Map Event Effects VisuStella MZ

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This is a plugin created for RPG Maker MZ.

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Masterarbeit Writer


MapEventEffects Breathe.gif

MapEventEffects Flash.gif

MapEventEffects Float.gif

MapEventEffects Hue.gif

MapEventEffects Scale.gif

MapEventEffects Shake.gif

MapEventEffects Sidestep.gif

MapEventEffects Tint.gif


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.127.jpg

Sometimes for an event cutscene, you want to do more than the available special effects provided by RPG Maker MZ. This plugin adds more functions including hue changes, floating, sidestepping, shaking, scaling, breathing, tinting, and flashing. Use these effects to spice up your map events.

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

  • Apply hue effects to your map events. Events can start with specific hues, within hue ranges.
  • Hues can shift constantly to give them a chromatic effect.
  • Map events can float above the ground up and down at different speeds and at different rates.
  • Map events can sidestep back and forth to give a left to right movement. This can be adjusted at different speeds and different rates.
  • Shake effects can be used to make events appear shivering in place, either horizontally, vertically, or both.
  • Events can change their size scaling to appear larger or smaller. This can be useful when creating giant races or miniature fairies.
  • Breathing effects can be used to make events appear more bouncy than usual which is great for certain sprite types like slimes.
  • Tints can be used to apply an overlay color on top of the existing color set the sprite has. This can be used for statues or petrification.
  • Flashing can be made to occur immediately or in cycles. Flashing colors on an event can indicate various things from self-destruct sequences to possible evolution.


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.



Effects List

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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Breathing

MapEventEffects Breathe.gif

Events with breathing effects will oscillate horizontally and/or vertically in size. This can be applied to horizontal or vertical exclusively when needed in that form.

Though this effect can look overdramatic for regular human sprites, the effect works quite well for certain monster types including slimes, worms, tentacles, etc.

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Flash Color

MapEventEffects Flash.gif

A designated color will flash on the target event. The flash will occur only once and will fade to transparent over a period of time. However, when used with a cycle, a new flash will be generated every cycle amount and the whole color flashing will cycle through again.

This can be used for things like flashing computers, damaged targets, certain monsters getting ready to evolve, you name it.

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Floating

MapEventEffects Float.gif

Allows the character sprite to float above the ground. The character can hover up and down while at it. If the character moves past a certain height, the character will be deemed "Above Characters" visually to prevent clipping although its movement priority system will still be the same.

The effect can be used for flying creatures like birds, bats, butterflies, fairies, etc. This is best paired with the Sidestep effect to add in some horizontal motion, too.

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Hue

MapEventEffects Hue.gif

Adjusts the character sprite's hue property. When used, all of the sprite's color will shift relative to the setting used. Used with a hue change per frame effect and it will create a chromatic rainbow-like effect.

Hue changes to be used to apply slightly different appearances to many events that use the same graphic. They can be off-color from one another and have a bit of distinction.

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Repeat Animations

MapEventEffects RepeatMapAni.gif

Requires VisuMZ_0_CoreEngine! Allows for animations to be played repeatedly on an event. Determine the cycle time for the repeated animation as well as other properties like mirroring it or muting it.

---

Scale

MapEventEffects Scale.gif

Changes the size of the character's sprite by a scaling factor. The sprite will appear larger than normal. The horizontal and vertical scaling can be adjusted independently of one another.

This effect can be used to depict different races of various sizes while using repeated graphics. The race of Giants can use a larger scale and the dwarves and halflings can use a smaller scale.

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Shake

MapEventEffects Shake.gif

When given shake power, the sprite will move frantically horizontally, and/or vertically. The settings can be made to apply horizontal movement independent of vertical movement, too.

This effect can be used to make a character shiver, freak out, or even cringe at the situation going on.

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Sidestep

MapEventEffects Sidestep.gif

Allows the character sprite to move left and/or right instead of being aligned to the tile it's on. The character can constantly shift left and right, too.

