http://www.yanfly.moe/wiki/api.php?action=feedcontributions&user=Olivia&feedformat=atomYanfly.moe Wiki - User contributions [en]2024-03-28T10:22:03ZUser contributionsMediaWiki 1.32.2http://www.yanfly.moe/wiki/index.php?title=Inspiration_Behind_Combat_Crusaders_Series&diff=15006Inspiration Behind Combat Crusaders Series2023-10-04T16:33:09Z<p>Olivia: /* Item Throw Skills */</p>
<hr />
<div>{{TOCright}}<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
== Introduction ==<br />
<br />
[[File:CombatCrusadersVol1.jpg|600px|link=]]<br />
<br />
This plugin series is created to add more variety and interactivity with the battle system on a player to game level.<br />
Normally, the only player interaction with the battle system is just selecting an action, skill, or item for the current character and then it will automatically be performed.<br />
With these plugins, there are more on the fly decisions to be made and adding more depth to the battle system than originally intended.<br />
<br />
<br />
<br />
== Volume 1 ==<br />
<br />
[[File:CombatCrusadersVol1.jpg|600px|link=]]<br />
<br />
<br />
<br />
=== [[Active Chain Skills VisuStella MZ|Active Chain Skills]] ===<br />
<br />
[[File:VisuMZ.101.jpg|600px|link=Active Chain Skills VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
The original concept for this plugin was created in [https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/active-chain-skills/ RPG Maker VX Ace] for the Yanfly Engine Ace script library.<br />
The original inspiration for it back then was so that there was more interactivity with the battle system aside from just pushing and selecting an action.<br />
Now, with a time limited input window, the player can press a button to make split second decisions on how to continue their attack while consuming resources like MP or TP.<br />
<br />
The layout is drastically different for what it is in RPG Maker MZ, but that's mostly so it can be usable for mouse and touch input though keyboard input is also allowed.<br />
The system works best with sideview and placing it on the right side of the screen over the inactive party members was the ideal place to feature the buttons.<br />
The RPG Maker MZ version is updated to have more buttons to chain into, too.<br />
<br />
<br />
<br />
=== [[Input Combo Skills VisuStella MZ|Input Combo Skills]] ===<br />
<br />
[[File:VisuMZ.102.jpg|600px|link=Input Combo Skills VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
Like with Active Chain Skills, the original concept for this plugin was also created in [https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/input-combo-skills/ RPG Maker VX Ace] for the Yanfly Engine Ace script library.<br />
The inspiration for this was more obviously from a video game, which, happens to be [https://en.wikipedia.org/wiki/Xenogears Xenogears].<br />
Upon inputting a string of actions, the character will perform those actions, and if a certain sequence was made, perform an additional boosted action.<br />
<br />
Like with Active Chain Skills, the layout is drastically different from RPG Maker VX Ace's version to RPG Maker MZ.<br />
This one is more suited for mouse and touch input while supporting keyboard.<br />
The action sequence appears in a more stylish format in the center of the screen and more visible for the player to read.<br />
We took out the input timer and decided to have it end when the player inputs enough actions instead.<br />
<br />
<br />
<br />
=== [[Evolution Matrix Skills VisuStella MZ|Evolution Matrix Skills]] ===<br />
<br />
[[File:VisuMZ.103.jpg|600px|link=Evolution Matrix Skills VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
This is an original plugin created by [[Arisu]].<br />
Though the inspiration for it stems from an idea I've had during the VX Ace era but never created it.<br />
Arisu decided to put her own twist on it and created the Evolution Matrix Skills feature.<br />
Here, the player selects an initial skill, and if there are variants to the skill, the skill can evolve for the action to produce a more powerful effect.<br />
<br />
This can be used to either expand the options that a player has when selecting a skill to reduce skill list bloat or making the effects more prominent.<br />
A regular damage spell can be expanded to do either more damage or have an additional effect or change targeting scopes.<br />
The process can be repeated again for more impact.<br />
<br />
<br />
<br />
== Volume 2 ==<br />
<br />
[[File:CombatCrusadersVol2.jpg|600px|link=]]<br />
<br />
<br />
<br />
=== [[Item Throw Skills VisuStella MZ|Item Throw Skills]] ===<br />
<br />
[[File:VisuMZ.136.jpg|600px|link=Item Throw Skills VisuStella MZ]]<br />
<br />
{{Article by Olivia}}<br />
<br />
The '''Item Throw Skills''' plugin for RPG Maker MZ is a dynamic tool designed to add newer layers of strategy and excitement to combat scenarios. We've always been captivated by the versatile ninja characters in iconic games like [https://en.wikipedia.org/wiki/Final_Fantasy Final Fantasy]. Their ability to throw shurikens, bombs, and even weapons not only looked cool but also added an unpredictable element to battles. With '''Item Throw Skills''', we've recreated this aspect. The plugin allows different items, when thrown, to have distinct damage values and unique effects. A shuriken might cause a swift slice of damage, while a bomb could deal area damage or even inflict status effects. This plugin opens up players to experimentation. Players can try throwing different items in various combat situations to discover optimal strategies or unexpected outcomes. This depth ensures that battles remain intriguing, with players continuously thinking of neat ways to use their throwable items.<br />
<br />
=== [[Item Concoction Skills VisuStella MZ|Item Concoction Skills]] ===<br />
<br />
[[File:VisuMZ.137.jpg|600px|link=Item Throw Concoction VisuStella MZ]]<br />
<br />
{{Article by Olivia}}<br />
<br />
The '''Item Concoction Skills''' plugin for RPG Maker MZ adds deeper gameplay and strategy for items. Our inspiration stemmed from the apothecary class in [https://en.wikipedia.org/wiki/Octopath_Traveler Octopath Traveler] and the inventive chemists of [https://en.wikipedia.org/wiki/Final_Fantasy Final Fantasy]. Both classes possess the captivating ability to combine items, yielding varied results that can be utilized in battle. The core of '''Item Concoction Skills''' lies in its ability to merge two items, with each combination producing a unique outcome. Whether it's healing potions, damaging mixtures, stat buffs, debuffs, or even status inflicting concoctions, the range of possibilities is expansive. But more than just providing a list of combinations, the plugin invites players into a world of experimentation. By trying out different item pairings, players can uncover potent mixtures or discover unexpected effects, ensuring that gameplay remains fresh and engaging.<br />
<br />
<br />
=== [[Item Amplify Skills VisuStella MZ|Item Amplify Skills]] ===<br />
<br />
[[File:VisuMZ.138.jpg|600px|link=Item Throw Amplify VisuStella MZ]]<br />
<br />
{{Article by Olivia}}<br />
<br />
The '''Item Amplify Skills''' plugin for RPG Maker MZ draws inspiration from the spell crafters seen in various games who harness the power of items to improve their magic. It grants the ability to amplify skills through using items. Skills can receive boosts such as added damage, additional effects, extended buffs, intensified debuffs, and so on. This offers a rich layer of depth, enabling players to optimize their abilities based on the situation. An intriguing aspect of this plugin is the multi-layered amplification. Skills can be amplified not just once but multiple times. This flexibility results in a myriad of combinations when different items are combined with skills, leading to varied outcomes and strategies. This feature opens the door to experimentation. Players are encouraged to test out different item combinations, seeking the best synergies or the most unexpected effects. This feature ensures continuous engagement, challenging players to explore the full extent of their abilities.<br />
<br />
<br />
<br />
== Ending Statements ==<br />
<br />
[[File:CombatCrusadersVol1.jpg|600px|link=]]<br />
<br />
And that's it for the Combat Crusaders plugins!<br />
<br />
Happy RPG Making!<br />
<br />
<br />
<br />
== End of File ==<br />
<br />
|}</div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Inspiration_Behind_Combat_Crusaders_Series&diff=15005Inspiration Behind Combat Crusaders Series2023-10-04T16:32:52Z<p>Olivia: </p>
<hr />
<div>{{TOCright}}<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
== Introduction ==<br />
<br />
[[File:CombatCrusadersVol1.jpg|600px|link=]]<br />
<br />
This plugin series is created to add more variety and interactivity with the battle system on a player to game level.<br />
Normally, the only player interaction with the battle system is just selecting an action, skill, or item for the current character and then it will automatically be performed.<br />
With these plugins, there are more on the fly decisions to be made and adding more depth to the battle system than originally intended.<br />
<br />
<br />
<br />
== Volume 1 ==<br />
<br />
[[File:CombatCrusadersVol1.jpg|600px|link=]]<br />
<br />
<br />
<br />
=== [[Active Chain Skills VisuStella MZ|Active Chain Skills]] ===<br />
<br />
[[File:VisuMZ.101.jpg|600px|link=Active Chain Skills VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
The original concept for this plugin was created in [https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/active-chain-skills/ RPG Maker VX Ace] for the Yanfly Engine Ace script library.<br />
The original inspiration for it back then was so that there was more interactivity with the battle system aside from just pushing and selecting an action.<br />
Now, with a time limited input window, the player can press a button to make split second decisions on how to continue their attack while consuming resources like MP or TP.<br />
<br />
The layout is drastically different for what it is in RPG Maker MZ, but that's mostly so it can be usable for mouse and touch input though keyboard input is also allowed.<br />
The system works best with sideview and placing it on the right side of the screen over the inactive party members was the ideal place to feature the buttons.<br />
The RPG Maker MZ version is updated to have more buttons to chain into, too.<br />
<br />
<br />
<br />
=== [[Input Combo Skills VisuStella MZ|Input Combo Skills]] ===<br />
<br />
[[File:VisuMZ.102.jpg|600px|link=Input Combo Skills VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
Like with Active Chain Skills, the original concept for this plugin was also created in [https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/input-combo-skills/ RPG Maker VX Ace] for the Yanfly Engine Ace script library.<br />
The inspiration for this was more obviously from a video game, which, happens to be [https://en.wikipedia.org/wiki/Xenogears Xenogears].<br />
Upon inputting a string of actions, the character will perform those actions, and if a certain sequence was made, perform an additional boosted action.<br />
<br />
Like with Active Chain Skills, the layout is drastically different from RPG Maker VX Ace's version to RPG Maker MZ.<br />
This one is more suited for mouse and touch input while supporting keyboard.<br />
The action sequence appears in a more stylish format in the center of the screen and more visible for the player to read.<br />
We took out the input timer and decided to have it end when the player inputs enough actions instead.<br />
<br />
<br />
<br />
=== [[Evolution Matrix Skills VisuStella MZ|Evolution Matrix Skills]] ===<br />
<br />
[[File:VisuMZ.103.jpg|600px|link=Evolution Matrix Skills VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
This is an original plugin created by [[Arisu]].<br />
Though the inspiration for it stems from an idea I've had during the VX Ace era but never created it.<br />
Arisu decided to put her own twist on it and created the Evolution Matrix Skills feature.<br />
Here, the player selects an initial skill, and if there are variants to the skill, the skill can evolve for the action to produce a more powerful effect.<br />
<br />
This can be used to either expand the options that a player has when selecting a skill to reduce skill list bloat or making the effects more prominent.<br />
A regular damage spell can be expanded to do either more damage or have an additional effect or change targeting scopes.<br />
The process can be repeated again for more impact.<br />
<br />
<br />
<br />
== Volume 2 ==<br />
<br />
[[File:CombatCrusadersVol2.jpg|600px|link=]]<br />
<br />
<br />
<br />
=== [[Item Throw Skills VisuStella MZ|Item Throw Skills]] ===<br />
<br />
[[File:VisuMZ.136.jpg|600px|link=Item Throw Skills VisuStella MZ]]<br />
<br />
{{Article by Olivia}}<br />
<br />
The '''Item Throw Skills''' plugin for RPG Maker MZ is a dynamic tool designed to add newer layers of strategy and excitement to combat scenarios. We've always been captivated by the versatile ninja characters in iconic games like [https://en.wikipedia.org/wiki/Final_Fantasy Final Fantasy]. Their ability to throw shurikens, bombs, and even weapons not only looked cool but also added an unpredictable element to battles. With '''Item Throw Skills''', we've recreated this aspect. The plugin allows different items, when thrown, to have distinct damage values and unique effects. A shuriken might cause a swift slice of damage, while a bomb could deal area damage or even inflict status effects.<br />
<br />
This plugin opens up players to experimentation. Players can try throwing different items in various combat situations to discover optimal strategies or unexpected outcomes. This depth ensures that battles remain intriguing, with players continuously thinking of neat ways to use their throwable items. The '''Item Throw Skills''' plugin is our homage to the iconic ninja playstyle, adding depth and versatility to RPG Maker MZ games.<br />
<br />
<br />
<br />
=== [[Item Concoction Skills VisuStella MZ|Item Concoction Skills]] ===<br />
<br />
[[File:VisuMZ.137.jpg|600px|link=Item Throw Concoction VisuStella MZ]]<br />
<br />
{{Article by Olivia}}<br />
<br />
The '''Item Concoction Skills''' plugin for RPG Maker MZ adds deeper gameplay and strategy for items. Our inspiration stemmed from the apothecary class in [https://en.wikipedia.org/wiki/Octopath_Traveler Octopath Traveler] and the inventive chemists of [https://en.wikipedia.org/wiki/Final_Fantasy Final Fantasy]. Both classes possess the captivating ability to combine items, yielding varied results that can be utilized in battle. The core of '''Item Concoction Skills''' lies in its ability to merge two items, with each combination producing a unique outcome. Whether it's healing potions, damaging mixtures, stat buffs, debuffs, or even status inflicting concoctions, the range of possibilities is expansive. But more than just providing a list of combinations, the plugin invites players into a world of experimentation. By trying out different item pairings, players can uncover potent mixtures or discover unexpected effects, ensuring that gameplay remains fresh and engaging.<br />
<br />
<br />
=== [[Item Amplify Skills VisuStella MZ|Item Amplify Skills]] ===<br />
<br />
[[File:VisuMZ.138.jpg|600px|link=Item Throw Amplify VisuStella MZ]]<br />
<br />
{{Article by Olivia}}<br />
<br />
The '''Item Amplify Skills''' plugin for RPG Maker MZ draws inspiration from the spell crafters seen in various games who harness the power of items to improve their magic. It grants the ability to amplify skills through using items. Skills can receive boosts such as added damage, additional effects, extended buffs, intensified debuffs, and so on. This offers a rich layer of depth, enabling players to optimize their abilities based on the situation. An intriguing aspect of this plugin is the multi-layered amplification. Skills can be amplified not just once but multiple times. This flexibility results in a myriad of combinations when different items are combined with skills, leading to varied outcomes and strategies. This feature opens the door to experimentation. Players are encouraged to test out different item combinations, seeking the best synergies or the most unexpected effects. This feature ensures continuous engagement, challenging players to explore the full extent of their abilities.<br />
<br />
<br />
<br />
== Ending Statements ==<br />
<br />
[[File:CombatCrusadersVol1.jpg|600px|link=]]<br />
<br />
And that's it for the Combat Crusaders plugins!<br />
<br />
Happy RPG Making!<br />
<br />
<br />
<br />
== End of File ==<br />
<br />
|}</div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Inspiration_Behind_Wanderlust_Series&diff=14190Inspiration Behind Wanderlust Series2023-06-12T16:47:18Z<p>Olivia: </p>
<hr />
<div>{{TOCright}}<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
== Introduction ==<br />
<br />
[[File:Wanderlust.jpg|600px|link=]]<br />
<br />
Text<br />
<br />
<br />
<br />
== [[Movement Effects VisuStella MZ|Movement Effects]] ==<br />
<br />
[[File:VisuMZ.098.jpg|600px|link=Movement Effects VisuStella MZ]]<br />
<br />
<!-- {{Article by Arisu}} --><br />
<br />
Text<br />
<br />
<br />
<br />
== [[Weather Effects VisuStella MZ|Weather Effects]] ==<br />
<br />
[[File:VisuMZ.100.jpg|600px|link=Weather Effects VisuStella MZ]]<br />
<br />
{{Article by Olivia}}<br />
<br />
One of the main inspirations for creating the Weather Effects plugin is to overcome the limitations of RPG Maker MZ's default weather patterns. The plugin aims to provide a wider variety of weather effects that are visually appealing and enhance the atmosphere of the game. By recreating the basic weather patterns (Rain, Storm, and Snow) to look better and offering additional weather options, the plugin allows developers to create more immersive and visually captivating scenes.<br />
<br />
The Weather Effects plugin is inspired by the desire to offer game developers increased customization and control over weather patterns. Unlike many weather plugins that require custom assets, this plugin generates sprites in-game, making it more accessible and reducing the need for additional assets. The extensive customization options, including spawn numbers, location control, opacity easing, trajectory properties, coloring options, and overlay dimmer control, empower developers to tailor weather effects to their specific needs and artistic vision.<br />
<br />
The plugin draws inspiration from the desire to go beyond the limitations of having only one weather effect active at a time. By allowing up to 20 weather layers, with 10 layers above the map and 10 layers below the map, developers can create more complex and detailed weather effects. This flexibility opens up possibilities for combining multiple weather effects to create unique atmospheres and immersive environments in their games.<br />
<br />
Another inspiration for the Weather Effects plugin is the integration of Common Events with weather patterns. This feature allows developers to trigger parallel events, such as screen flashes or playing sounds, whenever a specific weather pattern appears. For example, a thunder sound effect and flash can be synchronized with a thunderstorm weather pattern, adding to the realism and immersion of the scene.<br />
<br />
The plugin is also inspired by the need for performance optimization and accessibility. With the inclusion of a "Weather Density" option, developers can tune down the number of weather sprites on the screen to reduce frame drops, ensuring smoother gameplay for players with weaker computers. This consideration for performance optimization helps maintain a consistent and enjoyable gaming experience.<br />
<br />
<br />
<br />
== [[Lighting Effects VisuStella MZ|Lighting Effects]] ==<br />
<br />
[[File:VisuMZ.099.jpg|600px|link=Lighting Effects VisuStella MZ]]<br />
<br />
{{Article by Irina}}<br />
<br />
One of the primary inspirations for the Lighting Effects plugin is the desire to create a more immersive and atmospheric experience in RPG Maker games. The default darkness overlay and tinting system may not adequately convey the desired ambiance during nighttime or in dark areas. This plugin aims to remedy that by providing lighting effects that can pierce the darkness and add a sense of realism and atmosphere to the game.<br />
<br />
The Lighting Effects plugin also draws inspiration from the desire to add dynamic elements to lighting. By incorporating features like blinking, flickering, flashing, and flares, developers can create diverse lighting effects to evoke different moods and enhance specific scenes. The plugin allows for the creation of conical lights that can simulate flashlights or contribute to light shows, while radial lights provide general-purpose illumination.<br />
<br />
The plugin takes inspiration from the need for a lighting solution that does not rely heavily on custom assets. While many lighting plugins in the RPG Maker community require specific image assets, the Lighting Effects plugin offers the option to generate lights in-game, reducing the need for additional assets and keeping the game lightweight and manageable.<br />
<br />
Another inspiration for the plugin is the desire to provide flexibility and compatibility with different game setups. By not relying on a time system, the plugin offers more versatility and can be easily integrated into various game settings without the need for complicated adjustments. This allows developers to create lighting effects for specific scenes or areas without the constraints of a time-based system.<br />
<br />
The plugin aims to provide options for players to customize their lighting experience and ensure accessibility. By allowing players to toggle on/off specific light behaviors, such as blinking lights or flashing effects, the plugin accommodates players who may be sensitive to certain visual stimuli. This consideration for player preferences enhances the overall experience and ensures that the lighting effects are enjoyable for a wide range of players.<br />
<br />
<br />
<br />
== Ending Statements ==<br />
<br />
[[File:Wanderlust.jpg|600px|link=]]<br />
<br />
Text<br />
<br />
== End of File ==<br />
<br />
|}</div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Inspiration_Behind_Battle_Technician_Series&diff=14131Inspiration Behind Battle Technician Series2023-05-30T14:55:23Z<p>Olivia: </p>
<hr />
<div>{{TOCright}}<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
== Introduction ==<br />
<br />
This article aims to explain the mindset and inspiration behind each of the volumes in the '''Battle Technician''' series.<br />
<br />
<br />
<br />
== Battle Technician Volume 1 ==<br />
<br />
[[File:BattleTechVol1.jpg|600px|link=]]<br />
<br />
'''Battle Technician Volume 1''' is the first of a new battle plugin series. We aimed to finish up the other battle systems that we have had in mind for [[VisuStella MZ]] and others.<br />
<br />
=== [[Battle System - ETB VisuStella MZ|Battle System - ETB]] ===<br />
<br />
[[File:VisuMZ.080.jpg|600px|link=Battle System - ETB VisuStella MZ]]<br />
<br />
{{Article by Olivia}}<br />
<br />
The RPG Maker MZ plugin, Battle System - ETB (Energy Turn Battle), introduces an innovative battle system inspired by the addictive card game [https://hearthstone.blizzard.com/en-us Hearthstone]. The plugin's development was fueled by the desire to incorporate the engaging back-and-forth mechanics of [https://hearthstone.blizzard.com/en-us Hearthstone] into a traditional JRPG setting. ETB, is the core concept of the plugin. This battle system introduces the element of energy accumulation, which affects the number of actions each team can perform during their turn. It deviates from the typical turn-based RPG structure by allowing teams of actors and enemies to act as a whole, providing strategic depth and flexibility.<br />
<br />
The back-and-forth nature of Hearthstone's gameplay proved to be an intriguing mechanic worth exploring further. We recognized the appeal of this mechanic and sought to incorporate it into a traditional RPG battle system. The aim was to create engaging battles that emphasized tactical decision-making and strategic planning. [https://store.steampowered.com/app/804010/SteamWorld_Quest_Hand_of_Gilgamech/ SteamWorld Quest: Hand of Gilgamech], an RPG with a deck-building premise heavily influenced by Hearthstone, further supported the viability of the back-and-forth mechanic in the context of RPG battles. The popularity and positive reception of this game demonstrated the potential appeal of incorporating card game-inspired mechanics into the RPG genre.<br />
<br />
The practical implementation of the ETB system has also revealed its advantages in scaling well into long battles. The energy accumulation mechanic and team-based actions allow for better pacing and strategic depth in extended combat encounters. This scalability ensures that battles remain engaging and challenging even as they unfold over an extended period, providing a more satisfying gameplay experience for players.<br />
<br />
<br />
<br />
=== [[Chain Battles VisuStella MZ|Chain Battles]] ===<br />
<br />
[[File:VisuMZ.081.jpg|600px|link=Chain Battles VisuStella MZ]]<br />
<br />
{{Article by Olivia}}<br />
<br />
The inspirations behind the development of the Chain Battles plugin for RPG Maker MZ are diverse and driven by the desire to create a unique and immersive battle experience. Removing the victory screen and transition back to the map scene between battles arose from the desire to maintain uninterrupted battle flow. Disrupting the pacing with frequent transitions can break the immersion and hinder the sense of momentum within the game. By seamlessly chaining battles together, players can experience a continuous flow of action, allowing for a more engaging and immersive gameplay experience. The decision to carry all rewards over to the final battle of the chain was inspired by the desire to provide a sense of accumulation and progress. In traditional RPGs, victory in each battle is often followed by a break or transition, which can sometimes feel disjointed. By carrying rewards over, the Chain Battles plugin encourages players to strategize and plan for the long term, knowing that their efforts in each battle contribute to the ultimate challenge and reward of the final encounter.<br />
<br />
The idea to carry states, buffs, and debuffs over to the next battle within a chain was inspired by the desire for mechanical intricacies and strategic depth. Typically, states and effects applied during a battle are reset at the end, limiting the potential for long-term planning and synergy between battles. By preserving these effects, the Chain Battles plugin opens up new avenues for strategic decision-making, allowing players to leverage their accumulated buffs and exploit enemy weaknesses across the entire chain of battles. The Chain Battles plugin is designed to synergize well with the [[Battle System - ETB VisuStella MZ|Battle System - ETB]] plugin. Both systems share a focus on longer battles and strategic planning. Combining the two allows for the creation of dynamic encounters with extended durations, where the continuity of states, buffs, debuffs, and other battle elements adds layers of complexity and depth to the gameplay experience. This synergy enhances the overall battle mechanics, providing a more engaging and satisfying gameplay loop.<br />
<br />
The inclusion of a boss battle after a string of lesser enemies within a chain was inspired by the desire to create unique and interesting battle strategies. Typically, players face bosses in isolation, without the context of previous encounters. However, by incorporating bosses into a chain of battles, players must adapt their tactics and resource management throughout the entire sequence. This unconventional setup presents a fresh challenge and encourages players to develop innovative strategies that are seldom seen in traditional RPGs.<br />
<br />
<br />
<br />
=== [[Conditional Random Encounters VisuStella MZ|Conditional Random Encounters]] ===<br />
<br />
[[File:VisuMZ.082.jpg|600px|link=Conditional Random Encounters VisuStella MZ]]<br />
<br />
{{Article by Irina}}<br />
<br />
<br />
<br />
== Battle Technician Volume 2 ==<br />
<br />
[[File:BattleTechVol2.jpg|600px|link=]]<br />
<br />
=== [[Battle System - PTB VisuStella MZ|Battle System - PTB]] ===<br />
<br />
[[File:VisuMZ.086.jpg|600px|link=Battle System - PTB VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
=== [[Battle Command - Talk VisuStella MZ|Battle Command - Talk]] ===<br />
<br />
[[File:VisuMZ.087.jpg|600px|link=Battle Command - Talk VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
=== [[Consumable Defensive States VisuStella MZ|Consumable Defensive States]] ===<br />
<br />
[[File:VisuMZ.088.jpg|600px|link=Consumable Defensive States VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
<br />
<br />
== Battle Technician Volume 3 ==<br />
<br />
[[File:BattleTechVol3.jpg|600px|link=]]<br />
<br />
The name of the game for '''Battle Technician Volume 3''' is all about battle-related information. Lots of things can happen under the hood in a battle system, and sometimes, the player wants to know what's causing things to behave the way they are. The plugins included in this series will help uncover that as well as make the information easier to digest at a glance.<br />
<br />
<br />
<br />
=== [[Bestiary VisuStella MZ|Bestiary]] ===<br />
<br />
[[File:VisuMZ.118.jpg|600px|link=Bestiary VisuStella MZ]]<br />
<br />
{{Article by Irina}}<br />
<br />
The Bestiary plugin was something that was originally planned by [[Yanfly]] for [[Yanfly Engine Plugins]] but did not opt to do it out of the scope creep that has overcame the [[Yanfly Engine Plugins]] library. The information was not possible to be displayed all at once at the time nor do we think it will ever be. However, [[VisuStella MZ]] has opted for a different approach. We have decided to show information by specific pages, displaying separated information at a time. This made it possible to be compatible with our plugin library as a whole without needing to be constrained to the singular page entry that [[Yanfly]] originally wanted. With this in mind, this greatly influenced the overall design and accessibility of of the Bestiary.<br />
<br />
With access to detailed enemy information such as stats, resistances, weaknesses, and skills, the Bestiary plugin facilitates strategic planning. Players can study the strengths and vulnerabilities of different enemies, allowing them to adapt their tactics, party composition, and equipment choices accordingly. This strategic element adds depth and complexity to combat encounters, encouraging players to approach battles with a well-informed strategy. The Bestiary serves as a progression tracker, providing players with a visual representation of their accomplishments. As players defeat enemies and update the Bestiary, they can witness their progress and completion percentage. This feature adds a sense of achievement and encourages players to strive for completion, further motivating their exploration and engagement with the game's content.<br />
<br />
<br />
<br />
=== [[Visual Gauge Styles VisuStella MZ|Visual Gauge Styles]] ===<br />
<br />
[[File:VisuMZ.119.jpg|600px|link=Visual Gauge Styles VisuStella MZ]]<br />
<br />
{{Article by Irina}}<br />
<br />
We thought about using an approach similar to how we approached the [[Weather Effects VisuStella MZ|Weather Effects]] plugin with pre-rendered visual gauge styles in order to reduce the amount of work needed by the game developer. The Visual Gauge Styles plugin provides extensive visual customization options for gauges in the game. It allows developers to change the appearance and aesthetics of gauges, enabling them to match the game's overall theme, style, or atmosphere. This customization feature adds a layer of visual polish and personalization to the game, enhancing the overall player experience.<br />
<br />
The plugin ensures that all gauges in the game maintain a consistent visual style. By offering a variety of pre-rendered gauge styles, developers can choose the ones that align with the game's art direction and design principles. This consistency contributes to a cohesive and immersive visual experience, preventing jarring inconsistencies that may arise from using default or mismatched gauge appearances. The Visual Gauge Styles plugin allows developers to choose gauge styles that optimize the conveyance of information to players. By selecting visually clear and intuitive gauge designs, developers can ensure that players can easily and accurately interpret the information displayed on the gauges. This improves gameplay comprehension and reduces the risk of confusion or misinterpretation.<br />
<br />
We also took [[Yanfly]]'s [[Segmented Gauges (YEP)|Segmented Gauges]] and [[Sectioned Gauges (YEP)|Sectioned Gauges]] from [[Yanfly Engine Plugins]] to include as styles, too. These plugins originally have segments applied to their gauges in order to make them more legible at a glance.<br />
<br />
<br />
<br />
=== [[Multi-Layer HP Gauge VisuStella MZ|Multi-Layer HP Gauge]] ===<br />
<br />
[[File:VisuMZ.120.jpg|600px|link=Multi-Layer HP Gauge VisuStella MZ]]<br />
<br />
{{Article by Arisu}}<br />
<br />
This is a plugin I've made for RPG Maker MV as [[Multi-Layer HP Gauge (Arisu)|Multi-Layer HP Gauge]]. It uses the same exact name but the inspirations behind it are simple.<br />
<br />
The Multi-Layer HP Gauge plugin adds a visually imposing element to boss enemies by displaying their HP gauges across the top of the screen. This feature immediately grabs the player's attention and signals the importance and significance of these enemies. The large, multi-layered HP gauges create a sense of scale and challenge, enhancing the overall impact and intensity of boss battles. The Multi-Layer HP Gauge plugin offers the ability to customize the colors associated with each layer of the HP gauge. This customization allows for better visual distinctions, indicating how close the player is to defeating the enemy. The color variations can signify different stages of the battle or the severity of the enemy's remaining health, adding strategic depth and enhancing player engagement.<br />
