Item Throw Skills VisuStella MZ

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System

This is a plugin created for RPG Maker MZ.

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Masterarbeit Writer


ItemThrowSkills 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

VisuMZ.136.jpg

This plugin introduces Item Throw, which brings the art of throwing items to your battles! Unlock a whole new level of strategy for your actors as they pick up and hurl various items with unique effects and abilities.

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

  • Create skills that allow actors to pick and throw items at their targets.
  • Different skills can have different types of items to throw, which are distinguished via notetags.
  • Throwable items have a throw power stat, which can be determined by a notetag or automatically via plugin parameters and/or their base ATK stat if the item is a weapon or armor.
  • This throw power stat can be adjusted for the damage formula of the skill used to throw the item.
  • Items thrown can have individual effects, such as having different rates of accuracy, critical hit rates, difference variances, the ability to bypass guard, applying states, buffs, or debuffs, as well as removing them from the target.
  • Combined usage with the VisuMZ Elements and Status Menu Core can add in extra individual effects like added elements or changing the elemental damage outright.
  • Use JavaScript code to create custom effects for items, weapons, or armors when thrown at targets.
  • Automatic action sequences made to fit item throw skills as well as notetags that give throwable items different animation properties.


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

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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Enemy Non-Usage

Enemies cannot use Item Throw skills. Simply put, they don't have an item inventory to pick and throw items from. Use a regular skill instead to give the illusion of an Item Throw skill.

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Force Action

You cannot use "Forced Action" with a skill that will throw an item. This includes commands that will chain into an Item Throw skill. The reason behind this is that there is no item input entry for the player to select from for this action.

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Action Sequence Projectiles

When using the custom action sequences "PROJECTILE: Icon", the icon used as a projectile will automatically be changed into whatever the thrown item's icon is (or whatever icon is listed under the thrown item's <Throw Icon: x> notetag). This only applies for throwing skills.

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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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Elements and Status Menu Core

If the Elements and Status Menu Core is used, you gain access to the notetags that alter the element used based on the item thrown. There are two notetags accessible through this: <Throw Add Element: x, x, x> which will add additional elements and <Throw Replace Element: x, x, x> which will replace the existing elements with a new set of elements.

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Action Sequence Projectiles

The automatic action sequences added through this plugin will utilize the Action Sequence Projectiles plugin to show the item being thrown. There will also be extra Plugin Parameters and notetags that can be used to change certain properties of this automatic action sequence.

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Instructions - Item Throw Damage Formula

Here's how you can have the thrown item's "throw power" incorporated into the damage formula.

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Step 1: Item Throw Skill

ItemThrowSkills Instruction1.png

  1. Create the Item Throw skill with a <Can Throw: x> notetag.
  2. For more information on the notetag, refer to the notetag section.

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Step 2: Change the Damage Formula

ItemThrowSkills Instruction2.png

  1. Change the damage formula to have the word "power" in it somewhere (without the quotes).
  2. This will reference the "throw power" of the item, weapon, or armor.

Example:

  a.atk + (power * 10) - b.def

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Step 3: Add Throw Type to Items, Weapons, and Armors

ItemThrowSkills Instruction3.png

  1. Select the Items, Weapons, and Armors you want to be throwable by that Item Throw skill you've made.
  2. Insert the <Throw Type: x> notetag and have 'x' match the <Can Throw: x> notetag's 'x' value.

Example:

If you are using <Can Throw: Shuriken> in your item throw skill, then only items, weapons, and armors with the notetag <Throw Type: Shuriken> can be used and thrown by that skill.

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Step 4: Add Throw Power to Items, Weapons, and Armors

ItemThrowSkills Instruction4.png

  1. Items will have a default throw power determined by the settings found in the Plugin Parameters.
  2. Weapons and armors will have a default throw power equal to their ATK parameter in the database.
  3. The default throw power can be overwritten with the <Throw Power: x> notetag where 'x' is the throw power value.
  4. For more information on the notetag, refer to the notetag section.

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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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Throw Skill-Related Notetags

ItemThrowSkills Preview.gif

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<Can Throw: x>
<Can Throw: x, x, x>

- Used for: Skill Notetags
- This notetag causes the skill to be able to throw items of 'x' type.
- Replace 'x' with text marking the type or category.
  - Insert more 'x' entries to add more types.
  - Use 'any' or 'all' in place of 'x' to throw any kind of item.
  - Use 'weapon' or 'armor' in place of 'x' to throw any weapon or armor.
- Types are determined by the <Throw Type: x> or <Category: x> notetags.
- This cannot be used with skills that are made to be used as Active Chain
  Skills, Input Combo Skills, or Evolution Matrix Skills.
- Likewise, this cannot be used with Item Concoction and Amplify effects.
- Throw will consume the selected item, weapon, or armor as well as pay the
  throw skill's cost to initiate this effect.
  - Key Items, nonconsumable items, and any items with a successful proc of
    the <Throw Conserve: x%> notetag will not be consumed.