This effect can be used to apply to certain objects that aren't normally stationary such as water-based plants. This effect is also useful for hovering objects and entites such as birds, bats, butterflies, etc.

---

Tint Color

MapEventEffects Tint.gif

Applies a shade of color on top of the sprite's current color scheme. The tint effect can be adjusted to fade towards the next color or the like.

This can be used to make statues by setting a gray-ish tint, making things appear burnt with a reddish tint, covered in soot with a dark-ish tint, and mossy with a dark green-ish tint.

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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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Breathing-Related Notetags

MapEventEffects Breathe.gif

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<Breathing Rate: x%>

<Breathing Rate X: x%>
<Breathing Rate Y: y%>

- Used for: Event Notetags and Event Page Comment Tags
- Changes the breathing rate of the sprite to the percentile amount.
- For <Breathing Rate: x%> variant: replace 'x' with a number representing
  the general breathing percentage to be used.
- For <Breathing Rate X: x%> variant: replace 'x' with a number representing
  the horizontal breathing percentage to be used.
- For <Breathing Rate Y: y%> variant: replace 'y' with a number representing
  the vertical breathing percentage to be used.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Breathing Speed: x>

<Breathing Speed X: x>
<Breathing Speed Y: y>

- Used for: Event Notetags and Event Page Comment Tags
- Changes the breathing speed of the sprite.
- For <Breathing Speed: x%> variant: replace 'x' with a number representing
  the general breathing speed rate to be used.
  - For best results, use numbers between 0 and 1.
- For <Breathing Speed X: x%> variant: replace 'x' with a number
  representing the horizontal breathing speed rate to be used.
  - For best results, use numbers between 0 and 1.
- For <Breathing Speed Y: y%> variant: replace 'y' with a number
  representing the vertical breathing speed rate to be used.
  - For best results, use numbers between 0 and 1.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Breathing Random Offset>

<Breathing Random Offset X>
<Breathing Random Offset Y>

- Used for: Event Notetags and Event Page Comment Tags
- Makes the event's breathing rate effect different from other events by
  having different starting points.
  - This effect does NOT work with <Breathing Static Offset: x> variants.
- For <Breathing Random Offset> variant, this will affect both breathing
  rates for horizontal and vertical directions.
- For <Breathing Random Offset X> variant, this will affect only breathing
  rates for the horizontal direction.
- For <Breathing Random Offset Y> variant, this will affect only breathing
  rates for the vertical direction.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Breathing Static Offset: x>

<Breathing Static Offset X: x>
<Breathing Static Offset Y: y>

- Used for: Event Notetags and Event Page Comment Tags
- Makes the event's breathing rate starting count begin at 'x' and will
  share similar starting float height offsets with other events that use the
  same offset number.
  - This effect does NOT work with <Breathing Random Offset> variants.
- For <Breathing Static Offset: x> variant, replace 'x' with a number that
  adjusts the starting point for both horizontal and vertical breathing.
- For <Breathing Static Offset X: x> variant, replace 'x' with a number that
  adjusts the starting point for only horizontal breathing.
- For <Breathing Static Offset Y: y> variant, replace 'y' with a number that
  adjusts the starting point for only vertical breathing.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

Flash-Related Notetags

MapEventEffects Flash.gif

---

<Flash Color: r, g, b, a>

- Used for: Event Notetags and Event Page Comment Tags
- Gives the event an effect that will periodically flash a custom color.
- Replace 'r' with a number representing the red color value (0 to 255).
- Replace 'g' with a number representing the green color value (0 to 255).
- Replace 'b' with a number representing the blue color value (0 to 255).
- Replace 'a' with a number representing the alpha value (0 to 255).
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Flash Duration: x>

- Used for: Event Notetags and Event Page Comment Tags
- Sets the duration of the flash effect to 'x' frames.
- Replace 'x' with a number representing how long the flash lasts in frames.
  - 60 frames per second.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.
- If this notetag is not used, use the default flash duration found within
  the Plugin Parameters.

