Chain Battles VisuStella MZ

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VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.



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System

This is a plugin created for RPG Maker MZ.

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Masterarbeit Writer


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Required Plugins

The following plugins are required in order to use this plugin.

Place the following plugins above this plugin located in the Plugin Manager.


VisuStella MZ

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

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

Introduction

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Ever wanted to have a continuous stream of battles without the victory sequence appearing until the very end? The Chain Battles plugin will allow RPG Maker MZ to do just that. As the player's party progresses forward, they maintain their states, buffs, and debuffs. The such effects will keep their stacks and turns. Chain Battles will make creating a marathon of battles a possibility.

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

  • Queue up battles to be chained one after the other. This can be done in or out of battle. An unlimited amount of battles can be chained.
  • Chained battles can be randomized across a pool of Troop ID's, based off the random encounter pool, or calculated through JavaScript.
  • Battlebacks can be changed as chain battles continue to give a scenary change and a sense of progression.
  • Any states, buffs, and/or debuffs that are applied to battlers as they transition from one battle to another will be carried over with their turn durations intact.
  • Battle rewards such as EXP, Gold, and Drop Rates can be affected by the total number of chain battles, increasing the overall multiplier (or decreasing it if you so wish).

Requirements

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

Required Plugin List

This plugin requires the above listed plugins to be installed inside your game's Plugin Manager list in order to work. You cannot start your game with this plugin enabled without the listed plugins.


Tier 3

This plugin is a Tier 3 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.


Chain Battle Carry Over

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The following section will explain what happens whenever chain battles occur and describe exactly what is carried over.

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HP, MP, and TP

HP and MP, by default, are static across battles and will not reset themselves at the start of each chained battle.

TP, however, will depend. If TP is preserved, then the TP values will be maintained as chain battles progress. If TP is not preserved, then, by default, the battler will gain a random amount of TP at the start of each chained battle.

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Turn Count

When chaining into the next battle, the turn count will be preserved and then increased by 1. This means if you end the first battle at Turn 10, then you will start the second battle at Turn 11. This applies to TPB battle systems as well.

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Troop Event Page Span

If a troop event page's span is set to "battle", it will be reset at the start of each chain battle. This means even if you are utilizing the same conditions as before for the same page, the same page's span will be reset.

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Next Victory

You can setup certain Common Events to run upon achieving Victory but before the battle ends or moves onto the next chain. These are achieved through the new Plugin Commands added through this plugin. If multiple Common Events are queued, then all of them will run before the next victory phase.

If enemies revive in the middle of the Common Event queue, the queue is paused and resumed after the enemies are defeated once again.

For example:

  1. Common Events A, B, C, D, E are queued.
  2. Enemies are set to revive on Common Event B.
  3. When the player achieves battle victory, Common Events A and B run.
  4. The enemies will revive.
  5. The player has to defeat the enemies again.
  6. Once the enemies are defeated, Common Events C, D, and E then run.
  7. Afterwards, any chain battles will occur.

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Extra Features

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There are some extra features found if other VisuStella MZ plugins are found present in the Plugin Manager list.

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Class Change System VisuStella MZ

This plugin offers bonus reward multipliers for the Class Change System's CP and JP resource points earned from battle.

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Skill Learn System VisuStella MZ

This plugin offers bonus reward multipliers for the Skill Learn System's AP and SP resource points earned from battle.

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VisuStella MZ Compatibility

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While this plugin is compatible with the majority of the VisuStella MZ plugin library, it is not compatible with specific plugins or specific features. This section will highlight the main plugins/features that will not be compatible with this plugin or put focus on how the make certain features compatible.

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Extra Enemy Drops VisuStella MZ

Extra Rewards will be carried over into subsequently chained battles instead of being cleared. However, Forced Rewards will still overwrite everything. Keep this in mind as you use these Extra Enemy Drops Plugin Commands.

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Plugin Commands

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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:

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

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Chain Battle Plugin Commands

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Chain Battle: Queue Troop ID(s)
- Setup the next Troop ID as a part of a chain battle.
- If there are multiple, one will be randomly picked.

  Troop ID(s):
  - Select which Troop ID(s) to register as the next potential battle.

  Change Battleback?:
  - Change the battlebacks for this queued battle?

    Battleback 1:
    Battleback 2:
    - Filename used for the battleback image.
    - Leave empty if you don't wish to use one.

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ChainBattles Command2.png

Chain Battle: Queue Encounter Pool
- Setup the next battle from the random encounter pool.
- If there are multiple, one will be randomly picked.

  Change Battleback?:
  - Change the battlebacks for this queued battle?

    Battleback 1:
    Battleback 2:
    - Filename used for the battleback image.
    - Leave empty if you don't wish to use one.

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ChainBattles Command3.png

Chain Battle: Queue JavaScript ID
- Use JavaScript to determine which Troop ID to queue up for a chain battle.

  JS: Troop ID:
  - Use JavaScript code to determine what Troop ID to queue up for a
    chain battle.