<br />
In addition to HP gauges, the plugin supports the display of states in a wide form, allowing for more comprehensive state representation. This feature expands the visual information available to players, enabling them to understand the current status and conditions of the boss enemies more easily. The wide form state display enhances player decision-making and strategic planning during battles.<br />
<br />
Multiple enemies can have their HP Gauges displayed at the top simultaneously, too, in case you wish to change your default battle elements to reflect that. It's all up to you.<br />
<br />
<br />
<br />
== Battle Technician Volume 4 ==<br />
<br />
[[File:BattleTechnicianVol4.jpg|600px|link=]]<br />
<br />
The plugins found in '''Battle Technician Volume 4''' all center around skills.<br />
They are all also plugins that [[Yanfly]] has created in the past, either with [[Yanfly Engine Plugins]] or an earlier iteration of the Yanfly Engine script libraries.<br />
These plugins have been repurposed by the VisuStella Bunny Team to be remade for RPG Maker MZ.<br />
Here, we will also talk about the inspiration behind them making these plugins in the past so that you, as a game developer, may spark a new idea on how to use them for your game(s).<br />
<br />
=== [[Equip Battle Skills VisuStella MZ|Equip Battle Skills]] ===<br />
<br />
[[File:VisuMZ.124.jpg|600px|link=Equip Battle Skills VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
Now I'm a fan of games that give you lots and lots of skills to use provided that they have variety to them.<br />
But I'm also not a fan of sifting through huge skill lists just to find a single skill to use out of the bunch.<br />
This has been an issue that has plagued me since the RPG Maker VX era and it was around that time that I started to seek solutions from the various games I've played.<br />
Of the RPG games at the time were [https://en.wikipedia.org/wiki/Final_Fantasy Final Fantasy] and [https://en.wikipedia.org/wiki/Dragon_Quest Dragon Quest] which did not really address the second issue.<br />
In fact, they are the very reason I dislike having to navigate long lists of skills, especially after they've become obsolete.<br />
With JRPG's not providing the solution, I turned towards MMORPG's for an answer and of the one I found was [https://www.guildwars.com/en/ Guild Wars].<br />
<br />
[https://www.guildwars.com/en/ Guild Wars], not to be mixed up with [https://www.guildwars2.com/en/ Guild Wars 2] or that [https://gbf.wiki/Unite_and_Fight "event" mode in Granblue Fantasy], solves the issue spectacularly.<br />
The game gave the player 8 skill slots.<br />
The player would have to choose which skills can put into which slots.<br />
The rest are held in the reserve, completely inactive.<br />
Within these slots, there are other rules, too, such as a limited number of specific types of skills (such as Elite Skills, in which, only one Elite Skill can be equipped at a time).<br />
<br />
This equip battle skill system accomplished a few things:<br />
# Reduced the need to sort through a bunch of skills<br />
# Imposed limits on the player.<br />
While it's pretty evident why the first result is considered an accomplishment, it's not so obvious why the second one is considered a positive.<br />
Imposing limits on the player creates diversity of gameplay and actually allows for better creative expression.<br />
Since not all skills are available at once, players must experiment to find what best fits their current playstyle for their current point in the game.<br />
And as there's usually not a one size fits all solution (though some Guild Wars veterans may argue this), players will be constantly playing with the equip battle skill system throughout the game.<br />
In other words, the mechanic has massive staying power.<br />
<br />
In a way, one may compare this to [https://magic.wizards.com/en Magic the Gathering], in how there are so many cards, a limited hand size, and yet, a near infinite number of combos.<br />
Magic's players often engage in discussion with one another to determine which deck works best for which situations.<br />
The same happened in Guild Wars as there's almost always ongoing discussion about skill builds and whatnot.<br />
I believe that through the usage of the feature in an RPG Maker project, it will also generate similar discussions with the player-base, too.<br />
This causes players to be engaged with the game while playing and not playing.<br />
<br />
As a result, I've made [https://yanflychannel.wordpress.com/rmvx/redux-engine/ Equip Skill Slots] for RPG Maker VX.<br />
Over time, this eventually translated into [[Equip Battle Skills (YEP)|Equip Battle Skills]] for [[Yanfly Engine Plugins]] with [[Equip Battle Skills - Allowed Types (YEP)|Allowed Types]] and [[Equip Skill Tiers (YEP)|Skill Tiers]] as extension plugins.<br />
Now, all three of those MV plugins are remade into one as [[Equip Battle Skills VisuStella MZ|Equip Battle Skills]] for [[VisuStella MZ]].<br />
I hope that through this plugin, game devs are able to recreate a community-drive to seek out optimal skill builds like Guild Wars did all while providing a better player experience.<br />
<br />
<br />
<br />
=== [[Skill Mastery VisuStella MZ|Skill Mastery]] ===<br />
<br />
[[File:VisuMZ.125.jpg|600px|link=Skill Mastery VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
When I first played a [https://en.wikipedia.org/wiki/Disgaea Disgaea] game, I've encountered the skill mastery system.<br />
This system is a staple in many [https://en.wikipedia.org/wiki/Nippon_Ichi_Software Nippon Ichi Software] games.<br />
When a skill is used multiple times, the user becomes more proficient in it.<br />
It doesn't level up or morph into anything spectacular, but instead, the user does more damage with it, have better cost efficiency, better ailment success rates, etc.<br />
To me, this made a lot of sense and it's akin to what you see often in real life and fictional stories.<br />
<br />
I always found it cool when in an anime or manga, when a character tries to fight against a master mage.<br />
The character would use a high level spell while the master mage uses a low level spell.<br />
The master mage would win spectacularly with the low level spell, because of all the built up experience in using it.<br />
Such things were almost never possible in RPG's until this feature came to be.<br />
<br />
The best part is, this feature benefits both games with small skill lists and large skill lists.<br />
In games with small skill lists, it ensures that skills almost always remain relevant in damage.<br />
The more a player invests in a particular skill, the more it stays relevant for them.<br />
For games with large skill lists, it allows different skills for a variety of ways to grow.<br />
If a player wants to train a skill that grows in damage potential, they can.<br />
They can also do the same for a skill that grows in cost efficiency.<br />
Another skill growth path is an extension of effect duration.<br />
With these options, players can make way for their own play styles and get rewarded for it.<br />
<br />
The plugin first came to be as [[Skill Mastery Levels (YEP)|Skill Mastery Levels]] for [[Yanfly Engine Plugins]].<br />
It is now remade as [[Skill Mastery VisuStella MZ|Skill Mastery]] with more options to boot, all while rewarding the player for their dedication of training their favorite skills.<br />
<br />
<br />
<br />
=== [[Skill Stealer VisuStella MZ|Skill Stealer]] ===<br />
<br />
[[File:VisuMZ.126.jpg|600px|link=Skill Stealer VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
The script was first made in RPG Maker VX Ace as [https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/skill-steal/ Skill Steal].<br />
I did not remake it for RPG Maker MV as a plugin, but I did remake it as a [[Blue Magic (MV Plugin Tips & Tricks)|Tips & Tricks effect]].<br />
Granted, it wasn't the same, but it got the process done.<br />
Though the same effect can be translated into RPG Maker MZ, I opted for it to return as a plugin again as [[Skill Stealer VisuStella MZ|Skill Stealer]].<br />
The reason being that there are just some effects that can be done with the plugin that couldn't be as a Tips & Tricks-type effect as efficiently.<br />
And that's the ability for the stolen skill to be only temporary for the better.<br />
<br />
This plugin was originally meant to be made as a supplement to the [[Equip Battle Skills VisuStella MZ|Equip Battle Skills]] plugin.<br />
This allows the player to acquire skills from enemies, similar to how Elite Skills were captured in [https://www.guildwars.com/en/ Guild Wars].<br />
The player would have to go out and hunt the enemies with the desired skills to be stolen.<br />
Upon successfully stealing them, the player could then equip said skills and then continue the process again.<br />
That's for the permanent side of skill stealing anyway.<br />
<br />
For the temporary side, this is to add in a new style of gameplay where certain characters or classes are able to use a foe's strength against them in the same battle.<br />
The acquired skill being temporary allows for game devs to let players have fun with overpowered skills while having no lasting impact on the game balance for the rest of the game.<br />
Lots of fun can be had with this feature.<br />
<br />
<br />
<br />
== Ending Statements ==<br />
<br />
And that's it for this article!<br />
<br />
Happy RPG Making!<br />
<br />
<br />
<br />
== End of File ==<br />
<br />
|}</div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Inspiration_Behind_Battle_Technician_Series&diff=14130Inspiration Behind Battle Technician Series2023-05-30T14:44:58Z<p>Olivia: </p>
<hr />
<div>{{TOCright}}<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
== Introduction ==<br />
<br />
This article aims to explain the mindset and inspiration behind each of the volumes in the '''Battle Technician''' series.<br />
<br />
<br />
<br />
== Battle Technician Volume 1 ==<br />
<br />
[[File:BattleTechVol1.jpg|600px|link=]]<br />
<br />
'''Battle Technician Volume 1''' is the first of a new battle plugin series. We aimed to finish up the other battle systems that we have had in mind for [[VisuStella MZ]] and others.<br />
<br />
=== [[Battle System - ETB VisuStella MZ|Battle System - ETB]] ===<br />
<br />
[[File:VisuMZ.080.jpg|600px|link=Battle System - ETB VisuStella MZ]]<br />
<br />
{{Article by Olivia}}<br />
<br />
=== [[Chain Battles VisuStella MZ|Chain Battles]] ===<br />
<br />
[[File:VisuMZ.081.jpg|600px|link=Chain Battles VisuStella MZ]]<br />
<br />
{{Article by Olivia}}<br />
<br />
=== [[Conditional Random Encounters VisuStella MZ|Conditional Random Encounters]] ===<br />
<br />
[[File:VisuMZ.082.jpg|600px|link=Conditional Random Encounters VisuStella MZ]]<br />
<br />
{{Article by Irina}}<br />
<br />
<br />
<br />
== Battle Technician Volume 2 ==<br />
<br />
[[File:BattleTechVol2.jpg|600px|link=]]<br />
<br />
=== [[Battle System - PTB VisuStella MZ|Battle System - PTB]] ===<br />
<br />
[[File:VisuMZ.086.jpg|600px|link=Battle System - PTB VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
=== [[Battle Command - Talk VisuStella MZ|Battle Command - Talk]] ===<br />
<br />
[[File:VisuMZ.087.jpg|600px|link=Battle Command - Talk VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
=== [[Consumable Defensive States VisuStella MZ|Consumable Defensive States]] ===<br />
<br />
[[File:VisuMZ.088.jpg|600px|link=Consumable Defensive States VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
<br />
<br />
== Battle Technician Volume 3 ==<br />
<br />
[[File:BattleTechVol3.jpg|600px|link=]]<br />
<br />
The name of the game for '''Battle Technician Volume 3''' is all about battle-related information. Lots of things can happen under the hood in a battle system, and sometimes, the player wants to know what's causing things to behave the way they are. The plugins included in this series will help uncover that as well as make the information easier to digest at a glance.<br />
<br />
<br />
<br />
=== [[Bestiary VisuStella MZ|Bestiary]] ===<br />
<br />
[[File:VisuMZ.118.jpg|600px|link=Bestiary VisuStella MZ]]<br />
<br />
{{Article by Irina}}<br />
<br />
The Bestiary plugin was something that was originally planned by [[Yanfly]] for [[Yanfly Engine Plugins]] but did not opt to do it out of the scope creep that has overcame the [[Yanfly Engine Plugins]] library. The information was not possible to be displayed all at once at the time nor do we think it will ever be. However, [[VisuStella MZ]] has opted for a different approach. We have decided to show information by specific pages, displaying separated information at a time. This made it possible to be compatible with our plugin library as a whole without needing to be constrained to the singular page entry that [[Yanfly]] originally wanted. With this in mind, this greatly influenced the overall design and accessibility of of the Bestiary.<br />
<br />
With access to detailed enemy information such as stats, resistances, weaknesses, and skills, the Bestiary plugin facilitates strategic planning. Players can study the strengths and vulnerabilities of different enemies, allowing them to adapt their tactics, party composition, and equipment choices accordingly. This strategic element adds depth and complexity to combat encounters, encouraging players to approach battles with a well-informed strategy. The Bestiary serves as a progression tracker, providing players with a visual representation of their accomplishments. As players defeat enemies and update the Bestiary, they can witness their progress and completion percentage. This feature adds a sense of achievement and encourages players to strive for completion, further motivating their exploration and engagement with the game's content.<br />
<br />
<br />
<br />
=== [[Visual Gauge Styles VisuStella MZ|Visual Gauge Styles]] ===<br />
<br />
[[File:VisuMZ.119.jpg|600px|link=Visual Gauge Styles VisuStella MZ]]<br />
<br />
{{Article by Irina}}<br />
<br />
We thought about using an approach similar to how we approached the [[Weather Effects VisuStella MZ|Weather Effects]] plugin with pre-rendered visual gauge styles in order to reduce the amount of work needed by the game developer. The Visual Gauge Styles plugin provides extensive visual customization options for gauges in the game. It allows developers to change the appearance and aesthetics of gauges, enabling them to match the game's overall theme, style, or atmosphere. This customization feature adds a layer of visual polish and personalization to the game, enhancing the overall player experience.<br />
<br />
The plugin ensures that all gauges in the game maintain a consistent visual style. By offering a variety of pre-rendered gauge styles, developers can choose the ones that align with the game's art direction and design principles. This consistency contributes to a cohesive and immersive visual experience, preventing jarring inconsistencies that may arise from using default or mismatched gauge appearances. The Visual Gauge Styles plugin allows developers to choose gauge styles that optimize the conveyance of information to players. By selecting visually clear and intuitive gauge designs, developers can ensure that players can easily and accurately interpret the information displayed on the gauges. This improves gameplay comprehension and reduces the risk of confusion or misinterpretation.<br />
<br />
We also took [[Yanfly]]'s [[Segmented Gauges (YEP)|Segmented Gauges]] and [[Sectioned Gauges (YEP)|Sectioned Gauges]] from [[Yanfly Engine Plugins]] to include as styles, too. These plugins originally have segments applied to their gauges in order to make them more legible at a glance.<br />
<br />
<br />
<br />
=== [[Multi-Layer HP Gauge VisuStella MZ|Multi-Layer HP Gauge]] ===<br />
<br />
[[File:VisuMZ.120.jpg|600px|link=Multi-Layer HP Gauge VisuStella MZ]]<br />
<br />
{{Article by Arisu}}<br />
<br />
This is a plugin I've made for RPG Maker MV as [[Multi-Layer HP Gauge (Arisu)|Multi-Layer HP Gauge]]. It uses the same exact name but the inspirations behind it are simple.<br />
<br />
The Multi-Layer HP Gauge plugin adds a visually imposing element to boss enemies by displaying their HP gauges across the top of the screen. This feature immediately grabs the player's attention and signals the importance and significance of these enemies. The large, multi-layered HP gauges create a sense of scale and challenge, enhancing the overall impact and intensity of boss battles. The Multi-Layer HP Gauge plugin offers the ability to customize the colors associated with each layer of the HP gauge. This customization allows for better visual distinctions, indicating how close the player is to defeating the enemy. The color variations can signify different stages of the battle or the severity of the enemy's remaining health, adding strategic depth and enhancing player engagement.<br />
<br />
In addition to HP gauges, the plugin supports the display of states in a wide form, allowing for more comprehensive state representation. This feature expands the visual information available to players, enabling them to understand the current status and conditions of the boss enemies more easily. The wide form state display enhances player decision-making and strategic planning during battles.<br />
<br />
Multiple enemies can have their HP Gauges displayed at the top simultaneously, too, in case you wish to change your default battle elements to reflect that. It's all up to you.<br />
<br />
<br />
<br />
== Battle Technician Volume 4 ==<br />
<br />
[[File:BattleTechnicianVol4.jpg|600px|link=]]<br />
<br />
The plugins found in '''Battle Technician Volume 4''' all center around skills.<br />
They are all also plugins that [[Yanfly]] has created in the past, either with [[Yanfly Engine Plugins]] or an earlier iteration of the Yanfly Engine script libraries.<br />
These plugins have been repurposed by the VisuStella Bunny Team to be remade for RPG Maker MZ.<br />
Here, we will also talk about the inspiration behind them making these plugins in the past so that you, as a game developer, may spark a new idea on how to use them for your game(s).<br />
<br />
=== [[Equip Battle Skills VisuStella MZ|Equip Battle Skills]] ===<br />
<br />
[[File:VisuMZ.124.jpg|600px|link=Equip Battle Skills VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
Now I'm a fan of games that give you lots and lots of skills to use provided that they have variety to them.<br />
But I'm also not a fan of sifting through huge skill lists just to find a single skill to use out of the bunch.<br />
This has been an issue that has plagued me since the RPG Maker VX era and it was around that time that I started to seek solutions from the various games I've played.<br />
Of the RPG games at the time were [https://en.wikipedia.org/wiki/Final_Fantasy Final Fantasy] and [https://en.wikipedia.org/wiki/Dragon_Quest Dragon Quest] which did not really address the second issue.<br />
In fact, they are the very reason I dislike having to navigate long lists of skills, especially after they've become obsolete.<br />
With JRPG's not providing the solution, I turned towards MMORPG's for an answer and of the one I found was [https://www.guildwars.com/en/ Guild Wars].<br />
<br />
[https://www.guildwars.com/en/ Guild Wars], not to be mixed up with [https://www.guildwars2.com/en/ Guild Wars 2] or that [https://gbf.wiki/Unite_and_Fight "event" mode in Granblue Fantasy], solves the issue spectacularly.<br />
The game gave the player 8 skill slots.<br />
The player would have to choose which skills can put into which slots.<br />
The rest are held in the reserve, completely inactive.<br />
Within these slots, there are other rules, too, such as a limited number of specific types of skills (such as Elite Skills, in which, only one Elite Skill can be equipped at a time).<br />
<br />
This equip battle skill system accomplished a few things:<br />
# Reduced the need to sort through a bunch of skills<br />
# Imposed limits on the player.<br />
While it's pretty evident why the first result is considered an accomplishment, it's not so obvious why the second one is considered a positive.<br />
Imposing limits on the player creates diversity of gameplay and actually allows for better creative expression.<br />
Since not all skills are available at once, players must experiment to find what best fits their current playstyle for their current point in the game.<br />
And as there's usually not a one size fits all solution (though some Guild Wars veterans may argue this), players will be constantly playing with the equip battle skill system throughout the game.<br />
In other words, the mechanic has massive staying power.<br />
<br />
In a way, one may compare this to [https://magic.wizards.com/en Magic the Gathering], in how there are so many cards, a limited hand size, and yet, a near infinite number of combos.<br />
Magic's players often engage in discussion with one another to determine which deck works best for which situations.<br />
The same happened in Guild Wars as there's almost always ongoing discussion about skill builds and whatnot.<br />
I believe that through the usage of the feature in an RPG Maker project, it will also generate similar discussions with the player-base, too.<br />
This causes players to be engaged with the game while playing and not playing.<br />
<br />
As a result, I've made [https://yanflychannel.wordpress.com/rmvx/redux-engine/ Equip Skill Slots] for RPG Maker VX.<br />
Over time, this eventually translated into [[Equip Battle Skills (YEP)|Equip Battle Skills]] for [[Yanfly Engine Plugins]] with [[Equip Battle Skills - Allowed Types (YEP)|Allowed Types]] and [[Equip Skill Tiers (YEP)|Skill Tiers]] as extension plugins.<br />
Now, all three of those MV plugins are remade into one as [[Equip Battle Skills VisuStella MZ|Equip Battle Skills]] for [[VisuStella MZ]].<br />
I hope that through this plugin, game devs are able to recreate a community-drive to seek out optimal skill builds like Guild Wars did all while providing a better player experience.<br />
<br />
<br />
<br />
=== [[Skill Mastery VisuStella MZ|Skill Mastery]] ===<br />
<br />
[[File:VisuMZ.125.jpg|600px|link=Skill Mastery VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
When I first played a [https://en.wikipedia.org/wiki/Disgaea Disgaea] game, I've encountered the skill mastery system.<br />
This system is a staple in many [https://en.wikipedia.org/wiki/Nippon_Ichi_Software Nippon Ichi Software] games.<br />
When a skill is used multiple times, the user becomes more proficient in it.<br />
It doesn't level up or morph into anything spectacular, but instead, the user does more damage with it, have better cost efficiency, better ailment success rates, etc.<br />
To me, this made a lot of sense and it's akin to what you see often in real life and fictional stories.<br />
<br />
I always found it cool when in an anime or manga, when a character tries to fight against a master mage.<br />
The character would use a high level spell while the master mage uses a low level spell.<br />
The master mage would win spectacularly with the low level spell, because of all the built up experience in using it.<br />
Such things were almost never possible in RPG's until this feature came to be.<br />
<br />
The best part is, this feature benefits both games with small skill lists and large skill lists.<br />
In games with small skill lists, it ensures that skills almost always remain relevant in damage.<br />
The more a player invests in a particular skill, the more it stays relevant for them.<br />
For games with large skill lists, it allows different skills for a variety of ways to grow.<br />
If a player wants to train a skill that grows in damage potential, they can.<br />
They can also do the same for a skill that grows in cost efficiency.<br />
Another skill growth path is an extension of effect duration.<br />
With these options, players can make way for their own play styles and get rewarded for it.<br />
<br />
The plugin first came to be as [[Skill Mastery Levels (YEP)|Skill Mastery Levels]] for [[Yanfly Engine Plugins]].<br />
It is now remade as [[Skill Mastery VisuStella MZ|Skill Mastery]] with more options to boot, all while rewarding the player for their dedication of training their favorite skills.<br />
<br />
<br />
<br />
=== [[Skill Stealer VisuStella MZ|Skill Stealer]] ===<br />
<br />
[[File:VisuMZ.126.jpg|600px|link=Skill Stealer VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
The script was first made in RPG Maker VX Ace as [https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/skill-steal/ Skill Steal].<br />
I did not remake it for RPG Maker MV as a plugin, but I did remake it as a [[Blue Magic (MV Plugin Tips & Tricks)|Tips & Tricks effect]].<br />
Granted, it wasn't the same, but it got the process done.<br />
Though the same effect can be translated into RPG Maker MZ, I opted for it to return as a plugin again as [[Skill Stealer VisuStella MZ|Skill Stealer]].<br />
The reason being that there are just some effects that can be done with the plugin that couldn't be as a Tips & Tricks-type effect as efficiently.<br />
And that's the ability for the stolen skill to be only temporary for the better.<br />
<br />
This plugin was originally meant to be made as a supplement to the [[Equip Battle Skills VisuStella MZ|Equip Battle Skills]] plugin.<br />
This allows the player to acquire skills from enemies, similar to how Elite Skills were captured in [https://www.guildwars.com/en/ Guild Wars].<br />
The player would have to go out and hunt the enemies with the desired skills to be stolen.<br />
Upon successfully stealing them, the player could then equip said skills and then continue the process again.<br />
That's for the permanent side of skill stealing anyway.<br />
<br />
For the temporary side, this is to add in a new style of gameplay where certain characters or classes are able to use a foe's strength against them in the same battle.<br />
The acquired skill being temporary allows for game devs to let players have fun with overpowered skills while having no lasting impact on the game balance for the rest of the game.<br />
Lots of fun can be had with this feature.<br />
<br />
<br />
<br />
== Ending Statements ==<br />
<br />
And that's it for this article!<br />
<br />
Happy RPG Making!<br />
<br />
<br />
<br />
== End of File ==<br />
<br />
|}</div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Category:Articles_by_Olivia&diff=14129Category:Articles by Olivia2023-05-30T14:44:46Z<p>Olivia: Created blank page</p>
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<div></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=File:OliviaAvatar.png&diff=14128File:OliviaAvatar.png2023-05-30T14:44:27Z<p>Olivia: </p>
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<div></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Template:Article_by_Olivia&diff=14127Template:Article by Olivia2023-05-30T14:44:14Z<p>Olivia: Created page with "{| style="width: 500px;" cellspacing="0" cellpadding="0" | style="width: 100%; background: #FFFFCC; border: 1px solid #888888; vertical-align: top; text-align: center" | Fil..."</p>
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[[File:OliviaAvatar.png|36px]] [[:Category:Articles by Olivia|This is an article written by Olivia.]]<br />
|}<br />
<noinclude>[[Category:Display templates|Article by Olivia]]</noinclude><br />
<includeonly>[[Category:Articles]][[Category:Articles by Olivia]]</includeonly></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=How_to_Update_Plugins_RPG_Maker_MZ&diff=6557How to Update Plugins RPG Maker MZ2020-09-22T01:38:16Z<p>Olivia: /* Step 3A: Method 1 */</p>
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<div>{{TOCright}}<br />
<br />
[[File:UpdatePlugins.png|600px|link=How to Update Plugins RPG Maker MZ]]<br />
<br />
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<br />
== Step 1: Determine Which Plugins Need an Update ==<br />
<br />
[[File:mzUpdate01.png|600px]]<br />
<br />
First things first, how do you know if a plugin needs an update?<br />
<br />
VisuStella MZ plugins will list their current version in the plugin's description. If the version does not match the version currently uploaded on the site, then the plugin is in need of an update.<br />
<br />
<br />
<br />
== Step 2: Download the Plugin Updates ==<br />
<br />
[[File:mzUpdate02a.png|600px]]<br />
<br />
[[File:mzUpdate02b.png|600px]]<br />
<br />
When you download the updated plugin file, place the updated plugin into your game project's /js/plugins/ folder.<br />
<br />
<br />
<br />
== Step 3: Updating the Plugin ==<br />
<br />
[[File:mzUpdate01.png|600px]]<br />
<br />
Now, it's time to go back to the Plugin Manager list.<br />
<br />
The plugin parameter settings for this are still cached so it's time to update it. There are two ways to do this.<br />
<br />
== Step 3A: Method 1 ==<br />
<br />
[[File:mzUpdate03a.png|600px]]<br />
<br />
The first method is to right click the plugin in the Plugin Manager list, and select refresh.<br />
<br />
This will update the plugin's version and add any new surface layer Plugin Parameters.<br />
<br />
'''You can update multiple plugins at once this way by pressing Control + A, right clicking the Plugin Manager list, and then selecting refresh.'''<br />
<br />
== Step 3B: Method 2 ==<br />
<br />
[[File:mzUpdate03b.png|600px]]<br />
<br />
The second method is to open up the plugin's parameters itself.<br />
<br />
This will update the plugin's version and add any new surface layer Plugin Parameters.<br />
<br />
<br />
<br />
== Step 4: Check for Updated Version ==<br />
<br />
[[File:mzUpdate04.png|600px]]<br />
<br />
Check to make sure the version has updated.<br />
<br />
<br />
<br />
== Step 5: Save Your Game Project ==<br />
<br />
[[File:mzUpdate05a.png]]<br />
<br />
Save your game project before anything else.<br />
<br />
If you go directly into Play Test without saving, sometimes the changes have not committed and you would get a message like this:<br />
<br />
[[File:mzUpdate05.png]]<br />
<br />
So always save first!<br />
<br />
<br />
<br />
|}</div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Glossary&diff=6218Glossary2020-09-12T21:29:15Z<p>Olivia: /* C */</p>
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<br />
These are a list of commonly used terms and/or abbreviations that you will often see in the community. This page will provide a summary of what they mean but not a full explanation.<br />
<br />
{{Article by Yanfly}}<br />
<br />
== A ==<br />
<br />
; AAA<br />
: A high-budget game with a large development team, or game studios that make them.<br />
: AAA games are usually multiplatform, have multimillion-dollar budgets, and expect to sell millions of copies.<br />
<br />
; Ace<br />
: See RPG Maker VX Ace.<br />
<br />
; Action Battle System (ABS)<br />
: Refers to a genre of RPG's where the player fights enemies on the map rather than being sent to a different battle scene to fight them.<br />
: Closely resembles the battle system in [https://en.wikipedia.org/wiki/The_Legend_of_Zelda The Legend of Zelda] series.<br />
<br />
; Action Sequence<br />
: A series of actions made through text commands to dictate how a skill or item acts visually and mechanically.<br />
: See [[:Category:Action Sequences (MV)|Action Sequences]].<br />
<br />
; Active Turn Battle (ATB)<br />
: See [[Battle System - ATB (YEP)|Battle System - ATB]].<br />
<br />
; Ækashics<br />
: See [[Ækashics Librarium]].<br />
<br />
; AGI<br />
: Agility<br />
: Character speed parameter in [[RPG Maker MV]].<br />
<br />
; Aggro<br />
: Adapted from MMORPG slang.<br />
: Refers to the likelihood of a character being targeted for an action, usually from the opposing party.<br />
: The more aggro a character has, the more likely it is targeted for an action.<br />
<br />
; Alias (Programming)<br />
: Used in RPG Maker XP, VX, and VX Ace to patch Ruby scripts to create compatibility between scripts.<br />
: The phrase carried over into RPG Maker MV and MZ's JavaScript plugins.<br />
: The JavaScript term for this is "monkey patch"<br />
<br />
; Alpha<br />
: An extremely early stage of a product before it's released.<br />
: Earlier than "Beta".<br />
<br />
; Anchor (Sprite)<br />
: Determines the origin point of the sprite.<br />
: For X values, 0 means its origin is towards the left. 0.5 means its origin is its center. 1 means its origin is its right.<br />
: For Y values, 0 means its origin is at the top. 0.5 means its origin is at the middle. 1 means its origin is at the bottom.<br />
<br />
; Archeia<br />
: Founder of [[Visustella]].<br />
<br />
; Area of Effect (AOE)<br />
: Actions that target multiple battlers at once. This can target either an entire enemy party, entire player party, or perhaps even the entire battlefield of units.<br />
: Could also refer to as a small condensed target range based on screen position achieved through the [[Area of Effect (YEP)|Area of Effect]] plugin.<br />
<br />
; Aries<br />
: See [[Aries of Sheratan]].<br />
<br />
; Arisu (Alice)<br />
: See [[Arisu]].<br />
<br />
; Artist<br />
: In the RPG Maker community, this often refers to content creators that make graphical assets.<br />
<br />
; Asset Flipping<br />
: A derogatory term referencing how certain games are just clones of other games with swapped out graphics and sound.<br />
<br />
; ATK<br />
: Attack<br />
: Physical attack parameter in [[RPG Maker MV]].<br />
<br />
; Aura<br />
: A term carried over from [https://www.blizzard.com/en-us/games/war3/ WarCraft 3].<br />
: A status effect that comes as a source (usually a character) and affects units (usually party members) in a wide area.<br />
<br />
== B ==<br />
<br />
; Backup<br />