---

<Flash Cycle: x>

- Used for: Event Notetags and Event Page Comment Tags
- Sets the cycle time of the flash effect to 'x' frames.
- Replace 'x' with a number representing how long the flash cycle begins
  anew again.
  - 60 frames per second.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.
- If this notetag is not used, use the default flash cycle found within
  the Plugin Parameters.

---

Floating-Related Notetags

MapEventEffects Float.gif

---

<Float Height: x>

<Float Height: x to y>

- Used for: Event Notetags and Event Page Comment Tags
- Sets the event's float height to 'x' or hover between 'x' and 'y'.
- With the <Float Height: x> variant: replace 'x' with a number representing
  the pixels off the ground.
- With the <Float Height: x to y> variant, replace 'x' and 'y' with numbers
  representing what pixel heights to shift between.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Float Speed: x>

- Used for: Event Notetags and Event Page Comment Tags
- Sets the event's float speed to 'x' for the hovering float effect.
- Replace 'x' with a number representing the speed at which the event floats
  between heights with.
  - For best results, use a number between 0 and 1.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Float Random Offset>

- Used for: Event Notetags and Event Page Comment Tags
- Makes the event's floating height effect different from other events by
  having different starting points.
  - This effect does NOT work with <Float Static Offset: x>.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Float Static Offset: x>

- Used for: Event Notetags and Event Page Comment Tags
- Makes the event's floating height starting count begin at 'x' and will
  share similar starting float height offsets with other events that use the
  same offset number.
  - This effect does NOT work with <Float Random Offset>.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

Hue-Related Notetags

MapEventEffects Hue.gif

---

<Hue: x>

- Used for: Event Notetags and Event Page Comment Tags
- Sets the event's hue color to 'x'.
- Replace 'x' with a number representing the hue shift.
  - For best results, use a number between 0 and 360.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Random Hue>

- Used for: Event Notetags and Event Page Comment Tags
- Sets the event's hue color to a random amount between 0 and 360.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Random Hue: x to y>

- Used for: Event Notetags and Event Page Comment Tags
- Sets the event's hue color to a random amount between 'x' and 'y'.
- Replace 'x' and 'y' with numbers representing the hue shifts.
  - For best results, use numbers between 0 and 360.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Hue Per Frame: +x>
<Hue Per Frame: -x>

- Used for: Event Notetags and Event Page Comment Tags
- The event will constantly shift hue values by 'x' each frame.
- Replace 'x' with a number representing the hue shift.
  - For best results, use a number between 0 and 360.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---


Repeat Animation-Related Notetags

MapEventEffects RepeatMapAni.gif

---

<Repeat Animation: x>

- Used for: Event Notetags and Event Page Comment Tags
- Plays animation 'x' on event over and over.
- Replace 'x' with a number representing the ID of the animation to be
  played on this event repeatedly.
  - Keep in mind that if an event changes pages to one that does not have an
    animation or if the event is erased, the animation will still have to
    finish up playing.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Repeat Animation Cycle: x>

- Used for: Event Notetags and Event Page Comment Tags
- Determines the animation cycle used for repeated animations. Animations
  will be repeated every 'x' frames.
- Replace 'x' with a number representing the frame count between each
  animation playthrough. 60 frames = 1 second.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Repeat Animation Mirror: On>
<Repeat Animation Mirror: Off>

- Used for: Event Notetags and Event Page Comment Tags
- Determines if the repeating animation is mirrored or not.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Repeat Animation Mute: On>
<Repeat Animation Mute: Off>

- Used for: Event Notetags and Event Page Comment Tags
- Determines if the repeating animation is muted or not.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

