    Offset X:
    Offset Y:
    - Select how much to offset the cursor's X/Y position by.

  Wave:

    Wave Type:
    - Determine how the cursor moves while active.

    Speed:
    - Select how fast the cursor oscillates.
    - Lower is slower. Higher is faster.

    Distance:
    - Select how far the cursor sprite will oscillate from its origin.

---

BattleCursor Command2.png

Battle Cursor: Change Party Member Cursor
- Change target party member's battle cursor settings.

  Party Index(es):
  - Select which party member index(es) to affect.

  Appearance Type:
  - Select the appearance type for the battle select cursor.

    Icon Index:
    - If "icon" is selected as the appearance type, use this icon as
      the cursor.

    Picture Filename:
    - If "picture" is selected as the appearance type, use this image from
      img/pictures/ as the cursor.

    System Filename:
    - If "system" is selected as the appearance type, use this image from
      img/system/ as the cursor.

    Frame Delay:
    - The frame delay for any animated "picture" or "system" cursors before
      moving onto the next frame.

  Anchor:

    Anchor X:
    Anchor Y:
    - Select the position to determine where the cursor's Anchor
      is located.

  Position:

    Position X:
    Position Y:
    - Select the placement to determine where the cursor's Position
      is located.

  Offset:

    Offset X:
    Offset Y:
    - Select how much to offset the cursor's X/Y position by.

  Wave:

    Wave Type:
    - Determine how the cursor moves while active.

    Speed:
    - Select how fast the cursor oscillates.
    - Lower is slower. Higher is faster.

    Distance:
    - Select how far the cursor sprite will oscillate from its origin.

---

BattleCursor Command3.png

Battle Cursor: Change Enemy Member Cursor
- Change target enemy's battle cursor settings.

  Enemy Index(es):
  - Select which enemy troop index(es) to affect.

  Appearance Type:
  - Select the appearance type for the battle select cursor.

    Icon Index:
    - If "icon" is selected as the appearance type, use this icon as
      the cursor.

    Picture Filename:
    - If "picture" is selected as the appearance type, use this image from
      img/pictures/ as the cursor.

    System Filename:
    - If "system" is selected as the appearance type, use this image from
      img/system/ as the cursor.

    Frame Delay:
    - The frame delay for any animated "picture" or "system" cursors before
      moving onto the next frame.

  Anchor:

    Anchor X:
    Anchor Y:
    - Select the position to determine where the cursor's Anchor
      is located.

  Position:

    Position X:
    Position Y:
    - Select the placement to determine where the cursor's Position
      is located.

  Offset:

    Offset X:
    Offset Y:
    - Select how much to offset the cursor's X/Y position by.

  Wave:

    Wave Type:
    - Determine how the cursor moves while active.

    Speed:
    - Select how fast the cursor oscillates.
    - Lower is slower. Higher is faster.

    Distance:
    - Select how far the cursor sprite will oscillate from its origin.

---

Plugin Parameters

Actor and Enemy Cursor Settings

BattleCursor Preview.gif

BattleCursor Params1.png

These are the default battle select cursor settings for actors and enemies. All actors will have the same settings as one another unless notetags are used to customize their settings. The same goes for enemies.

---

Appearance Type

 Appearance Type:
 - Select the appearance type for the battle select cursor.
   - Icon - Uses an icon as the cursor
   - Picture - Uses a file from img/pictures/ as the cursor
   - System - Uses a file from img/system/ as the cursor
 Icon Index:
 - If "icon" is selected as the appearance type, use this icon as
   the cursor.
 Picture Filename:
 - If "picture" is selected as the appearance type, use this image from
   img/pictures/ as the cursor.
 System Filename:
 - If "system" is selected as the appearance type, use this image from
   img/system/ as the cursor.
 Frame Delay:
 - The frame delay for any animated "picture" or "system" cursors before
   moving onto the next frame.

---

Anchor

 Anchor X:
 Anchor Y:
 - Select the position to determine where the cursor's Anchor X/Y
   is located.

---

Position

 Position X:
 Position Y:
 - Select the placement to determine where the cursor's Position X/Y
   is located.

---

Offset

 Offset X:
 Offset Y:
 - Select how much to offset the cursor's X position by.
   - X: Negative numbers go left. Positive numbers go right.
   - Y: Negative numbers go up. Positive numbers go down.

---

Wave

 Wave Type:
 - Determine how the cursor moves while active.
   - Horizontal - Cursor oscillates left and right
   - Vertical - Cursor oscillates up and down
   - None - Cursor does not oscillate.
 Speed:
 - Select how fast the cursor oscillates.
 - Lower is slower. Higher is faster.
 Distance:
 - Select how far the cursor sprite will oscillate from its origin.