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<Throw Type: x>
<Throw Types: x, x, x>

- Used for: Item, Weapon, Armor Notetags
- These are the types that are used to determine what the Item Throw skills
  can throw.
- Replace 'x' with text marking the type.
  - Insert more 'x' entries to add more types.
- <Category: x> will also count as a throwable type. However, this notetag
  will separate the throwable types from anything else that uses the
  <Category: x> notetag.
- Some types will be automatically incorporated:
  - All items, weapons, and armors will have "Any" and "All" types.
  - "Item" and "Items" will be automatically incorporated into item types.
  - "Weapon" and "Weapons" will be automatically added into weapon types.
  - Weapon types will also have their weapon type names added.
  - "Armor" and "Armors" will be automatically added into weapon types.
  - Armor types will also have their armor type names and equip type names
    added to their throwable types.

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<Throw Power: x>

- Used for: Item, Weapon, Armor Notetags
- Adjusts the throw power of the item to 'x'.
- Replace 'x' with a numeric value to determine its impact on the item throw
  skill's damage formula.
  - The 'x' value will replace the 'power' entry in the item throw skill's
    damage formula.
  - You can also use JavaScript in place of 'x' like the following:
    <Throw Power: $gameVariables.value(5)>
- If this notetag is not used, then the throw power will default to a value.
  - If an item, default throw power is found in the Plugin Parameters.
  - If a weapon or armor, default throw power is this item's ATK parameter.

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<Throw Impact Animation: x>

- Used for: Item, Weapon, Armor Notetags
- Changes the impact animation of this thrown item, weapon, or armor to 'x'.
- Replace 'x' with a number representing the ID of the animation you wish to
  play as the impact animation.

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<Throw Conserve: x%>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is selected and thrown, there is a 'x'
  percent chance of it not being consumed.
- Replace 'x' with a number representing the percent chance for this item,
  weapon, or armor to not be consumed.
  - 100% will mean it will never be consumed.
- If this notetag is not used, then the item, weapon, and armor will always
  be consumed unless it is a non-consumable item set by the database.

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Throw Properties-Related Notetags

ItemThrowSkills Preview.gif

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<Throw Hit Rate: x%>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is selected and thrown, change the hit
  rate of the action to 'x' percent.
- Replace 'x' with a number representing the percent chance to hit the
  skill target.
- If this notetag is not used, refer to the hit rate of the skill itself.

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<Throw Critical: x%>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is selected and thrown, change the
  critical hit rate of the action to 'x' percent.
- Replace 'x' with a number representing the percent chance to land a
  critical hit on the skill target.
- If this notetag is not used, refer to the critical rate of the skill user
  or the skill if applicable.

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<Throw Variance: x%>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is selected and thrown, change the damage
  variance of the action to 'x' percent.
- Replace 'x' with a number representing the damage variance.
- If this notetag is not used, refer to the damage variance of the skill.

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<Throw Ignore Guard>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is selected and thrown, ignore any damage
  modifiers if the target is guarding.
- If this notetag is not used, the usual damage modifiers applied if the
  target is guarding will be normally applied.

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Throw Effects-Related Notetags

ItemThrowSkills Preview.gif

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<Throw Add Element: id>
<Throw Add Elements: id, id, id>
<Throw Add Element: name>
<Throw Add Elements: name, name, name>

- Used for: Item, Weapon, Armor Notetags
- Requires VisuMZ_1_ElementStatusCore!
- Adds the specified element(s) to the item throw.
- For 'id' variant, replace 'id' with a number representing the ID of the
  element you wish to add with the thrown item.
  - Insert multiple 'id' entries to add more elements.
- For 'name' variant, replace 'name' with the name of the element you wish
  to add with the thrown item.
  - Insert multiple 'name' entries to add more elements.

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<Throw Replace Element: id>
<Throw Replace Elements: id, id, id>
<Throw Replace Element: name>
<Throw Replace Elements: name, name, name>

- Used for: Item, Weapon, Armor Notetags
- Requires VisuMZ_1_ElementStatusCore!
- Replaces the specified element(s) to the item throw. Any element that the
  item throw skill had before will be replaced with the declared notetag's.
- For 'id' variant, replace 'id' with a number representing the ID of the
  element you wish to replace with the thrown item.
  - Insert multiple 'id' entries to add more elements.
- For 'name' variant, replace 'name' with the name of the element you wish
  to replace with the thrown item.
  - Insert multiple 'name' entries to add more elements.