: The process of creating a copy of your game project or anything you're working on in case you lose it.<br />
:: Because it will happen.<br />
::: You can never tell when.<br />
: The thing you should always be doing on a regular basis.<br />
<br />
; Base Code<br />
: Refers to the original code that is included in any RPG Maker iteration.<br />
<br />
; Battle System (BSys)<br />
: In the RPG Maker community, refers to how battles work in-game.<br />
: Differences in battle systems usually involve how turns interact, actions are performed, and status effects behave.<br />
<br />
; Bestiary<br />
: An in-game log of the monsters that the player has seen/fought/defeated.<br />
<br />
; Beta<br />
: An early stage of a product before it's released.<br />
: Later than "Alpha".<br />
<br />
; Broken<br />
: When talking about skills and/or items, this means something is incredibly inbalanced to the point where it breaks the game.<br />
<br />
; Buff<br />
: A temporary boost to an actor or enemy that increases their stats. Not to be confused with a status effect, which could potentially do the same thing.<br />
: When used by a game dev, this could mean improving/boosting a mechanic, character, enemy, skill, etc. to perform better.<br />
:: Opposite of a "nerf".<br />
<br />
; Bug<br />
: Coder slang for a programming/eventing error.<br />
<br />
; Bust<br />
: A graphical representation of a character during a message outside of the message window.<br />
: Usually a half-body bust is used.<br />
: Not to be confused with a face graphic.<br />
: See [[Visual Novel Busts (Irina)|Visual Novel Busts]].<br />
<br />
== C ==<br />
<br />
; Caz<br />
: See [[Caz Wolf]].<br />
<br />
; Changelog<br />
: A log, usually found in a script or plugin, listing the changes that the script or plugin has gone through.<br />
<br />
; Charge Turn Battle (CTB)<br />
: See [[Battle System - CTB (YEP)|Battle System - CTB]].<br />
<br />
; Cheese<br />
: A strategy used by players that allows them to get through a particular boss/challenge that's outside the intention of the game developer<br />
<br />
; Chrono Trigger (CT)<br />
: A super popular RPG that RPG Maker game devs tend to take inspiration off of.<br />
: [https://en.wikipedia.org/wiki/Chrono_Trigger Wikipedia entry].<br />
<br />
; Coders<br />
: In the RPG Maker community, this often refers to content creators that make plugins and/or scripts.<br />
<br />
; Comment Tag<br />
: Similar to Notetags but uses comments instead.<br />
: [[:Category:Comment Tags (MV)|More explained here]].<br />
<br />
; Console<br />
: In the RPG Maker community, this refers to the debug console used in [[RPG Maker MV]] and [[RPG Maker MZ]] that's opened by pressing F12 during play testing.<br />
<br />
; Consumable<br />
: Refers to an item that disappears from inventory once you use it.<br />
: If there is more than 1 of that item, the amount of the item decreases until it hits 0.<br />
<br />
; Cooldown<br />
: A period of time where a skill/item is unusable after having been used before.<br />
: See [[Skill Cooldowns (YEP)|Skill Cooldowns]].<br />
<br />
; Core (Plugin)<br />
: A plugin that restructures a specific gameplay element of group of gameplay elements.<br />
: It provides a foundation for extensions to be made and adapted into.<br />
: Often misused by amateur plugin developers as a "first" plugin.<br />
<br />
; Crafting<br />
: The process of creating a new item through multiple items.<br />
: Usually in the form of item synthesis.<br />
: See [[Item Synthesis (YEP)|Item Synthesis]]<br />
<br />
; Crit<br />
: Abbreviation for "Critical" which is often used with "Critical Hit".<br />
<br />
; Critical Hit<br />
: A successful attack that causes greater than normal damage to the target.<br />
: Depending on the RPG may also inflict negative a status or effect onto the target hit.<br />
<br />
; Custom Battle System (CBS)<br />
: A custom made battle system by the creator.<br />
: Usually refers to a mix-and-match with plugins and events to create the intended battle system.<br />
<br />
; Custom Event System (CES)<br />
: A custom made event system by the creator.<br />
: Usually refers to a mix-and-match with plugins and events to create the intended event system.<br />
<br />
; Custom Menu System (CMS)<br />
: A custom made menu system by the creator.<br />
: Usually refers to a mix-and-match with plugins and events to create the intended menu system.<br />
<br />
; Cutscene<br />
: A game segment that exists solely to provide detail and exposition to the story.<br />
<br />
== D ==<br />
<br />
; Damage Over Time (DoT)<br />
: Adapted from MMORPG slang.<br />
: Refers to the damage produced over a period of time.<br />
: Usually referencing the damage output of a status effect dedicated to dealing damage to the affected battler.<br />
<br />
; Damage Per Second (DPS)<br />
: Adapted from MMORPG slang.<br />
: Refers to the damage output over a set period of time.<br />
: In the RPG Maker community, this term is inaccurate as it's also used to determine damage per turn.<br />
<br />
; Dating Simulator (Dating Sim)<br />
: A genre of games where the focus is dating the characters found within the game.<br />
: Could also be a subgenre if it's a secondary focus.<br />
<br />
; Debuff<br />
: A temporary downgrade to an actor or enemy that decreases their stats. Not to be confused with a status effect, which could potentially do the same thing.<br />
<br />
; DEF<br />
: Defense<br />
: Physical defense parameter in [[RPG Maker MV]].<br />
<br />
; Default Turn Battle (DTB)<br />
: The default battle system that comes with the majority of the RPG Maker series.<br />
:: RPG Maker 2003 is the exception as it was ATB.<br />
: Heavily inspired by the old [https://en.wikipedia.org/wiki/Dragon_Quest Dragon Quest] games.<br />
<br />
; Demo<br />
: A sample product of what's to represent a small portion of the final product.<br />
<br />
; Dev<br />
: Short for developer.<br />
: Usually refers to game developers (game devs).<br />
<br />
; Development Hell<br />
: Jargon for being stuck in the development cycle for a long period of time before it progresses into production.<br />
<br />
; Dialogue Tree<br />
: Found primarily in adventure games<br />
:: A means of providing a menu of dialog choices to the player when interacting with a non-player character<br />
:: So as to learn more from that character, influence the character's actions<br />
:: And otherwise progress the game's story.<br />
: The tree nature comes from typically having multiple branching levels of questions and replies that can be explored.<br />
<br />
; Digital Rights Management (DRM)<br />
: Software tools for copyright protection<br />
: Often heavily criticized, particularly if the DRM tool is overly restrictive or badly-designed.<br />
<br />
; Discord<br />
: A online chatroom hosted through Discord.<br />
: You can join the [https://discord.gg/8wVaHRz RPG Maker Portal Discord here].<br />
<br />
; DMG<br />
: Damage<br />
<br />
; Dodge Tank<br />
: A class that is used as damage mitigation, but instead of receiving the damage, the class focuses on evading it while attracting attacks from the opposing party.<br />
: Also known as an "Evasion Tank".<br />
<br />
; Doodad<br />
: Referred to a graphical entity created by Yanfly's [[Grid-Free Doodads (YEP)|Grid-Free Doodads]].<br />
<br />
; Downloadable Content (DLC)<br />
: Additional content for a video game that is acquired through a digital delivery system.<br />
<br />
; Dragon Quest (FF)<br />
: A super popular RPG series that RPG Maker game devs tend to take inspiration off of.<br />
: [https://en.wikipedia.org/wiki/Dragon_Quest entry].<br />
<br />
; Dungeon<br />
: Usually refers to the active/explorable segments of an RPG which are often outside of town and not on the overworld.<br />
<br />
; Dungeon Crawler<br />
: A genre of video game that is based around exploring a dungeon or similar setting, defeating monsters and collecting loot.<br />
<br />
== E ==<br />
<br />
; Effect<br />
: A positive or negative element which affects a character<br />
: Almost always causing modifiers to abilities or allowable actions.<br />
: Example: stunned, poisoned, hasted, unconscious, etc.<br />
: Sometimes called a "status effect" or, depending on the context, a "buff" or "debuff".<br />
<br />
; Element Wheel<br />
: A term used to describe a series of elements that have a weakness to each other in a cycle.<br />
<br />
; Engine (Plugin)<br />
: A plugin or series of plugins that focuses on creating a code base to further improve, optimize, and extend RPG Maker's default functions while providing a base/foundation for other plugins found in its library.<br />
: This is often misused by amateur plugin developers as a "Library"<br />
<br />
; Eroge<br />
: Japanese slang for Erotic Game.<br />
: A game that focuses on erotic content.<br />
<br />
; Evasion Tank<br />
: A class that is used as damage mitigation, but instead of receiving the damage, the class focuses on evading it while attracting attacks from the opposing party.<br />
: Also known as a "Dodge Tank".<br />
<br />
; Event<br />
: RPG Maker term for an non-player-controllable entity.<br />
: These can be actual characters or they can be objects.<br />
: Events can trigger and run commands.<br />
<br />
; Event Command<br />
: A command used to control the game when an event triggers.<br />
<br />
; Event System<br />
: A complex system of event commands to create something that is normally not achievable through regular usage of event commands alone.<br />
<br />
; Eventing<br />
: The process of creating an Event System.<br />
<br />
; EXP<br />
: Experience Points<br />
: Used in RPG Maker to represent the amount of progress a character has made.<br />
: Usually earned through battles.<br />
: Also abbreviated as "XP"<br />
<br />
== F ==<br />
<br />
; Fast Travel<br />
: Common in role-playing games, a means by which to have the player-character(s) travel between already-discovered portions of the game's world without having to actually interactively move that distance<br />
<br />
; Filter<br />
: When talking about graphics, these are premade algorithms that change how the screen and/or object visibly looks.<br />
<br />
; Final Fantasy (FF)<br />
: A super popular RPG series that RPG Maker game devs tend to take inspiration off of.<br />
: [https://en.wikipedia.org/wiki/Final_Fantasy Wikipedia entry].<br />
<br />
; Forum<br />
: An internet message board where its users can post and reply to other messages.<br />
: In the RPG Maker community, this usually refers to the [https://forums.rpgmakerweb.com/index.php official forums].<br />
<br />
; Frames Per Second (FPS)<br />
: A measure of the rendering speed of a video game's graphics.<br />
<br />
; Frontview (FV)<br />
: Refers to a battle system where the camera angle is from the perspective of the player party, allowing the player to see both the enemy party but usually not the player party.<br />
: If the player party is seen, it's through portraits.<br />
<br />
== G ==<br />
<br />
; Gacha<br />
: Short for Gachapon.<br />
: Used in the RPG Maker community as a system that grants randomized items to the player.<br />
<br />
; Game Engine<br />
: The codebase on which a game runs.<br />
<br />
; Game Jam<br />
: A hackathon for video games<br />
: It is a gathering of people for the purpose of planning, designing, and creating one or more games within a short span of time, usually ranging between 24 and 72 hours, and some even longer.<br />
: Participants are generally made up of programmers, game designers, artists, writers, and others in game development-related fields.<br />
<br />
; Game Over<br />
: State of the game where the player is considered to have "lost".<br />
<br />
; Gate<br />
: A term used in the game dev community to refer to how some games will intentionally lock their players out of certain content until specific requirements have been met.<br />
<br />
; Generator<br />
: In the RPG Maker community, this refers to the in-editor face/sprite generator found in RPG Maker VX and [[RPG Maker MV]].<br />
: Never click the randomize button.<br />
<br />
; Glass Cannon<br />
: A unit or character capable of doing a great deal of damage, but is easily defeated.<br />
<br />
; Grind<br />
: Refers to the act of repeatedly doing an action over and over to achieve a particular result.<br />
: Not in the fun sense.<br />
<br />
== H ==<br />
<br />
; Harvest Moon (HM)<br />
: A farming simulator game that's often used as a source of inspiration in RPG Maker.<br />
<br />
; Healer<br />
: Refers to a class or enemy type that focuses primarily on healing.<br />
<br />
; Healing Over Time (HoT)<br />
: Adapted from MMORPG slang.<br />
: Refers to the damage healed over a period of time.<br />
: Usually referencing the damage healing of a status effect dedicated to healing damage to the affected battler.<br />
<br />
; Hentai Game<br />
: A game that revolves around hentai. Usually more intense than eroge.<br />
<br />
; Hitbox<br />
: Refers to the area of contact an entity (usually the player) can interact with an object.<br />
<br />
; Horror Game<br />
: A genre of games made in RPG Maker dedicated to spooking the player.<br />
: Doesn't usually have a battle system.<br />
<br />
; Hot Garbage<br />
: A derogatory term used to refer to games that are on the lower end of the quality spectrum.<br />
<br />
; HP<br />
: Health Points<br />
: Used in RPG's to represent a character's current life total.<br />
: Once it reaches 0, the character is knocked out/dead.<br />
<br />
; Holy Trinity<br />
: Adapted from MMORPG slang.<br />
: Refers to a party composition consisting of a damage specialist, defense specialist, and a support specialist (usually in the form of healing).<br />
<br />
; Horizontal Scaling<br />
: The process of adding more options available to the player of similar impact to other items on the same tier level.<br />
: Opposite of "Vertical Scaling"<br />
<br />
== I ==<br />
<br />
; Iconset<br />
: Refers to a system graphic that's used as a spritesheet for all the icons used in a RPG Maker project.<br />
<br />
; Immortal<br />
: A state used in RPG Maker where an actor or enemy cannot die even if their HP reaches 0.<br />
: This can be cancelled once the state is removed.<br />
: In some plugins, immortality is used to extend certain action sequences so enemies don't die midway through them.<br />
<br />
; Indie Game<br />
: Short for Independent Video Game<br />
: Loosely defined as a game made by a single person or a small studio without any financial, development, marketing, or distribution support from a large publisher, though there are exceptions.<br />
<br />
; Instant Knock Out (IKO)<br />
: A skill, item, or state that results in defeating a character or enemy instantly no matter what their current health is.<br />
<br />
; Irina<br />
: See [[Atelier Irina]].<br />
<br />
; itch<br />
: A free host for games.<br />
: [http://itch.io/ Link to itch.io]<br />
<br />
== J ==<br />
<br />
; JavaScript (JS)<br />
: The scripting language used in [[RPG Maker MV]].<br />
: Not to be confused with Java.<br />
:: Call it Java to tilt some coders.<br />
<br />
; JRPG<br />
: Japanese Role Playing Game<br />
: A genre of RPG's labeled after Japanese-style RPG's.<br />
: Arguable whether or not it has to be of Japanese origin.<br />
<br />
== K ==<br />
<br />
; Kit<br />
: The set of skills and abilities given to a pre-defined playable character in games featuring many such characters to choose from<br />
<br />
; Knock Out (KO)<br />
: Refers to an incapacitated character.<br />
: Usually by reaching 0 HP.<br />
<br />
; Kusoge<br />
: Japanese slang for "shit game"<br />
: A derogatory term used to refer to games that are on the lower end of the quality spectrum.<br />
<br />
== L ==<br />
<br />
; Lag<br />
: A delay between an input or action and its corresponding result.<br />
<br />
; Librarium<br />
: See [[Ækashics Librarium]].<br />
<br />
; Library (Plugin)<br />
: See Plugin Library.<br />
<br />
; Limit Break<br />
: Refers to a type of skill that requires filling up a specific gauge (in RPG Maker, this is usually the TP gauge) before it can be used.<br />
<br />
; Loot Box<br />
: Used in the RPG Maker community as a system that grants randomized items to the player.<br />
: Also known as "Loot Crate".<br />
<br />
; LUK<br />
: Luck<br />
: Status resistance parameter in [[RPG Maker MV]].<br />
<br />
; [[Luna Engine MV (Visustella)|Luna Engine]] (Luna)<br />
: A plugin made by Visustella dedicated towards the creation of custom menus.<br />
: Made for artists by artists.<br />
<br />
; Lunatic Mode<br />
: A term coined by Yanfly and used by the majority of the community to refer to advanced techniques.<br />
: [[:Category:Lunatic Mode (MV)|More explained here]].<br />
<br />
; LV<br />
: Level<br />
: Represents a character's progression in RPG Maker.<br />
<br />
== M ==<br />
<br />
; Mage<br />
: Refers to a class or enemy type that focuses primarily on casting magic.<br />
<br />
; Mana<br />
: Often used by the RPG Maker community as a resource for magical skills.<br />
<br />
; Massively Multiplayer Online Role-Playing Game (MMORPG)<br />
: See the [https://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game Wikipedia entry].<br />
: Something you can't make in RPG Maker without a lot of difficulty.<br />
<br />
; MAT<br />
: Magic Attack<br />
: Magical attack parameter in [[RPG Maker MV]].<br />
<br />
; MDF<br />
: Magic Defense<br />
: Magical defense parameter in [[RPG Maker MV]].<br />
<br />
; Melee<br />
: Refers to hand-to-hand combat.<br />
: In some cases, refers to close-ranged combat.<br />
<br />
; Meta<br />
: Often used in the gaming community as the standard strategy used at the time that is defined outside of the game itself.<br />
: In RPG Maker MV, meta refers to the meta data created through the automatic Notetag parsing system.<br />
<br />
; Min-Maxing<br />
: The practice of playing a RPG with the intent of creating the "best" character by means of minimizing undesired or unimportant traits and maximizing desired ones.<br />
: This is usually accomplished by improving one specific trait or ability (or a set of traits/abilities) by sacrificing ability in all other fields.<br />
: This is easier to accomplish in games where attributes are generated from a certain number of points rather than in ones where they are randomly generated.<br />
<br />
; Minigame<br />
: A 'game-within-a-game', often provided as a diversion from the game's plot.<br />
: Minigames are usually one-screen affairs with limited replay value, though some games have provided an entire commercial release as a 'mini-game' within the primary game-world.<br />
<br />
; Mob<br />
: Refers to enemies of no story importance that roam a specific area.<br />
<br />
; Mobage<br />
: Japanese slang for "mobile game"<br />
: Refers to a genre of games that use RPG-like elements which are played on mobile devices.<br />
: Usually features a gacha system of some sort.<br />
<br />
; Monkey Patch (Programming)<br />
: A technique used in RPG Maker MV and MZ to create compatibility between plugins.<br />
: Sometimes referred to as "alias" as a carryover term from the RPG Maker XP, VX, and VX Ace days.<br />
<br />
; MP<br />
: Magic/Mana Points<br />
: The resource used commonly in RPG's for characters to perform special skills.<br />
<br />
; Multiplayer Online Battle Arena (MOBA)<br />
: A subgenre of strategy video games that originated as a subgenre of real-time strategy, in which a player controls a single character in a team who compete versus another team of players.<br />
: Examples include [https://play.na.leagueoflegends.com/en_US League of Legends] and [http://blog.dota2.com/?l=english DOTA2].<br />
: Often used by RPG Maker game devs as inspiration for various skills and/or items.<br />
<br />
== N ==<br />
<br />
; Nerf<br />
: When used by a game dev, this could mean reducing/lowering a mechanic, character, enemy, skill, etc. to perform worse.<br />
:: Opposite of a "buff".<br />
<br />
; Non-Playable Character (NPC)<br />
: Characters inside a game that aren't actively playable but can be interacted with.<br />
<br />
; Notetag<br />
: A technique originally used in RPG Maker VX to bypass the inability to add new data entries to the database.<br />
: [[:Category:Notetags (MV)|More explained here]].<br />
<br />
== O ==<br />
<br />
; Original Character (OC)<br />
: An character found originally in a game as its name implies.<br />
<br />
; On Screen Encounters<br />
: Refers to a setup where the player character has to come in contact with an enemy NPC on a map before entering battle.<br />
: Also known as "Touch Encounters"<br />
<br />
; Olivia<br />
: See [[Fallen Angel Olivia]].<br />
<br />
; Open World<br />
: An open-ended game with little to no linearity.<br />
<br />
; Optimization<br />
: The process of reducing memory usage of your assets.<br />
<br />
; Order Turn Battle (OTB)<br />
: See [[Order Turn Battle (Olivia)|Order Turn Battle]].<br />
<br />
; Out of Character (OOC)<br />
: Often refers to an action that is not in line with the character's personality.<br />
<br />
; Overdrive<br />
: See either Limit Break or Ultimate.<br />
<br />
; Overpowered (OP)<br />
: When talking about characters, enemies, items, skills, and/or status effects, this is talking about a near game-breaking effect that is above the norm and is potentially game-breaking.<br />
<br />
; Overworld<br />
: A map that is used to show a representation of the game's world on a reduced scale for faster/easier travel.<br />
: Sometimes referred to as the "World Map".<br />
<br />
== P ==<br />
<br />
; Parallax Mapping<br />
: The process of creating a map on an editable image and used as a parallax background on an otherwise empty map with transparent tiles.<br />
<br />
; Parameter (Param)<br />
: In RPG Maker, this refers to the statistical values an actor or enemy has.<br />
: Base Parameters include MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK (Since RPG Maker VX Ace)<br />
: X Parameters include HIT, EVA, CRI, CEV, MEV, MRF, CNT, HRG, MRG, TRG (Since RPG Maker VX Ace)<br />
: S Parameters include TGR, GRD, REC, PHA, MCR, TCR, PDR, MDR, FDR, EXR (Since RPG Maker VX Ace)<br />
: Often referred to as "stats"<br />
<br />
; Party<br />
: In the RPG Maker community, this refers to the cast of playable characters actively available to the player.<br />
<br />
; PEBKAC<br />
: Problem Exists Between Keyboard and Chair<br />
:: Often used by tech support staff<br />
<br />
; Persona<br />
: A super popular RPG series that RPG Maker game devs tend to take inspiration off of.<br />
: [https://en.wikipedia.org/wiki/Persona_(series) Wikipedia entry].<br />
<br />
; Pixel Movement<br />
: In the RPG Maker community, this means grid-free movement, allowing the player to move outside of designated tiles and standing in multiple at a time while idle.<br />
<br />
; PixiJS<br />
: The graphics library used in [[RPG Maker MV]] and [[RPG Maker MZ]].<br />
<br />
; Playable Character (PC)<br />
: Characters inside a game that are active playable and can be controlled by the player.<br />
<br />
; Plugin Library<br />
: A series of plugins made by a coder or group of coders made to work together with one another and enhance each other.<br />
<br />
; Plugin Parameters<br />
: Refers to the adjustable settings when opening up a plugin in the Plugin Manager list for RPG Maker MV and MZ.<br />
<br />
; Poison<br />
: Refers to a status effect that causes the affected character to periodically lose HP.<br />
<br />
; Procedural Generation<br />
: When the game algorithmically combines randomly generated elements, particularly in game world creation.<br />
<br />
; Programmer Tools<br />
: Often refers to a plugin that's used to facilitate the creation of other plugins.<br />
: It's intended that only other programmers would use this for the creation of newer plugins.<br />
:: Very rarely does this happen since programmers in the community cannot stand each other's code.<br />
:: The average RPG Maker user typically has no use for them.<br />
<br />
; Prototype<br />
: An early product of a project whose goal is to show what the intended gameplay experience will be like.<br />
<br />
; PvE<br />
: Player versus Environment<br />
:: Adapted from MMORPG slang.<br />
: Refers to the player versus what the game dev has given the player.<br />
: This is the natural state of the majority of RPG Maker games.<br />
<br />
; PvP<br />
: Player versus PLayer<br />
:: Adapted from MMORPG slang.<br />
: Refers to the player versus another player.<br />
:: Difficult to accomplish in RPG Maker.<br />
<br />
== Q ==<br />
<br />
; Quest<br />
: A task given to players in-game that may (sometimes optionally) be completed to progress further into the game or to acquire rewards.<br />
<br />
; Quick Time Event (QTE)<br />
: An event within a game that typically requires the player to press an indicated controller button<br />
: Or move a controller's analog controls within a short time window to succeed in the event and progress forward<br />
: While failure to do so may harm the player-character or lead to a game-over situation.<br />
: Such controls are generally non-standard for the game, and the action performed in a quick time event is usually not possible to execute in regular gameplay<br />
<br />
== R ==<br />
<br />
; Random Encounter<br />
: A gameplay feature most commonly used in JRPG's whereby combat encounters with enemies or other dangers occur sporadically and at random without the enemy being physically seen beforehand.<br />
<br />
; Random Number Generation (RNG)<br />
: Often referred to skills, items, and other effects that have a percent chance of succeeding.<br />
<br />
; Replay Value<br />
: The ability to play the game again with reasonable enjoyment.<br />
<br />
; Respawn<br />
: The reappearance of an entity, such as a character or object, after its death or destruction.<br />
<br />
; Rez<br />
: Short for resurrection.<br />
: Usually refers to skills that bring a character or enemy out of a KO state.<br />
<br />
; Rock Paper Scissors (RPS)<br />
: Refers to a gameplay style where one element beats another, which beats another, which beats another, and so on, until it cycles back to the first.<br />
<br />
; Rougelike<br />
: A sub-genre of games primarily featuring procedurally-generated levels, tile-based movement, turn-based action, complex maps to explore, resource management, and permanent death.<br />
: Games that lack some of those elements are usually better termed dungeon crawlers, but can be referred to as "Roguelites"<br />
:: In particular, permadeath alone does not make a game Roguelike.<br />
: Roguelikes are typically set in dungeons, but may contain an overworld or other settings.<br />
: Roguelike games are usually designed to be more challenging than typical games, with luck and memory playing a larger role.<br />
: Named after the 1980 game Rogue.<br />
<br />
; Rougelite<br />
: Games that have some, but not all, features of Roguelike games.<br />
: Often the feature removed will be permadeath.<br />
: While games may self-identify as Roguelites, it can also be used as a derogatory term.<br />
: Often used instead of "Roguelike" by mistake, but the two are different.<br />
<br />
; RPG Maker (RM)<br />
: A software series that allows its users to create games specialized in the Role Playing Game (RPG) genre.<br />
<br />
; RPG Maker 95 (RM95) (95)<br />
: The first release of RPG Maker for a Windows platform.<br />
<br />
; RPG Maker 2000 (RM2k) (2k)<br />
: The second release of RPG Maker for a Windows platform.<br />
<br />
; RPG Maker 2003 (RM2k3) (2k3)<br />
: The iteration of RPG Maker that released in 2003.<br />
: A large improvement over RPG Maker 2000.<br />
<br />
; [[RPG Maker MV]] (RMMV) (MV)<br />
: The iteration of RPG Maker that released in 2015.<br />
: The first iteration of RPG Maker that uses JavaScript.<br />
<br />
; [[RPG Maker MZ]] (RMMZ) (MZ)<br />
: The iteration of RPG Maker that released in 2020.<br />
<br />
; RPG Maker VX (RMVX) (VX)<br />
: The iteration of RPG Maker that released in 2007/2008.<br />
<br />
; RPG Maker VX Ace (RMVXA) (VXA) (Ace)<br />
: The iteration of RPG Maker that released in 2011/2012.<br />
<br />
; RPG Maker XP (RMXP) (XP)<br />
: The first iteration of RPG Maker that uses Ruby.<br />
<br />
; Ruby<br />
: The scripting language used in RPG Maker XP, RPG Maker VX, and RPG Maker VX Ace.<br />
<br />
; Ruby Game Scripting System (RGSS)<br />
: The specialized scripting made for the RPG Maker Windows series.<br />
<br />
; Run Time Package (RTP)<br />
: An asset pack that comes with each RPG Maker iteration providing stock assets.<br />
<br />
== S ==<br />
<br />
; Save Point<br />
: A place in the game world of a video game where a game save can be made.<br />
: Some games do not have specific save points, allowing the player to save at any point.<br />
<br />
; Save Scumming<br />
: The manipulation of game save states to gain an advantage during play or achieve a particular outcome from unpredictable events.<br />
: It is used, for example, in Roguelike games that automatically delete any save files when the player-character dies.<br />
<br />
; Scope<br />
: Inside the RPG Maker software, this refers to the target range of a skill or item.<br />
: In the RPG Maker community, this refers to the projected time length and scale of a game project.<br />
<br />
; Script<br />
: Code that is found inside an RPG Maker XP, VX, and VX Ace project.<br />
: Often refers to external code imported into the game outside of the base code.<br />
: These are what the "plugins" of RPG Maker XP, VX, and VX Ace were called.<br />
<br />
; Script Call<br />
: An event command that allows you to insert code to produce effects that are normally not available through event commands.<br />
: [[:Category:Script Calls (MV)|More explained here]].<br />
<br />
; Self-Insert<br />
: Refers to a character that's a representation of its creator.<br />
<br />
; Shin Megami Tensei (SMT)<br />
: A super popular RPG series that RPG Maker game devs tend to take inspiration off of.<br />
: [https://en.wikipedia.org/wiki/Shin_Megami_Tensei Wikipedia entry].<br />
<br />
; Skill Tree<br />
: A visual representation of the skills and orders a player can direct a character into learning.<br />
: Not available to RPG Maker by default.<br />
<br />
; Skinner Box<br />
: A technique implemented by the game to keep players invested in their game through operant conditioning. <br />
: Frowned upon heavily by gamers and other game devs.<br />
: [https://en.wikipedia.org/wiki/Operant_conditioning_chamber Wikipedia]<br />
<br />
; Sideview (SV)<br />
: Refers to a battle system where the camera angle is from the side, allowing the player to see both the player party and enemy party.<br />
<br />
; Silence<br />
: Refers to a status effect that prevents the affected character from being able to use magic and/or sometimes skills in general.<br />
<br />
; Sleep<br />
: Refers to a status effect that prevents the affected character from being able to act until the character is dealt damage (either physical, magical, and/or both) to wake them up.<br />
<br />
; Snippet (Programming)<br />
: Actual definition refers to a "code snippet" which is used to describe a small portion of re-usable source code, machine code, or text.<br />
: The RPG Maker community's definition usually refers to a small script or plugin that contains very little code.<br />
<br />
; Sprite<br />
: A graphic shown on the screen.<br />
: Usually referred to in the RPG Maker community as a moveable graphic that's used to represent characters.<br />
<br />
; Standard Turn Battle (STB)<br />
: See [[Battle System - STB (YEP)|Battle System - STB]].<br />
<br />
; Statistic (Stat)<br />
: This refers to the statistical values an actor or enemy has.<br />
: These are called "Parameters" in RPG Maker<br />
<br />
; State<br />
: In RPG Maker, this refers to what's common known as "status effects" in other RPG's.<br />
<br />
; Status Effect<br />
: In RPG's, this refers to a (usually temporary) condition that changes the affected actor or enemy's behavior.<br />
: Examples would include poison, silence, stun, and more.<br />
<br />
; Steam<br />
: A platform used for distributing games.<br />
: [https://store.steampowered.com/ Link to Steam]<br />
<br />
; Strategy RPG (SRPG)<br />
: A strategy-based RPG.<br />
: Synonymous with Tactical RPG.<br />
: [https://en.wikipedia.org/wiki/Tactical_role-playing_game Wikipedia entry].<br />
<br />
; Stun<br />
: Refers to a status effect that prevents the affected character from being able to act.<br />
<br />
; Survival Game<br />
: A game set in a hostile open-world environment where characters are challenged to collect resources, craft items, and survive as long as possible.<br />
<br />
; Synthesis<br />
: The process of creating a new item through multiple items.<br />
: Usually in the form of item crafting.<br />
: See [[Item Synthesis (YEP)|Item Synthesis]]<br />
: Often known as "Crafting"<br />
<br />
== T ==<br />
<br />
; Tactical RPG (TRPG)<br />
: A strategy-based RPG.<br />
: Synonymous with Strategy RPG.<br />
: [https://en.wikipedia.org/wiki/Tactical_role-playing_game Wikipedia entry].<br />
<br />
; Tank<br />
: Refers to a class or enemy type that focuses primarily on defense.<br />
<br />
; Taunt<br />
: A term carried over from [https://www.blizzard.com/en-us/games/war3/ WarCraft 3].<br />
: An action that causes an enemy or group of enemies to target a character, usually, the character performing the taunt.<br />
<br />
; Text Code<br />
: A text format used for changing the way text looks in the in-game message system.<br />
: [[:Category:Text Codes (MV)|More explained here]].<br />
<br />
; Theme6<br />
: The default song used with a new project of [[RPG Maker MV]] that's overused due to neglecting to changing it from the default settings.<br />
:: A meme in the RPG Maker community that's often used as a sign of a poorly made project.<br />
<br />
