Evolution Matrix Skills VisuStella MZ

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System

This is a plugin created for RPG Maker MZ.

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Masterarbeit Writer


EvoMatrixSkills Preview.gif

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

EvoMatrixSkills Preview.gif

When an Evolution Matrix Skill is activated by an actor, Evolution Matrix options appear on the screen, allowing the player to select which evolutions to steer the current skill towards while paying for upgrades along the way. Once reaching the end of an evolution path or deciding to prematurely stop a skill evolution, the actor will cast the finalized skill.

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

  • Register up to 8 different evolution matrices per skill, each bound to specific keyboard button inputs.
  • Touch screen users are able to select the Evolution Matrix path by simply tapping on the listed skill on the screen.
  • Tooltips will display the skill's help description when hovering over the on-screen buttons.
  • Evolution Matrix skills can branch into other Evolution Matrix skills to create a network of evolutions for the player to navigate.
  • Some skills can be set up to be Evolution Matrix only, meaning they can only ever be accessed via the Evolution Matrix system.
  • Confirmation sound effects can be utilized to provide proper feedback to the player when chaining.
  • Variables can be used to determine how many evolutions the player has selected with the Evolution Matrix.
  • Custom images can be used to add more personal flare to the matrix UI.

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.


Major Changes

EvoMatrixSkills Preview.gif

This plugin adds some new hard-coded features to RPG Maker MZ's functions. The following is a list of them.

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Upgrade Costs are Instant

When evolving a skill, the cost to evolve is instantaneous, even if the skill isn't going to be the final skill.

What this means is that if you start off with "Fire" that costs 5 MP, and upgrade to "Fira" that costs 15 MP, then upgrade to "Firaga" that costs 30 MP, then the total cost would be 50 MP (5 + 15 + 30).

Because the evolutions are instant, plan your skill costs ahead of time and reduce the skills in the Evolution Matrix if needed.

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Center Skills

When selecting a skill to evolve into, that skill becomes the "center skill" and will always be accessible via the "OK" button or (by default) the "Z" key. This is to make the Evolution Matrix as intuitive as possible.

Since the skills in the center have already been paid for upon evolving, there is no additional cost for selecting the center skill.

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Game_Action.prototype.applyGlobal

While the costs for evolutions are instant, there are some custom plugin effects that occur during the "applyGlobal" function that will not happen until the final skill has been selected. This means things like registering common events, applying threat, and all the like will not occur until the skill evolutions are finished.

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Evolution Matrix Needs Finishing

When the Evolution Matrix Skill sequence starts up, it needs to finish before going forward. If there are no skills that can be evolved, then the Evolution Matrix will end prematurely.

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Evolve Count Variable

The "Evolve Count Variable" that can be declared in the Plugin Parameters will automatically set itself to 0 at the start and end of each action, only increasing by 1 each time a skill evolution has been made through the Evolution Matrix.

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VisuStella MZ Compatibility

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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Message Core VisuStella MZ

If you are using the VisuStella MZ plugin library's Message Core plugin, the UI Tooltip Plugin Parameters will be enabled and tooltips can be used and will be visible when hovering the mouse cursor over the UI buttons. The tooltip window will display the skill's description.

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Skill Cooldowns VisuStella MZ

When using skills with cooldowns through the Evolution Skill Matrix, you may have noticed that the cooldowns may seemingly have -1 less turn. The reason is because the actor's skills may have gone through a cooldown update before the next instance of the Evolution Skill Matrix appears. It is more noticeable when using <Cooldown: 1> with 1 turn. Here's a step by step of what's happening:

  1. Input phase occurs.
  2. Actor picks Matrix skill.
  3. Battle turn starts.
  4. Cooldown updates occur.
  5. Actor's Matrix activates and actor selects a skill with a cooldown.
  6. Cooldown is applied to the skill.
  7. Battle turn ends.
  8. Input phase occurs.
  9. Actor picks Matrix skill.
  10. Battle turn starts.
  11. Cooldown updates occur.
  12. Actor's Matrix activates and it appears the skill is usable again.

Normally, upon regular input for selecting skills normally, the actor does not go through the second cooldown update so a skill with <Cooldown: 1> does have its effect "immediately" reduced.