Scale-Related Notetags

MapEventEffects Scale.gif

---

<Scale: x%>

<Scale X: x%>
<Scale Y: y%>

- Used for: Event Notetags and Event Page Comment Tags
- Changes the scale of the sprite to the designated size.
- For <Scale: x%> variant: replace 'x' with a number representing the
  scaling overall percentage to be used.
- For <Scale X: x%> variant, replace 'x' with a number representing the x
  factor for the horizontal scaling percentage to be used.
- For <Scale Y: y%> variant, replace 'y' with a number representing the y
  factor for the vertical scaling percentage to be used.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

Shake-Related Notetags

MapEventEffects Shake.gif

---

<Shake Power: x>

<Shake Power X: x>
<Shake Power Y: y>

- Used for: Event Notetags and Event Page Comment Tags
- Sets the event's shaking to 'x' and/or 'y' power.
- For <Shake Power: x> variant: replace 'x' with a number representing the
  shake power used for both horizontal and vertical shaking.
- For <Shake Power X: x> variant: replace 'x' with a number representing the
  shake power used for only horizontal shaking.
- For <Shake Power Y: y> variant: replace 'y' with a number representing the
  shake power used for only vertical shaking.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

Sidestepping-Related Notetags

MapEventEffects Sidestep.gif

---

<Sidestep: x>

<Sidestep: x to y>

- Used for: Event Notetags and Event Page Comment Tags
- Sets the event's sidestep distance to 'x' or hover between 'x' and 'y'.
- With the <Sidestep: x> variant: replace 'x' with a number representing
  the pixels to the side.
  - Negative numbers go left. Positive numbers go right.
- With the <Sidestep: x to y> variant, replace 'x' and 'y' with numbers
  representing what pixel heights to shift between.
  - Negative numbers go left. Positive numbers go right.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Sidestep Speed: x>

- Used for: Event Notetags and Event Page Comment Tags
- Sets the event's shifting speed to 'x' for the sidestepping effect.
- Replace 'x' with a number representing the speed at which the event will
  sidestep between.
  - For best results, use a number between 0 and 1.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Sidestep Random Offset>

- Used for: Event Notetags and Event Page Comment Tags
- Makes the event's sidestepping effect different from other events by
  having different starting points.
  - This effect does NOT work with <Sidestep Static Offset: x>.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

<Sidestep Static Offset: x>

- Used for: Event Notetags and Event Page Comment Tags
- Makes the event's sidestepping distance starting count begin at 'x' and
  will share similar starting sidestep static offsets with other events that
  use the same offset number.
  - This effect does NOT work with <Sidestep Random Offset>.
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---

Tint-Related Notetags

MapEventEffects Tint.gif

---

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

- Used for: Event Notetags and Event Page Comment Tags
- Tints the event with a custom tone.
- Replace 'r' with a number representing the red tone value (-255 to 255).
- Replace 'g' with a number representing the green tone value (-255 to 255).
- Replace 'b' with a number representing the blue tone value (-255 to 255).
- Replace 'k' with a number representing the grey tone value (0 to 255).
- If this is placed in a notetag, the effect will be present across
  all event pages used.
- If this is placed inside a page's comment, the effect will only occur
  if that event page is currently active.

---


Plugin Commands

PluginCommandsMZ.png

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

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

---


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

---

Breathing-Related Plugin Commands

MapEventEffects Breathe.gif

---

Breathing: Change for Event
- Changes target event's character's breathing.

  Event ID:
  - Insert the ID of the target event.
  - Use 0 for the current event.

  Breathing Rate X:
  - What is the breathing rate X in pixels?
  - For best results, use a number between 0 and 1.

  Breathing Rate Y:
  - What is the breathing rate Y in pixels?
  - For best results, use a number between 0 and 1.

  Breathing Speed X:
  - What is the speed X used for breathing?
  - For best results, use a number between 0 and 1.

  Breathing Speed Y:
  - What is the speed Y used for breathing?
  - For best results, use a number between 0 and 1.

  Duration:
  - The duration in frames for which this change takes place.

---

Breathing: Change for Follower
- Changes target follower's character's breathing.

  Follower ID:
  - Select which follower ID to change for.
  - Follower ID's start at 1.