; Tick<br />
: An increment of damage or healing periodically caused by a DoT or HoT effect.<br />
<br />
; TileD<br />
: A tool used to create more customized maps than what's possible through [[RPG Maker MV]].<br />
: Also see [https://archeia.itch.io/tiled-plugin-for-rpg-maker-mv the plugin made by Visustella].<br />
<br />
; Time Progression Battle (TPB)<br />
: Introduced in RPG Maker MZ as a form of ATB (Active Turn Battle)<br />
<br />
; Tips & Tricks (T&T)<br />
: Usually refers to various techniques that game devs can in RPG Maker.<br />
: In certain RPG Maker communities, this refers to [[:Category:RPG Maker MV Plugin Tips & Tricks|Yanfly's Tips & Tricks]].<br />
<br />
; Touch Encounters<br />
: Refers to a setup where the player character has to come in contact with an enemy NPC on a map before entering battle.<br />
: Also known as "On Screen Encounters"<br />
<br />
; TP<br />
: Tech Points<br />
:: We're actually not sure what the T stands for but "Tech" is our guess.<br />
: Used in RPG Maker as a resource gauge that fills up by dealing damage and receiving damage.<br />
<br />
; Trash Mobs<br />
: Refers to enemy encounters of little to no story importance.<br />
<br />
; Troop<br />
: Enemy party<br />
<br />
; Trope<br />
: A common writing convention<br />
: Usually given a name through [https://tvtropes.org/ TV Tropes].<br />
:: Don't visit that site unless you want to be trapped for hours.<br />
: Sometimes called "cliches" (though inaccurate).<br />
<br />
== U ==<br />
<br />
; Ultimate<br />
: When referring to skills, it's usually a character's best action.<br />
:: Usually something that deals above average damage, heals more than the norm, or applies a stronger than usual status effect.<br />
:: Usually a skill that has a high resource cost or specific requirements to be used.<br />
<br />
; Underpowered<br />
: When talking about characters, enemies, items, skills, and/or status effects, this is talking about an unimpressive effect that has little to no significance on gameplay.<br />
<br />
; Undertale<br />
: A super popular RPG that RPG Maker game devs tend to take inspiration off of.<br />
: [https://en.wikipedia.org/wiki/Undertale Wikipedia entry].<br />
<br />
; User Interface (UI)<br />
: Refers to the graphical interface that players see in-game.<br />
<br />
; User Experience (UX)<br />
: Refers to the player experience or user experience.<br />
<br />
== V ==<br />
<br />
; Vaporware<br />
: Video games which are announced and appear in active development for some time but are never released nor officially cancelled.<br />
<br />
; Vertical Scaling<br />
: The process of adding more tiers and iterations of skills, items, equipment that are objectively better than the previous tier.<br />
: Opposite of "Horizontal Scaling"<br />
<br />
; Visual Novel (VN)<br />
: A Japanese novel read as an game-like application on a computer. A term to distinguish itself from a "Game" because there is usually no gameplay involved, and the only interaction that the player can make with the game is making certain choices at specific points in the game that decides which branch of the storyline that the player will take. <br />
<br />
; Visual Novel Maker (VNM)<br />
: See [http://www.rpgmakerweb.com/products/programs/visual-novel-maker Visual Novel Maker].<br />
<br />
; [[VisuStella]]<br />
: A game dev circle made by [[Archeia]], [[Caz Wolf]], and [[Yanfly]]. The circle produces graphical assets as well as plugins for various RPG Maker iterations.<br />
<br />
; VisuStella MZ (VisuMZ)<br />
: A plugin library lead by [[Yanfly]] with contracted plugin developers from the RPG Maker community.<br />
<br />
== W ==<br />
<br />
; Walking Simulator<br />
: A derogatory term sometimes used to classify exploration games<br />
: Which generally involve exploring an environment for story and narrative but with few, if any, puzzles or gameplay elements. <br />
<br />
; Warrior<br />
: Refers to a class or enemy type that focuses primarily on physical attacks.<br />
<br />
; WASD<br />
: A common control-mechanism using a typical QWERTY keyboard, with the W, A, S, and D keys bound to movement controls.<br />
: This allows arrow key-like control with the left hand.<br />
<br />
; Wave<br />
: In game genres or modes where player(s) are to defend a point or stay alive as long as possible, enemies are commonly grouped into "waves" (sometimes referred to as levels).<br />
: When one wave of enemies is defeated, player(s) are typically given a short period to prepare for the next wave.<br />
<br />
; Window<br />
: This refers to the in-game system pane that appears displaying text, messages, and other forms of data for the player.<br />
: Usually not acknowledged by the characters in the game.<br />
:: Unless that game breaks the fourth wall.<br />
::: It's awkward when that happens.<br />
<br />
; Wipe<br />
: An attack from the boss in which the said boss completely knocks out the entire party.<br />
<br />
; World Map<br />
: A map that is used to show a representation of the game's world on a reduced scale for faster/easier travel.<br />
: Sometimes referred to as the "Overworld".<br />
<br />
; Writers<br />
: In the RPG Maker community, this often refers to content creators that specialize in writing stories and/or dialogue.<br />
<br />
; WRPG<br />
: Western Role Playing Game<br />
: A genre of RPG's labeled after Western-style RPG's.<br />
: Arguable whether or not it has to be of Western origin.<br />
<br />
== X ==<br />
<br />
; XP<br />
: Experience Points<br />
: Used in RPG Maker to represent the amount of progress a character has made.<br />
: Usually earned through battles.<br />
: Also abbreviated as "EXP"<br />
<br />
== Y ==<br />
<br />
; Yanfly<br />
: Creator of the following RPG Maker script/plugin libraries:<br />
<br />
; Yanfly Engine Ace (YEA)<br />
: The plugin library made by Yanfly for RPG Maker VX Ace.<br />
<br />
; Yanfly Engine Melody (YEM)<br />
: One of the plugin libraries made by Yanfly for RPG Maker VX.<br />
<br />
; [[Yanfly Engine Plugins]] (YEP)<br />
: The plugin library made by Yanfly for [[RPG Maker MV]].<br />
<br />
; Yanfly Engine ReDux (YERD)<br />
: One of the plugin libraries made by Yanfly for RPG Maker VX.<br />
<br />
; Yanfly Engine Zealous (YEZ)<br />
: One of the plugin libraries made by Yanfly for RPG Maker VX.<br />
<br />
== Z ==<br />
<br />
; Z-Axis<br />
: In RPG Maker, games are usually 2D, but the Z-Axis is used anyway to determine whether or not a sprite is in front of or behind another sprite.<br />
<br />
|}</div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Glossary&diff=6217Glossary2020-09-12T21:19:17Z<p>Olivia: /* A */</p>
<hr />
<div>{{TOCright}}<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
These are a list of commonly used terms and/or abbreviations that you will often see in the community. This page will provide a summary of what they mean but not a full explanation.<br />
<br />
{{Article by Yanfly}}<br />
<br />
== A ==<br />
<br />
; AAA<br />
: A high-budget game with a large development team, or game studios that make them.<br />
: AAA games are usually multiplatform, have multimillion-dollar budgets, and expect to sell millions of copies.<br />
<br />
; Ace<br />
: See RPG Maker VX Ace.<br />
<br />
; Action Battle System (ABS)<br />
: Refers to a genre of RPG's where the player fights enemies on the map rather than being sent to a different battle scene to fight them.<br />
: Closely resembles the battle system in [https://en.wikipedia.org/wiki/The_Legend_of_Zelda The Legend of Zelda] series.<br />
<br />
; Action Sequence<br />
: A series of actions made through text commands to dictate how a skill or item acts visually and mechanically.<br />
: See [[:Category:Action Sequences (MV)|Action Sequences]].<br />
<br />
; Active Turn Battle (ATB)<br />
: See [[Battle System - ATB (YEP)|Battle System - ATB]].<br />
<br />
; Ækashics<br />
: See [[Ækashics Librarium]].<br />
<br />
; AGI<br />
: Agility<br />
: Character speed parameter in [[RPG Maker MV]].<br />
<br />
; Aggro<br />
: Adapted from MMORPG slang.<br />
: Refers to the likelihood of a character being targeted for an action, usually from the opposing party.<br />
: The more aggro a character has, the more likely it is targeted for an action.<br />
<br />
; Alias (Programming)<br />
: Used in RPG Maker XP, VX, and VX Ace to patch Ruby scripts to create compatibility between scripts.<br />
: The phrase carried over into RPG Maker MV and MZ's JavaScript plugins.<br />
: The JavaScript term for this is "monkey patch"<br />
<br />
; Alpha<br />
: An extremely early stage of a product before it's released.<br />
: Earlier than "Beta".<br />
<br />
; Anchor (Sprite)<br />
: Determines the origin point of the sprite.<br />
: For X values, 0 means its origin is towards the left. 0.5 means its origin is its center. 1 means its origin is its right.<br />
: For Y values, 0 means its origin is at the top. 0.5 means its origin is at the middle. 1 means its origin is at the bottom.<br />
<br />
; Archeia<br />
: Founder of [[Visustella]].<br />
<br />
; Area of Effect (AOE)<br />
: Actions that target multiple battlers at once. This can target either an entire enemy party, entire player party, or perhaps even the entire battlefield of units.<br />
: Could also refer to as a small condensed target range based on screen position achieved through the [[Area of Effect (YEP)|Area of Effect]] plugin.<br />
<br />
; Aries<br />
: See [[Aries of Sheratan]].<br />
<br />
; Arisu (Alice)<br />
: See [[Arisu]].<br />
<br />
; Artist<br />
: In the RPG Maker community, this often refers to content creators that make graphical assets.<br />
<br />
; Asset Flipping<br />
: A derogatory term referencing how certain games are just clones of other games with swapped out graphics and sound.<br />
<br />
; ATK<br />
: Attack<br />
: Physical attack parameter in [[RPG Maker MV]].<br />
<br />
; Aura<br />
: A term carried over from [https://www.blizzard.com/en-us/games/war3/ WarCraft 3].<br />
: A status effect that comes as a source (usually a character) and affects units (usually party members) in a wide area.<br />
<br />
== B ==<br />
<br />
; Backup<br />
: The process of creating a copy of your game project or anything you're working on in case you lose it.<br />
:: Because it will happen.<br />
::: You can never tell when.<br />
: The thing you should always be doing on a regular basis.<br />
<br />
; Base Code<br />
: Refers to the original code that is included in any RPG Maker iteration.<br />
<br />
; Battle System (BSys)<br />
: In the RPG Maker community, refers to how battles work in-game.<br />
: Differences in battle systems usually involve how turns interact, actions are performed, and status effects behave.<br />
<br />
; Bestiary<br />
: An in-game log of the monsters that the player has seen/fought/defeated.<br />
<br />
; Beta<br />
: An early stage of a product before it's released.<br />
: Later than "Alpha".<br />
<br />
; Broken<br />
: When talking about skills and/or items, this means something is incredibly inbalanced to the point where it breaks the game.<br />
<br />
; Buff<br />
: A temporary boost to an actor or enemy that increases their stats. Not to be confused with a status effect, which could potentially do the same thing.<br />
: When used by a game dev, this could mean improving/boosting a mechanic, character, enemy, skill, etc. to perform better.<br />
:: Opposite of a "nerf".<br />
<br />
; Bug<br />
: Coder slang for a programming/eventing error.<br />
<br />
; Bust<br />
: A graphical representation of a character during a message outside of the message window.<br />
: Usually a half-body bust is used.<br />
: Not to be confused with a face graphic.<br />
: See [[Visual Novel Busts (Irina)|Visual Novel Busts]].<br />
<br />
== C ==<br />
<br />
; Changelog<br />
: A log, usually found in a script or plugin, listing the changes that the script or plugin has gone through.<br />
<br />
; Charge Turn Battle (CTB)<br />
: See [[Battle System - CTB (YEP)|Battle System - CTB]].<br />
<br />
; Cheese<br />
: A strategy used by players that allows them to get through a particular boss/challenge that's outside the intention of the game developer<br />
<br />
; Chrono Trigger (CT)<br />
: A super popular RPG that RPG Maker game devs tend to take inspiration off of.<br />
: [https://en.wikipedia.org/wiki/Chrono_Trigger Wikipedia entry].<br />
<br />
; Coders<br />
: In the RPG Maker community, this often refers to content creators that make plugins and/or scripts.<br />
<br />
; Comment Tag<br />
: Similar to Notetags but uses comments instead.<br />
: [[:Category:Comment Tags (MV)|More explained here]].<br />
<br />
; Console<br />
: In the RPG Maker community, this refers to the debug console used in [[RPG Maker MV]] and [[RPG Maker MZ]] that's opened by pressing F12 during play testing.<br />
<br />
; Consumable<br />
: Refers to an item that disappears from inventory once you use it.<br />
: If there is more than 1 of that item, the amount of the item decreases until it hits 0.<br />
<br />
; Cooldown<br />
: A period of time where a skill/item is unusable after having been used before.<br />
: See [[Skill Cooldowns (YEP)|Skill Cooldowns]].<br />
<br />
; Core (Plugin)<br />
: A plugin that restructures a specific gameplay element of group of gameplay elements.<br />
: It provides a foundation for extensions to be made and adapted into.<br />
: Often misused by amateur plugin developers as a "first" plugin.<br />
<br />
; Crafting<br />
: The process of creating a new item through multiple items.<br />
: Usually in the form of item synthesis.<br />
: See [[Item Synthesis (YEP)|Item Synthesis]]<br />
<br />
; Crit<br />
: Abbreviation for "Critical" which is often used with "Critical Hit".<br />
<br />
; Critical Hit<br />
: A successful attack that causes greater than normal damage to the target.<br />
: Depending on the RPG may also inflict negative a status or effect onto the target hit.<br />
<br />
; Custom Battle System (CBS)<br />
: A custom made battle system by the creator.<br />
: Usually refers to a mix-and-match with plugins and events to create the intended battle system.<br />
<br />
; Custom Event System (CES)<br />
: A custom made event system by the creator.<br />
: Usually refers to a mix-and-match with plugins and events to create the intended event system.<br />
<br />
; Custom Menu System (CMS)<br />
: A custom made menu system by the creator.<br />
: Usually refers to a mix-and-match with plugins and events to create the intended menu system.<br />
<br />
; Cutscene<br />
: A game segment that exists solely to provide detail and exposition to the story.<br />
<br />
== D ==<br />
<br />
; Damage Over Time (DoT)<br />
: Adapted from MMORPG slang.<br />
: Refers to the damage produced over a period of time.<br />
: Usually referencing the damage output of a status effect dedicated to dealing damage to the affected battler.<br />
<br />
; Damage Per Second (DPS)<br />
: Adapted from MMORPG slang.<br />
: Refers to the damage output over a set period of time.<br />
: In the RPG Maker community, this term is inaccurate as it's also used to determine damage per turn.<br />
<br />
; Dating Simulator (Dating Sim)<br />
: A genre of games where the focus is dating the characters found within the game.<br />
: Could also be a subgenre if it's a secondary focus.<br />
<br />
; Debuff<br />
: A temporary downgrade to an actor or enemy that decreases their stats. Not to be confused with a status effect, which could potentially do the same thing.<br />
<br />
; DEF<br />
: Defense<br />
: Physical defense parameter in [[RPG Maker MV]].<br />
<br />
; Default Turn Battle (DTB)<br />
: The default battle system that comes with the majority of the RPG Maker series.<br />
:: RPG Maker 2003 is the exception as it was ATB.<br />
: Heavily inspired by the old [https://en.wikipedia.org/wiki/Dragon_Quest Dragon Quest] games.<br />
<br />
; Demo<br />
: A sample product of what's to represent a small portion of the final product.<br />
<br />
; Dev<br />
: Short for developer.<br />
: Usually refers to game developers (game devs).<br />
<br />
; Development Hell<br />
: Jargon for being stuck in the development cycle for a long period of time before it progresses into production.<br />
<br />
; Dialogue Tree<br />
: Found primarily in adventure games<br />
:: A means of providing a menu of dialog choices to the player when interacting with a non-player character<br />
:: So as to learn more from that character, influence the character's actions<br />
:: And otherwise progress the game's story.<br />
: The tree nature comes from typically having multiple branching levels of questions and replies that can be explored.<br />
<br />
; Digital Rights Management (DRM)<br />
: Software tools for copyright protection<br />
: Often heavily criticized, particularly if the DRM tool is overly restrictive or badly-designed.<br />
<br />
; Discord<br />
: A online chatroom hosted through Discord.<br />
: You can join the [https://discord.gg/8wVaHRz RPG Maker Portal Discord here].<br />
<br />
; DMG<br />
: Damage<br />
<br />
; Dodge Tank<br />
: A class that is used as damage mitigation, but instead of receiving the damage, the class focuses on evading it while attracting attacks from the opposing party.<br />
: Also known as an "Evasion Tank".<br />
<br />
; Doodad<br />
: Referred to a graphical entity created by Yanfly's [[Grid-Free Doodads (YEP)|Grid-Free Doodads]].<br />
<br />
; Downloadable Content (DLC)<br />
: Additional content for a video game that is acquired through a digital delivery system.<br />
<br />
; Dragon Quest (FF)<br />
: A super popular RPG series that RPG Maker game devs tend to take inspiration off of.<br />
: [https://en.wikipedia.org/wiki/Dragon_Quest entry].<br />
<br />
; Dungeon<br />
: Usually refers to the active/explorable segments of an RPG which are often outside of town and not on the overworld.<br />
<br />
; Dungeon Crawler<br />
: A genre of video game that is based around exploring a dungeon or similar setting, defeating monsters and collecting loot.<br />
<br />
== E ==<br />
<br />
; Effect<br />
: A positive or negative element which affects a character<br />
: Almost always causing modifiers to abilities or allowable actions.<br />
: Example: stunned, poisoned, hasted, unconscious, etc.<br />
: Sometimes called a "status effect" or, depending on the context, a "buff" or "debuff".<br />
<br />
; Element Wheel<br />
: A term used to describe a series of elements that have a weakness to each other in a cycle.<br />
<br />
; Engine (Plugin)<br />
: A plugin or series of plugins that focuses on creating a code base to further improve, optimize, and extend RPG Maker's default functions while providing a base/foundation for other plugins found in its library.<br />
: This is often misused by amateur plugin developers as a "Library"<br />
<br />
; Eroge<br />
: Japanese slang for Erotic Game.<br />
: A game that focuses on erotic content.<br />
<br />
; Evasion Tank<br />
: A class that is used as damage mitigation, but instead of receiving the damage, the class focuses on evading it while attracting attacks from the opposing party.<br />
: Also known as a "Dodge Tank".<br />
<br />
; Event<br />
: RPG Maker term for an non-player-controllable entity.<br />
: These can be actual characters or they can be objects.<br />
: Events can trigger and run commands.<br />
<br />
; Event Command<br />
: A command used to control the game when an event triggers.<br />
<br />
; Event System<br />
: A complex system of event commands to create something that is normally not achievable through regular usage of event commands alone.<br />
<br />
; Eventing<br />
: The process of creating an Event System.<br />
<br />
; EXP<br />
: Experience Points<br />
: Used in RPG Maker to represent the amount of progress a character has made.<br />
: Usually earned through battles.<br />
: Also abbreviated as "XP"<br />
<br />
== F ==<br />
<br />
; Fast Travel<br />
: Common in role-playing games, a means by which to have the player-character(s) travel between already-discovered portions of the game's world without having to actually interactively move that distance<br />
<br />
; Filter<br />
: When talking about graphics, these are premade algorithms that change how the screen and/or object visibly looks.<br />
<br />
; Final Fantasy (FF)<br />
: A super popular RPG series that RPG Maker game devs tend to take inspiration off of.<br />
: [https://en.wikipedia.org/wiki/Final_Fantasy Wikipedia entry].<br />
<br />
; Forum<br />
: An internet message board where its users can post and reply to other messages.<br />
: In the RPG Maker community, this usually refers to the [https://forums.rpgmakerweb.com/index.php official forums].<br />
<br />
; Frames Per Second (FPS)<br />
: A measure of the rendering speed of a video game's graphics.<br />
<br />
; Frontview (FV)<br />
: Refers to a battle system where the camera angle is from the perspective of the player party, allowing the player to see both the enemy party but usually not the player party.<br />
: If the player party is seen, it's through portraits.<br />
<br />
== G ==<br />
<br />
; Gacha<br />
: Short for Gachapon.<br />
: Used in the RPG Maker community as a system that grants randomized items to the player.<br />
<br />
; Game Engine<br />
: The codebase on which a game runs.<br />
<br />
; Game Jam<br />
: A hackathon for video games<br />
: It is a gathering of people for the purpose of planning, designing, and creating one or more games within a short span of time, usually ranging between 24 and 72 hours, and some even longer.<br />
: Participants are generally made up of programmers, game designers, artists, writers, and others in game development-related fields.<br />
<br />
; Game Over<br />
: State of the game where the player is considered to have "lost".<br />
<br />
; Gate<br />
: A term used in the game dev community to refer to how some games will intentionally lock their players out of certain content until specific requirements have been met.<br />
<br />
; Generator<br />
: In the RPG Maker community, this refers to the in-editor face/sprite generator found in RPG Maker VX and [[RPG Maker MV]].<br />
: Never click the randomize button.<br />
<br />
; Glass Cannon<br />
: A unit or character capable of doing a great deal of damage, but is easily defeated.<br />
<br />
; Grind<br />
: Refers to the act of repeatedly doing an action over and over to achieve a particular result.<br />
: Not in the fun sense.<br />
<br />
== H ==<br />
<br />
; Harvest Moon (HM)<br />
: A farming simulator game that's often used as a source of inspiration in RPG Maker.<br />
<br />
; Healer<br />
: Refers to a class or enemy type that focuses primarily on healing.<br />
<br />
; Healing Over Time (HoT)<br />
: Adapted from MMORPG slang.<br />
: Refers to the damage healed over a period of time.<br />
: Usually referencing the damage healing of a status effect dedicated to healing damage to the affected battler.<br />
<br />
; Hentai Game<br />
: A game that revolves around hentai. Usually more intense than eroge.<br />
<br />
; Hitbox<br />
: Refers to the area of contact an entity (usually the player) can interact with an object.<br />
<br />
; Horror Game<br />
: A genre of games made in RPG Maker dedicated to spooking the player.<br />
: Doesn't usually have a battle system.<br />
<br />
; Hot Garbage<br />
: A derogatory term used to refer to games that are on the lower end of the quality spectrum.<br />
<br />
; HP<br />
: Health Points<br />
: Used in RPG's to represent a character's current life total.<br />
: Once it reaches 0, the character is knocked out/dead.<br />
<br />
; Holy Trinity<br />
: Adapted from MMORPG slang.<br />
: Refers to a party composition consisting of a damage specialist, defense specialist, and a support specialist (usually in the form of healing).<br />
<br />
; Horizontal Scaling<br />
: The process of adding more options available to the player of similar impact to other items on the same tier level.<br />
: Opposite of "Vertical Scaling"<br />
<br />
== I ==<br />
<br />
; Iconset<br />
: Refers to a system graphic that's used as a spritesheet for all the icons used in a RPG Maker project.<br />
<br />
; Immortal<br />
: A state used in RPG Maker where an actor or enemy cannot die even if their HP reaches 0.<br />
: This can be cancelled once the state is removed.<br />
: In some plugins, immortality is used to extend certain action sequences so enemies don't die midway through them.<br />
<br />
; Indie Game<br />
: Short for Independent Video Game<br />
: Loosely defined as a game made by a single person or a small studio without any financial, development, marketing, or distribution support from a large publisher, though there are exceptions.<br />
<br />
; Instant Knock Out (IKO)<br />
: A skill, item, or state that results in defeating a character or enemy instantly no matter what their current health is.<br />
<br />
; Irina<br />
: See [[Atelier Irina]].<br />
<br />
; itch<br />
: A free host for games.<br />
: [http://itch.io/ Link to itch.io]<br />
<br />
== J ==<br />
<br />
; JavaScript (JS)<br />
: The scripting language used in [[RPG Maker MV]].<br />
: Not to be confused with Java.<br />
:: Call it Java to tilt some coders.<br />
<br />
; JRPG<br />
: Japanese Role Playing Game<br />
: A genre of RPG's labeled after Japanese-style RPG's.<br />
: Arguable whether or not it has to be of Japanese origin.<br />
<br />
== K ==<br />
<br />
; Kit<br />
: The set of skills and abilities given to a pre-defined playable character in games featuring many such characters to choose from<br />
<br />
; Knock Out (KO)<br />
: Refers to an incapacitated character.<br />
: Usually by reaching 0 HP.<br />
<br />
; Kusoge<br />
: Japanese slang for "shit game"<br />
: A derogatory term used to refer to games that are on the lower end of the quality spectrum.<br />
<br />
== L ==<br />
<br />
; Lag<br />
: A delay between an input or action and its corresponding result.<br />
<br />
; Librarium<br />
: See [[Ækashics Librarium]].<br />
<br />
; Library (Plugin)<br />
: See Plugin Library.<br />
<br />
; Limit Break<br />
: Refers to a type of skill that requires filling up a specific gauge (in RPG Maker, this is usually the TP gauge) before it can be used.<br />
<br />
; Loot Box<br />
: Used in the RPG Maker community as a system that grants randomized items to the player.<br />
: Also known as "Loot Crate".<br />
<br />
; LUK<br />
: Luck<br />
: Status resistance parameter in [[RPG Maker MV]].<br />
<br />
; [[Luna Engine MV (Visustella)|Luna Engine]] (Luna)<br />
: A plugin made by Visustella dedicated towards the creation of custom menus.<br />
: Made for artists by artists.<br />
<br />
; Lunatic Mode<br />
: A term coined by Yanfly and used by the majority of the community to refer to advanced techniques.<br />
: [[:Category:Lunatic Mode (MV)|More explained here]].<br />
<br />
; LV<br />
: Level<br />
: Represents a character's progression in RPG Maker.<br />
<br />
== M ==<br />
<br />
; Mage<br />
: Refers to a class or enemy type that focuses primarily on casting magic.<br />
<br />
; Mana<br />
: Often used by the RPG Maker community as a resource for magical skills.<br />
<br />
; Massively Multiplayer Online Role-Playing Game (MMORPG)<br />
: See the [https://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game Wikipedia entry].<br />
: Something you can't make in RPG Maker without a lot of difficulty.<br />
<br />
; MAT<br />
: Magic Attack<br />
: Magical attack parameter in [[RPG Maker MV]].<br />
<br />
; MDF<br />
: Magic Defense<br />
: Magical defense parameter in [[RPG Maker MV]].<br />
<br />
; Melee<br />
: Refers to hand-to-hand combat.<br />
: In some cases, refers to close-ranged combat.<br />
<br />
; Meta<br />
: Often used in the gaming community as the standard strategy used at the time that is defined outside of the game itself.<br />
: In RPG Maker MV, meta refers to the meta data created through the automatic Notetag parsing system.<br />
<br />
; Min-Maxing<br />
: The practice of playing a RPG with the intent of creating the "best" character by means of minimizing undesired or unimportant traits and maximizing desired ones.<br />
: This is usually accomplished by improving one specific trait or ability (or a set of traits/abilities) by sacrificing ability in all other fields.<br />
: This is easier to accomplish in games where attributes are generated from a certain number of points rather than in ones where they are randomly generated.<br />
<br />
; Minigame<br />
: A 'game-within-a-game', often provided as a diversion from the game's plot.<br />
: Minigames are usually one-screen affairs with limited replay value, though some games have provided an entire commercial release as a 'mini-game' within the primary game-world.<br />
<br />
; Mob<br />
: Refers to enemies of no story importance that roam a specific area.<br />
<br />
; Mobage<br />
: Japanese slang for "mobile game"<br />
: Refers to a genre of games that use RPG-like elements which are played on mobile devices.<br />
: Usually features a gacha system of some sort.<br />
<br />
; Monkey Patch (Programming)<br />
: A technique used in RPG Maker MV and MZ to create compatibility between plugins.<br />
: Sometimes referred to as "alias" as a carryover term from the RPG Maker XP, VX, and VX Ace days.<br />
<br />
; MP<br />
: Magic/Mana Points<br />
: The resource used commonly in RPG's for characters to perform special skills.<br />
<br />
; Multiplayer Online Battle Arena (MOBA)<br />
: A subgenre of strategy video games that originated as a subgenre of real-time strategy, in which a player controls a single character in a team who compete versus another team of players.<br />
: Examples include [https://play.na.leagueoflegends.com/en_US League of Legends] and [http://blog.dota2.com/?l=english DOTA2].<br />
: Often used by RPG Maker game devs as inspiration for various skills and/or items.<br />
<br />
== N ==<br />
<br />
; Nerf<br />
: When used by a game dev, this could mean reducing/lowering a mechanic, character, enemy, skill, etc. to perform worse.<br />
:: Opposite of a "buff".<br />
<br />
; Non-Playable Character (NPC)<br />
: Characters inside a game that aren't actively playable but can be interacted with.<br />
<br />
; Notetag<br />
: A technique originally used in RPG Maker VX to bypass the inability to add new data entries to the database.<br />
: [[:Category:Notetags (MV)|More explained here]].<br />
<br />
== O ==<br />
<br />
; Original Character (OC)<br />
: An character found originally in a game as its name implies.<br />
<br />
; On Screen Encounters<br />
: Refers to a setup where the player character has to come in contact with an enemy NPC on a map before entering battle.<br />
: Also known as "Touch Encounters"<br />
<br />
; Olivia<br />
: See [[Fallen Angel Olivia]].<br />
<br />
; Open World<br />
: An open-ended game with little to no linearity.<br />
<br />
; Optimization<br />
: The process of reducing memory usage of your assets.<br />
<br />
; Order Turn Battle (OTB)<br />
: See [[Order Turn Battle (Olivia)|Order Turn Battle]].<br />
<br />
; Out of Character (OOC)<br />
: Often refers to an action that is not in line with the character's personality.<br />
<br />
; Overdrive<br />
: See either Limit Break or Ultimate.<br />
<br />
; Overpowered (OP)<br />
: When talking about characters, enemies, items, skills, and/or status effects, this is talking about a near game-breaking effect that is above the norm and is potentially game-breaking.<br />
<br />
; Overworld<br />
: A map that is used to show a representation of the game's world on a reduced scale for faster/easier travel.<br />
: Sometimes referred to as the "World Map".<br />
<br />
== P ==<br />
<br />
; Parallax Mapping<br />
: The process of creating a map on an editable image and used as a parallax background on an otherwise empty map with transparent tiles.<br />
<br />
; Parameter (Param)<br />
: In RPG Maker, this refers to the statistical values an actor or enemy has.<br />
: Base Parameters include MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK (Since RPG Maker VX Ace)<br />
: X Parameters include HIT, EVA, CRI, CEV, MEV, MRF, CNT, HRG, MRG, TRG (Since RPG Maker VX Ace)<br />
: S Parameters include TGR, GRD, REC, PHA, MCR, TCR, PDR, MDR, FDR, EXR (Since RPG Maker VX Ace)<br />
: Often referred to as "stats"<br />
<br />
; Party<br />
: In the RPG Maker community, this refers to the cast of playable characters actively available to the player.<br />
<br />
; PEBKAC<br />
: Problem Exists Between Keyboard and Chair<br />
:: Often used by tech support staff<br />
<br />
; Persona<br />
: A super popular RPG series that RPG Maker game devs tend to take inspiration off of.<br />
: [https://en.wikipedia.org/wiki/Persona_(series) Wikipedia entry].<br />
<br />
; Pixel Movement<br />
: In the RPG Maker community, this means grid-free movement, allowing the player to move outside of designated tiles and standing in multiple at a time while idle.<br />
<br />
; PixiJS<br />
: The graphics library used in [[RPG Maker MV]] and [[RPG Maker MZ]].<br />
<br />
; Playable Character (PC)<br />
: Characters inside a game that are active playable and can be controlled by the player.<br />
<br />
; Plugin Library<br />
: A series of plugins made by a coder or group of coders made to work together with one another and enhance each other.<br />
<br />
; Plugin Parameters<br />
: Refers to the adjustable settings when opening up a plugin in the Plugin Manager list for RPG Maker MV and MZ.<br />
<br />
; Poison<br />
: Refers to a status effect that causes the affected character to periodically lose HP.<br />
<br />
; Procedural Generation<br />
: When the game algorithmically combines randomly generated elements, particularly in game world creation.<br />
<br />
; Programmer Tools<br />
: Often refers to a plugin that's used to facilitate the creation of other plugins.<br />
: It's intended that only other programmers would use this for the creation of newer plugins.<br />