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<Throw Add State: id>
<Throw Add States: id, id, id>
<Throw Add State: name>
<Throw Add States: name, name, name>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is thrown at the target, apply the
  state(s) listed in the notetag to the target.
- For 'id' variant, replace 'id' with a number representing the ID of the
  state you wish to apply to the target.
  - Insert multiple 'id' entries to add more states.
- For 'name' variant, replace 'name' with the name of the state you wish to
  apply to the target
  - Insert multiple 'name' entries to add more states.

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<Throw Remove State: id>
<Throw Remove States: id, id, id>
<Throw Remove State: name>
<Throw Remove States: name, name, name>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is thrown at the target, remove the
  state(s) listed in the notetag from the target.
- For 'id' variant, replace 'id' with a number representing the ID of the
  state you wish to remove from the target.
  - Insert multiple 'id' entries to remove more states.
- For 'name' variant, replace 'name' with the name of the state you wish to
  remove from the target
  - Insert multiple 'name' entries to remove more states.

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<Throw Add Buff: param For x Turns>
<Throw Add Buff: param, param, param For x Turns>
<Throw Add Debuff: param For x Turns>
<Throw Add Debuff: param, param, param For x Turns>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is thrown at the target, apply a buff
  or debuff to the target for the specified base parameter(s).
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine the type of buff or debuff to add.
  - Insert multiple 'param' entries to add more buffs or debuffs.
  - If you want to add multiple stacks of a parameter, insert that parameter
    multiple times.
    - Example: <Throw Add Debuff: DEF, DEF For 5 Turns>
- Replace 'x' with a number representing the number of turns to set the buff
  or debuff to.
- Insert multiple copies of this notetag if you want to add a variety of
  buffs and/or debuffs at different turn intervals.

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<Throw Remove Buff: param>
<Throw Remove Buff: param, param, param>
<Throw Remove Debuff: param>
<Throw Remove Debuff: param, param, param>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is thrown at the target, remove a buff
  or debuff to the target for the specified base parameter(s).
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine the type of buff or debuff to remove.
  - Insert multiple 'param' entries to remove more states.

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JavaScript Notetag: Effect-Related

ItemThrowSkills Preview.gif

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<JS Throw Effect>
 code
 code
</JS Throw Effect>

- Used for: Item, Weapon, Armor Notetags
- When this item, weapon, or armor is thrown at the target, run the 'code'
  found inside of the notetags.
- The 'user' variable represents the battler throwing the item.
- The 'target' variable represents the target the item is thrown at.
- The 'item' variable represents the item, weapon, or armor being thrown.
- The 'skill' variable represents the throw skill being used.
- This effect will occur each time it hits a target.

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Action Sequence-Related Notetags

ItemThrowSkills Preview.gif

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<Throw Icon: x>

- Used for: Item, Weapon, Armor Notetags
- Requires VisuMZ_3_ActSeqProjectiles!
- Changes the action sequence's projectile icon to 'x'.
  - Used for both custom action sequences and auto action sequences.
- Replace 'x' with a number representing the icon index of the projectile
  being thrown to the target.
- If this notetag is not used, the default icon used will be the item,
  weapon, or armor's icon.

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<Throw Duration: x>

- Used for: Item, Weapon, Armor Notetags
- Requires VisuMZ_3_ActSeqProjectiles!
- Gives the projectile 'x' frames of air time for the action sequence.
  - Used for both custom action sequences and auto action sequences.
- Replace 'x' with a number representing the duration in frames the
  projectile will spend flying through the air to the target.
  - 60 frames = 1 second.
- If this notetag is not used, the duration will be set to the default value
  found in the Plugin Parameters or the Plugin Command.

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<Throw Auto Angle>
<No Throw Auto Angle>

- Used for: Item, Weapon, Armor Notetags
- Requires VisuMZ_3_ActSeqProjectiles!
- Turns on/off auto angle for the action sequence.
  - Used for both custom action sequences and auto action sequences.
- If neither notetag is used, the setting will be the default value found in
  the Plugin Parameters or the Plugin Command.

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<Throw Angle Offset: +x>
<Throw Angle Offset: -x>

- Used for: Item, Weapon, Armor Notetags
- Requires VisuMZ_3_ActSeqProjectiles!
- Rotates the initial offset of the projectile icon by 'x' degrees.
  - Used for both custom action sequences and auto action sequences.
- Replace 'x' with a number representing the initial angle degree offset.
- If this notetag is not used, the offset will be set to the default value
  found in the Plugin Parameters or the Plugin Command.

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<Throw Arc: x>

- Used for: Item, Weapon, Armor Notetags
- Requires VisuMZ_3_ActSeqProjectiles!
- Sets the projectile's arc peak to 'x' pixels.
  - Used for both custom action sequences and auto action sequences.
- Replace 'x' with a number representing the arc peak in pixels.
- If this notetag is not used, the arc peak will be set to the default value
  found in the Plugin Parameters or the Plugin Command.

