Extra Enemy Drops VisuStella MZ

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This is a plugin created for RPG Maker MZ.

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ExtraEnemyDrops VisualDrops.gif


VisuStella MZ

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


Support VisuStella

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


Introduction

By default, RPG Maker MZ limits enemies to only drop up to 3 items max and at very limited drop rates. This plugin allows you to add more than 3 items at drop and at custom rates that aren't limited to a demoninator value.

This plugin also gives the functionality to force specific drops or give any additional bonus drops to make some battles give different rewards despite having the same types of enemies encountered before.

And if you have the VisuStella Battle Core, drops can be visible on the battlefield and spring out of the enemies as they collapse!

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

  • More than 3 drops per enemy can be given.
  • Drop probability is a percentile value and not a demoniator setting.
  • Make Conditional Drops that only appear depending on the events that took place during the battle.
  • JavaScript notetags that let you make conditional drops based on code.
  • New plugin commands to allow for forced drops and/or bonus drops.
  • Forced drops will override any existing drops made from the enemy troop.
  • Bonus drops will be additional drops in addition to those dropped from the enemy troop.
  • If you have the Battle Core, drops become visible on the battlefield.

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.


Major Changes

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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Forced Enemy Drops

ExtraEnemyDrops Command10.png

If forced enemy drops are used (through a Plugin Command), then all other drop-related functions will be ignored in favor of the forced enemy drops. This is because all forced drops are made to favor a specific set of drops ordered by the game developer.

This will prevent visual drops from appearing, too. Any visual drops that have already been made present will also disappear.

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Extra Features

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

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Visual Drops (Battle Core)

ExtraEnemyDrops VisualDrops.gif

Drops become visible on the battlefield. Once an enemy is defeated, visual drops will appear out of their former position. These drops are shown as icons, representing the EXP, Gold, and Drop Items an enemy will yield if the battle is won.

This feature can be disabled.

If this feature is enabled, there is a slight change to the drop system. Previously, drops are determined at the end of battle. Now, to visibly appear upon the defeat of an enemy, they are then determined at the moment of their death.

What this means is, if an EXP or Gold boost is applied after they've been defeated, it will not be retroactive and apply to the drops that become visible on the battlefield. As a result, the player has to be tactical in when they defeat the enemies after applying the EXP and Gold buffs.

Depending on the Plugin Parameter settings, if an enemy revives, their drops can be reset. If the reset is allowed, the player can acquire a whole different set of drops upon the enemy's subsequent defeats. This feature can be turned off.

A reviving enemy will cause its visual drops to disappear.

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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.

General Drop-Related Notetags

The following notetags are related to giving enemies additional drops with more control over probability rates.

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<Item Drop id: x%>
<Item Drop name: x%>

<Weapon Drop id: x%>
<Weapon Drop name: x%>

<Armor Drop id: x%>
<Armor Drop name: x%>

- Used for: Enemy Notetags
- Gives the enemy 'x' percent chance to drop the designated item, weapon,
  or armor.
- Replace 'id' with the ID of the item, weapon, or armor you wish to assign
  to the enemy as a potential drop.
- With the 'name' notetag variant, replace 'name' with the name of the item,
  weapon, or armor you wish to assign to the enemy as a potential drop.
- Replace 'x' with a number representing the percentile probability chance
  of successfully acquiring that item as a drop.
- Insert multiple copies of these notetags if you wish to include more drops
  for the enemies.

Examples:

<Item Drop 5: 20%>
<Item Drop Potion: 30%>

<Weapon Drop 27: 45%>
<Weapon Drop Blade of Reckoning: 55%>

<Armor Drop 19: 72%>
<Armor Drop Flame Shield: 90%>

---

<Drops>
 Item id: x%
 Item name: x%
 Weapon id: x%
 Weapon name: x%
 Armor id: x%
 Armor name: x%
</Drops>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- Creates a batch list of item, weapon, armor drops.
- This isn't any different than creating individual copies of the above
  notetags as far as results go, but some may prefer this approach to make
  the drop table look "cleaner".
- Replace 'id' with the ID of the item, weapon, or armor you wish to assign
  to the enemy as a potential drop.
- With the 'name' notetag variant, replace 'name' with the name of the item,
  weapon, or armor you wish to assign to the enemy as a potential drop.
- Replace 'x' with a number representing the percentile probability chance
  of successfully acquiring that item as a drop.

Example:

<Drops>
 Item 5: 20%
 Item Potion: 30%
 Weapon 27: 45%
 Weapon Blade of Reckoning: 55%
 Armor 72: 72%
 Armor Flame Shield: 90%
</Drops>

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Conditional Drop-Related Notetags

Conditional drops are drops that only appear once specific conditions have been met. For each condition met, their chances of dropping can be raised higher or lower.