:: Very rarely does this happen since programmers in the community cannot stand each other's code.<br />
:: The average RPG Maker user typically has no use for them.<br />
<br />
; Prototype<br />
: An early product of a project whose goal is to show what the intended gameplay experience will be like.<br />
<br />
; PvE<br />
: Player versus Environment<br />
:: Adapted from MMORPG slang.<br />
: Refers to the player versus what the game dev has given the player.<br />
: This is the natural state of the majority of RPG Maker games.<br />
<br />
; PvP<br />
: Player versus PLayer<br />
:: Adapted from MMORPG slang.<br />
: Refers to the player versus another player.<br />
:: Difficult to accomplish in RPG Maker.<br />
<br />
== Q ==<br />
<br />
; Quest<br />
: A task given to players in-game that may (sometimes optionally) be completed to progress further into the game or to acquire rewards.<br />
<br />
; Quick Time Event (QTE)<br />
: An event within a game that typically requires the player to press an indicated controller button<br />
: Or move a controller's analog controls within a short time window to succeed in the event and progress forward<br />
: While failure to do so may harm the player-character or lead to a game-over situation.<br />
: Such controls are generally non-standard for the game, and the action performed in a quick time event is usually not possible to execute in regular gameplay<br />
<br />
== R ==<br />
<br />
; Random Encounter<br />
: A gameplay feature most commonly used in JRPG's whereby combat encounters with enemies or other dangers occur sporadically and at random without the enemy being physically seen beforehand.<br />
<br />
; Random Number Generation (RNG)<br />
: Often referred to skills, items, and other effects that have a percent chance of succeeding.<br />
<br />
; Replay Value<br />
: The ability to play the game again with reasonable enjoyment.<br />
<br />
; Respawn<br />
: The reappearance of an entity, such as a character or object, after its death or destruction.<br />
<br />
; Rez<br />
: Short for resurrection.<br />
: Usually refers to skills that bring a character or enemy out of a KO state.<br />
<br />
; Rock Paper Scissors (RPS)<br />
: Refers to a gameplay style where one element beats another, which beats another, which beats another, and so on, until it cycles back to the first.<br />
<br />
; Rougelike<br />
: A sub-genre of games primarily featuring procedurally-generated levels, tile-based movement, turn-based action, complex maps to explore, resource management, and permanent death.<br />
: Games that lack some of those elements are usually better termed dungeon crawlers, but can be referred to as "Roguelites"<br />
:: In particular, permadeath alone does not make a game Roguelike.<br />
: Roguelikes are typically set in dungeons, but may contain an overworld or other settings.<br />
: Roguelike games are usually designed to be more challenging than typical games, with luck and memory playing a larger role.<br />
: Named after the 1980 game Rogue.<br />
<br />
; Rougelite<br />
: Games that have some, but not all, features of Roguelike games.<br />
: Often the feature removed will be permadeath.<br />
: While games may self-identify as Roguelites, it can also be used as a derogatory term.<br />
: Often used instead of "Roguelike" by mistake, but the two are different.<br />
<br />
; RPG Maker (RM)<br />
: A software series that allows its users to create games specialized in the Role Playing Game (RPG) genre.<br />
<br />
; RPG Maker 95 (RM95) (95)<br />
: The first release of RPG Maker for a Windows platform.<br />
<br />
; RPG Maker 2000 (RM2k) (2k)<br />
: The second release of RPG Maker for a Windows platform.<br />
<br />
; RPG Maker 2003 (RM2k3) (2k3)<br />
: The iteration of RPG Maker that released in 2003.<br />
: A large improvement over RPG Maker 2000.<br />
<br />
; [[RPG Maker MV]] (RMMV) (MV)<br />
: The iteration of RPG Maker that released in 2015.<br />
: The first iteration of RPG Maker that uses JavaScript.<br />
<br />
; [[RPG Maker MZ]] (RMMZ) (MZ)<br />
: The iteration of RPG Maker that released in 2020.<br />
<br />
; RPG Maker VX (RMVX) (VX)<br />
: The iteration of RPG Maker that released in 2007/2008.<br />
<br />
; RPG Maker VX Ace (RMVXA) (VXA) (Ace)<br />
: The iteration of RPG Maker that released in 2011/2012.<br />
<br />
; RPG Maker XP (RMXP) (XP)<br />
: The first iteration of RPG Maker that uses Ruby.<br />
<br />
; Ruby<br />
: The scripting language used in RPG Maker XP, RPG Maker VX, and RPG Maker VX Ace.<br />
<br />
; Ruby Game Scripting System (RGSS)<br />
: The specialized scripting made for the RPG Maker Windows series.<br />
<br />
; Run Time Package (RTP)<br />
: An asset pack that comes with each RPG Maker iteration providing stock assets.<br />
<br />
== S ==<br />
<br />
; Save Point<br />
: A place in the game world of a video game where a game save can be made.<br />
: Some games do not have specific save points, allowing the player to save at any point.<br />
<br />
; Save Scumming<br />
: The manipulation of game save states to gain an advantage during play or achieve a particular outcome from unpredictable events.<br />
: It is used, for example, in Roguelike games that automatically delete any save files when the player-character dies.<br />
<br />
; Scope<br />
: Inside the RPG Maker software, this refers to the target range of a skill or item.<br />
: In the RPG Maker community, this refers to the projected time length and scale of a game project.<br />
<br />
; Script<br />
: Code that is found inside an RPG Maker XP, VX, and VX Ace project.<br />
: Often refers to external code imported into the game outside of the base code.<br />
: These are what the "plugins" of RPG Maker XP, VX, and VX Ace were called.<br />
<br />
; Script Call<br />
: An event command that allows you to insert code to produce effects that are normally not available through event commands.<br />
: [[:Category:Script Calls (MV)|More explained here]].<br />
<br />
; Self-Insert<br />
: Refers to a character that's a representation of its creator.<br />
<br />
; Shin Megami Tensei (SMT)<br />
: A super popular RPG series that RPG Maker game devs tend to take inspiration off of.<br />
: [https://en.wikipedia.org/wiki/Shin_Megami_Tensei Wikipedia entry].<br />
<br />
; Skill Tree<br />
: A visual representation of the skills and orders a player can direct a character into learning.<br />
: Not available to RPG Maker by default.<br />
<br />
; Skinner Box<br />
: A technique implemented by the game to keep players invested in their game through operant conditioning. <br />
: Frowned upon heavily by gamers and other game devs.<br />
: [https://en.wikipedia.org/wiki/Operant_conditioning_chamber Wikipedia]<br />
<br />
; Sideview (SV)<br />
: Refers to a battle system where the camera angle is from the side, allowing the player to see both the player party and enemy party.<br />
<br />
; Silence<br />
: Refers to a status effect that prevents the affected character from being able to use magic and/or sometimes skills in general.<br />
<br />
; Sleep<br />
: Refers to a status effect that prevents the affected character from being able to act until the character is dealt damage (either physical, magical, and/or both) to wake them up.<br />
<br />
; Snippet (Programming)<br />
: Actual definition refers to a "code snippet" which is used to describe a small portion of re-usable source code, machine code, or text.<br />
: The RPG Maker community's definition usually refers to a small script or plugin that contains very little code.<br />
<br />
; Sprite<br />
: A graphic shown on the screen.<br />
: Usually referred to in the RPG Maker community as a moveable graphic that's used to represent characters.<br />
<br />
; Standard Turn Battle (STB)<br />
: See [[Battle System - STB (YEP)|Battle System - STB]].<br />
<br />
; Statistic (Stat)<br />
: This refers to the statistical values an actor or enemy has.<br />
: These are called "Parameters" in RPG Maker<br />
<br />
; State<br />
: In RPG Maker, this refers to what's common known as "status effects" in other RPG's.<br />
<br />
; Status Effect<br />
: In RPG's, this refers to a (usually temporary) condition that changes the affected actor or enemy's behavior.<br />
: Examples would include poison, silence, stun, and more.<br />
<br />
; Steam<br />
: A platform used for distributing games.<br />
: [https://store.steampowered.com/ Link to Steam]<br />
<br />
; Strategy RPG (SRPG)<br />
: A strategy-based RPG.<br />
: Synonymous with Tactical RPG.<br />
: [https://en.wikipedia.org/wiki/Tactical_role-playing_game Wikipedia entry].<br />
<br />
; Stun<br />
: Refers to a status effect that prevents the affected character from being able to act.<br />
<br />
; Survival Game<br />
: A game set in a hostile open-world environment where characters are challenged to collect resources, craft items, and survive as long as possible.<br />
<br />
; Synthesis<br />
: The process of creating a new item through multiple items.<br />
: Usually in the form of item crafting.<br />
: See [[Item Synthesis (YEP)|Item Synthesis]]<br />
: Often known as "Crafting"<br />
<br />
== T ==<br />
<br />
; Tactical RPG (TRPG)<br />
: A strategy-based RPG.<br />
: Synonymous with Strategy RPG.<br />
: [https://en.wikipedia.org/wiki/Tactical_role-playing_game Wikipedia entry].<br />
<br />
; Tank<br />
: Refers to a class or enemy type that focuses primarily on defense.<br />
<br />
; Taunt<br />
: A term carried over from [https://www.blizzard.com/en-us/games/war3/ WarCraft 3].<br />
: An action that causes an enemy or group of enemies to target a character, usually, the character performing the taunt.<br />
<br />
; Text Code<br />
: A text format used for changing the way text looks in the in-game message system.<br />
: [[:Category:Text Codes (MV)|More explained here]].<br />
<br />
; Theme6<br />
: The default song used with a new project of [[RPG Maker MV]] that's overused due to neglecting to changing it from the default settings.<br />
:: A meme in the RPG Maker community that's often used as a sign of a poorly made project.<br />
<br />
; Tick<br />
: An increment of damage or healing periodically caused by a DoT or HoT effect.<br />
<br />
; TileD<br />
: A tool used to create more customized maps than what's possible through [[RPG Maker MV]].<br />
: Also see [https://archeia.itch.io/tiled-plugin-for-rpg-maker-mv the plugin made by Visustella].<br />
<br />
; Time Progression Battle (TPB)<br />
: Introduced in RPG Maker MZ as a form of ATB (Active Turn Battle)<br />
<br />
; Tips & Tricks (T&T)<br />
: Usually refers to various techniques that game devs can in RPG Maker.<br />
: In certain RPG Maker communities, this refers to [[:Category:RPG Maker MV Plugin Tips & Tricks|Yanfly's Tips & Tricks]].<br />
<br />
; Touch Encounters<br />
: Refers to a setup where the player character has to come in contact with an enemy NPC on a map before entering battle.<br />
: Also known as "On Screen Encounters"<br />
<br />
; TP<br />
: Tech Points<br />
:: We're actually not sure what the T stands for but "Tech" is our guess.<br />
: Used in RPG Maker as a resource gauge that fills up by dealing damage and receiving damage.<br />
<br />
; Trash Mobs<br />
: Refers to enemy encounters of little to no story importance.<br />
<br />
; Troop<br />
: Enemy party<br />
<br />
; Trope<br />
: A common writing convention<br />
: Usually given a name through [https://tvtropes.org/ TV Tropes].<br />
:: Don't visit that site unless you want to be trapped for hours.<br />
: Sometimes called "cliches" (though inaccurate).<br />
<br />
== U ==<br />
<br />
; Ultimate<br />
: When referring to skills, it's usually a character's best action.<br />
:: Usually something that deals above average damage, heals more than the norm, or applies a stronger than usual status effect.<br />
:: Usually a skill that has a high resource cost or specific requirements to be used.<br />
<br />
; Underpowered<br />
: When talking about characters, enemies, items, skills, and/or status effects, this is talking about an unimpressive effect that has little to no significance on gameplay.<br />
<br />
; Undertale<br />
: A super popular RPG that RPG Maker game devs tend to take inspiration off of.<br />
: [https://en.wikipedia.org/wiki/Undertale Wikipedia entry].<br />
<br />
; User Interface (UI)<br />
: Refers to the graphical interface that players see in-game.<br />
<br />
; User Experience (UX)<br />
: Refers to the player experience or user experience.<br />
<br />
== V ==<br />
<br />
; Vaporware<br />
: Video games which are announced and appear in active development for some time but are never released nor officially cancelled.<br />
<br />
; Vertical Scaling<br />
: The process of adding more tiers and iterations of skills, items, equipment that are objectively better than the previous tier.<br />
: Opposite of "Horizontal Scaling"<br />
<br />
; Visual Novel (VN)<br />
: A Japanese novel read as an game-like application on a computer. A term to distinguish itself from a "Game" because there is usually no gameplay involved, and the only interaction that the player can make with the game is making certain choices at specific points in the game that decides which branch of the storyline that the player will take. <br />
<br />
; Visual Novel Maker (VNM)<br />
: See [http://www.rpgmakerweb.com/products/programs/visual-novel-maker Visual Novel Maker].<br />
<br />
; [[VisuStella]]<br />
: A game dev circle made by [[Archeia]], [[Caz Wolf]], and [[Yanfly]]. The circle produces graphical assets as well as plugins for various RPG Maker iterations.<br />
<br />
; VisuStella MZ (VisuMZ)<br />
: A plugin library lead by [[Yanfly]] with contracted plugin developers from the RPG Maker community.<br />
<br />
== W ==<br />
<br />
; Walking Simulator<br />
: A derogatory term sometimes used to classify exploration games<br />
: Which generally involve exploring an environment for story and narrative but with few, if any, puzzles or gameplay elements. <br />
<br />
; Warrior<br />
: Refers to a class or enemy type that focuses primarily on physical attacks.<br />
<br />
; WASD<br />
: A common control-mechanism using a typical QWERTY keyboard, with the W, A, S, and D keys bound to movement controls.<br />
: This allows arrow key-like control with the left hand.<br />
<br />
; Wave<br />
: In game genres or modes where player(s) are to defend a point or stay alive as long as possible, enemies are commonly grouped into "waves" (sometimes referred to as levels).<br />
: When one wave of enemies is defeated, player(s) are typically given a short period to prepare for the next wave.<br />
<br />
; Window<br />
: This refers to the in-game system pane that appears displaying text, messages, and other forms of data for the player.<br />
: Usually not acknowledged by the characters in the game.<br />
:: Unless that game breaks the fourth wall.<br />
::: It's awkward when that happens.<br />
<br />
; Wipe<br />
: An attack from the boss in which the said boss completely knocks out the entire party.<br />
<br />
; World Map<br />
: A map that is used to show a representation of the game's world on a reduced scale for faster/easier travel.<br />
: Sometimes referred to as the "Overworld".<br />
<br />
; Writers<br />
: In the RPG Maker community, this often refers to content creators that specialize in writing stories and/or dialogue.<br />
<br />
; WRPG<br />
: Western Role Playing Game<br />
: A genre of RPG's labeled after Western-style RPG's.<br />
: Arguable whether or not it has to be of Western origin.<br />
<br />
== X ==<br />
<br />
; XP<br />
: Experience Points<br />
: Used in RPG Maker to represent the amount of progress a character has made.<br />
: Usually earned through battles.<br />
: Also abbreviated as "EXP"<br />
<br />
== Y ==<br />
<br />
; Yanfly<br />
: Creator of the following RPG Maker script/plugin libraries:<br />
<br />
; Yanfly Engine Ace (YEA)<br />
: The plugin library made by Yanfly for RPG Maker VX Ace.<br />
<br />
; Yanfly Engine Melody (YEM)<br />
: One of the plugin libraries made by Yanfly for RPG Maker VX.<br />
<br />
; [[Yanfly Engine Plugins]] (YEP)<br />
: The plugin library made by Yanfly for [[RPG Maker MV]].<br />
<br />
; Yanfly Engine ReDux (YERD)<br />
: One of the plugin libraries made by Yanfly for RPG Maker VX.<br />
<br />
; Yanfly Engine Zealous (YEZ)<br />
: One of the plugin libraries made by Yanfly for RPG Maker VX.<br />
<br />
== Z ==<br />
<br />
; Z-Axis<br />
: In RPG Maker, games are usually 2D, but the Z-Axis is used anyway to determine whether or not a sprite is in front of or behind another sprite.<br />
<br />
|}</div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Picture_Common_Events_Plugin_Commands&diff=5870Template:VisuMZ Picture Common Events Plugin Commands2020-08-28T03:57:56Z<p>Olivia: </p>
<hr />
<div><noinclude>[[Category:Display templates|VisuMZ Picture Common Events Plugin Commands]]</noinclude><br />
The following are Plugin Commands that come with this plugin. They can be<br />
accessed through the Plugin Command event command.<br />
<br />
---<br />
<br />
[[File:PictureCommonEventsHover.gif]]<br />
<br />
[[File:PicCommonEventsCommand1.png]]<br />
<br />
<pre><br />
System: Change Picture Common Event<br />
- Change the Common Event bound to specific picture(s).<br />
<br />
Picture ID(s):<br />
- Select which Picture ID(s) to change.<br />
<br />
Common Event ID:<br />
- Change the Common Event bound to specific picture(s).<br />
<br />
Custom<br />
<br />
Opaque Only?<br />
- Ignore clicks on transparent pixels and accept only opaque pixels for<br />
this specific picture.<br />
<br />
Error Margin:<br />
- Error margin when clicking for opaque pixels.<br />
- This value determines the radius.<br />
<br />
Change Tone on Hover?<br />
- Change the tone of the picture on hover?<br />
<br />
Hover Tone:<br />
- Tone settings upon hovering.<br />
- Format: [Red, Green, Blue, Gray]<br />
<br />
Blend Mode on Hover:<br />
- The blend mode used when this picture is hovered over.<br />
</pre><br />
<br />
---<br />
<br />
[[File:PicCommonEventsCommand2.png]]<br />
<br />
<pre><br />
System: Clear All Picture Common Events<br />
- Clears all Common Event bound to specific picture(s).<br />
</pre><br />
<br />
---<br />
<br />
[[File:PicCommonEventsCommand3.png]]<br />
<br />
<pre><br />
System: Clear Picture Common Event<br />
- Clears any Common Event bound to specific picture(s).<br />
<br />
Picture ID(s):<br />
- Select which Picture ID(s) to clear.<br />
</pre><br />
<br />
---</div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Picture_Common_Events_VisuStella_MZ&diff=5869Picture Common Events VisuStella MZ2020-08-28T03:57:44Z<p>Olivia: </p>
<hr />
<div>{{MzPlugin<br />
|preview = <youtube>link</youtube><br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/655177" width="552" height="167"><a href="https://visustella.itch.io/visustella-sample-project">Visustella Sample Project by VisuStella, Caz</a></iframe></iframe></html><br />
|link2 = <html><iframe src="https://itch.io/embed/740104" height="167" width="552" frameborder="0"><a href="https://visustellamz.itch.io/wave-2-bundle">[Access Key] Wave 2 Plugins Bundle by VisuStellaMZ</a></iframe></html><br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:PictureCommonEventsHover.gif]]<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
<!--<br />
{{RequiredPluginsMZ}}<br />
* [[Required Plugin 1|Name1]]<br />
* [[Required Plugin 2|Name2]]<br />
* [[Required Plugin 3|Name3]]<br />
<br />
{{ExtensionPluginsMZ}}<br />
* [[Extension Plugin 1|Name1]]<br />
* [[Extension Plugin 2|Name2]]<br />
* [[Extension Plugin 3|Name3]]<br />
--><br />
<br />
{{Visustella MZ}}<br />
<br />
== Introduction ==<br />
<br />
With RPG Maker MZ having better touch support, it's important that almost<br />
everything can be interacted with such as pictures. Pictures on the map<br />
screen can have a Common Event bound to them, which will launch once clicked<br />
(assuming no other events are running). These pictures can also change the<br />
Common Events bound to them and/or clear them during the game.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Functionality to bind Common Events to pictures.<br />
* Change which Common Events run during a playthrough.<br />
* Clear Common Events from pictures to remove any bindings.<br />
* Clicked pictures can require clicking on only opaque pixels and not fully transparent ones.<br />
* Include hover effects like blend mode changes and tone shifts to help players understand when a picture has been selected.<br />
<br />
== Requirements ==<br />
<br />
This plugin is made for RPG Maker MZ. This will not work in other iterations<br />
of RPG Maker.<br />
<br />
{{MZ Tier 4}}<br />
<br />
== Compatibility Issues ==<br />
<br />
This plugin will most likely have compatibility issues with anything that<br />
involves clicking pictures. If you are using another plugin that does<br />
something with clicking pictures on the map screen, the likelihood of<br />
clashing can occur if these plugins utilize the same pictures and we will<br />
not be held accountable for that as it is something within your power to<br />
change by simply picking different pictures.<br />
<br />
== Instructions ==<br />
<br />
In the Plugin Parameters, you will see a list of all the pictures that you<br />
can bind to a Common Event. If that number is something other than 0, then<br />
the number associated with it will be the Common Event that will run. If you<br />
assign it to a Common Event ID that does not exist, you will get an error so<br />
please be wary of that.<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ Picture Common Events Plugin Commands}}<br />
<br />
== Plugin Parameters ==<br />
<br />
=== Default Global Settings ===<br />
<br />
[[File:PictureCommonEvents1.png]]<br />
<br />
These Plugin Parameters allow you to adjust which Pictures will trigger<br />
which Common Events upon being clicked.<br />
<br />
---<br />
<br />
[[File:PictureCommonEventsHover.gif]]<br />
<br />
General<br />
<br />
Opaque Only?<br />
- Ignore clicks on transparent pixels and accept only opaque pixels for<br />
the Plugin Parameter bindings.<br />
<br />
Error Margin:<br />
- Error margin when clicking for opaque pixels.<br />
- This value determines the radius.<br />
<br />
Change Tone on Hover?<br />
- Change the tone of the picture on hover?<br />
<br />
Hover Tone:<br />
- Tone settings upon hovering.<br />
- Format: [Red, Green, Blue, Gray]<br />
<br />
Blend Mode on Hover:<br />
- The blend mode used when this picture is hovered over.<br />
<br />
---<br />
<br />
=== Picture Settings ===<br />
<br />
[[File:PictureCommonEvents2.png]]<br />
<br />
Each of the 100 picture slots are listed in the Plugin Parameters and can<br />
be assigned a default setting that is already set up at the start of the<br />
game without needing to assign a Common Event to it by a Plugin Command.<br />
<br />
You can still overwrite their settings through a Plugin Command.<br />
<br />
---<br />
<br />
Pictures #1 through #100<br />
<br />
Picture #1:<br />
through<br />
Picture #100:<br />
- Default Common Event settings to bind to this picture ID.<br />
<br />
---<br />
<br />
Picture Settings<br />
<br />
Common Event ID:<br />
- The common event settings you wish to tie to this picture.<br />
<br />
Custom<br />
<br />
[[File:PictureCommonEventsHover.gif]]<br />
<br />
Opaque Only?<br />
- Ignore clicks on transparent pixels and accept only opaque pixels for<br />
this specific picture.<br />
<br />
Error Margin:<br />
- Error margin when clicking for opaque pixels.<br />
- This value determines the radius.<br />
<br />
Change Tone on Hover?<br />
- Change the tone of the picture on hover?<br />
<br />
Hover Tone:<br />
- Tone settings upon hovering.<br />
- Format: [Red, Green, Blue, Gray]<br />
<br />
Blend Mode on Hover:<br />
- The blend mode used when this picture is hovered over.<br />
<br />
---<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
<br />
* [[Yanfly]]<br />
* [[Arisu]]<br />
* [[Olivia]]<br />
* [[Irina]]<br />
<br />
== Changelog ==<br />
<br />
Version 1.00: September 4, 2020<br />
* Finished Plugin!<br />
<br />
== Help File ==<br />
<br />
|}<br />
<br />
<!-- This is a comment, remove the arrows surrounding this for the categories you want to show --><br />
<!-- [[Category: RPG Maker MZ Core Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Battle Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Item Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Skill Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Equip Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Status Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Gameplay Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Movement Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quest Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Options Plugins]] --><br />
[[Category: RPG Maker MZ Eventing Plugins]]<br />
[[Category: RPG Maker MZ Utility Plugins]]<br />
[[Category: RPG Maker MZ Mechanical Plugins]]<br />
[[Category: RPG Maker MZ Visual Plugins]]<br />
<!-- [[Category: RPG Maker MZ Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Message Plugins]] --><br />
[[Category: RPG Maker MZ Quality of Life Plugins]]<br />
<!-- [[Category: Action Sequences (MZ)]] --><br />
<!-- [[Category: Comment Tags (MZ)]] --><br />
<!-- [[Category: Main Menu Manager Integration (MZ)]] --><br />
<!-- [[Category: Notetags (MZ)]] --><br />
<!-- [[Category: Options Core Integration (MZ)]] --><br />
<!-- [[Category: Plugin Commands (MZ)]] --><br />
<!-- [[Category: Script Calls (MZ)]] --><br />
<!-- [[Category: Text Codes (MZ)]] --></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=File:PictureCommonEventsHover.gif&diff=5868File:PictureCommonEventsHover.gif2020-08-28T03:56:37Z<p>Olivia: </p>
<hr />
<div></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Picture_Common_Events_VisuStella_MZ&diff=5867Picture Common Events VisuStella MZ2020-08-28T03:36:11Z<p>Olivia: /* Plugin Commands */</p>
<hr />
<div>{{MzPlugin<br />
|preview = <youtube>link</youtube><br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/655177" width="552" height="167"><a href="https://visustella.itch.io/visustella-sample-project">Visustella Sample Project by VisuStella, Caz</a></iframe></iframe></html><br />
|link2 = <html><iframe src="https://itch.io/embed/740104" height="167" width="552" frameborder="0"><a href="https://visustellamz.itch.io/wave-2-bundle">[Access Key] Wave 2 Plugins Bundle by VisuStellaMZ</a></iframe></html><br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
{| <br />
| [[File:VisuMZ_Polish.png|400px]]<br />
| [[File:VisuMZ_Polish.png|400px]]<br />
<br />
|-<br />
<br />
| [[File:VisuMZ_Polish.png|400px]]<br />
| [[File:VisuMZ_Polish.png|400px]]<br />
<br />
|}<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
<!--<br />
{{RequiredPluginsMZ}}<br />
* [[Required Plugin 1|Name1]]<br />
* [[Required Plugin 2|Name2]]<br />
* [[Required Plugin 3|Name3]]<br />
<br />
{{ExtensionPluginsMZ}}<br />
* [[Extension Plugin 1|Name1]]<br />
* [[Extension Plugin 2|Name2]]<br />
* [[Extension Plugin 3|Name3]]<br />
--><br />
<br />
{{Visustella MZ}}<br />
<br />
== Introduction ==<br />
<br />
With RPG Maker MZ having better touch support, it's important that almost<br />
everything can be interacted with such as pictures. Pictures on the map<br />
screen can have a Common Event bound to them, which will launch once clicked<br />
(assuming no other events are running). These pictures can also change the<br />
Common Events bound to them and/or clear them during the game.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Functionality to bind Common Events to pictures.<br />
* Change which Common Events run during a playthrough.<br />
* Clear Common Events from pictures to remove any bindings.<br />
* Clicked pictures can require clicking on only opaque pixels and not fully transparent ones.<br />
* Include hover effects like blend mode changes and tone shifts to help players understand when a picture has been selected.<br />
<br />
== Requirements ==<br />
<br />
This plugin is made for RPG Maker MZ. This will not work in other iterations<br />
of RPG Maker.<br />
<br />
{{MZ Tier 4}}<br />
<br />
== Compatibility Issues ==<br />
<br />
This plugin will most likely have compatibility issues with anything that<br />
involves clicking pictures. If you are using another plugin that does<br />
something with clicking pictures on the map screen, the likelihood of<br />
clashing can occur if these plugins utilize the same pictures and we will<br />
not be held accountable for that as it is something within your power to<br />
change by simply picking different pictures.<br />
<br />
== Instructions ==<br />
<br />
In the Plugin Parameters, you will see a list of all the pictures that you<br />
can bind to a Common Event. If that number is something other than 0, then<br />
the number associated with it will be the Common Event that will run. If you<br />
assign it to a Common Event ID that does not exist, you will get an error so<br />
please be wary of that.<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ Picture Common Events Plugin Commands}}<br />
<br />
== Plugin Parameters ==<br />
<br />
=== Default Global Settings ===<br />
<br />
[[File:PictureCommonEvents1.png]]<br />
<br />
These Plugin Parameters allow you to adjust which Pictures will trigger<br />
which Common Events upon being clicked.<br />
<br />
---<br />
<br />
General<br />
<br />
Opaque Only?<br />
- Ignore clicks on transparent pixels and accept only opaque pixels for<br />
the Plugin Parameter bindings.<br />
<br />
Error Margin:<br />
- Error margin when clicking for opaque pixels.<br />
- This value determines the radius.<br />
<br />
Change Tone on Hover?<br />
- Change the tone of the picture on hover?<br />
<br />
Hover Tone:<br />
- Tone settings upon hovering.<br />
- Format: [Red, Green, Blue, Gray]<br />
<br />
Blend Mode on Hover:<br />
- The blend mode used when this picture is hovered over.<br />
<br />
---<br />
<br />
=== Picture Settings ===<br />
<br />
[[File:PictureCommonEvents2.png]]<br />
<br />
Each of the 100 picture slots are listed in the Plugin Parameters and can<br />
be assigned a default setting that is already set up at the start of the<br />
game without needing to assign a Common Event to it by a Plugin Command.<br />
<br />
You can still overwrite their settings through a Plugin Command.<br />
<br />
---<br />
<br />
Pictures #1 through #100<br />
<br />
Picture #1:<br />
through<br />
Picture #100:<br />
- Default Common Event settings to bind to this picture ID.<br />
<br />
---<br />
<br />
Picture Settings<br />
<br />
Common Event ID:<br />
- The common event settings you wish to tie to this picture.<br />
<br />
Custom<br />
<br />
Opaque Only?<br />
- Ignore clicks on transparent pixels and accept only opaque pixels for<br />
this specific picture.<br />
<br />
Error Margin:<br />
- Error margin when clicking for opaque pixels.<br />
- This value determines the radius.<br />
<br />
Change Tone on Hover?<br />
- Change the tone of the picture on hover?<br />
<br />
Hover Tone:<br />
- Tone settings upon hovering.<br />
- Format: [Red, Green, Blue, Gray]<br />
<br />
Blend Mode on Hover:<br />
- The blend mode used when this picture is hovered over.<br />
<br />
---<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
<br />
* [[Yanfly]]<br />
* [[Arisu]]<br />
* [[Olivia]]<br />
* [[Irina]]<br />
<br />
== Changelog ==<br />
<br />
Version 1.00: September 4, 2020<br />
* Finished Plugin!<br />
<br />
== Help File ==<br />
<br />
|}<br />
<br />
<!-- This is a comment, remove the arrows surrounding this for the categories you want to show --><br />
<!-- [[Category: RPG Maker MZ Core Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Battle Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Item Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Skill Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Equip Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Status Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Gameplay Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Movement Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quest Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Options Plugins]] --><br />
[[Category: RPG Maker MZ Eventing Plugins]]<br />
[[Category: RPG Maker MZ Utility Plugins]]<br />
[[Category: RPG Maker MZ Mechanical Plugins]]<br />
[[Category: RPG Maker MZ Visual Plugins]]<br />
<!-- [[Category: RPG Maker MZ Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Message Plugins]] --><br />
[[Category: RPG Maker MZ Quality of Life Plugins]]<br />
<!-- [[Category: Action Sequences (MZ)]] --><br />
<!-- [[Category: Comment Tags (MZ)]] --><br />
<!-- [[Category: Main Menu Manager Integration (MZ)]] --><br />
<!-- [[Category: Notetags (MZ)]] --><br />
<!-- [[Category: Options Core Integration (MZ)]] --><br />
<!-- [[Category: Plugin Commands (MZ)]] --><br />
<!-- [[Category: Script Calls (MZ)]] --><br />
<!-- [[Category: Text Codes (MZ)]] --></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Picture_Common_Events_Plugin_Commands&diff=5866Template:VisuMZ Picture Common Events Plugin Commands2020-08-28T03:36:07Z<p>Olivia: Created page with "<noinclude>VisuMZ Picture Common Events Plugin Commands</noinclude> The following are Plugin Commands that come with this plugin. They can be ac..."</p>
<hr />
<div><noinclude>[[Category:Display templates|VisuMZ Picture Common Events Plugin Commands]]</noinclude><br />
The following are Plugin Commands that come with this plugin. They can be<br />
accessed through the Plugin Command event command.<br />
<br />
---<br />
<br />
[[File:PicCommonEventsCommand1.png]]<br />
<br />
<pre><br />
System: Change Picture Common Event<br />
- Change the Common Event bound to specific picture(s).<br />
<br />
Picture ID(s):<br />
- Select which Picture ID(s) to change.<br />
<br />
Common Event ID:<br />
- Change the Common Event bound to specific picture(s).<br />