  Change Battleback?:
  - Change the battlebacks for this queued battle?

    Battleback 1:
    Battleback 2:
    - Filename used for the battleback image.
    - Leave empty if you don't wish to use one.

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Chain Battle: Clear Chains
- Clears any stored Chain Battles, allowing the battle to end after
the current one.

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Next Victory Plugin Commands

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Next Victory: Queue Common Event
- Queue a Common Event(s) to run next victory.
- If multiple, Common Events run in queued order.
- The Common Events will run before the next queued chain battle.

  Common Event ID(s):
  - Select which Common Event(s) to run upon the next victory.
  - If multiple, Common Events run in queued order.

  - The "Next Victory: Queue Common Event" Plugin Command will always refer
    to the immediate next victory sequence.
    - Even if you put it after a "Chain Battle: Queue Troop ID(s)", it does
      not mean it will occur for that next queued troop's victory.
    - Instead, the common event will run for the immediate next victory
      sequence regardless.
    - If you would like for the queued troop ID's to have a "Next Victory"
      effect, run this Plugin Command AFTER the queued troop ID has been
      initiated in battle first.

  - If enemies revive in the middle of the Common Event queue, the queue is
    paused and resumed after the enemies are defeated once again.
    - For example:
    - Common Events A, B, C, D, E are queued.
    - Enemies are set to revive on Common Event B.
    - When the player achieves battle victory, Common Events A and B run.
    - The enemies will revive.
    - The player has to defeat the enemies again.
    - Once the enemies are defeated, Common Events C, D, and E then run.
    - Afterwards, any chain battles will occur.

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ChainBattles Update02 Command2.png

Next Victory: Clear Common Event Queue
- Clear queued Common Event(s) for next victory.

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Plugin Parameters

General Settings

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General settings related to Chain Battles.

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Animation

 Chain Walk Forward?
 - Does player party perform walk up animation for chain battles?

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Delay

 Frames:
 - How many frames should be delayed on average?
 Allow Fast Forward?:
 - Allow fast forwarding the delay by holding down the OK or Cancel
   buttons?

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Tracking

 Variable: Chains:
 - Automatically tracks total chained battles.
 - Insert Variable ID '0' to not use.

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Reward Multipliers

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Reward multipliers based on the number of Chain Battles in total.

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Settings

 Enable Multipliers?:
 - Enable victory reward multipliers?

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General

 EXP Rates:
 Gold Rates:
 Drop Rates:
 - What rates do you want per total chain battles?
 - 1.0 = 100%, 1.5 = 150%

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Compatibility > Class Change System

 CP Rates:
 JP Rates:
 - What rates do you want per total chain battles?
 - 1.0 = 100%, 1.5 = 150%

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Compatibility > Skill Learn System

 AP Rates:
 SP Rates:
 - What rates do you want per total chain battles?
 - 1.0 = 100%, 1.5 = 150%

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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 1.04: July 13, 2023

  • Documentation Update!
    • Added extra clarity for "Next Victory: Queue Common Event" Plugin Command in the help file:
      • The "Next Victory: Queue Common Event" Plugin Command will always refer to the immediate next victory sequence.
      • Even if you put it after a "Chain Battle: Queue Troop ID(s)", it does not mean it will occur for that next queued troop's victory.
      • Instead, the common event will run for the immediate next victory sequence regardless.
      • If you would like for the queued troop ID's to have a "Next Victory" effect, run this Plugin Command AFTER the queued troop ID has been initiated in battle first.


Version 1.03: May 18, 2023

  • Compatibility Update!
    • Added better compatibility with Boost Action and Skill Cooldowns. Update made by Olivia.


Version 1.02: February 17, 2022

  • Documentation Update!
    • Help file updated for new features.
    • Updated features list in Introduction.
    • Added "Next Victory" segment to "Chain Battle Carry Over" section.
      • Next Victory
      • You can setup certain Common Events to run upon achieving Victory but before the battle ends or moves onto the next chain. These are achieved through the new Plugin Commands added through this plugin. If multiple Common Events are queued, then all of them will run before the next victory phase.
      • If enemies revive in the middle of the Common Event queue, the queue is paused and resumed after the enemies are defeated once again.
        • Example provided inside segment.
  • New Features!
    • New Plugin Commands added by Olivia and sponsored by AndyL:
      • Next Victory: Queue Common Event
        • Queue a Common Event(s) to run next victory. If multiple, Common Events run in queued order. The Common Events will run before the next queued chain battle.
      • Next Victory: Clear Common Event Queue
        • Clear queued Common Event(s) for next victory.


Version 1.01: October 21, 2021

  • Bug Fixes!
    • Battle win/lose branches should now carry over. Fix made by Arisu.
  • Documentation Update!
    • Help file updated for new features.
  • New Features!
    • New Plugin Parameter added by Arisu:
      • Plugin Parameters > General > Animation > Chain Walk Forward?
        • Does player party perform walk up animation for chain battles?


Version 1.00 Official Release Date: September 8, 2021

  • Finished Plugin!

See Also


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