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<Conditional Item id Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Item id Drop>

<Conditional Item name Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Item name Drop>

<Conditional Weapon id Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Weapon id Drop>

<Conditional Weapon name Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Weapon name Drop>

<Conditional Armor id Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Armor id Drop>

<Conditional Armor name Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Armor name Drop>

- Used for: Enemy Notetags
- Create conditional item, weapon, and/or armor drops for this enemy.
- Insert multiples of these notetags if you want more than one conditional
  drop for this enemy.
- Use the associated item, weapon, or armor type notetag for the type of
  conditional drop you want for the enemy.
- Replace 'id' with the ID number of the item, weapon, or armor to drop.
- Replace 'name' with the name of the item, weapon, or armor to drop.
- Replace 'condition' with any of the conditions listed in below section.
- Replace 'x' with the increase or decrease in percentage drop chance.

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Condition List

Replace 'condition' in the notetags in the above section with any of the following to make conditions. These conditions are also used in the Plugin Parameters for the default conditions, too.

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x >= y
x > y
x === y
x !== y
x < y
x <= y

- Replace 'x' and 'y' with any of the following:

- 'Switch x' (replace 'x' with a number) for switch x's current state.
- 'TRUE', 'FALSE', 'ON', 'OFF' for the opposite x/y value.
- Using any of these boolean modifiers must be paired with '===' or '!=='

- 'Variable x' (replace 'x' with a number) for variable x's current value.
- A numeric value representing a hard number.
- '50%' or any other percentile number to represent a rate.
- '0.5' or any other float number to represent a rate.

- 'Item id Count' for the number of specific items the party owns.
  - Replace 'id' with the ID of the item.
- 'Item name Count' for the number of specific items the party owns.
  - Replace 'name' with the ID of the item.

- 'Weapon id Count' for the number of specific weapons the party owns.
  - Replace 'id' with the ID of the weapon.
- 'Weapon name Count' for the number of specific weapons the party owns.
  - Replace 'name' with the ID of the weapon.

- 'Armor id Count' for the number of specific armors the party owns.
  - Replace 'id' with the ID of the armor.
- 'Armor name Count' for the number of specific armors the party owns.
  - Replace 'name' with the ID of the armor.

- 'Alive Members' for the number of alive party members when drops are
  being determined.

- 'Battle Members' for the number of participating party members in battle.

- 'Battle Turns' for the number of turns passed in battle when drops are
  being determined.

- 'Dead Members' for the number of dead party members when drops are
  being determined.

- 'Death Turn' for the turn the enemy died. If an enemy was revived during
  battle, then take the most recent turn the enemy has died.

- 'Enemy Level' for the current level of the enemy if using the 'level'
  property for the Game_Enemy object.

- 'Party Gold' for the party's current gold value when drops are
  being determined.

- 'Party Members' for the number of total party members in battle.

- 'Times type id Struck' for the number of times the enemy was struck
  with 'type' 'id' during battle.
- Replace 'type' with 'Element' for the number of times the enemy was struck
  with specific elemental damage.
- Replace 'type' with 'Item' for the number of times the enemy was struck
  with a specific item.
- Replace 'type' with 'Skill' for the number of times the enemy was struck
  with a specific skill.
- Replace 'type' with 'SType' for the number of times the enemy was struck
  by any skill of a specifici skill type.
- Replace 'type' with 'State' for the number of times the enemy was struck
  with a specific state.
- Replace 'id' with the type's ID.

- 'Times type name Struck' for the number of times the enemy was struck
  with 'type' 'name' during battle.
- Replace 'type' with 'Element' for the number of times the enemy was struck
  with specific elemental damage.
- Replace 'type' with 'Item' for the number of times the enemy was struck
  with a specific item.
- Replace 'type' with 'Skill' for the number of times the enemy was struck
  with a specific skill.
- Replace 'type' with 'SType' for the number of times the enemy was struck
  by any skill of a specifici skill type.
- Replace 'type' with 'State' for the number of times the enemy was struck
  with a specific state.
- Replace 'name' with the type's name in the database.

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Always

- This condition is always met. Use this to set a base drop chance.

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Random x%

- Offers a random 'x' chance to increase/decrease drop chance.