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<Throw Hue: x>

- Used for: Item, Weapon, Armor Notetags
- Requires VisuMZ_3_ActSeqProjectiles!
- Sets the projectile icon's hue to 'x'.
  - Used for both custom action sequences and auto action sequences.
- Replace 'x' with a number representing the hue of the icon.
  - Use a number between 0 and 360.
- If this notetag is not used, the hue will be set to the default value
  found in the Plugin Parameters or the Plugin Command.

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<Throw Scale: x>

- Used for: Item, Weapon, Armor Notetags
- Requires VisuMZ_3_ActSeqProjectiles!
- Sets the projectile icon's scale to 'x' value.
  - Used for both custom action sequences and auto action sequences.
- Replace 'x' with a number representing the scale of the icon.
  - 0.5 is 50% scale.
  - 1.0 is 100% scale.
  - 1.5 is 150% scale.
  - 2.0 is 200% scale.
- If this notetag is not used, the scale will be set to the default value
  found in the Plugin Parameters or the Plugin Command.

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<Throw Spin: +x>
<Throw Spin: -x>

- Used for: Item, Weapon, Armor Notetags
- Requires VisuMZ_3_ActSeqProjectiles!
- Sets the projectile icon's spin speed to 'x'.
  - Used for both custom action sequences and auto action sequences.
- Replace 'x' with a number representing the spin speed of the icon.
  - A positive spin speed rotates clockwise.
  - A negative spin speed rotates counterclockwise.
- This cannot be used with auto angle.
- If this notetag is not used, the spin will be set to the default value
  found in the Plugin Parameters or the Plugin Command.

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Script Calls

The following are Script Calls that can be used with this plugin. These are made for JavaScript proficient users. We are not responsible if you use them incorrectly or for unintended usage.

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Item Retrieval-Related Script Calls

VisuMZ.136.jpg

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$thrownItem

- This is a variable that gets updated upon the usage of any new action be
  it from an actor or enemy. It will return the item, weapon, or armor being
  thrown by the skill if any.
- The item, weapon, or armor will be in its rawest form, which is its
  $dataItems[x] entry, $dataWeapons[x] entry, or $dataArmors[x] entry.

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Plugin Parameters

General Settings

ItemThrowSkills Preview.gif

ItemThrowSkills Params1.png

These are some basic general plugin parameters used for this plugin.

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General

 Default Item Throw Power:
 - What should be the default throw power for an item?
 - You can set this with the <Throw Power: x> notetag, too.
 - Weapons and Armors will use their ATK value as default throw power.

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Auto Action Sequence Settings

ItemThrowSkills Preview.gif

ItemThrowSkills Params2.png

Adjust the settings for the Item Throw-related automatic action sequence here. Some of these settings can only be used if VisuMZ_3_ActSeqProjectiles is installed in addition to this plugin.

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General

 Enabled?:
 - Use Auto Action Sequences for Item Throw skills?
 Projectiles?:
 - Add projectile animations to Item Throw Skills?
 - Requires VisuMZ_3_ActSeqProjectiles!

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Waiting

 No Projectile Wait:
 - If no projectiles are used, wait how many frames before impact
   animation?
 - 60 frames = 1 second.
 Post-Animation Wait:
 - After impact animation plays, wait how many frames before displaying
   damage results?
 - 60 frames = 1 second.

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Projectile Defaults

 Projectile Duration:
 - How much default air time should projectiles have?
 - 60 frames = 1 second.
 - Requires VisuMZ_3_ActSeqProjectiles!
 Auto Angle?:
 - Automatically angle the projectile to tilt the direction it's moving?
 - Requires VisuMZ_3_ActSeqProjectiles!
 Angle Offset:
 - Alter the projectile's tilt by this many degrees.
 - Requires VisuMZ_3_ActSeqProjectiles!
 Arc Peak:
 - This is the height of the project's trajectory arc in pixels.
 - Requires VisuMZ_3_ActSeqProjectiles!
 Hue:
 - Adjust the hue of the projectile.
 - Insert a number between 0 and 360.
 - Requires VisuMZ_3_ActSeqProjectiles!
 Scale:
 - Adjust the size scaling of the projectile.
 - Use decimals for exact control.
 - Requires VisuMZ_3_ActSeqProjectiles!
 Spin Speed:
 - Determine how much angle the projectile spins per frame.
 - Does not work well with "Auto Angle".
 - 60 frames = 1 second.
 - Requires VisuMZ_3_ActSeqProjectiles!

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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: February 15, 2024

  • Optimization Update!
    • Plugin should run more optimized.


Version 1.00 Official Release Date: October 23, 2023

  • Finished Plugin!

See Also


End of Helpfile