To remedy this, adjust the Plugin Parameter "Adjust Cooldowns" to alter how many extra turns should be applied to cooldowns when used through the skill matrix. We recommend +1.

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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.

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Evolution Matrix-Related Notetags

EvoMatrixSkills Preview.gif

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<Matrix Skill key: id>
<Matrix Skill key: name>

<Available Matrix Skill key: id>
<Available Matrix Skill key: name>

- Used for: Skill Notetags
- Adds an evolution matrix to a skill when the specific 'key' is pressed.
  This variant requires the actor to either have learned the skill or have
  it temporarily accessible through traits.
- There are no differences between the <Matrix Skill key: id> and
  <Available Matrix Skill key: id> notetags, it's a matter of preference of
  which you want to use.
- Replace 'key' with a string representing the key trigger you wish to bind
  this chain skill with.
  - 'down', 'left', 'right', 'up'
  - You can substitute the above for the NumPad values: 'down' with '2',
    'left' with '4', 'right' with '6', and 'up' with '8'
  - 'cancel', 'pageup', 'pagedown', 'shift'
  - You can substitute the above for the Keyboard inputs: 'cancel' with 'x',
    'pageup' with 'q', 'pagedown' with 'w', and 'shift' for 's'
  - 'ok' and/or 'z' is not available since it's for the Center Skill.
  - Do not include the quotes.
- For 'id' variant: replace 'id' with the ID of the skill to evolve using
  the marked key.
- For 'name' variant: replace 'name' with the name of the skill to evolve
  using the marked key.
- Insert multiple copies of this notetag to bind different keys.

Examples:

  <Matrix Skill up: Fire II>
  <Matrix Skill left: 108>
  <Available Matrix Skill right: Fire III>
  <Available Matrix Skill down: 110>

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<Learned Matrix Skill key: id>
<Learned Matrix Skill key: name>

<Known Matrix Skill key: id>
<Known Matrix Skill key: name>

- Used for: Skill Notetags
- Adds an evolution matrix to a skill when the specific 'key' is pressed.
  This variant requires the actor to have learned the skill in order to
  evolve to it regardless of whether or not the actor has temporary trait
  access to the skill.
- There are no differences between the <Learned Matrix Skill key: id> and
  <Known Matrix Skill key: id> notetags, it's a matter of preference of
  which you want to use.
- Replace 'key' with a string representing the key trigger you wish to bind
  this chain skill with.
  - 'down', 'left', 'right', 'up'
  - You can substitute the above for the NumPad values: 'down' with '2',
    'left' with '4', 'right' with '6', and 'up' with '8'
  - 'cancel', 'pageup', 'pagedown', 'shift'
  - You can substitute the above for the Keyboard inputs: 'cancel' with 'x',
    'pageup' with 'q', 'pagedown' with 'w', and 'shift' for 's'
  - 'ok' and/or 'z' is not available since it's for the Center Skill.
  - Do not include the quotes.
- For 'id' variant: replace 'id' with the ID of the skill to evolve using
  the marked key.
- For 'name' variant: replace 'name' with the name of the skill to evolve
  using the marked key.
- Insert multiple copies of this notetag to bind different keys.

Examples:

  <Learned Matrix Skill up: Fire II>
  <Learned Matrix Skill left: 108>
  <Known Matrix Skill right: Fire III>
  <Known Matrix Skill down: 110>

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<Always Matrix Skill key: id>
<Always Matrix Skill key: name>

<Forced Matrix Skill key: id>
<Forced Matrix Skill key: name>

- Used for: Skill Notetags
- Adds an evolution matrix to a skill when the specific 'key' is pressed.
  This variant will always have the skill available for evolution.
- There are no differences between the <Always Matrix Skill key: id> and
  <Forced Matrix Skill key: id> notetags, it's a matter of preference of
  which you want to use.
- Replace 'key' with a string representing the key trigger you wish to bind
  this chain skill with.
  - 'down', 'left', 'right', 'up'
  - You can substitute the above for the NumPad values: 'down' with '2',
    'left' with '4', 'right' with '6', and 'up' with '8'
  - 'cancel', 'pageup', 'pagedown', 'shift'
  - You can substitute the above for the Keyboard inputs: 'cancel' with 'x',
    'pageup' with 'q', 'pagedown' with 'w', and 'shift' for 's'
  - 'ok' and/or 'z' is not available since it's for the Center Skill.
  - Do not include the quotes.
- For 'id' variant: replace 'id' with the ID of the skill to evolve using
  the marked key.
- For 'name' variant: replace 'name' with the name of the skill to evolve
  using the marked key.
- Insert multiple copies of this notetag to bind different keys.