<br />
Custom<br />
<br />
Opaque Only?<br />
- Ignore clicks on transparent pixels and accept only opaque pixels for<br />
this specific picture.<br />
<br />
Error Margin:<br />
- Error margin when clicking for opaque pixels.<br />
- This value determines the radius.<br />
<br />
Change Tone on Hover?<br />
- Change the tone of the picture on hover?<br />
<br />
Hover Tone:<br />
- Tone settings upon hovering.<br />
- Format: [Red, Green, Blue, Gray]<br />
<br />
Blend Mode on Hover:<br />
- The blend mode used when this picture is hovered over.<br />
</pre><br />
<br />
---<br />
<br />
[[File:PicCommonEventsCommand2.png]]<br />
<br />
<pre><br />
System: Clear All Picture Common Events<br />
- Clears all Common Event bound to specific picture(s).<br />
</pre><br />
<br />
---<br />
<br />
[[File:PicCommonEventsCommand3.png]]<br />
<br />
<pre><br />
System: Clear Picture Common Event<br />
- Clears any Common Event bound to specific picture(s).<br />
<br />
Picture ID(s):<br />
- Select which Picture ID(s) to clear.<br />
</pre><br />
<br />
---</div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=File:PicCommonEventsCommand3.png&diff=5865File:PicCommonEventsCommand3.png2020-08-28T03:36:03Z<p>Olivia: </p>
<hr />
<div></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=File:PicCommonEventsCommand2.png&diff=5864File:PicCommonEventsCommand2.png2020-08-28T03:35:58Z<p>Olivia: </p>
<hr />
<div></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=File:PicCommonEventsCommand1.png&diff=5863File:PicCommonEventsCommand1.png2020-08-28T03:35:54Z<p>Olivia: </p>
<hr />
<div></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Picture_Common_Events_VisuStella_MZ&diff=5862Picture Common Events VisuStella MZ2020-08-28T03:33:32Z<p>Olivia: </p>
<hr />
<div>{{MzPlugin<br />
|preview = <youtube>link</youtube><br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/655177" width="552" height="167"><a href="https://visustella.itch.io/visustella-sample-project">Visustella Sample Project by VisuStella, Caz</a></iframe></iframe></html><br />
|link2 = <html><iframe src="https://itch.io/embed/740104" height="167" width="552" frameborder="0"><a href="https://visustellamz.itch.io/wave-2-bundle">[Access Key] Wave 2 Plugins Bundle by VisuStellaMZ</a></iframe></html><br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
{| <br />
| [[File:VisuMZ_Polish.png|400px]]<br />
| [[File:VisuMZ_Polish.png|400px]]<br />
<br />
|-<br />
<br />
| [[File:VisuMZ_Polish.png|400px]]<br />
| [[File:VisuMZ_Polish.png|400px]]<br />
<br />
|}<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
<!--<br />
{{RequiredPluginsMZ}}<br />
* [[Required Plugin 1|Name1]]<br />
* [[Required Plugin 2|Name2]]<br />
* [[Required Plugin 3|Name3]]<br />
<br />
{{ExtensionPluginsMZ}}<br />
* [[Extension Plugin 1|Name1]]<br />
* [[Extension Plugin 2|Name2]]<br />
* [[Extension Plugin 3|Name3]]<br />
--><br />
<br />
{{Visustella MZ}}<br />
<br />
== Introduction ==<br />
<br />
With RPG Maker MZ having better touch support, it's important that almost<br />
everything can be interacted with such as pictures. Pictures on the map<br />
screen can have a Common Event bound to them, which will launch once clicked<br />
(assuming no other events are running). These pictures can also change the<br />
Common Events bound to them and/or clear them during the game.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Functionality to bind Common Events to pictures.<br />
* Change which Common Events run during a playthrough.<br />
* Clear Common Events from pictures to remove any bindings.<br />
* Clicked pictures can require clicking on only opaque pixels and not fully transparent ones.<br />
* Include hover effects like blend mode changes and tone shifts to help players understand when a picture has been selected.<br />
<br />
== Requirements ==<br />
<br />
This plugin is made for RPG Maker MZ. This will not work in other iterations<br />
of RPG Maker.<br />
<br />
{{MZ Tier 4}}<br />
<br />
== Compatibility Issues ==<br />
<br />
This plugin will most likely have compatibility issues with anything that<br />
involves clicking pictures. If you are using another plugin that does<br />
something with clicking pictures on the map screen, the likelihood of<br />
clashing can occur if these plugins utilize the same pictures and we will<br />
not be held accountable for that as it is something within your power to<br />
change by simply picking different pictures.<br />
<br />
== Instructions ==<br />
<br />
In the Plugin Parameters, you will see a list of all the pictures that you<br />
can bind to a Common Event. If that number is something other than 0, then<br />
the number associated with it will be the Common Event that will run. If you<br />
assign it to a Common Event ID that does not exist, you will get an error so<br />
please be wary of that.<br />
<br />
== Plugin Commands ==<br />
<br />
The following are Plugin Commands that come with this plugin. They can be<br />
accessed through the Plugin Command event command.<br />
<br />
---<br />
<br />
<pre><br />
System: Change Picture Common Event<br />
- Change the Common Event bound to specific picture(s).<br />
<br />
Picture ID(s):<br />
- Select which Picture ID(s) to change.<br />
<br />
Common Event ID:<br />
- Change the Common Event bound to specific picture(s).<br />
<br />
Custom<br />
<br />
Opaque Only?<br />
- Ignore clicks on transparent pixels and accept only opaque pixels for<br />
this specific picture.<br />
<br />
Error Margin:<br />
- Error margin when clicking for opaque pixels.<br />
- This value determines the radius.<br />
<br />
Change Tone on Hover?<br />
- Change the tone of the picture on hover?<br />
<br />
Hover Tone:<br />
- Tone settings upon hovering.<br />
- Format: [Red, Green, Blue, Gray]<br />
<br />
Blend Mode on Hover:<br />
- The blend mode used when this picture is hovered over.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
System: Clear All Picture Common Events<br />
- Clears all Common Event bound to specific picture(s).<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
System: Clear Picture Common Event<br />
- Clears any Common Event bound to specific picture(s).<br />
<br />
Picture ID(s):<br />
- Select which Picture ID(s) to clear.<br />
</pre><br />
<br />
---<br />
<br />
== Plugin Parameters ==<br />
<br />
=== Default Global Settings ===<br />
<br />
[[File:PictureCommonEvents1.png]]<br />
<br />
These Plugin Parameters allow you to adjust which Pictures will trigger<br />
which Common Events upon being clicked.<br />
<br />
---<br />
<br />
General<br />
<br />
Opaque Only?<br />
- Ignore clicks on transparent pixels and accept only opaque pixels for<br />
the Plugin Parameter bindings.<br />
<br />
Error Margin:<br />
- Error margin when clicking for opaque pixels.<br />
- This value determines the radius.<br />
<br />
Change Tone on Hover?<br />
- Change the tone of the picture on hover?<br />
<br />
Hover Tone:<br />
- Tone settings upon hovering.<br />
- Format: [Red, Green, Blue, Gray]<br />
<br />
Blend Mode on Hover:<br />
- The blend mode used when this picture is hovered over.<br />
<br />
---<br />
<br />
=== Picture Settings ===<br />
<br />
[[File:PictureCommonEvents2.png]]<br />
<br />
Each of the 100 picture slots are listed in the Plugin Parameters and can<br />
be assigned a default setting that is already set up at the start of the<br />
game without needing to assign a Common Event to it by a Plugin Command.<br />
<br />
You can still overwrite their settings through a Plugin Command.<br />
<br />
---<br />
<br />
Pictures #1 through #100<br />
<br />
Picture #1:<br />
through<br />
Picture #100:<br />
- Default Common Event settings to bind to this picture ID.<br />
<br />
---<br />
<br />
Picture Settings<br />
<br />
Common Event ID:<br />
- The common event settings you wish to tie to this picture.<br />
<br />
Custom<br />
<br />
Opaque Only?<br />
- Ignore clicks on transparent pixels and accept only opaque pixels for<br />
this specific picture.<br />
<br />
Error Margin:<br />
- Error margin when clicking for opaque pixels.<br />
- This value determines the radius.<br />
<br />
Change Tone on Hover?<br />
- Change the tone of the picture on hover?<br />
<br />
Hover Tone:<br />
- Tone settings upon hovering.<br />
- Format: [Red, Green, Blue, Gray]<br />
<br />
Blend Mode on Hover:<br />
- The blend mode used when this picture is hovered over.<br />
<br />
---<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
<br />
* [[Yanfly]]<br />
* [[Arisu]]<br />
* [[Olivia]]<br />
* [[Irina]]<br />
<br />
== Changelog ==<br />
<br />
Version 1.00: September 4, 2020<br />
* Finished Plugin!<br />
<br />
== Help File ==<br />
<br />
|}<br />
<br />
<!-- This is a comment, remove the arrows surrounding this for the categories you want to show --><br />
<!-- [[Category: RPG Maker MZ Core Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Battle Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Item Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Skill Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Equip Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Status Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Gameplay Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Movement Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quest Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Options Plugins]] --><br />
[[Category: RPG Maker MZ Eventing Plugins]]<br />
[[Category: RPG Maker MZ Utility Plugins]]<br />
[[Category: RPG Maker MZ Mechanical Plugins]]<br />
[[Category: RPG Maker MZ Visual Plugins]]<br />
<!-- [[Category: RPG Maker MZ Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Message Plugins]] --><br />
[[Category: RPG Maker MZ Quality of Life Plugins]]<br />
<!-- [[Category: Action Sequences (MZ)]] --><br />
<!-- [[Category: Comment Tags (MZ)]] --><br />
<!-- [[Category: Main Menu Manager Integration (MZ)]] --><br />
<!-- [[Category: Notetags (MZ)]] --><br />
<!-- [[Category: Options Core Integration (MZ)]] --><br />
<!-- [[Category: Plugin Commands (MZ)]] --><br />
<!-- [[Category: Script Calls (MZ)]] --><br />
<!-- [[Category: Text Codes (MZ)]] --></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=File:PictureCommonEvents2.png&diff=5861File:PictureCommonEvents2.png2020-08-28T03:33:28Z<p>Olivia: </p>
<hr />
<div></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=File:PictureCommonEvents1.png&diff=5860File:PictureCommonEvents1.png2020-08-28T03:33:24Z<p>Olivia: </p>
<hr />
<div></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Picture_Common_Events_VisuStella_MZ&diff=5859Picture Common Events VisuStella MZ2020-08-28T03:27:03Z<p>Olivia: </p>
<hr />
<div>{{MzPlugin<br />
|preview = <youtube>link</youtube><br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/655177" width="552" height="167"><a href="https://visustella.itch.io/visustella-sample-project">Visustella Sample Project by VisuStella, Caz</a></iframe></iframe></html><br />
|link2 = <html><iframe src="https://itch.io/embed/740104" height="167" width="552" frameborder="0"><a href="https://visustellamz.itch.io/wave-2-bundle">[Access Key] Wave 2 Plugins Bundle by VisuStellaMZ</a></iframe></html><br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
{| <br />
| [[File:VisuMZ_Polish.png|400px]]<br />
| [[File:VisuMZ_Polish.png|400px]]<br />
<br />
|-<br />
<br />
| [[File:VisuMZ_Polish.png|400px]]<br />
| [[File:VisuMZ_Polish.png|400px]]<br />
<br />
|}<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
<!--<br />
{{RequiredPluginsMZ}}<br />
* [[Required Plugin 1|Name1]]<br />
* [[Required Plugin 2|Name2]]<br />
* [[Required Plugin 3|Name3]]<br />
<br />
{{ExtensionPluginsMZ}}<br />
* [[Extension Plugin 1|Name1]]<br />
* [[Extension Plugin 2|Name2]]<br />
* [[Extension Plugin 3|Name3]]<br />
--><br />
<br />
{{Visustella MZ}}<br />
<br />
== Introduction ==<br />
<br />
With RPG Maker MZ having better touch support, it's important that almost<br />
everything can be interacted with such as pictures. Pictures on the map<br />
screen can have a Common Event bound to them, which will launch once clicked<br />
(assuming no other events are running). These pictures can also change the<br />
Common Events bound to them and/or clear them during the game.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Functionality to bind Common Events to pictures.<br />
* Change which Common Events run during a playthrough.<br />
* Clear Common Events from pictures to remove any bindings.<br />
* Clicked pictures can require clicking on only opaque pixels and not fully transparent ones.<br />
* Include hover effects like blend mode changes and tone shifts to help players understand when a picture has been selected.<br />
<br />
== Requirements ==<br />
<br />
This plugin is made for RPG Maker MZ. This will not work in other iterations<br />
of RPG Maker.<br />
<br />
{{MZ Tier 4}}<br />
<br />
== Compatibility Issues ==<br />
<br />
This plugin will most likely have compatibility issues with anything that<br />
involves clicking pictures. If you are using another plugin that does<br />
something with clicking pictures on the map screen, the likelihood of<br />
clashing can occur if these plugins utilize the same pictures and we will<br />
not be held accountable for that as it is something within your power to<br />
change by simply picking different pictures.<br />
<br />
== Instructions ==<br />
<br />
In the Plugin Parameters, you will see a list of all the pictures that you<br />
can bind to a Common Event. If that number is something other than 0, then<br />
the number associated with it will be the Common Event that will run. If you<br />
assign it to a Common Event ID that does not exist, you will get an error so<br />
please be wary of that.<br />
<br />
== Plugin Commands ==<br />
<br />
The following are Plugin Commands that come with this plugin. They can be<br />
accessed through the Plugin Command event command.<br />
<br />
---<br />
<br />
<pre><br />
System: Change Picture Common Event<br />
- Change the Common Event bound to specific picture(s).<br />
<br />
Picture ID(s):<br />
- Select which Picture ID(s) to change.<br />
<br />
Common Event ID:<br />
- Change the Common Event bound to specific picture(s).<br />
<br />
Custom<br />
<br />
Opaque Only?<br />
- Ignore clicks on transparent pixels and accept only opaque pixels for<br />
this specific picture.<br />
<br />
Error Margin:<br />
- Error margin when clicking for opaque pixels.<br />
- This value determines the radius.<br />
<br />
Change Tone on Hover?<br />
- Change the tone of the picture on hover?<br />
<br />
Hover Tone:<br />
- Tone settings upon hovering.<br />
- Format: [Red, Green, Blue, Gray]<br />
<br />
Blend Mode on Hover:<br />
- The blend mode used when this picture is hovered over.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
System: Clear All Picture Common Events<br />
- Clears all Common Event bound to specific picture(s).<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
System: Clear Picture Common Event<br />
- Clears any Common Event bound to specific picture(s).<br />
<br />
Picture ID(s):<br />
- Select which Picture ID(s) to clear.<br />
</pre><br />
<br />
---<br />
<br />
== Plugin Parameters ==<br />
<br />
=== Default Global Settings ===<br />
<br />
These Plugin Parameters allow you to adjust which Pictures will trigger<br />
which Common Events upon being clicked.<br />
<br />
---<br />
<br />
General<br />
<br />
Opaque Only?<br />
- Ignore clicks on transparent pixels and accept only opaque pixels for<br />
the Plugin Parameter bindings.<br />
<br />
Error Margin:<br />
- Error margin when clicking for opaque pixels.<br />
- This value determines the radius.<br />
<br />
Change Tone on Hover?<br />
- Change the tone of the picture on hover?<br />
<br />
Hover Tone:<br />
- Tone settings upon hovering.<br />
- Format: [Red, Green, Blue, Gray]<br />
<br />
Blend Mode on Hover:<br />
- The blend mode used when this picture is hovered over.<br />
<br />
=== Picture Settings ===<br />
<br />
Each of the 100 picture slots are listed in the Plugin Parameters and can<br />
be assigned a default setting that is already set up at the start of the<br />
game without needing to assign a Common Event to it by a Plugin Command.<br />
<br />
You can still overwrite their settings through a Plugin Command.<br />
<br />
---<br />
<br />
Pictures #1 through #100<br />
<br />
Picture #1:<br />
through<br />
Picture #100:<br />
- Default Common Event settings to bind to this picture ID.<br />
<br />
---<br />
<br />
Picture Settings<br />
<br />
Common Event ID:<br />
- The common event settings you wish to tie to this picture.<br />
<br />
Custom<br />
<br />
Opaque Only?<br />
- Ignore clicks on transparent pixels and accept only opaque pixels for<br />
this specific picture.<br />
<br />
Error Margin:<br />
- Error margin when clicking for opaque pixels.<br />
- This value determines the radius.<br />
<br />
Change Tone on Hover?<br />
- Change the tone of the picture on hover?<br />
<br />
Hover Tone:<br />
- Tone settings upon hovering.<br />
- Format: [Red, Green, Blue, Gray]<br />
<br />
Blend Mode on Hover:<br />
- The blend mode used when this picture is hovered over.<br />
<br />
---<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
<br />
* [[Yanfly]]<br />
* [[Arisu]]<br />
* [[Olivia]]<br />
* [[Irina]]<br />
<br />
== Changelog ==<br />
<br />
Version 1.00: September 4, 2020<br />
* Finished Plugin!<br />
<br />
== Help File ==<br />
<br />
|}<br />
<br />
<!-- This is a comment, remove the arrows surrounding this for the categories you want to show --><br />
<!-- [[Category: RPG Maker MZ Core Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Battle Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Item Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Skill Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Equip Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Status Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Gameplay Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Movement Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quest Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Options Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Eventing Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Utility Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Mechanical Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Visual Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Message Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --><br />
<!-- [[Category: Action Sequences (MZ)]] --><br />
<!-- [[Category: Comment Tags (MZ)]] --><br />
<!-- [[Category: Main Menu Manager Integration (MZ)]] --><br />
<!-- [[Category: Notetags (MZ)]] --><br />
<!-- [[Category: Options Core Integration (MZ)]] --><br />
<!-- [[Category: Plugin Commands (MZ)]] --><br />
<!-- [[Category: Script Calls (MZ)]] --><br />
<!-- [[Category: Text Codes (MZ)]] --></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Battle_Core_VisuStella_MZ&diff=5642Battle Core VisuStella MZ2020-08-19T20:45:48Z<p>Olivia: </p>
<hr />
<div>{{MzPlugin<br />
|preview = <youtube>https://www.youtube.com/watch?v=YmNhBCUoMIo</youtube><br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/655177" width="552" height="167"><a href="https://visustella.itch.io/visustella-sample-project">Visustella Sample Project by VisuStella, Caz</a></iframe></iframe></html><br />
|link2 = [link Mirror]<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:BattleCorePentaSlash.gif]]<br />
<br />
{| <br />
| [[File:BattleCoreBattleStyleList.png|400px]]<br />
| [[File:BattleCoreBattleStyleXp.png|400px]]<br />
<br />
|-<br />
<br />
| [[File:BattleCoreBattleStylePortrait.png|400px]]<br />
| [[File:BattleCoreBattleStyleBorder.png|400px]]<br />
<br />
|}<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
<!--<br />
{{RequiredPluginsMZ}}<br />
* [[Required Plugin 1|Name1]]<br />
* [[Required Plugin 2|Name2]]<br />
* [[Required Plugin 3|Name3]]<br />
--><br />
<br />
{{ExtensionPluginsMZ}}<br />
* [[Victory Aftermath VisuStella MZ]]<br />
<br />
{{Visustella MZ}}<br />
<br />
== Introduction ==<br />
<br />
The Battle Core plugin revamps the battle engine provided by RPG Maker MZ to<br />
become more flexible, streamlined, and support a variety of features. The<br />
updated battle engine allows for custom Action Sequences, battle layout<br />
styles, and a lot of control over the battle mechanics, too.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Action Sequence Plugin Commands to give you full control over what happens during the course of a skill or item.<br />
* Animated Sideview Battler support for enemies!<br />
* Auto Battle options for party-wide and actor-only instances.<br />
* Base Troop Events to quickly streamline events for all Troop events.<br />
* Battle Command control to let you change which commands appear for actors.<br />
* Battle Layout styles to change the way the battle scene looks.<br />
* Casting animation support for skills.<br />
* Critical Hit control over the success rate formula and damage multipliers.<br />
* Custom target scopes added for skills and items.<br />
* Damage formula control, including Damage Styles.<br />
* Damage caps, both hard caps and soft caps.<br />
* Damage traits such Armor Penetration/Reduction to bypass defenses.<br />
* Elements & Status Menu Core support for traits.<br />
* Multitude of JavaScript notetags and global Plugin Parameters to let you make a variety of effects across various instances during battle.<br />
* Party Command window can be skipped/disabled entirely.<br />
* Weather effects now show in battle.<br />
* Streamlined Battle Log to remove redundant information and improve the flow of battle.<br />
* Visual HP Gauges can be displayed above the heads of actors and/or enemies with a possible requirement for enemies to be defeated at least once first in order for them to show.<br />
<br />
== Requirements ==<br />
<br />
This plugin is made for RPG Maker MZ. This will not work in other iterations<br />
of RPG Maker.<br />
<br />
{{MZ Tier 1}}<br />
<br />
== Major Changes ==<br />
<br />
This plugin will overwrite some core parts of the RPG Maker MZ base code in<br />
order to ensure the Battle Core plugin will work at full capacity. The<br />
following are explanations of what has been changed.<br />
<br />
---<br />
<br />
[[File:BattleCoreActSeq.png|400px]]<br />
<br />
'''Action Sequences'''<br />
<br />
Action sequences are now done either entirely by the Battle Log Window or<br />
through common events if the <Custom Action Sequence> notetag is used.<br />
In RPG Maker MZ by default, Action Sequences would be a mixture of using the<br />
Battle Log Window, the Battle Manager, and the Battle Scene, making it hard<br />
to fully grab control of the situation.<br />
<br />
---<br />
<br />
'''Action Speed'''<br />
<br />
Action speeds determine the turn order in the default battle system. The<br />
AGI of a battle unit is also taken into consideration. However, the random<br />
variance applied to the action speed system makes the turn order extremely<br />
chaotic and hard for the player to determine. Thus, the random variance<br />
aspect of it has been turned off. This can be reenabled by default through<br />
Plugin Parameters => Mechanics Settings => Allow Random Speed?<br />
<br />
---<br />
<br />
[[File:BattleCoreSvEnemies.png|400px]]<br />
<br />
'''Animated Sideview Battler Support For Enemies'''<br />
<br />
Enemies can now use Sideview Actor sprites for themselves! They will<br />
behave like actors and can even carry their own set of weapons for physical<br />
attacks. These must be set up using notetags. More information can be found<br />
in the notetag section.<br />
<br />
As the sprites are normally used for actors, some changes have been made<br />
to Sprite_Actor to be able to support both actors and enemies. These changes<br />
should have minimal impact on other plugins.<br />
<br />
---<br />
<br />
'''Battle Sprite Updates'''<br />
<br />
A lot of functions in Sprite_Battler, Sprite_Actor, and Sprite_Enemy have<br />
been overwritten to make the new Action Sequence system added by this plugin<br />
possible. These changes make it possible for the sprites to move anywhere on<br />
the screen, jump, float, change visibility, and more.<br />
<br />
---<br />
<br />
[[File:BattleCoreBattleBack.png|400px]]<br />
<br />
'''Change Battle Back in Battle'''<br />
<br />
By default, the Change Battle Back event command does not work in battle.<br />
Any settings made to it will only reflect in the following battle. Now, if<br />
the battle back event command is used during battle, it will reflect upon<br />
any new changes immediately.<br />
<br />
---<br />
<br />
'''Critical Hit - LUK Influence'''<br />
<br />
The LUK Buffs now affect the critical hit rate based off how the formula<br />
is now calculated. Each stack of a LUK Buff will double the critical hit<br />
rate and compound upon that. That means a x1 LUK Buff stack will raise it by<br />
x2, a x2 LUK Buff stack will raise the critical hit rate by x4, a x3 LUK<br />
Buff Stack will raise the critical hit rate stack by x8, and so on.<br />
<br />
LUK also plays a role in how much damage is dealt with critical hits. The<br />
default critical hit multiplier has been reduced from x3 to x2. However, a<br />
percentage of LUK will added on (based off the user's CRI rate) onto the<br />
finalized critical damage. If the user's CRI rate is 4%, then 4% of the user<br />
LUK value will also be added onto the damage.<br />
<br />
This change can be altered through Plugin Parameters => Damage Settings =><br />
Critical Hits => JS: Rate Formula and JS: Damage Formula.<br />
<br />
---<br />
<br />
[[File:BattleCoreDmgPopups.png|400px]]<br />
<br />
'''Damage Popups'''<br />
<br />
Damage popups are now formatted with + and - to determine healing and<br />
damage. MP Damage will also include "MP" at the back. This is to make it<br />
clearer what each colored variant of the damage popup means as well as help<br />
color blind players read the on-screen data properly.<br />
<br />
---<br />
<br />
[[File:BattleCoreForceAction.png|400px]]<br />
<br />
'''Force Action'''<br />
<br />
Previously, Forced Actions would interrupt the middle of an event to<br />
perform an action. However, with the addition of more flexible Action<br />
Sequences, the pre-existing Force Action system would not be able to exist<br />
and would require being remade.<br />
<br />
Forced Actions now are instead, added to a separate queue from the action<br />
battler list. Whenever an action and/or common event is completed, then if<br />
there's a Forced Action battler queued, then the Forced Action battler will<br />
have its turn. This is the cleanest method available and avoids the most<br />
conflicts possible.<br />
<br />
This means if you planned to make cinematic sequences with Forced Actions,<br />
you will need to account for the queued Force Actions. However, in the case<br />
of battle cinematics, we would highly recommend that you use the newly added<br />
Action Sequence Plugin Commands instead as those give you more control than<br />
any Force Action ever could.<br />
<br />
---<br />
<br />
'''Random Scope'''<br />
<br />
The skill and item targeting scopes for Random Enemy, 2 Random Enemies,<br />
3 Random Enemies, 4 Random Enemies will now ignore TGR and utilize true<br />
randomness.<br />
<br />
---<br />
<br />
'''Spriteset_Battle Update'''<br />
<br />
The spriteset now has extra containers to separate battlers (actors and<br />
enemies), animations, and damage. This is to make actors and enemy battler<br />
sprites more efficient to sort (if enabled), so that animations won't<br />
interfere with and cover damage sprites, and to make sure damage sprites are<br />
unaffected by screen tints in order to ensure the player will always have a<br />
clear read on the information relaying sprites.<br />
<br />
---<br />
<br />
[[File:BattleCoreWeatherBattle.png|400px]]<br />
<br />
'''Weather Displayed in Battle'''<br />
<br />
Previously, weather has not been displayed in battle. This means that any<br />
weather effects placed on the map do not transfer over to battle and causes<br />
a huge disconnect for players. The Battle Core plugin will add weather<br />
effects to match the map's weather conditions. Any changes made to weather<br />
through event commands midway through battle will also be reflected.<br />
<br />
---<br />
<br />
== Base Troops ==<br />
<br />
[[File:BattleCoreBaseTroops.png|400px]]<br />
<br />
Base Troops can be found, declared, and modified in the Plugin Parameters =><br />
Mechanics Settings => Base Troop ID's. All of the listed Troop ID's here<br />
will have their page events replicated and placed under all other troops<br />
found in the database.<br />
<br />
---<br />
<br />
This means that if you have an event that runs on Turn 1 of a Base Troop,<br />
then for every troop out there, that same event will also run on Turn 1,<br />
as well. This is useful for those who wish to customize their battle system<br />
further and to reduce the amount of work needed to copy/paste said event<br />
pages into every database troop object manually.<br />
<br />
---<br />
<br />
== Damage Styles ==<br />
<br />
[[File:BattleCoreDmgStyles.png|400px]]<br />
<br />
Damage Styles are a new feature added through the Battle Core plugin. When<br />
using certain Battle Styles, you can completely ignore typing in the whole<br />
damage formula inside the damage formula input box, and instead, insert<br />
either a power amount or a multiplier depending on the Damage Style. The<br />
plugin will then automatically calculate damage using that value factoring<br />
in ATK, DEF, MAT, MDF values.<br />
<br />
---<br />
<br />
Here is a list of the Damage Styles that come with this plugin by default.<br />
You can add in your own and even edit them to your liking.<br />
Or just remove them if you want.<br />
<br />
<pre><br />
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -<br />
Style Use Formula As PH/MA Disparity Stat Scale Damage Scale<br />
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -<br />
Standard Formula No Varies Varies<br />
ArmorScaling Formula No Varies Varies<br />
CT Multiplier Yes Low Normal<br />
D4 Multiplier No High Normal<br />
DQ Multiplier No Low Low<br />
FF7 Power Yes Low High<br />
FF8 Power Yes Medium Normal<br />
FF9 Power Yes Low Normal<br />
FF10 Power Yes Medium High<br />
MK Multiplier No Medium Low<br />
MOBA Multiplier No Medium Normal<br />
PKMN Power No Low Normal<br />
</pre><br />
<br />
Use the above chart to figure out which Damage Style best fits your game,<br />
if you plan on using them.<br />
<br />
The 'Standard' style is the same as the 'Manual' formula input, except that<br />
it allows for the support of <Armor Penetration> and <Armor Reduction><br />
notetags.<br />
<br />
The 'Armor Scaling' style allows you to type in the base damage calculation<br />
without the need to type in any defending modifiers.<br />
<br />
NOTE: While these are based off the damage formulas found in other games,<br />
not all of them are exact replicas. Many of them are adapted for use in<br />
RPG Maker MZ since not all RPG's use the same set of parameters and not all<br />
external multipliers function the same way as RPG Maker MZ.<br />
<br />
---<br />
<br />
Style:<br />
<br />
* This is what the Damage Style is.<br />
<br />
Use Formula As:<br />
<br />
* This is what you insert into the formula box.<br />
* Formula: Type in the formula for the action just as you would normally.<br />
* Multiplier: Type in the multiplier for the action. Use float values. This means 250% is typed out as 2.50<br />
* Power: Type in the power constant for the action. Use whole numbers. Type in something like 16 for a power constant.<br />
<br />
PH/MA Disparity:<br />
<br />
* Is there a disparity between how Physical Attacks and Magical Attacks are calculated?<br />
* If yes, then physical attacks and magical attacks will have different formulas used.<br />
* If no, then physical attacks and magical attacks will share similar formulas for how they're calculated.<br />
<br />
Stat Scale:<br />
<br />
* How much should stats scale throughout the game?<br />
* Low: Keep them under 100 for the best results.<br />
* Medium: Numbers work from low to mid 400's for best results.<br />
* High: The numbers really shine once they're higher.<br />
<br />
Damage Scale:<br />
<br />
* How much does damage vary depending on small parameter changes?<br />
* Low: Very little increase from parameter changes.<br />
* Normal: Damage scales close to proportionally with parameter changes.<br />
* High: Damage can boost itself drastically with parameter changes.<br />
<br />
---<br />
<br />
To determine what kind of parameters are used for the Damage Styles, they<br />
will depend on two things: the action's 'Hit Type' (ie Physical Attack,<br />
Magical Attack, and Certain Hit) and the action's 'Damage Type' (ie. Damage,<br />
Recovery, or Drain).<br />
<br />
Certain Hit tends to use whichever value is higher: ATK or MAT, and then<br />
ignores the target's defense values. Use Certain Hits for 'True Damage'.<br />
<br />
Use the chart below to figure out everything else:<br />
<br />
<pre><br />
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -<br />
Hit Type Damage Type Attacker Parameter Defender Parameter<br />
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -<br />
Physical Damage ATK DEF<br />
Magical Damage MAT MDF<br />
Certain Hit Damage Larger (ATK, MAT) -Ignores-<br />
Physical Recover DEF -Ignores-<br />
Magical Recover MDF -Ignores-<br />
Certain Hit Recover Larger (ATK, MAT) -Ignores-<br />
Physical Drain ATK DEF<br />
Magical Drain MAT MDF<br />
Certain Hit Drain Larger (ATK, MAT) -Ignores-<br />
</pre><br />
<br />
These can be modified within the Plugin Parameters in the individual<br />
Damage Styles themselves.<br />
<br />
---<br />
<br />
Skills and Items can use different Damage Styles from the setting you've<br />