  Breathing Rate X:
  - What is the breathing rate X in pixels?
  - For best results, use a number between 0 and 1.

  Breathing Rate Y:
  - What is the breathing rate Y in pixels?
  - For best results, use a number between 0 and 1.

  Breathing Speed X:
  - What is the speed X used for breathing?
  - For best results, use a number between 0 and 1.

  Breathing Speed Y:
  - What is the speed Y used for breathing?
  - For best results, use a number between 0 and 1.

  Duration:
  - The duration in frames for which this change takes place.

---

Breathing: Change for Player
- Changes player character's breathing.

  Breathing Rate X:
  - What is the breathing rate X in pixels?
  - For best results, use a number between 0 and 1.

  Breathing Rate Y:
  - What is the breathing rate Y in pixels?
  - For best results, use a number between 0 and 1.

  Breathing Speed X:
  - What is the speed X used for breathing?
  - For best results, use a number between 0 and 1.

  Breathing Speed Y:
  - What is the speed Y used for breathing?
  - For best results, use a number between 0 and 1.

  Duration:
  - The duration in frames for which this change takes place.

---

Flash-Related Plugin Commands

MapEventEffects Flash.gif

---

Flash: Change for Event
- Changes target event's character's flash color.

  Event ID:
  - Insert the ID of the target event.
  - Use 0 for the current event.

  Flash Color:

    Red:
    Green:
    Blue:
    Alpha:
    - What is the flash value?
    - Use a number between 0 and 5.

  Duration:
  - The duration in frames for which this change takes place.

---

Flash: Change for Follower
- Changes target follower's character's flash color.

  Follower ID:
  - Select which follower ID to change for.
  - Follower ID's start at 1.

  Flash Color:

    Red:
    Green:
    Blue:
    Alpha:
    - What is the flash value?
    - Use a number between 0 and 5.

  Duration:
  - The duration in frames for which this change takes place.

---

Flash: Change for Player
- Changes player character's flash color.

  Flash Color:

    Red:
    Green:
    Blue:
    Alpha:
    - What is the flash value?
    - Use a number between 0 and 5.

  Duration:
  - The duration in frames for which this change takes place.

---

Float-Related Plugin Commands

MapEventEffects Float.gif

---

Float: Change for Event
- Changes target event's character's float height.

  Event ID:
  - Insert the ID of the target event.
  - Use 0 for the current event.

  Minimum Float Height:
  - What is the minimum float height in pixels?

  Maximum Float Height:
  - What is the maximum float height in pixels?

  Float Speed:
  - What is the speed used for floating?
  - For best results, use a number between 0 and 1.

  Duration:
  - The duration in frames for which this change takes place.

---

Float: Change for Follower
- Changes target follower's character's float height.

  Follower ID:
  - Select which follower ID to change for.
  - Follower ID's start at 1.

  Minimum Float Height:
  - What is the minimum float height in pixels?

  Maximum Float Height:
  - What is the maximum float height in pixels?

  Float Speed:
  - What is the speed used for floating?
  - For best results, use a number between 0 and 1.

  Duration:
  - The duration in frames for which this change takes place.

---

Float: Change for Player
- Changes player character's float height.

  Minimum Float Height:
  - What is the minimum float height in pixels?

  Maximum Float Height:
  - What is the maximum float height in pixels?

  Float Speed:
  - What is the speed used for floating?
  - For best results, use a number between 0 and 1.

  Duration:
  - The duration in frames for which this change takes place.

---

Hue-Related Plugin Commands

MapEventEffects Hue.gif

---

Hue: Change for Event
- Changes target event's character's hue.

  Hue:
  - Changes the sprite to use this hue.
  - Use a number between 0 and 360.

---

Hue: Change for Follower
- Changes target follower's character's hue.

  Hue:
  - Changes the sprite to use this hue.
  - Use a number between 0 and 360.

---

Hue: Change for Player
- Changes player character's hue.