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Last Strike type id
Last Strike type name

- Checks the condition to see if the last struck action against the enemy
  was done by a specific action.
- Replace 'type' with 'Element' for the last struck element.
- Replace 'type' with 'Item' for the last struck item if it was an item.
  This will override the 'Skill' and 'SType' types.
- Replace 'type' with 'Skill' for the last struck skill if it was a skill.
  This will override the 'Item' type.
- Replace 'type' with 'SType' for the last struck skill type if it was
  a skill. This will override the 'Item' type.
- Replace 'type' with 'State' for the last struck state.

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Examples:

The following are some examples on how these conditional drops are used:

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<Conditional Item Potion Drop>
 Always: +20%
 Death Turn <= 3: +50%
</Conditional Item Potion Drop>

- Conditional drop is the Potion item.
- It has a base chance of 20%.
- If the enemy was defeated during or before turn 3, increase the drop
  chance by another 50%.

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<Conditional Weapon Mithril Sword Drop>
 Always: +100%
 Times SType Magic Struck: -10%
 Times SType Spell Struck: -10%
</Conditional Weapon Mithril Sword Drop>

- Conditional drop is the Mithril Sword weapon.
- It starts off with a 100% chance of a drop.
- Each time the enemy is struck with 'Magic' or 'Spell' type attacks,
  the drop chance decreases by 10%.

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<Conditional Armor Elemental Cloak Drop>
 Times Element Fire Struck: +10%
 Times Element Ice Struck: +10%
 Times Element Thunder Struck: +10%
 Times Element Physical Struck: -20%
 Times Skill Element Force Struck: +50%
</Conditional Armor Elemental Cloak Drop>

- Conditional drop is the Elemental Cloak armor.
- Each time the enemy is struck by 'Fire', 'Ice', or 'Thunder' damage,
  increase the drop chance by 10%.
- Each time the enemy is struck by 'Physical' damage, decrease the drop
  chance by 10%.
- Each time the enemy is struck by the specific skill 'Element Force',
  increase the drop chance by +50%.

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JavaScript Notetags: Drops

The following are notetags made for users with JavaScript knowledge to give more control over conditional enemy drop manipulation.

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<JS Drops>
 code
 code
 drops.push($dataItems[1]);
 drops.push($dataWeapons[2]);
 drops.push($dataArmors[3]);
</JS Drops>

- Used for: Enemy Notetags
- Replace 'code' with JavaScript code to make conditional checks in order
  to determine which items, weapons, and/or armors would be added to the
  drop pool.
- The 'drops' variable is an array which contains all of the currently
  existing drops from the enemy this notetag is on. It will be returned as
  an array upon running the notetag's JavaScript code.
- Add to or remove from the 'drops' variable to change up its contents.

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Visual Drop-Related Notetags

ExtraEnemyDrops VisualDrops.gif

For those who want to customize how some items, weapons, or armors appear as visual drops, use the following notetags.

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<Visual Drop Icon: x>

- Used for: Item, Weapon, Armor Notetags
- Forces the drop item, weapon, or armor to appear as a different icon.
- Replace 'x' with the ID of the icon you wish to show.

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<Visual Drop Rarity: x>

- Used for: Item, Weapon, Armor Notetags
- Sets the item, weapon, or armor drop to be a specific rarity.
- Replace 'x' with a rarity value between 0 and 10. The settings applied to
  the visual drop will be based on their Plugin Parameter settings.
- This is mutually exclusive from the <Visual Drop Tint Color: r, g, b, k>
  and <Visual Drop Tint Duration: x> notetags.

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<Visual Drop Tint Color: r, g, b, k>

- Used for: Item, Weapon, Armor Notetags
- Sets the tint of visual drop item when it's visible on the battlefield.
- Replace 'r' with a red value between -255 and 255.
- Replace 'g' with a green value between -255 and 255.
- Replace 'b' with a blue value between -255 and 255.
- Replace 'k' with a gray value between 0 and 255.
- This does not work with the <Visual Drop Rarity: x> notetag.

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<Visual Drop Tint Duration: x>

- Used for: Item, Weapon, Armor Notetags
- Sets the duration of the tint effect.
- Replace 'x' with the number of frames to tint the visual drop. The lower
  the number, the faster the tint pulses. The higher the number, the slower
  the tint pulses.

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<Visual Drop Spawn SFX: filename>

- Used for: Item, Weapon, Armor Notetags
- When the item, weapon, or armor's visual drop spawns on the battlefield,
  play a sound effect.
- Replace 'filename' with the name of a sound effect from the game project's
  /audio/se/ folder. Do not include the file extension.
- Example: <Visual Drop Spawn SFX: Float1>

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<Visual Drop Bounce Height: x%>

- Used for: Item, Weapon, Armor Notetags
- Alters how bouncy this visual drop is as it spawns on the battlefield.
- Replace 'x' with a percentage value on how much higher the visual drop
  should bounce than normal (whatever is set in the Plugin Parameters).