---


Terms of Use

1. These plugins may be used in free or commercial games provided that they have been acquired through legitimate means at VisuStella.com and/or any other official approved VisuStella sources. Exceptions and special circumstances that may prohibit usage will be listed on VisuStella.com.

2. All of the listed coders found in the Credits section of this plugin must be given credit in your games or credited as a collective under the name: "VisuStella".

3. You may edit the source code to suit your needs, so long as you do not claim the source code belongs to you. VisuStella also does not take responsibility for the plugin if any changes have been made to the plugin's code, nor does VisuStella take responsibility for user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow custom JavaScript code.

4. You may NOT redistribute these plugins nor take code from this plugin to use as your own. These plugins and their code are only to be downloaded from VisuStella.com and other official/approved VisuStella sources. A list of official/approved sources can also be found on VisuStella.com.

5. VisuStella is not responsible for problems found in your game due to unintended usage, incompatibility problems with plugins outside of the VisuStella MZ library, plugin versions that aren't up to date, nor responsible for the proper working of compatibility patches made by any third parties. VisuStella is not responsible for errors caused by any user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow JavaScript code.

6. If a compatibility patch needs to be made through a third party that is unaffiliated with VisuStella that involves using code from the VisuStella MZ library, contact must be made with a member from VisuStella and have it approved. The patch would be placed on VisuStella.com as a free download to the public. Such patches cannot be sold for monetary gain, including commissions, crowdfunding, and/or donations.

7. If this VisuStella MZ plugin is a paid product, all project team members must purchase their own individual copies of the paid product if they are to use it. Usage includes working on related game mechanics, managing related code, and/or using related Plugin Commands and features. Redistribution of the plugin and/or its code to other members of the team is NOT allowed unless they own the plugin itself as that conflicts with Article 4.

8. Any extensions and/or addendums made to this plugin's Terms of Use can be found on VisuStella.com and must be followed.

Terms of Use: Japanese


『VisuStella MZ』利用規約

1. これらのプラグインは、VisuStella.comおよび/または公式に承認されたVisuStellaのソースから合法的な手段で入手したものである限り、フリーゲームや商用ゲームに使用することができます。例外的に使用が禁止される場合については、VisuStella.comの記載をご確認ください。

2. 本プラグインの「クレジット」部分に記載されているすべてのコーダーの名前は、ゲーム内にクレジット表記を行うか、もしくは「VisuStella」という名前の下にまとめて表記する必要があります。

3. ソースコードを自分のものだと主張しない限りは、必要に応じて編集することが可能です。ただしプラグインのコードに変更が加えられた場合、VisuStellaはそのプラグインに対して一切の責任を負いません。高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードについても、VisuStellaは一切の責任を負いません。

4. これらのプラグインやプラグイン内のコードを、「自分のもの」として再配布したり使用したりすることはできません。これらのプラグインとそのコードは、VisuStella.comおよび、その他の公式/承認済みVisuStellaソースからのみダウンロードすることができます。公式/承認済みのソースのリストは、VisuStella.comでご確認いただけます。

5. VisuStellaは、意図しない使用方法による問題、VisuStella MZライブラリ以外のプラグインとの非互換性の問題、プラグインのバージョンが最新でないことによる問題、第三者による互換性パッチが適切に動作していないことなどが原因でゲーム内で発生した問題については、一切の責任を負いません。VisuStellaは、高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードに起因するエラーについても、一切の責任を負いません。

6. VisuStella MZライブラリのコードを使用した互換性パッチをVisuStellaとは関係のない第三者を通じて作成する必要がある場合は、まずVisuStellaのメンバーと連絡を取り、承認を得る必要があります。パッチはVisuStella.comに公開され、誰でも無料でダウンロードすることができるようになります。このようなパッチを、制作発注やクラウドファンディングの対象にしたり、寄付などの金銭的な利益を得るために販売することはできません。

7. このVisuStella MZプラグインが商用製品である場合、プロジェクトチームのすべてのメンバーは、それを使用するため、それぞれ製品を購入しなければなりません。使用方法には、関連するゲームメカニクスの作業、関連するコードの管理、および/または関連するプラグインコマンドや機能の使用、が含まれます。プラグインそのものやそのコードをチームの他のメンバーに再配布することは第4項に抵触するため、そのメンバーがプラグインそのものを所有していない限りは許可されません。

8. このプラグインの利用規約の追加項目や補足については、VisuStella.comに掲載されていますので、それを参照し従ってください。

Credits

If you are using this plugin, credit the following people in your game:

Team VisuStella

Changelog

Version 1.00: January 8, 2021

  • Finished Plugin!

End of File