selected in the Plugin Parameters. They can be altered to have different<br />
Damage Styles through the usage of a notetag:<br />
<br />
<pre><br />
<Damage Style: name><br />
</pre><br />
<br />
This will use whichever style is found in the Plugin Parameters.<br />
<br />
If "Manual" is used, then no style will be used and all calculations will be<br />
made strictly based off the formula found inside the formula box.<br />
<br />
---<br />
<br />
{{Notetags MZ}}<br />
<br />
{{VisuMZ Battle Core Notetags}}<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{Action Sequences MZ}}<br />
<br />
== Plugin Parameters ==<br />
<br />
=== Auto Battle Settings ===<br />
<br />
[[File:BattleCoreAutoBattle.png|600px]]<br />
<br />
[[File:BattleCoreParams1.png]]<br />
<br />
These Plugin Parameter settings allow you to change the aspects added by<br />
this plugin that support Auto Battle and the Auto Battle commands.<br />
<br />
Auto Battle commands can be added to the Party Command Window and/or Actor<br />
Command Window. The one used by the Party Command Window will cause the<br />
whole party to enter an Auto Battle state until stopped by a button input.<br />
The command used by the Actor Command Window, however, will cause the actor<br />
to select an action based off the Auto Battle A.I. once for the current turn<br />
instead.<br />
<br />
---<br />
<br />
Battle Display<br />
<br />
Message:<br />
- Message that's displayed when Auto Battle is on.<br />
Text codes allowed. %1 - OK button, %2 - Cancel button<br />
<br />
OK Button:<br />
- Text used to represent the OK button.<br />
- If VisuMZ_0_CoreEngine is present, ignore this.<br />
<br />
Cancel Button:<br />
- Text used to represent the Cancel button.<br />
- If VisuMZ_0_CoreEngine is present, ignore this.<br />
<br />
Background Type:<br />
- Select background type for Auto Battle window.<br />
- 0 - Window<br />
- 1 - Dim<br />
- 2 - Transparent<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for this window.<br />
<br />
---<br />
<br />
Options<br />
<br />
Add Option?:<br />
- Add the Auto Battle options to the Options menu?<br />
<br />
Adjust Window Height:<br />
- Automatically adjust the options window height?<br />
<br />
Startup Name:<br />
- Command name of the option.<br />
<br />
Style Name:<br />
- Command name of the option.<br />
<br />
OFF:<br />
- Text displayed when Auto Battle Style is OFF.<br />
<br />
ON:<br />
- Text displayed when Auto Battle Style is ON.<br />
<br />
---<br />
<br />
=== Damage Settings ===<br />
<br />
[[File:BattleCoreParams2.png]]<br />
<br />
These Plugin Parameters add a variety of things to how damage is handled in<br />
battle. These range from hard damage caps to soft damage caps to how damage<br />
popups appear, how the formulas for various aspects are handled and more.<br />
<br />
Damage Styles are also a feature added through this plugin. More information<br />
can be found in the help section above labeled 'Damage Styles'.<br />
<br />
---<br />
<br />
Damage Cap<br />
<br />
Enable Damage Cap?:<br />
- Put a maximum hard damage cap on how far damage can go?<br />
- This can be broken through the usage of notetags.<br />
<br />
Default Hard Cap:<br />
- The default hard damage cap used before applying damage.<br />
<br />
Enable Soft Cap?:<br />
- Soft caps ease in the damage values leading up to the hard damage cap.<br />
- Requires hard Damage Cap enabled.<br />
<br />
Base Soft Cap Rate:<br />
- The default soft damage cap used before applying damage.<br />
<br />
Soft Scale Constant:<br />
- The default soft damage cap used before applying damage.<br />
<br />
---<br />
<br />
Popups<br />
<br />
Popup Duration:<br />
- Adjusts how many frames a popup stays visible.<br />
<br />
Newest Popups Bottom:<br />
- Puts the newest popups at the bottom.<br />
<br />
Shift X:<br />
- Sets how much to shift the sprites by horizontally.<br />
<br />
Shift Y:<br />
- Sets how much to shift the sprites by vertically.<br />
<br />
Critical Flash Color:<br />
- Adjust the popup's flash color.<br />
- Format: [red, green, blue, alpha]<br />
<br />
Critical Duration:<br />
- Adjusts how many frames a the flash lasts.<br />
<br />
---<br />
<br />
Formulas<br />
<br />
JS: Overall Formula:<br />
- The overall formula used when calculating damage.<br />
<br />
JS: Variance Formula:<br />
- The formula used when damage variance.<br />
<br />
JS: Guard Formula:<br />
- The formula used when damage is guarded.<br />
<br />
---<br />
<br />
Critical Hits<br />
<br />
JS: Rate Formula:<br />
- The formula used to calculate Critical Hit Rates.<br />
<br />
JS: Damage Formula:<br />
- The formula used to calculate Critical Hit Damage modification.<br />
<br />
---<br />
<br />
Damage Styles<br />
<br />
Default Style:<br />
- Which Damage Style do you want to set as default?<br />
- Use 'Manual' to not use any styles at all.<br />
- The 'Manual' style will not support <Armor Penetration> notetags.<br />
- The 'Manual' style will not support <Armor Reduction> notetags.<br />
<br />
Style List:<br />
- A list of the damage styles available.<br />
- These are used to calculate base damage.<br />
<br />
Name:<br />
- Name of this Damage Style.<br />
-Used for notetags and such.<br />
<br />
JS: Formula:<br />
- The base formula for this Damage Style.<br />
<br />
Items & Equips Core:<br />
<br />
HP Damage:<br />
MP Damage:<br />
HP Recovery:<br />
MP Recovery:<br />
HP Drain:<br />
MP Drain:<br />
- Vocabulary used for this data entry.<br />
<br />
JS: Damage Display:<br />
- Code used the data displayed for this category.<br />
<br />
---<br />
<br />
=== Mechanics Settings ===<br />
<br />
[[File:BattleCoreParams3newer.png]]<br />
<br />
Some of the base settings for the various mechanics found in the battle<br />
system can be altered here in these Plugin Parameters. Most of these will<br />
involve JavaScript code and require you to have to good understanding of<br />
how the RPG Maker MZ code works before tampering with it.<br />
<br />
---<br />
<br />
Action Speed<br />
<br />
Allow Random Speed?:<br />
- Allow speed to be randomized base off the user's AGI?<br />
<br />
JS: Calculate:<br />
- Code used to calculate action speed.<br />
<br />
---<br />
<br />
Base Troop<br />
<br />
Base Troop ID's:<br />
- Select the Troop ID(s) to duplicate page events from for all<br />
other troops.<br />
- More information can be found in the dedicated Help section above.<br />
<br />
---<br />
<br />
Common Events<br />
<br />
Pre-Battle Event:<br />
Post-Battle Event:<br />
Victory Event:<br />
Defeat Event:<br />
Escape Success Event:<br />
Escape Fail Event:<br />
- Queued Common Event to run upon meeting the condition.<br />
- Use to 0 to not run any Common Event at all.<br />
- "Pre-Battle Event" will run before a battle starts.<br />
- "Post-Battle Event" will always run regardless.<br />
- If any events are running before the battle, they will continue running<br />
to the end first before the queued Common Events will run.<br />
<br />
---<br />
<br />
Escape<br />
<br />
JS: Calc Escape Ratio:<br />
- Code used to calculate the escape success ratio.<br />
<br />
JS: Calc Escape Raise:<br />
- Code used to calculate how much the escape success ratio raises upon<br />
each failure.<br />
<br />
---<br />
<br />
JS: Battle-Related<br />
<br />
JS: Pre-Start Battle:<br />
- Target function: BattleManager.startBattle()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Post-Start Battle:<br />
- Target function: BattleManager.startBattle()<br />
- JavaScript code occurs after function is run.<br />
<br />
JS: Battle Victory:<br />
- Target function: BattleManager.processVictory()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Escape Success:<br />
- Target function: BattleManager.onEscapeSuccess()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Escape Failure:<br />
- Target function: BattleManager.onEscapeFailure()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Battle Defeat:<br />
- Target function: BattleManager.processDefeat()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Pre-End Battle:<br />
- Target function: BattleManager.endBattle()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Post-End Battle:<br />
- Target function: BattleManager.endBattle()<br />
- JavaScript code occurs after function is run.<br />
<br />
---<br />
<br />
JS: Turn-Related<br />
<br />
JS: Pre-Start Turn:<br />
- Target function: BattleManager.startTurn()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Post-Start Turn:<br />
- Target function: BattleManager.startTurn()<br />
- JavaScript code occurs after function is run.<br />
<br />
JS: Pre-End Turn:<br />
- Target function: Game_Battler.prototype.onTurnEnd()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Post-End Turn:<br />
- Target function: Game_Battler.prototype.onTurnEnd()<br />
- JavaScript code occurs after function is run.<br />
<br />
JS: Pre-Regenerate:<br />
- Target function: Game_Battler.prototype.regenerateAll()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Post-Regenerate:<br />
- Target function: Game_Battler.prototype.regenerateAll()<br />
- JavaScript code occurs after function is run.<br />
<br />
---<br />
<br />
JS: Action-Related<br />
<br />
JS: Pre-Start Action:<br />
- Target function: BattleManager.startAction()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Post-Start Action:<br />
- Target function: BattleManager.startAction()<br />
- JavaScript code occurs after function is run.<br />
<br />
JS: Pre-Apply:<br />
- Target function: Game_Action.prototype.apply()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Pre-Damage:<br />
- Target function: Game_Action.prototype.executeDamage()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Post-Damage:<br />
- Target function: Game_Action.prototype.executeDamage()<br />
- JavaScript code occurs after function is run.<br />
<br />
JS: Post-Apply:<br />
- Target function: Game_Action.prototype.apply()<br />
- JavaScript code occurs after function is run.<br />
<br />
JS: Pre-End Action:<br />
- Target function: BattleManager.endAction()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Post-End Action:<br />
- DescriTarget function: BattleManager.endAction()<br />
- JavaScript code occurs after function is run.<br />
<br />
---<br />
<br />
=== Battle Layout Settings ===<br />
<br />
[[File:BattleCoreParams4.png]]<br />
<br />
The Battle Layout Settings Plugin Parameter gives you control over the look,<br />
style, and appearance of certain UI elements. These range from the way the<br />
Battle Status Window presents its information to the way certain windows<br />
like the Party Command Window and Actor Command Window appear.<br />
<br />
---<br />
<br />
Battle Layout Style<br />
- The style used for the battle layout.<br />
<br />
Default:<br />
- Shows actor faces in Battle Status.<br />
<br />
List:<br />
- Lists actors in Battle Status.<br />
<br />
XP:<br />
- Shows actor battlers in a stretched Battle Status.<br />
<br />
Portrait:<br />
- Shows portraits in a stretched Battle Status.<br />
<br />
Border:<br />
- Displays windows around the screen border.<br />
<br />
---<br />
<br />
[[File:BattleCoreBattleStyleList.png|600px]]<br />
<br />
List Style<br />
<br />
Show Faces:<br />
- Shows faces in List Style?<br />
<br />
---<br />
<br />
[[File:BattleCoreBattleStyleXp.png|600px]]<br />
<br />
XP Style<br />
<br />
Command Lines:<br />
- Number of action lines in the Actor Command Window for the XP Style.<br />
<br />
Sprite Height:<br />
- Default sprite height used when if the sprite's height has not been<br />
determined yet.<br />
<br />
Sprite Base Location:<br />
- Determine where the sprite is located on the Battle Status Window.<br />
- Above Name - Sprite is located above the name.<br />
- Bottom - Sprite is located at the bottom of the window.<br />
- Centered - Sprite is centered in the window.<br />
- Top - Sprite is located at the top of the window.<br />
<br />
---<br />
<br />
[[File:BattleCoreBattleStylePortrait.png|600px]]<br />
<br />
Portrait Style<br />
<br />
Show Portraits?:<br />
- Requires VisuMZ_1_MainMenuCore.<br />
- Shows the actor's portrait instead of a face.<br />
<br />
Portrait Scaling:<br />
- If portraits are used, scale them by this much.<br />
<br />
---<br />
<br />
[[File:BattleCoreBattleStyleBorder.png|600px]]<br />
<br />
Border Style<br />
<br />
Columns:<br />
- The total number of columns for Skill & Item Windows in the battle scene<br />
<br />
Show Portraits?:<br />
- Requires VisuMZ_1_MainMenuCore.<br />
- Shows the actor's portrait at the edge of the screen.<br />
<br />
Portrait Scaling:<br />
- If portraits are used, scale them by this much.<br />
<br />
---<br />
<br />
Skill & Item Windows<br />
<br />
Middle Layout:<br />
- Shows the Skill & Item Windows in mid-screen?<br />
<br />
Columns:<br />
- The total number of columns for Skill & Item Windows in the battle scene<br />
<br />
---<br />
<br />
=== Battle Log Settings ===<br />
<br />
[[File:BattleCoreParams5.png]]<br />
<br />
These Plugin Parameters give you control over how the Battle Log Window, the<br />
window shown at the top of the screen in the battle layout, appears, its<br />
various properties, and which text will be displayed.<br />
<br />
The majority of the text has been disabled by default with this plugin to<br />
make the flow of battle progress faster.<br />
<br />
---<br />
<br />
General<br />
<br />
Back Color:<br />
- Use #rrggbb for a hex color.<br />
<br />
Max Lines:<br />
- Maximum number of lines to be displayed.<br />
<br />
Message Wait:<br />
- Number of frames for a usual message wait.<br />
<br />
Text Align:<br />
- Text alignment for the Window_BattleLog.<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for the battle log.<br />
<br />
---<br />
<br />
Start Turn<br />
<br />
Show Start Turn?:<br />
- Display turn changes at the start of the turn?<br />
<br />
Start Turn Message:<br />
- Message displayed at turn start.<br />
- %1 - Turn Count<br />
<br />
Start Turn Wait:<br />
- Number of frames to wait after a turn started.<br />
<br />
---<br />
<br />
Display Action<br />
<br />
Show Centered Action?:<br />
- Display a centered text of the action name?<br />
<br />
Show Skill Message 1?:<br />
- Display the 1st skill message?<br />
<br />
Show Skill Message 2?:<br />
- Display the 2nd skill message?<br />
<br />
Show Item Message?:<br />
- Display the item use message?<br />
<br />
---<br />
<br />
Action Changes<br />
<br />
Show Counter?:<br />
- Display counter text?<br />
<br />
Show Reflect?:<br />
- Display magic reflection text?<br />
<br />
Show Substitute?:<br />
- Display substitute text?<br />
<br />
---<br />
<br />
Action Results<br />
<br />
Show No Effect?:<br />
- Display no effect text?<br />
<br />
Show Critical?:<br />
- Display critical text?<br />
<br />
Show Miss/Evasion?:<br />
- Display miss/evasion text?<br />
<br />
Show HP Damage?:<br />
- Display HP Damage text?<br />
<br />
Show MP Damage?:<br />
- Display MP Damage text?<br />
<br />
Show TP Damage?:<br />
- Display TP Damage text?<br />
<br />
---<br />
<br />
Display States<br />
<br />
Show Added States?:<br />
- Display added states text?<br />
<br />
Show Removed States?:<br />
- Display removed states text?<br />
<br />
Show Current States?:<br />
- Display the currently affected state text?<br />
<br />
Show Added Buffs?:<br />
- Display added buffs text?<br />
<br />
Show Added Debuffs?:<br />
- Display added debuffs text?<br />
<br />
Show Removed Buffs?:<br />
- Display removed de/buffs text?<br />
<br />
---<br />
<br />
=== Party Command Window ===<br />
<br />
[[File:BattleCorePartyCommandWindow.png|600px]]<br />
<br />
[[File:BattleCoreParams6.png]]<br />
<br />
These Plugin Parameters allow you control over how the Party Command Window<br />
operates in the battle scene. You can turn disable it from appearing or make<br />
it so that it doesn't<br />
<br />
---<br />
<br />
Command Window<br />
<br />
Style:<br />
- How do you wish to draw commands in the Party Command Window?<br />
- Text Only: Display only the text.<br />
- Icon Only: Display only the icon.<br />
- Icon + Text: Display the icon first, then the text.<br />
- Auto: Determine which is better to use based on the size of the cell.<br />
<br />
Text Align:<br />
- Text alignment for the Party Command Window.<br />
<br />
Fight Icon:<br />
- The icon used for the Fight command.<br />
<br />
Add Auto Battle?:<br />
- Add the "Auto Battle" command to the Command Window?<br />
<br />
Auto Battle Icon:<br />
- The icon used for the Auto Battle command.<br />
<br />
Auto Battle Text:<br />
- The text used for the Auto Battle command.<br />
<br />
Add Options?:<br />
- Add the "Options" command to the Command Window?<br />
<br />
Options Icon:<br />
- The icon used for the Options command.<br />
<br />
Active TPB Message:<br />
- Message that will be displayed when selecting options during the<br />
middle of an action.<br />
<br />
Escape Icon:<br />
- The icon used for the Escape command.<br />
<br />
---<br />
<br />
Access<br />
<br />
Skip Party Command:<br />
- DTB: Skip Party Command selection on turn start.<br />
- TPB: Skip Party Command selection at battle start.<br />
<br />
Disable Party Command:<br />
- Disable the Party Command Window entirely?<br />
<br />
---<br />
<br />
Help Window<br />
<br />
Fight:<br />
- Text displayed when selecting a skill type.<br />
- %1 - Skill Type Name<br />
<br />
Auto Battle:<br />
- Text displayed when selecting the Auto Battle command.<br />
<br />
Options:<br />
- Text displayed when selecting the Options command.<br />
<br />
Escape:<br />
- Text displayed when selecting the escape command.<br />
<br />
---<br />
<br />
=== Actor Command Window ===<br />
<br />
[[File:BattleCoreActorCommandWindow.png]]<br />
<br />
[[File:BattleCoreParams7.png]]<br />
<br />
These Plugin Parameters allow you to change various aspects regarding the<br />
Actor Command Window and how it operates in the battle scene. This ranges<br />
from how it appears to the default battle commands given to all players<br />
without a custom <Battle Commands> notetag.<br />
<br />
---<br />
<br />
Command Window<br />
<br />
Style:<br />
- How do you wish to draw commands in the Actor Command Window?<br />
- Text Only: Display only the text.<br />
- Icon Only: Display only the icon.<br />
- Icon + Text: Display the icon first, then the text.<br />
- Auto: Determine which is better to use based on the size of the cell.<br />
<br />
Text Align:<br />
- Text alignment for the Actor Command Window.<br />
<br />
Item Icon:<br />
- The icon used for the Item command.<br />
<br />
Normal SType Icon:<br />
- Icon used for normal skill types that aren't assigned any icons.<br />
- Ignore if VisuMZ_1_SkillsStatesCore is installed.<br />
<br />
Magic SType Icon:<br />
- Icon used for magic skill types that aren't assigned any icons.<br />
- Ignore if VisuMZ_1_SkillsStatesCore is installed.<br />
<br />
---<br />
<br />
Battle Commands<br />
<br />
Command List:<br />
- List of battle commands that appear by default if the <Battle Commands><br />
notetag isn't present.<br />
<br />
- Attack<br />
- Adds the basic attack command.<br />
<br />
- Skills<br />
- Displays all the skill types available to the actor.<br />
<br />
- SType: x<br />
- Stype: name<br />
- Adds in a specific skill type.<br />
- Replace 'x' with the ID of the skill type.<br />
- Replace 'name' with the name of the skill type (without text codes).<br />
<br />
- All Skills<br />
- Adds all usable battle skills as individual actions.<br />
<br />
- Skill: x<br />
- Skill: name<br />
- Adds in a specific skill as a usable action.<br />
- Replace 'x' with the ID of the skill.<br />
- Replace 'name' with the name of the skill.<br />
<br />
- Guard<br />
- Adds the basic guard command.<br />
<br />
- Item<br />
- Adds the basic item command.<br />
<br />
- Escape<br />
- Adds the escape command.<br />
<br />
- Auto Battle<br />
- Adds the auto battle command.<br />
<br />
---<br />
<br />
Help Window<br />
<br />
Skill Types:<br />
- Text displayed when selecting a skill type.<br />
- %1 - Skill Type Name<br />
<br />
Items:<br />
- Text displayed when selecting the item command.<br />
<br />
Escape:<br />
- Text displayed when selecting the escape command.<br />
<br />
Auto Battle:<br />
- Text displayed when selecting the Auto Battle command.<br />
<br />
---<br />
<br />
=== Actor Battler Settings ===<br />
<br />
[[File:BattleCoreParams8.png]]<br />
<br />
These Plugin Parameter settings adjust how the sideview battlers behave for<br />
the actor sprites. Some of these settings are shared with enemies if they<br />
use sideview battler graphics.<br />
<br />
---<br />
<br />
Flinch<br />
<br />
Flinch Distance X:<br />
- The normal X distance when flinching.<br />
<br />
Flinch Distance Y:<br />
- The normal Y distance when flinching.<br />
<br />
Flinch Duration:<br />
- The number of frames for a flinch to complete.<br />
<br />
---<br />
<br />
Sideview Battlers<br />
<br />
Anchor: X:<br />
- Default X anchor for Sideview Battlers.<br />
<br />
Anchor: Y:<br />
- Default Y anchor for Sideview Battlers.<br />
<br />
Motion Speed:<br />
- The number of frames in between each motion.<br />
<br />
Shadow Visible:<br />
- Show or hide the shadow for Sideview Battlers.<br />
<br />
---<br />
<br />
=== Enemy Battler Settings ===<br />
<br />
[[File:BattleCoreParams9.png]]<br />
<br />
These Plugin Parameter settings adjust how enemies appear visually in the<br />
battle scene. Some of these settings will override the settings used for<br />
actors if used as sideview battlers. Other settings include changing up the<br />
default attack animation for enemies, how the enemy select window functions,<br />
and more.<br />
<br />
---<br />
<br />
Visual<br />
<br />
Attack Animation:<br />
- Default attack animation used for enemies.<br />
- Use <Attack Animation: x> for custom animations.<br />
<br />
Emerge Text:<br />
- Show or hide the 'Enemy emerges!' text at the start of battle.<br />
<br />
---<br />
<br />
Select Window<br />
<br />
FV: Right Priority:<br />
- If using frontview, auto select the enemy furthest right.<br />
<br />
SV: Right Priority:<br />
- If using sideview, auto select the enemy furthest right.<br />
<br />
Name: Font Size:<br />
- Font size used for enemy names.<br />
<br />
---<br />
<br />
Sideview Battlers<br />
<br />
Allow Collapse:<br />
- Causes defeated enemies with SV Battler graphics to "fade away"<br />
when defeated?<br />
<br />
Anchor: X:<br />
- Default X anchor for Sideview Battlers.<br />
<br />
Anchor: Y:<br />
- Default Y anchor for Sideview Battlers.<br />
<br />
Motion: Idle:<br />
- Sets default idle animation used by Sideview Battlers.<br />
<br />
Shadow Visible:<br />
- Show or hide the shadow for Sideview Battlers.<br />
<br />
Size: Width:<br />
- Default width for enemies that use Sideview Battlers.<br />
<br />
Size: Height:<br />
- Default height for enemies that use Sideview Battlers.<br />
<br />
Weapon Type:<br />
- Sets default weapon type used by Sideview Battlers.<br />
- Use 0 for Bare Hands.<br />
<br />
---<br />
<br />
=== HP Gauge Settings ===<br />
<br />
[[File:BattleCoreHpGauges.png]]<br />
<br />
[[File:BattleCoreParams10.png]]<br />
<br />
Settings that adjust the visual HP Gauge displayed in battle.<br />
<br />
---<br />
<br />
Show Gauges For<br />
<br />
Actors:<br />
- Show HP Gauges over the actor sprites' heads?<br />
- Requires SV Actors to be visible.<br />
<br />
Enemies:<br />
- Show HP Gauges over the enemy sprites' heads?<br />
- Can be bypassed with <Hide HP Gauge> notetag.<br />
<br />
Requires Defeat?:<br />
- Requires defeating the enemy once to show HP Gauge?<br />
- Can be bypassed with <Show HP Gauge> notetag.<br />
<br />
Battle Test Bypass?:<br />
- Bypass the defeat requirement in battle test?<br />
<br />
---<br />
<br />
Settings<br />
<br />
Anchor X:<br />
Anchor Y:<br />
- Where do you want the HP Gauge sprite's anchor X/Y to be?<br />
<br />
Scale:<br />
- How large/small do you want the HP Gauge to be scaled?<br />
<br />
Offset X:<br />
Offset Y:<br />
- How many pixels to offset the HP Gauge's X/Y by?<br />
<br />
---<br />
<br />
Options<br />
<br />
Add Option?:<br />
- Add the 'Show HP Gauge' option to the Options menu?<br />
<br />
Adjust Window Height:<br />
- Automatically adjust the options window height?<br />
<br />
Option Name:<br />
- Command name of the option.<br />
<br />
---<br />
<br />
=== Action Sequence Settings ===<br />
<br />
[[File:BattleCoreParams11.png]]<br />
<br />
Action Sequence Plugin Parameters allow you to decide if you want automatic<br />
Action Sequences to be used for physical attacks, the default casting<br />
animations used, how counters and reflects appear visually, and what the<br />
default stepping distances are.<br />
<br />
---<br />
<br />
Automatic Sequences<br />
<br />
Melee Single Target:<br />
- Allow this auto sequence for physical, single target actions?<br />
<br />
Melee Multi Target:<br />
- Allow this auto sequence for physical, multi-target actions?<br />
<br />
---<br />
<br />
[[File:BattleCoreCastAnimation.gif|400px]]<br />
<br />
Cast Animations<br />
<br />
Certain Hit:<br />
- Cast animation for Certain Hit skills.<br />
<br />
Physical:<br />
- Cast animation for Physical skills.<br />
<br />
Magical:<br />
- Cast animation for Magical skills.<br />
<br />
---<br />
<br />
Counter/Reflect<br />
<br />
Counter Back:<br />
- Play back the attack animation used?<br />
<br />
Reflect Animation:<br />
- Animation played when an action is reflected.<br />
<br />
Reflect Back:<br />
- Play back the attack animation used?<br />
<br />
---<br />
<br />
Stepping<br />
<br />
Melee Distance:<br />
- Minimum distance in pixels for Movement Action Sequences.<br />
<br />
Step Distance X:<br />
- The normal X distance when stepping forward.<br />
<br />
Step Distance Y:<br />
- The normal Y distance when stepping forward.<br />
<br />
Step Duration:<br />
- The number of frames for a stepping action to complete.<br />
<br />
---<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
* [[Yanfly]]<br />
* [[Arisu]]<br />
* [[Olivia]]<br />
* [[Irina]]<br />
<br />
== Changelog ==<br />
<br />
* Version 1.00<br />
** Plugin released!<br />
<br />
|}<br />
<br />
<!-- This is a comment, remove the arrows surrounding this for the categories you want to show --><br />
[[Category: RPG Maker MZ Core Plugins]]<br />
[[Category: RPG Maker MZ Battle Plugins]]<br />
<!-- [[Category: RPG Maker MZ Item Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Skill Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Equip Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Status Menu Plugins]] --><br />
[[Category: RPG Maker MZ Gameplay Plugins]]<br />
<!-- [[Category: RPG Maker MZ Movement Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quest Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Options Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Eventing Plugins]] --><br />
[[Category: RPG Maker MZ Utility Plugins]]<br />
[[Category: RPG Maker MZ Mechanical Plugins]]<br />
[[Category: RPG Maker MZ Visual Plugins]]<br />
[[Category: RPG Maker MZ Menu Plugins]]<br />
<!-- [[Category: RPG Maker MZ Message Plugins]] --><br />
[[Category: RPG Maker MZ Quality of Life Plugins]]<br />
<!-- [[Category: Action Sequences (MZ)]] --><br />
<!-- [[Category: Comment Tags (MZ)]] --><br />
<!-- [[Category: Main Menu Manager Integration (MZ)]] --><br />
<!-- [[Category: Notetags (MZ)]] --><br />
<!-- [[Category: Options Core Integration (MZ)]] --><br />
[[Category: Plugin Commands (MZ)]]<br />
<!-- [[Category: Script Calls (MZ)]] --><br />
<!-- [[Category: Text Codes (MZ)]] --></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Victory_Aftermath_VisuStella_MZ&diff=5641Victory Aftermath VisuStella MZ2020-08-19T20:45:22Z<p>Olivia: /* Credits */</p>
<hr />
<div>{{MzPlugin<br />
|preview = <youtube>link</youtube><br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/655177" width="552" height="167"><a href="https://visustella.itch.io/visustella-sample-project">Visustella Sample Project by VisuStella, Caz</a></iframe></iframe></html><br />
|link2 = [link Mirror]<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:VictoryAftermathScreenshot.png|600px]]<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
{{RequiredPluginsMZ}}<br />
* [[Battle Core VisuStella MZ]]<br />
<br />
<!--<br />
{{ExtensionPluginsMZ}}<br />
* [[Extension Plugin 1|Name1]]<br />
* [[Extension Plugin 2|Name2]]<br />
* [[Extension Plugin 3|Name3]]<br />
--><br />
<br />
{{Visustella MZ}}<br />
<br />
== Introduction ==<br />
<br />
The Victory Aftermath plugin consolidates the rewards granted upon finishing<br />
a battle successfully into one screen (or more if there are level ups).<br />
This helps reduce the amount of button presses needed to display similar<br />
information by default. The level up screens will also display parameter<br />
changes and new skills acquired in addition to victory quotes.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Consolidates EXP, Gold, and Items acquired through battle rewards into one battle screen.<br />
* EXP gauges for currently active battle party will be displayed on the same screen to indicate progress.<br />
* Upon leveling up, individual screens can be shown (optionally) to display parameter changes, new skills acquired, and level up quotes.<br />
* Plugin Commands can be used to clear/add new quotes at any time.<br />
* Plugin Commands can be used by bypass certain parts of the Victory Aftermath segments or the entire thing completely.<br />
<br />
== Requirements ==<br />
<br />
This plugin is made for RPG Maker MZ. This will not work in other iterations<br />
of RPG Maker.<br />
<br />
=== Required Plugin List ===<br />
<br />
* [[Battle Core VisuStella MZ]]<br />
<br />
This plugin requires the above listed plugins to be installed inside your<br />
game's Plugin Manager list in order to work. You cannot start your game with<br />
this plugin enabled without the listed plugins.<br />
<br />
{{MZ Tier 3}}<br />
<br />
== Extra Features ==<br />
<br />
There are some extra features found if other VisuStella MZ plugins are found<br />
present in the Plugin Manager list.<br />
<br />
---<br />
<br />
[[File:VictoryAftermathScreenshot.png|600px]]<br />
<br />
[[Core Engine VisuStella MZ]]<br />
<br />
The EXP gauge colors will match the color settings found in the Core<br />
Engine's Plugin Parameters instead of defaulting to specific colors.<br />
<br />
The continue message will display any changed input keys designated by<br />
the Core Engine's Plugin Parameters.<br />
<br />
---<br />
<br />
[[File:VictoryAftermathLevelUp.png|600px]]<br />
<br />
[[Main Menu Core VisuStella MZ]]<br />
<br />
Upon leveling up, the Menu Image will show up (optional) as a bust during<br />
the quote segment.<br />
<br />
---<br />
<br />
{{Notetags MZ}}<br />
<br />
{{VisuMZ Victory Aftermath Notetags}}<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ Victory Aftermath Plugin Commands}}<br />
<br />
== Plugin Parameters ==<br />
<br />
=== General Settings ===<br />
<br />
[[File:VictoryAftermathScreenshot.png|600px]]<br />
<br />
[[File:VictoryAftermathParams1.png]]<br />
<br />
The general settings Plugin Parameters control the overall settings found<br />
within the main aspects of the Victory Aftermath sequence.<br />
<br />
---<br />
<br />
General Settings<br />
<br />
Fade In Speed:<br />
- Fade in speed for the victory window.<br />
<br />
Hide Delay (MS):<br />
- Delay in milliseconds before hiding the UI Windows.<br />
<br />
Show Delay (MS):<br />
- Delay in milliseconds before showing the Victory Windows.<br />
<br />
Update Duration:<br />
- Duration in frames on updating actor EXP gauges.<br />
<br />
Victory BGM:<br />
- Background music to play during the victory sequence.<br />
<br />
---<br />
<br />
=== Level Up Settings ===<br />
<br />
[[File:VictoryAftermathLevelUp.png|600px]]<br />
<br />
[[File:VictoryAftermathParams2.png]]<br />
<br />
When actors level up, extra screens will be displayed in the Victory<br />
Aftermath sequence. Alter these settings to best fit your game.<br />
<br />
---<br />
<br />
General<br />
<br />
Enable?:<br />
- Enable the Level Up portion of the Victory Aftermath phase?<br />
<br />
Show Face?:<br />
- Show the actor's face?<br />
<br />
Show Param Change?:<br />
- Show an extra column for parameter value differences?<br />
<br />
Shown Max Skills:<br />
- The maximum amount of skills that are displayed.<br />
- This is due to limited screen space.<br />
<br />
---<br />
<br />
Quotes<br />
<br />
Level Up Quotes:<br />
- A list of generic level up quotes for those who don't have the<br />
<Level Up Quote> notetags.<br />
- %1 - Actor Name<br />
<br />
New Skill Quotes:<br />
- A list of generic level up quotes for those who don't have the<br />
<New Skill Quote> notetags.<br />
- %1 - Actor Name<br />
<br />
---<br />
<br />
VisuMZ_1_MainMenuCore<br />
- The following Plugin Parameters require VisuMZ_1_MainMenuCore.<br />
<br />
Show Bust?:<br />
- Show the actor's menu image as a bust?<br />
<br />
Bust Position X:<br />
- Positon to center the actor's menu image bust.<br />
- You may use JavaScript code.<br />
<br />
Bust Position Y:<br />
- Positon to anchor the actor's menu image bust.<br />
- You may use JavaScript code.<br />
<br />
Bust Scale:<br />
- The amount to scale the actor's menu image bust.<br />
<br />
---<br />
<br />
=== Vocabulary Settings ===<br />
<br />
[[File:VictoryAftermathParams3.png]]<br />
<br />
There's certain diction used in the Victory Aftermath plugin that's not set<br />
anywhere else in the game. Change the settings to make it fit your game.<br />
<br />
---<br />
<br />
Vocabulary<br />
<br />
Continue Format:<br />
- Text format for continue message.<br />
- %1 - OK key, %2 - Cancel key<br />
<br />
OK Button:<br />
- Text used to represent the OK button.<br />
- If VisuMZ_0_CoreEngine is present, ignore this.<br />
<br />
Cancel Button:<br />
- Text used to represent the Cancel button.<br />
- If VisuMZ_0_CoreEngine is present, ignore this.<br />