  Hue:
  - Changes the sprite to use this hue.
  - Use a number between 0 and 360.

---

Scale-Related Plugin Commands

MapEventEffects Scale.gif

---

Scale: Change for Event
- Changes target event's character's scale factor.

  Event ID:
  - Insert the ID of the target event.
  - Use 0 for the current event.

  Scale X:
  Scale Y:
  - What is the target scale X/Y?
  - 0.00 - 0%, 0.50 - 50%, 1.00 - 100%, 1.50 - 150%

  Duration:
  - The duration in frames for which this change takes place.

---

Scale: Change for Follower
- Changes target follower's character's scale factor.

  Follower ID:
  - Select which follower ID to change for.
  - Follower ID's start at 1.

  Scale X:
  Scale Y:
  - What is the target scale X/Y?
  - 0.00 - 0%, 0.50 - 50%, 1.00 - 100%, 1.50 - 150%

  Duration:
  - The duration in frames for which this change takes place.

---

Scale: Change for Player
- Changes player character's scale factor.

  Scale X:
  Scale Y:
  - What is the target scale X/Y?
  - 0.00 - 0%, 0.50 - 50%, 1.00 - 100%, 1.50 - 150%

  Duration:
  - The duration in frames for which this change takes place.

---

Shake-Related Plugin Commands

MapEventEffects Shake.gif

---

Shake: Change for Event
- Changes target event's character's shaking.

  Event ID:
  - Insert the ID of the target event.
  - Use 0 for the current event.

  Shake Power X:
  Shake Power Y:
  - Input the horizontal/vertical shaking power.

---

Shake: Change for Follower
- Changes target follower's character's shaking.

  Follower ID:
  - Select which follower ID to change for.
  - Follower ID's start at 1.

  Shake Power X:
  Shake Power Y:
  - Input the horizontal/vertical shaking power.

---

Shake: Change for Player
- Changes player character's shaking.

  Shake Power X:
  Shake Power Y:
  - Input the horizontal/vertical shaking power.

---

Sidestep-Related Plugin Commands

MapEventEffects Sidestep.gif

---

Sidestep: Change for Event
- Changes target event's character's sidestep distance.

  Event ID:
  - Insert the ID of the target event.
  - Use 0 for the current event.

  Minimum Sidestep:
  - What is the minimum Sidestep distance in pixels?
  - Negative: Left; Positive: Right.

  Maximum Sidestep:
  - What is the maximum Sidestep distance in pixels?
  - Negative: Left; Positive: Right.

  Sidestep Speed:
  - What is the speed used for Sidesteping?
  - For best results, use a number between 0 and 1.

  Duration:
  - The duration in frames for which this change takes place.

---

Sidestep: Change for Follower
- Changes target follower's character's sidestep distance.

  Follower ID:
  - Select which follower ID to change for.
  - Follower ID's start at 1.

  Minimum Sidestep:
  - What is the minimum Sidestep distance in pixels?
  - Negative: Left; Positive: Right.

  Maximum Sidestep:
  - What is the maximum Sidestep distance in pixels?
  - Negative: Left; Positive: Right.

  Sidestep Speed:
  - What is the speed used for Sidesteping?
  - For best results, use a number between 0 and 1.

  Duration:
  - The duration in frames for which this change takes place.

---

Sidestep: Change for Player
- Changes player character's sidestep distance.

  Minimum Sidestep:
  - What is the minimum Sidestep distance in pixels?
  - Negative: Left; Positive: Right.

  Maximum Sidestep:
  - What is the maximum Sidestep distance in pixels?
  - Negative: Left; Positive: Right.

  Sidestep Speed:
  - What is the speed used for Sidesteping?
  - For best results, use a number between 0 and 1.

  Duration:
  - The duration in frames for which this change takes place.

---

Tint-Related Plugin Commands

MapEventEffects Tint.gif

---

Tint: Change for Event
- Changes target event's character's tint color.