---

<Visual Drop Bounce SFX: filename>

- Used for: Item, Weapon, Armor Notetags
- When the item, weapon, or armor's visual drop bounces on the battlefield,
  play a sound effect.
- Replace 'filename' with the name of a sound effect from the game project's
  /audio/se/ folder. Do not include the file extension.
- Example: <Visual Drop Bounce SFX: Float1>

---

<Visual Drop Flag: Rainbow>
<Visual Drop Flag: Additive>
<Visual Drop Flag: Multiply>
<Visual Drop Flag: Screen>

- Used for: Item, Weapon, Armor Notetags
- Adds visual effects to visual drop when it's on the battlefield.
- The 'Rainbow' effect causes the icon's hue to constantly change.
- The 'Additive', 'Multiply', and 'Screen', effects are blend modes.

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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:

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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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Bonus Reward Plugin Commands

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ExtraEnemyDrops Command1.png

Bonus Rewards: Clear
- Clears all bonus drops.

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ExtraEnemyDrops Command2.png

Bonus Rewards: Set EXP
- Determines additional EXP the player will get in battle by this value.

  EXP:
  - Determines additional EXP the player will get in battle by this value.

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ExtraEnemyDrops Command3.png

Bonus Rewards: Set Gold
- Determines additional Gold the player will get in battle by this value.

  Gold:
  - Determines additional Gold the player will get in battle by this value.

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ExtraEnemyDrops Command4.png

Bonus Rewards: Add Item
- Adds the bonus drop the player earns from this battle to have the
  following item given at a specific quantity.

  Item ID:
  - Which item do you wish to give the player?

  Quantity:
  - How many copies of the bonus drop to give the player.

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ExtraEnemyDrops Command5.png

Bonus Rewards: Add Weapon
- Adds the bonus drop the player earns from this battle to have the
  following weapon given at a specific quantity.

  Weapon ID:
  - Which weapon do you wish to give the player?

  Quantity:
  - How many copies of the bonus drop to give the player.

---

ExtraEnemyDrops Command6.png

Bonus Rewards: Add Armor
- Adds the bonus drop the player earns from this battle to have the
  following armor given at a specific quantity.

  Armor ID:
  - Which armor do you wish to give the player?

  Quantity:
  - How many copies of the bonus drop to give the player.

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Forced Reward Plugin Commands

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ExtraEnemyDrops Command7.png

Forced Rewards: Clear
- Clears all forced drops.

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ExtraEnemyDrops Command8.png

Forced Rewards: Set EXP
- Change the amount of EXP the player will get in battle to this value.

  EXP:
  - Change the amount of EXP the player will get in battle to this value.

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ExtraEnemyDrops Command9.png

Forced Rewards: Set Gold
- Change the amount of Gold the player will get in battle to this value.

  Gold:
  - Change the amount of Gold the player will get in battle to this value.

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ExtraEnemyDrops Command10.png

Forced Rewards: Add Item
- Adds the forced drop the player earns from this battle to have the
  following item given at a specific quantity.

  Item ID:
  - Which item do you wish to give the player?

  Quantity:
  - How many copies of the forced drop to give the player.

---

ExtraEnemyDrops Command11.png

Forced Rewards: Add Weapon
- Adds the forced drop the player earns from this battle to have the
  following weapon given at a specific quantity.

  Weapon ID:
  - Which weapon do you wish to give the player?

  Quantity:
  - How many copies of the forced drop to give the player.

---

ExtraEnemyDrops Command12.png

Forced Rewards: Add Armor
- Adds the forced drop the player earns from this battle to have the
  following armor given at a specific quantity.

  Armor ID:
  - Which armor do you wish to give the player?

  Quantity:
  - How many copies of the forced drop to give the player.

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Visual Drop Plugin Commands

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ExtraEnemyDrops VisualDrops.gif

ExtraEnemyDrops Command13.png

Visual Drops: Visibility
- Sets the visibility of visual drops during battle.

  Visible:
  - Show visual drops during battle?
  - This will be reset at the start of next battle.

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Plugin Parameters

General Settings

ExtraEnemyDrops VisualDrops.gif

ExtraEnemyDrops Params1.png

These settings govern the way Visual Drops are handled. These are global rules that apply to all Visual Drops made through this plugin, from the calculations made to determine their radius distance to the number of bounces the drops make to whether or not the drops have shadows.

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General

 Enable?
 - Enable Visual Drops?
 - You know you want to.
 Reviving Resets Drops:
 - Do reviving enemies reset drops?
 - For more information, read the Extra Features section.