Examples:

  <Always Matrix Skill up: Fire II>
  <Always Matrix Skill left: 108>
  <Forced Matrix Skill right: Fire III>
  <Forced Matrix Skill down: 110>

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Animation-Related Notetags

EvoMatrixSkills Preview.gif

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<Evo Matrix Animation: x>

- Used for: Skill Notetags
- Changes the animation played when evolving into this skill or initially
  using it to create an Evolution Matrix.
- Requires VisuMZ_0_CoreEngine!
- Replace 'x' with a number representing the ID of the animation to play
  when selecting this skill in the Evolution Matrix.
- If this notetag is not used, play the animation found in the Plugin
  Parameters instead.

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Plugin Parameters

General Settings

EvoMatrixSkills Preview.gif

EvoMatrixSkills Params1.png

This section is for the general settings related to this plugin.

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General

 Evolve Count Variable:
 - What variable is used to track the number of evolutions?
 - Leave empty to not use.

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Uses for the Evolve Count Variable

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1. Added Damage

You can create some skills to perform more damage based on the number of times the skill has evolved through the Evolution Matrix. This can be done through the damage formula found in the skill's tab in the database with the "v[x]" string (without the quotes and the 'x' replaced with a variable ID).

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2. Additional Effects

When using Action Sequences inside the Common Events, you can have additional effects take place through a Conditional Branch based off the Evolve Count Variable.

  ◆If:Evo Matrix Count ≥ 3
    ◆Plugin Command:VisuMZ_1_BattleCore, MECH: Add Buff/Debuff
    :              :Targets = ["user"]
    :              :Buff Parameters = ["ATK"]
    :              :Debuff Parameters = []
    :              :Turns = 5
    ◆
  :Else
    ◆Plugin Command:VisuMZ_1_BattleCore, MECH: Add Buff/Debuff
    :              :Targets = ["user"]
    :              :Buff Parameters = ["ATK"]
    :              :Debuff Parameters = []
    :              :Turns = 2
    ◆
  :End

In the above example, if there has been more than three evolutions made for the current skill through the Evolution Matrix, then the user will gain 5 turns worth of ATK buffs instead of just 2.

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Compatibility

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Compatibility

 Adjust Cooldowns:
 - Adjust any newly applied cooldowns by this much when used through
   the matrix.

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Sound Settings

EvoMatrixSkills Params2.png

These are the sound effects used for this plugin.

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Confirm Sound

 Filename:
 - Filename of the sound effect played.
 Volume:
 - Volume of the sound effect played.
 Pitch:
 - Pitch of the sound effect played.
 Pan:
 - Pan of the sound effect played.

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On-Screen UI Visuals Settings

EvoMatrixSkills Preview2.png

EvoMatrixSkills Params3.png

Determine where and how the UI visuals look while performing Evolution Matrix Skills.

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General

 Custom BG Image:
 - Do you want to use a custom background image?
 - Located in /img/system/ folder. Covers whole screen.
 Evo Matrix Text:
 - What text do you want displayed when starting an Evolution Matrix
   sequence?
   Matrix Animation:
   - What animation should be played when evolving skills?
   - Requires VisuMZ_0_CoreEngine!
 Icon Smoothing?:
 - Smooth the display for icons?
 - Or pixelate them?
 Disabled Opacity:
 - What is the opacity level for disabled UI elements?
 Opacity Rate:
 - Fade in/out the background at what opacity rate?
 - Lower is slower. Higher is faster.
 Scale:
 - What is the scale of UI buttons?
 - 0.50 = 50%; 1.00 = 100%; 1.50 = 150%;
 JS: Draw Skill Data:
 - Code used to draw the skill data layer while
 - Active Chain Skill inputs are active.
 JS: Draw Background:
 - Code used to draw the background layer while
 - Active Chain Skill inputs are active.