  Event ID:
  - Insert the ID of the target event.
  - Use 0 for the current event.

  Color:

    Red:
    Green:
    Blue:
    Gray:
    - What is the tint color value?
    - For red, green, blue, use a number between -255 and 255.
    - For gray, use a number between 0 and 255.

  Duration:
  - The duration in frames for which this change takes place.

---

Tint: Change for Follower
- Changes target follower's character's tint color.

  Follower ID:
  - Select which follower ID to change for.
  - Follower ID's start at 1.

  Color:

    Red:
    Green:
    Blue:
    Gray:
    - What is the tint color value?
    - For red, green, blue, use a number between -255 and 255.
    - For gray, use a number between 0 and 255.

  Duration:
  - The duration in frames for which this change takes place.

---

Tint: Change for Player
- Changes player character's tint color.

  Color:

    Red:
    Green:
    Blue:
    Gray:
    - What is the tint color value?
    - For red, green, blue, use a number between -255 and 255.
    - For gray, use a number between 0 and 255.

  Duration:
  - The duration in frames for which this change takes place.

---

Plugin Parameters

General Settings

MapEventEffects Params.png

These are the general settings used for this plugin. These are mostly settings used to define the default values made for the plugin and there is one visual effect that is applied globally.

---

Defaults

MapEventEffects Breathe.gif

 Breathing Speed X:
 Breathing Speed Y:
 - What is the default horizontal/vertical breating speed?
 - For best results, use a number between 0 and 1.

MapEventEffects Flash.gif

 Flash Duration:
 - What is the default frame duration for flashes?
 - 60 frames = 1 second.
 Flash Cycle:
 - What is the default frame cycle time for flashes?
 - 60 frames = 1 second.

MapEventEffects Float.gif

 Float Speed:
 - What is the default floating speed?
 - For best results, use a number between 0 and 1.

MapEventEffects RepeatMapAni.gif

 Repeat Animation Cycle:
 - How many frames to wait between each animation?
 - 60 frames = 1 second.
 - Requires VisuMZ_0_CoreEngine.
   Mirror Animation:
   - Mirror the repeat animation?
   - Requires VisuMZ_0_CoreEngine.
   Mute Animation:
   - Mute the repeat animation?
   - Requires VisuMZ_0_CoreEngine.

MapEventEffects Sidestep.gif

 Sidestep Speed:
 - What is the default sidestep speed?
 - For best results, use a number between 0 and 1.

---

Settings

MapEventEffects Float.gif

 Float Change Z:
 - Past what height does the event change Z layers?

---



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 1.02: April 18, 2024

  • Compatibility Update!
    • Fixed a bug where the incorrect plugin order with Unique Tile Effects would block the pitfall effect. Fix made by Arisu.


Version 1.01: August 17, 2023

  • Bug Fixes!
    • Fixed a bug with the <Sidestep: x to y> notetag not working properly. Fix made by Arisu.
  • Documentation Update!
    • Added new section in "Effects List" for Repeat Animations.
      • Requires VisuMZ_0_CoreEngine! Allows for animations to be played repeatedly on an event. Determine the cycle time for the repeated animation as well as other properties like mirroring it or muting it.
    • Help file updated for new features.
  • New Features!
    • New Notetags added by Irina and sponsored by Archeia:
      • <Repeat Animation: x>
      • <Repeat Animation Cycle: x>
      • <Repeat Animation Mirror: on/off>
      • <Repeat Animation Mute: on/off>
        • Refer to help file for more information.
    • New Plugin Commands added by Irina and sponsored by Archeia:
      • Repeat Animation: Change for Event
      • Repeat Animation: Change for Follower
      • Repeat Animation: Change for Player
    • New Plugin Parameters added by Irina and sponsored by Archeia:
      • Default > Repeat Animation Cycle
      • Default > Mirror Animation
      • Default > Mute Animation


Version 1.00 Official Release Date: July 24, 2023

  • Finished Plugin!

See Also


End of Helpfile