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Position

 Base Radius:
 - Base radius amount for drops.
 +Radius Per Drop:
 - Increase radius by this much per extra drop.
 Spin Degrees:
 - How many degrees do you want the icon to spin in its largest bounce?
 - Use 0 for no spin.
 Delay Between Drops:
 - How many milliseconds to delay the appearance of each visual drop?
 - Use 0 for no delay.
 Field of View Y:
 - What's the distortion rate for the field of view for the item
   positioning distribution.

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Bounce

 Bounce Duration:
 - Duration of the highest bounce.
 Bounce Total:
 - How many times do you want visual drops to bounce?
 - Use 0 for no bounces.
 Bounce Height:
 - The maximum height for the visual drops to fly out at.
 - This will decrease with each bounce.
 Bounce Reduction:
 - The rate at which each bounce reduces the duration and height by.

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Bounce SFX

 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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Icons

 Offset Y Rate:
 - At which rate do you want to offset the visual drop icons off the
   ground by?
 Movement Easing:
 - Select which easing type you wish to apply.
 - Requires VisuMZ_0_CoreEngine.

---

Shadow

 Show Shadow:
 - Show the shadow sprite?
 Shadow Filename:
 - Filename used for the visual drop shadow.
 Shadow Offset X:
 - Offset the shadow sprite X by this amount.
 - Negative numbers go left. Positive numbers go right.
 Shadow Offset Y:
 - Offset the shadow sprite Y by this amount.
 - Negative numbers go up. Positive numbers go down.
 Shadow Opacity:
 - Opacity level of the shadow.
 - 0 for transparent. 255 for opaque.

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Opacity

 Fade After Bounce:
 - Fade out the visual drops after they finish bouncing?
 Fade After Delay:
 - How many milliseconds to delay the fading by if the above option is
   selected?
 Opacity Fade Speed:
 - What speed should the opacity level fade out by?
 - Higher numbers are faster.

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EXP Settings

ExtraEnemyDrops Params2.png

EXP can be depicted as a visual drop from the enemy. Depending on how much EXP the enemy would give, a different setting can be used, determining the icon used and which rarity effect to apply.

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General

 Show EXP Drop:
 - Show visual drops for EXP?

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Settings 1 through 10

 EXP Value:
 - How much EXP minimum to use this setting?
 Icon:
 - Which icon to use for this setting?
 Rarity:
 - Which rarity to use for this setting?

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Gold Settings

ExtraEnemyDrops Params3.png

Gold can be depicted as a visual drop from the enemy. Depending on how much Gold the enemy would give, a different setting can be used, determining the icon used and which rarity effect to apply.

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General

 Show Gold Drop:
 - Show visual drops for Gold?

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Settings 1 through 10

 Gold Value:
 - How much Gold minimum to use this setting?
 Icon:
 - Which icon to use for this setting?
 Rarity:
 - Which rarity to use for this setting?

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Enemy Drops Settings

ExtraEnemyDrops Params4.png

These are the usual enemy drops that you're used to. These will factor in extra drops, conditional drops, and drops added through JavaScript as well. You can choose to have the enemy drops reveal their real icons or keep it a surprise for when the player finally access the Victory Aftermath screen.

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General

 Show Enemy Drops:
 - Show visual drops for enemy drops?
 Use Unique Icons:
 - Show the icons of the drops?
 - If not, use the ones below.

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Common Icons

 Common Item Icon:
 Common Weapon Icon:
 Common Armor Icon:
 - What icon do you want to use for common items, weapons, and armors?

---

Rarity Settings

ExtraEnemyDrops Params5.png

Visual Drop rarities are found in 11 tiers, No Rarity and Rarities 1 through 10. How you use these rarities is up to you, the game dev. However, items of a matching rarity level will display the same tints, durations, and flags. Although more flags can be added later through notetags, matching rarities will exhibit a common ground of flags.

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General

 Show Rarities:
 - Show visual effects for different rarities?

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No Rarity and Rarities 1 through 10

 Tint:
 - Tone settings for this rarity.
 - Format: [Red, Green, Blue, Gray]
 Duration:
 - What duration do you want for this rarity?
 Flags:
 - What flags do you want to apply to this rarity?
 - Flags:
   - Rainbow
   - Additive
   - Multiply
   - Screen
   - Bounce Height x%
   - Bounce SFX: filename
   - Spawn SFX: filename

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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 1.01: October 18, 2020

  • Feature Update!
    • Bounce SFX pitch plugin parameter is now uncapped.


Version 1.00: October 9, 2020

  • Finished Plugin!

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