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Movement

 Move Duration:
 - How many frames should it take to move the buttons into place?
 In Easing:
 Out Easing:
 - Select which easing type you wish to apply.
 - Requires VisuMZ_0_CoreEngine!

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Key Binds > Offsets

 Key Bind Offset X:
 - Offset the x coordinate all of key bind buttons.
 - Negative: left. Positive: right.
 Key Bind Offset Y:
 - Offset the y coordinate all of key bind buttons.
 - Negative: up. Positive: down.

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Key Binds > Pressed

 Key Press Offset X:
 - Offset the x coordinate when the key is pressed.
 - Negative: left. Positive: right.
 Key Press Offset Y:
 - Offset the y coordinate when the key is pressed.
 - Negative: up. Positive: down.

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Key Bind > Down, Left, Right, Up

Key Bind > Ok, Cancel, PageUp, PageDown, Shift

 Key Icon:
 - What is the icon used to mark this key bind?
 - Takes priority over Core Engine's Button Assist.
 Custom BG Image:
 - Do you want to use a custom background image?
 - Located in /img/system/ folder.
 - Ignores scaling.
 Cost Text (OK only):
 - What text do you wish to display for this skill's cost?
 - Text codes allowed.
 JS: X, Y, W, H:
 - Code used to determine the dimensions for this button.

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UI Tooltip Settings

EvoMatrixSkills Preview3.png

EvoMatrixSkills Params4.png

Settings for the Evolution Matrix Skills Tooltips Window. Requires VisuMZ_1_MessageCore!

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Settings

 Enabled?:
 - Are tooltips enabled?
 - Requires VisuMZ_1_MessageCore!

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Appearance

 Scale:
 - What scale size do you want for the tooltip?
 - Use 1.0 for normal size.
 Skin Filename:
 - What window skin do you want to use for the tooltip?
 Skin Opacity:
 - What opacity setting is used for the tooltip?
 - Use a number between 0 and 255.

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Offset

 Offset X:
 - Offset the tooltip X position from the mouse?
 - Negative: left. Positive: right.
 Offset Y:
 - Offset the tooltip Y position from the mouse?
 - Negative: up. Positive: down.

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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 1.05: October 12, 2023

  • Documentation Update:
    • Help file updated for new features.
    • Added "VisuMZ_3_SkillCooldowns" to "VisuStella MZ Compatibility" in help.
      • When using skills with cooldowns through the Evolution Skill Matrix, you may have noticed that the cooldowns may seemingly have -1 less turn. The reason is because the actor's skills may have gone through a cooldown update before the next instance of the Evolution Skill Matrix appears. It is more noticeable when using <Cooldown: 1> with 1 turn.
      • Normally, upon regular input for selecting skills normally, the actor does not go through the second cooldown update so a skill with <Cooldown: 1> does have its effect "immediately" reduced.
      • To remedy this, adjust the Plugin Parameter "Adjust Cooldowns" to alter how many extra turns should be applied to cooldowns when used through the skill matrix. We recommend +1.
  • New Features!
    • New Plugin Parameter added by Irina:
      • Compatibility > Adjust Cooldowns:
        • Adjust any newly applied cooldowns by this much when used through the matrix.


Version 1.04: July 13, 2023

  • Compatibility Update!
    • Added compatibility functionality for future plugins.


Version 1.03: June 15, 2023

  • Bug Fixes!
    • Fixed an incompatibility with the Options Core battle animation speeds causing matrix input to also become faster. Fix made by Irina.


Version 1.02: August 25, 2022

  • Bug Fixes!
    • Fixed a bug that prevented the central skill from being used when not enough resources are available. Fix made by Olivia.


Version 1.01: July 28, 2022

  • Bug Fixes!
    • Users without the VisuMZ Message Core will no longer get tooltip error messages when starting battle. Fix made by Irina.


Version 1.00 Official Release Date: September 9, 2022

  • Finished Plugin!

See Also


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