<br />
Level Format:<br />
- Text format for actor level.<br />
- %1 - Level<br />
<br />
Level Up:<br />
- Text format for reaching a level up.<br />
<br />
Sound Effect:<br />
- Sound effect played when a level up occurs.<br />
<br />
Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors<br />
from the Window Skin.<br />
<br />
New Skill Format:<br />
- Text format describing that a new skill has been learned.<br />
- %1 - Actor Name<br />
<br />
Reward Items:<br />
- Text displayed for items rewarded.<br />
<br />
Victory Title:<br />
- Text displayed at the top of the victory screen.<br />
<br />
---<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
<br />
* [[Yanfly]]<br />
* [[Arisu]]<br />
* [[Olivia]]<br />
* [[Irina]]<br />
<br />
== Changelog ==<br />
<br />
* Version 1.00<br />
** Plugin released!<br />
<br />
== Help File ==<br />
<br />
|}<br />
<br />
<!-- This is a comment, remove the arrows surrounding this for the categories you want to show --><br />
<!-- [[Category: RPG Maker MZ Core Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Battle Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Item Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Skill Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Equip Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Status Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Gameplay Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Movement Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quest Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Options Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Eventing Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Utility Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Mechanical Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Visual Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Message Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --><br />
<!-- [[Category: Action Sequences (MZ)]] --><br />
<!-- [[Category: Comment Tags (MZ)]] --><br />
<!-- [[Category: Main Menu Manager Integration (MZ)]] --><br />
<!-- [[Category: Notetags (MZ)]] --><br />
<!-- [[Category: Options Core Integration (MZ)]] --><br />
<!-- [[Category: Plugin Commands (MZ)]] --><br />
<!-- [[Category: Script Calls (MZ)]] --><br />
<!-- [[Category: Text Codes (MZ)]] --></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Victory_Aftermath_VisuStella_MZ&diff=5640Victory Aftermath VisuStella MZ2020-08-19T20:45:06Z<p>Olivia: /* Plugin Parameters */</p>
<hr />
<div>{{MzPlugin<br />
|preview = <youtube>link</youtube><br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/655177" width="552" height="167"><a href="https://visustella.itch.io/visustella-sample-project">Visustella Sample Project by VisuStella, Caz</a></iframe></iframe></html><br />
|link2 = [link Mirror]<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:VictoryAftermathScreenshot.png|600px]]<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
{{RequiredPluginsMZ}}<br />
* [[Battle Core VisuStella MZ]]<br />
<br />
<!--<br />
{{ExtensionPluginsMZ}}<br />
* [[Extension Plugin 1|Name1]]<br />
* [[Extension Plugin 2|Name2]]<br />
* [[Extension Plugin 3|Name3]]<br />
--><br />
<br />
{{Visustella MZ}}<br />
<br />
== Introduction ==<br />
<br />
The Victory Aftermath plugin consolidates the rewards granted upon finishing<br />
a battle successfully into one screen (or more if there are level ups).<br />
This helps reduce the amount of button presses needed to display similar<br />
information by default. The level up screens will also display parameter<br />
changes and new skills acquired in addition to victory quotes.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Consolidates EXP, Gold, and Items acquired through battle rewards into one battle screen.<br />
* EXP gauges for currently active battle party will be displayed on the same screen to indicate progress.<br />
* Upon leveling up, individual screens can be shown (optionally) to display parameter changes, new skills acquired, and level up quotes.<br />
* Plugin Commands can be used to clear/add new quotes at any time.<br />
* Plugin Commands can be used by bypass certain parts of the Victory Aftermath segments or the entire thing completely.<br />
<br />
== Requirements ==<br />
<br />
This plugin is made for RPG Maker MZ. This will not work in other iterations<br />
of RPG Maker.<br />
<br />
=== Required Plugin List ===<br />
<br />
* [[Battle Core VisuStella MZ]]<br />
<br />
This plugin requires the above listed plugins to be installed inside your<br />
game's Plugin Manager list in order to work. You cannot start your game with<br />
this plugin enabled without the listed plugins.<br />
<br />
{{MZ Tier 3}}<br />
<br />
== Extra Features ==<br />
<br />
There are some extra features found if other VisuStella MZ plugins are found<br />
present in the Plugin Manager list.<br />
<br />
---<br />
<br />
[[File:VictoryAftermathScreenshot.png|600px]]<br />
<br />
[[Core Engine VisuStella MZ]]<br />
<br />
The EXP gauge colors will match the color settings found in the Core<br />
Engine's Plugin Parameters instead of defaulting to specific colors.<br />
<br />
The continue message will display any changed input keys designated by<br />
the Core Engine's Plugin Parameters.<br />
<br />
---<br />
<br />
[[File:VictoryAftermathLevelUp.png|600px]]<br />
<br />
[[Main Menu Core VisuStella MZ]]<br />
<br />
Upon leveling up, the Menu Image will show up (optional) as a bust during<br />
the quote segment.<br />
<br />
---<br />
<br />
{{Notetags MZ}}<br />
<br />
{{VisuMZ Victory Aftermath Notetags}}<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ Victory Aftermath Plugin Commands}}<br />
<br />
== Plugin Parameters ==<br />
<br />
=== General Settings ===<br />
<br />
[[File:VictoryAftermathScreenshot.png|600px]]<br />
<br />
[[File:VictoryAftermathParams1.png]]<br />
<br />
The general settings Plugin Parameters control the overall settings found<br />
within the main aspects of the Victory Aftermath sequence.<br />
<br />
---<br />
<br />
General Settings<br />
<br />
Fade In Speed:<br />
- Fade in speed for the victory window.<br />
<br />
Hide Delay (MS):<br />
- Delay in milliseconds before hiding the UI Windows.<br />
<br />
Show Delay (MS):<br />
- Delay in milliseconds before showing the Victory Windows.<br />
<br />
Update Duration:<br />
- Duration in frames on updating actor EXP gauges.<br />
<br />
Victory BGM:<br />
- Background music to play during the victory sequence.<br />
<br />
---<br />
<br />
=== Level Up Settings ===<br />
<br />
[[File:VictoryAftermathLevelUp.png|600px]]<br />
<br />
[[File:VictoryAftermathParams2.png]]<br />
<br />
When actors level up, extra screens will be displayed in the Victory<br />
Aftermath sequence. Alter these settings to best fit your game.<br />
<br />
---<br />
<br />
General<br />
<br />
Enable?:<br />
- Enable the Level Up portion of the Victory Aftermath phase?<br />
<br />
Show Face?:<br />
- Show the actor's face?<br />
<br />
Show Param Change?:<br />
- Show an extra column for parameter value differences?<br />
<br />
Shown Max Skills:<br />
- The maximum amount of skills that are displayed.<br />
- This is due to limited screen space.<br />
<br />
---<br />
<br />
Quotes<br />
<br />
Level Up Quotes:<br />
- A list of generic level up quotes for those who don't have the<br />
<Level Up Quote> notetags.<br />
- %1 - Actor Name<br />
<br />
New Skill Quotes:<br />
- A list of generic level up quotes for those who don't have the<br />
<New Skill Quote> notetags.<br />
- %1 - Actor Name<br />
<br />
---<br />
<br />
VisuMZ_1_MainMenuCore<br />
- The following Plugin Parameters require VisuMZ_1_MainMenuCore.<br />
<br />
Show Bust?:<br />
- Show the actor's menu image as a bust?<br />
<br />
Bust Position X:<br />
- Positon to center the actor's menu image bust.<br />
- You may use JavaScript code.<br />
<br />
Bust Position Y:<br />
- Positon to anchor the actor's menu image bust.<br />
- You may use JavaScript code.<br />
<br />
Bust Scale:<br />
- The amount to scale the actor's menu image bust.<br />
<br />
---<br />
<br />
=== Vocabulary Settings ===<br />
<br />
[[File:VictoryAftermathParams3.png]]<br />
<br />
There's certain diction used in the Victory Aftermath plugin that's not set<br />
anywhere else in the game. Change the settings to make it fit your game.<br />
<br />
---<br />
<br />
Vocabulary<br />
<br />
Continue Format:<br />
- Text format for continue message.<br />
- %1 - OK key, %2 - Cancel key<br />
<br />
OK Button:<br />
- Text used to represent the OK button.<br />
- If VisuMZ_0_CoreEngine is present, ignore this.<br />
<br />
Cancel Button:<br />
- Text used to represent the Cancel button.<br />
- If VisuMZ_0_CoreEngine is present, ignore this.<br />
<br />
Level Format:<br />
- Text format for actor level.<br />
- %1 - Level<br />
<br />
Level Up:<br />
- Text format for reaching a level up.<br />
<br />
Sound Effect:<br />
- Sound effect played when a level up occurs.<br />
<br />
Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors<br />
from the Window Skin.<br />
<br />
New Skill Format:<br />
- Text format describing that a new skill has been learned.<br />
- %1 - Actor Name<br />
<br />
Reward Items:<br />
- Text displayed for items rewarded.<br />
<br />
Victory Title:<br />
- Text displayed at the top of the victory screen.<br />
<br />
---<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
<br />
* Yanfly<br />
* Arisu<br />
* Olivia<br />
* Irina<br />
<br />
== Changelog ==<br />
<br />
* Version 1.00<br />
** Plugin released!<br />
<br />
== Help File ==<br />
<br />
|}<br />
<br />
<!-- This is a comment, remove the arrows surrounding this for the categories you want to show --><br />
<!-- [[Category: RPG Maker MZ Core Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Battle Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Item Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Skill Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Equip Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Status Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Gameplay Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Movement Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quest Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Options Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Eventing Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Utility Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Mechanical Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Visual Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Message Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --><br />
<!-- [[Category: Action Sequences (MZ)]] --><br />
<!-- [[Category: Comment Tags (MZ)]] --><br />
<!-- [[Category: Main Menu Manager Integration (MZ)]] --><br />
<!-- [[Category: Notetags (MZ)]] --><br />
<!-- [[Category: Options Core Integration (MZ)]] --><br />
<!-- [[Category: Plugin Commands (MZ)]] --><br />
<!-- [[Category: Script Calls (MZ)]] --><br />
<!-- [[Category: Text Codes (MZ)]] --></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=File:VictoryAftermathParams3.png&diff=5639File:VictoryAftermathParams3.png2020-08-19T20:45:01Z<p>Olivia: </p>
<hr />
<div></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=File:VictoryAftermathParams2.png&diff=5638File:VictoryAftermathParams2.png2020-08-19T20:44:57Z<p>Olivia: </p>
<hr />
<div></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=File:VictoryAftermathParams1.png&diff=5637File:VictoryAftermathParams1.png2020-08-19T20:44:53Z<p>Olivia: </p>
<hr />
<div></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Victory_Aftermath_VisuStella_MZ&diff=5636Victory Aftermath VisuStella MZ2020-08-19T20:42:39Z<p>Olivia: /* Plugin Commands */</p>
<hr />
<div>{{MzPlugin<br />
|preview = <youtube>link</youtube><br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/655177" width="552" height="167"><a href="https://visustella.itch.io/visustella-sample-project">Visustella Sample Project by VisuStella, Caz</a></iframe></iframe></html><br />
|link2 = [link Mirror]<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:VictoryAftermathScreenshot.png|600px]]<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
{{RequiredPluginsMZ}}<br />
* [[Battle Core VisuStella MZ]]<br />
<br />
<!--<br />
{{ExtensionPluginsMZ}}<br />
* [[Extension Plugin 1|Name1]]<br />
* [[Extension Plugin 2|Name2]]<br />
* [[Extension Plugin 3|Name3]]<br />
--><br />
<br />
{{Visustella MZ}}<br />
<br />
== Introduction ==<br />
<br />
The Victory Aftermath plugin consolidates the rewards granted upon finishing<br />
a battle successfully into one screen (or more if there are level ups).<br />
This helps reduce the amount of button presses needed to display similar<br />
information by default. The level up screens will also display parameter<br />
changes and new skills acquired in addition to victory quotes.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Consolidates EXP, Gold, and Items acquired through battle rewards into one battle screen.<br />
* EXP gauges for currently active battle party will be displayed on the same screen to indicate progress.<br />
* Upon leveling up, individual screens can be shown (optionally) to display parameter changes, new skills acquired, and level up quotes.<br />
* Plugin Commands can be used to clear/add new quotes at any time.<br />
* Plugin Commands can be used by bypass certain parts of the Victory Aftermath segments or the entire thing completely.<br />
<br />
== Requirements ==<br />
<br />
This plugin is made for RPG Maker MZ. This will not work in other iterations<br />
of RPG Maker.<br />
<br />
=== Required Plugin List ===<br />
<br />
* [[Battle Core VisuStella MZ]]<br />
<br />
This plugin requires the above listed plugins to be installed inside your<br />
game's Plugin Manager list in order to work. You cannot start your game with<br />
this plugin enabled without the listed plugins.<br />
<br />
{{MZ Tier 3}}<br />
<br />
== Extra Features ==<br />
<br />
There are some extra features found if other VisuStella MZ plugins are found<br />
present in the Plugin Manager list.<br />
<br />
---<br />
<br />
[[File:VictoryAftermathScreenshot.png|600px]]<br />
<br />
[[Core Engine VisuStella MZ]]<br />
<br />
The EXP gauge colors will match the color settings found in the Core<br />
Engine's Plugin Parameters instead of defaulting to specific colors.<br />
<br />
The continue message will display any changed input keys designated by<br />
the Core Engine's Plugin Parameters.<br />
<br />
---<br />
<br />
[[File:VictoryAftermathLevelUp.png|600px]]<br />
<br />
[[Main Menu Core VisuStella MZ]]<br />
<br />
Upon leveling up, the Menu Image will show up (optional) as a bust during<br />
the quote segment.<br />
<br />
---<br />
<br />
{{Notetags MZ}}<br />
<br />
{{VisuMZ Victory Aftermath Notetags}}<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ Victory Aftermath Plugin Commands}}<br />
<br />
== Plugin Parameters ==<br />
<br />
=== General Settings ===<br />
<br />
The general settings Plugin Parameters control the overall settings found<br />
within the main aspects of the Victory Aftermath sequence.<br />
<br />
---<br />
<br />
General Settings<br />
<br />
Fade In Speed:<br />
- Fade in speed for the victory window.<br />
<br />
Hide Delay (MS):<br />
- Delay in milliseconds before hiding the UI Windows.<br />
<br />
Show Delay (MS):<br />
- Delay in milliseconds before showing the Victory Windows.<br />
<br />
Update Duration:<br />
- Duration in frames on updating actor EXP gauges.<br />
<br />
Victory BGM:<br />
- Background music to play during the victory sequence.<br />
<br />
---<br />
<br />
=== Level Up Settings ===<br />
<br />
When actors level up, extra screens will be displayed in the Victory<br />
Aftermath sequence. Alter these settings to best fit your game.<br />
<br />
---<br />
<br />
General<br />
<br />
Enable?:<br />
- Enable the Level Up portion of the Victory Aftermath phase?<br />
<br />
Show Face?:<br />
- Show the actor's face?<br />
<br />
Show Param Change?:<br />
- Show an extra column for parameter value differences?<br />
<br />
Shown Max Skills:<br />
- The maximum amount of skills that are displayed.<br />
- This is due to limited screen space.<br />
<br />
---<br />
<br />
Quotes<br />
<br />
Level Up Quotes:<br />
- A list of generic level up quotes for those who don't have the<br />
<Level Up Quote> notetags.<br />
- %1 - Actor Name<br />
<br />
New Skill Quotes:<br />
- A list of generic level up quotes for those who don't have the<br />
<New Skill Quote> notetags.<br />
- %1 - Actor Name<br />
<br />
---<br />
<br />
VisuMZ_1_MainMenuCore<br />
- The following Plugin Parameters require VisuMZ_1_MainMenuCore.<br />
<br />
Show Bust?:<br />
- Show the actor's menu image as a bust?<br />
<br />
Bust Position X:<br />
- Positon to center the actor's menu image bust.<br />
- You may use JavaScript code.<br />
<br />
Bust Position Y:<br />
- Positon to anchor the actor's menu image bust.<br />
- You may use JavaScript code.<br />
<br />
Bust Scale:<br />
- The amount to scale the actor's menu image bust.<br />
<br />
---<br />
<br />
=== Vocabulary Settings ===<br />
<br />
There's certain diction used in the Victory Aftermath plugin that's not set<br />
anywhere else in the game. Change the settings to make it fit your game.<br />
<br />
---<br />
<br />
Vocabulary<br />
<br />
Continue Format:<br />
- Text format for continue message.<br />
- %1 - OK key, %2 - Cancel key<br />
<br />
OK Button:<br />
- Text used to represent the OK button.<br />
- If VisuMZ_0_CoreEngine is present, ignore this.<br />
<br />
Cancel Button:<br />
- Text used to represent the Cancel button.<br />
- If VisuMZ_0_CoreEngine is present, ignore this.<br />
<br />
Level Format:<br />
- Text format for actor level.<br />
- %1 - Level<br />
<br />
Level Up:<br />
- Text format for reaching a level up.<br />
<br />
Sound Effect:<br />
- Sound effect played when a level up occurs.<br />
<br />
Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors<br />
from the Window Skin.<br />
<br />
New Skill Format:<br />
- Text format describing that a new skill has been learned.<br />
- %1 - Actor Name<br />
<br />
Reward Items:<br />
- Text displayed for items rewarded.<br />
<br />
Victory Title:<br />
- Text displayed at the top of the victory screen.<br />
<br />
---<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
<br />
* Yanfly<br />
* Arisu<br />
* Olivia<br />
* Irina<br />
<br />
== Changelog ==<br />
<br />
* Version 1.00<br />
** Plugin released!<br />
<br />
== Help File ==<br />
<br />
|}<br />
<br />
<!-- This is a comment, remove the arrows surrounding this for the categories you want to show --><br />
<!-- [[Category: RPG Maker MZ Core Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Battle Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Item Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Skill Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Equip Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Status Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Gameplay Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Movement Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quest Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Options Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Eventing Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Utility Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Mechanical Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Visual Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Message Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --><br />
<!-- [[Category: Action Sequences (MZ)]] --><br />
<!-- [[Category: Comment Tags (MZ)]] --><br />
<!-- [[Category: Main Menu Manager Integration (MZ)]] --><br />
<!-- [[Category: Notetags (MZ)]] --><br />
<!-- [[Category: Options Core Integration (MZ)]] --><br />
<!-- [[Category: Plugin Commands (MZ)]] --><br />
<!-- [[Category: Script Calls (MZ)]] --><br />
<!-- [[Category: Text Codes (MZ)]] --></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=File:VictoryAftermathPluginCommand7.png&diff=5635File:VictoryAftermathPluginCommand7.png2020-08-19T20:42:20Z<p>Olivia: </p>
<hr />
<div></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=File:VictoryAftermathPluginCommand6.png&diff=5634File:VictoryAftermathPluginCommand6.png2020-08-19T20:42:16Z<p>Olivia: </p>
<hr />
<div></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=File:VictoryAftermathPluginCommand5.png&diff=5633File:VictoryAftermathPluginCommand5.png2020-08-19T20:42:12Z<p>Olivia: </p>
<hr />
<div></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=File:VictoryAftermathPluginCommand4.png&diff=5632File:VictoryAftermathPluginCommand4.png2020-08-19T20:42:09Z<p>Olivia: </p>
<hr />
<div></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=File:VictoryAftermathPluginCommand3.png&diff=5631File:VictoryAftermathPluginCommand3.png2020-08-19T20:42:03Z<p>Olivia: </p>
<hr />
<div></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=File:VictoryAftermathPluginCommand2.png&diff=5630File:VictoryAftermathPluginCommand2.png2020-08-19T20:41:59Z<p>Olivia: </p>
<hr />
<div></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=File:VictoryAftermathPluginCommand1.png&diff=5629File:VictoryAftermathPluginCommand1.png2020-08-19T20:41:55Z<p>Olivia: </p>
<hr />
<div></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Victory_Aftermath_Plugin_Commands&diff=5628Template:VisuMZ Victory Aftermath Plugin Commands2020-08-19T20:39:04Z<p>Olivia: Created page with "The following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command. --- 600px..."</p>
<hr />
<div>The following are Plugin Commands that come with this plugin. They can be<br />
accessed through the Plugin Command event command.<br />
<br />
---<br />
<br />
[[File:VictoryAftermathLevelUp.png|600px]]<br />
<br />
[[File:VictoryAftermathPluginCommand1.png]]<br />
<br />
<pre><br />
Actor: Add Level Up Quotes<br />
- Add new entries target actor's level up quotes.<br />
<br />
Actor ID:<br />
- Select ID of target actor to add quotes for.<br />
<br />
New Quotes:<br />
- Add new entries to actor's level up quotes.<br />
- Text codes allowed. %1 - Actor's Name<br />
</pre><br />
<br />
---<br />
<br />
[[File:VictoryAftermathSkillLearn.png|600px]]<br />
<br />
[[File:VictoryAftermathPluginCommand2.png]]<br />
<br />
<pre><br />
Actor: Add New Skill Quotes<br />
- Add new entries target actor's new skill quotes.<br />
<br />
Actor ID:<br />
- Select ID of target actor to add quotes for.<br />
<br />
New Quotes:<br />
- Add new entries to actor's new skill quotes.<br />
- Text codes allowed. %1 - Actor's Name<br />
</pre><br />
<br />
---<br />
<br />
[[File:VictoryAftermathPluginCommand3.png]]<br />
<br />
<pre><br />
Actor: Clear Level Up Quotes<br />
- Clear target actor's level up quotes.<br />
<br />
Actor ID:<br />
- Select ID of target actor to clear quotes for.<br />
</pre><br />
<br />
---<br />
<br />
[[File:VictoryAftermathPluginCommand4.png]]<br />
<br />
<pre><br />
Actor: Clear New Skill Quotes<br />
- Clear target actor's new skill quotes.<br />
<br />
Actor ID:<br />
- Select ID of target actor to clear quotes for.<br />
</pre><br />
<br />
---<br />
<br />
[[File:VictoryAftermathScreenshot.png|600px]]<br />
<br />
[[File:VictoryAftermathPluginCommand5.png]]<br />
<br />
<pre><br />
System: Bypass Victory Motion<br />
- Bypass actors performing their victory motion?<br />
<br />
Bypass?:<br />
- Bypass actors performing their victory motion?<br />
</pre><br />
<br />
---<br />
<br />
[[File:VictoryAftermathPluginCommand6.png]]<br />
<br />
<pre><br />
System: Bypass Victory Music<br />
- Bypass playing the victory music?<br />
<br />
Bypass?:<br />
- Bypass playing the victory music?<br />
</pre><br />
<br />
---<br />
<br />
[[File:VictoryAftermathPluginCommand7.png]]<br />
<br />
<pre><br />
System: Bypass Victory Phase<br />
- Bypass the entire victory phase and all aspects about it?<br />
<br />
Bypass?:<br />
- Bypass the entire victory phase and all aspects about it?<br />
</pre><br />
<br />
---</div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Category:Plugin_Commands_(MZ)&diff=5627Category:Plugin Commands (MZ)2020-08-19T20:37:37Z<p>Olivia: </p>
<hr />
<div>{{TOCright}}<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
<html><img src='https://img.itch.zone/aW1nLzQwMDQ4MTIucG5n/original/1ROc60.png'></html><br />
<br />
[[:Category:Plugin Commands (MZ)|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]].<br />
<br />
Here is a list of [[:Category:Plugin Commands (MZ)|Plugin Command(s)]] that you may use:<br />
<br />
---<br />
<br />
== [[Core Engine VisuStella MZ]] ==<br />
<br />
{{VisuMZ Core Engine Plugin Commands}}<br />
<br />
== [[Battle Core VisuStella MZ]] ==<br />
<br />
{{Action Sequences MZ}}<br />
<br />
== [[Dragonbones Union VisuStella MZ]] ==<br />
<br />
{{VisuStella MZ Dragonbones Union Plugin Commands}}<br />
<br />
== [[Elements and Status Menu Core VisuStella MZ]] ==<br />
<br />
{{VisuMZ Elements and Status Menu Core Plugin Commands}}<br />
<br />
== [[Events and Movement Core VisuStella MZ]] ==<br />
<br />
{{VisuMZ Events and Movement Core Plugin Commands}}<br />
<br />
== [[Items and Equips Core VisuStella MZ]] ==<br />
<br />
{{VisuMZ Items and Equips Core Plugin Commands}}<br />
<br />
== [[Main Menu Core VisuStella MZ]] ==<br />
<br />
{{VisuMZ Main Menu Core Plugin Commands}}<br />
<br />
== [[Message Core VisuStella MZ]] ==<br />
<br />
{{VisuMZ Message Core Plugin Commands}}<br />
<br />
== [[Save Core VisuStella MZ]] ==<br />
<br />
{{VisuMZ Save Core Plugin Commands}}<br />
<br />
== [[Victory Aftermath VisuStella MZ]] ==<br />
<br />
{{VisuMZ Victory Aftermath Plugin Commands}}<br />
<br />
== End of List ==<br />
<br />
|}</div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Category:Notetags_(MZ)&diff=5626Category:Notetags (MZ)2020-08-19T20:36:22Z<p>Olivia: </p>
<hr />
<div>{{TOCright}}<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
<html><img src='https://img.itch.zone/aW1nLzQwMDQ3NzQucG5n/original/zLbbTl.png'></html><br />
<br />
[[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. [[:Category:Notetags (MZ)|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.<br />
<br />
Here is a list of [[:Category:Notetags (MZ)|Notetag(s)]] that you may use.<br />
<br />
== [[Core Engine VisuStella MZ]] ==<br />
<br />
{{VisuMZ Core Engine Notetags}}<br />
<br />
== [[Battle Core VisuStella MZ]] ==<br />
<br />
{{VisuMZ Battle Core Notetags}}<br />
<br />
== [[Elements and Status Menu Core VisuStella MZ]] ==<br />
<br />
{{VisuMZ Elements and Status Menu Core Notetags}}<br />
<br />
== [[Events and Movement Core VisuStella MZ]] ==<br />
<br />
{{VisuMZ Events and Movement Core Notetags}}<br />
<br />
== [[Items and Equips Core VisuStella MZ]] ==<br />
<br />
{{VisuMZ Items and Equips Core Notetags}}<br />
<br />
== [[Main Menu Core VisuStella MZ]] ==<br />
<br />
{{VisuMZ Main Menu Core Notetags}}<br />
<br />
== [[Skills and States Core VisuStella MZ]] ==<br />
<br />
{{VisuMZ Skills and States Core Notetags}}<br />
<br />
== [[Victory Aftermath VisuStella MZ]] ==<br />
<br />
{{VisuMZ Victory Aftermath Notetags}}<br />
<br />
== End of List ==<br />
<br />
|}</div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Victory_Aftermath_VisuStella_MZ&diff=5625Victory Aftermath VisuStella MZ2020-08-19T20:35:44Z<p>Olivia: /* Notetags */</p>
<hr />
<div>{{MzPlugin<br />
|preview = <youtube>link</youtube><br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/655177" width="552" height="167"><a href="https://visustella.itch.io/visustella-sample-project">Visustella Sample Project by VisuStella, Caz</a></iframe></iframe></html><br />
|link2 = [link Mirror]<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:VictoryAftermathScreenshot.png|600px]]<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
{{RequiredPluginsMZ}}<br />
* [[Battle Core VisuStella MZ]]<br />
<br />
<!--<br />
{{ExtensionPluginsMZ}}<br />
* [[Extension Plugin 1|Name1]]<br />
* [[Extension Plugin 2|Name2]]<br />
* [[Extension Plugin 3|Name3]]<br />
--><br />
<br />
{{Visustella MZ}}<br />
<br />
== Introduction ==<br />
<br />
The Victory Aftermath plugin consolidates the rewards granted upon finishing<br />
a battle successfully into one screen (or more if there are level ups).<br />
This helps reduce the amount of button presses needed to display similar<br />
information by default. The level up screens will also display parameter<br />
changes and new skills acquired in addition to victory quotes.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Consolidates EXP, Gold, and Items acquired through battle rewards into one battle screen.<br />
* EXP gauges for currently active battle party will be displayed on the same screen to indicate progress.<br />
* Upon leveling up, individual screens can be shown (optionally) to display parameter changes, new skills acquired, and level up quotes.<br />
* Plugin Commands can be used to clear/add new quotes at any time.<br />
* Plugin Commands can be used by bypass certain parts of the Victory Aftermath segments or the entire thing completely.<br />
<br />
== Requirements ==<br />
<br />
This plugin is made for RPG Maker MZ. This will not work in other iterations<br />
of RPG Maker.<br />
<br />
=== Required Plugin List ===<br />
<br />
* [[Battle Core VisuStella MZ]]<br />
<br />
This plugin requires the above listed plugins to be installed inside your<br />
game's Plugin Manager list in order to work. You cannot start your game with<br />
this plugin enabled without the listed plugins.<br />
<br />
{{MZ Tier 3}}<br />
<br />
== Extra Features ==<br />
<br />
There are some extra features found if other VisuStella MZ plugins are found<br />
present in the Plugin Manager list.<br />
<br />
---<br />
<br />
[[File:VictoryAftermathScreenshot.png|600px]]<br />
<br />
[[Core Engine VisuStella MZ]]<br />
<br />
The EXP gauge colors will match the color settings found in the Core<br />
Engine's Plugin Parameters instead of defaulting to specific colors.<br />
<br />
The continue message will display any changed input keys designated by<br />
the Core Engine's Plugin Parameters.<br />
<br />
---<br />
<br />
[[File:VictoryAftermathLevelUp.png|600px]]<br />
<br />
[[Main Menu Core VisuStella MZ]]<br />
<br />
Upon leveling up, the Menu Image will show up (optional) as a bust during<br />
the quote segment.<br />
<br />
---<br />
<br />
{{Notetags MZ}}<br />
<br />
{{VisuMZ Victory Aftermath Notetags}}<br />
<br />
== Plugin Commands ==<br />
<br />
The following are Plugin Commands that come with this plugin. They can be<br />
accessed through the Plugin Command event command.<br />
<br />
---<br />
<br />
<pre><br />
Actor: Add Level Up Quotes<br />
- Add new entries target actor's level up quotes.<br />
<br />
Actor ID:<br />
- Select ID of target actor to add quotes for.<br />
<br />
New Quotes:<br />
- Add new entries to actor's level up quotes.<br />
- Text codes allowed. %1 - Actor's Name<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
Actor: Add New Skill Quotes<br />
- Add new entries target actor's new skill quotes.<br />
<br />
Actor ID:<br />
- Select ID of target actor to add quotes for.<br />
<br />
New Quotes:<br />
- Add new entries to actor's new skill quotes.<br />
- Text codes allowed. %1 - Actor's Name<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
Actor: Clear Level Up Quotes<br />
- Clear target actor's level up quotes.<br />
<br />
Actor ID:<br />
- Select ID of target actor to clear quotes for.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
Actor: Clear New Skill Quotes<br />
- Clear target actor's new skill quotes.<br />
<br />
Actor ID:<br />
- Select ID of target actor to clear quotes for.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
System: Bypass Victory Motion<br />
- Bypass actors performing their victory motion?<br />
<br />
Bypass?:<br />
- Bypass actors performing their victory motion?<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
System: Bypass Victory Music<br />
- Bypass playing the victory music?<br />
<br />
Bypass?:<br />
- Bypass playing the victory music?<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
System: Bypass Victory Phase<br />
- Bypass the entire victory phase and all aspects about it?<br />
<br />
Bypass?:<br />
- Bypass the entire victory phase and all aspects about it?<br />
</pre><br />
<br />
---<br />
<br />
== Plugin Parameters ==<br />
<br />
=== General Settings ===<br />
<br />
The general settings Plugin Parameters control the overall settings found<br />
within the main aspects of the Victory Aftermath sequence.<br />
<br />
---<br />
<br />
General Settings<br />
<br />
Fade In Speed:<br />
- Fade in speed for the victory window.<br />
<br />
Hide Delay (MS):<br />
- Delay in milliseconds before hiding the UI Windows.<br />
<br />
Show Delay (MS):<br />
- Delay in milliseconds before showing the Victory Windows.<br />
<br />
Update Duration:<br />
- Duration in frames on updating actor EXP gauges.<br />
<br />
Victory BGM:<br />
- Background music to play during the victory sequence.<br />
<br />
---<br />
<br />
=== Level Up Settings ===<br />
<br />
When actors level up, extra screens will be displayed in the Victory<br />
Aftermath sequence. Alter these settings to best fit your game.<br />
<br />
---<br />
<br />
General<br />
<br />
Enable?:<br />
- Enable the Level Up portion of the Victory Aftermath phase?<br />
<br />
Show Face?:<br />
- Show the actor's face?<br />
<br />
Show Param Change?:<br />
- Show an extra column for parameter value differences?<br />
<br />
Shown Max Skills:<br />
- The maximum amount of skills that are displayed.<br />
- This is due to limited screen space.<br />
<br />
---<br />
<br />
Quotes<br />
<br />
Level Up Quotes:<br />
- A list of generic level up quotes for those who don't have the<br />
<Level Up Quote> notetags.<br />
- %1 - Actor Name<br />
<br />
New Skill Quotes:<br />
- A list of generic level up quotes for those who don't have the<br />
<New Skill Quote> notetags.<br />
- %1 - Actor Name<br />
<br />
---<br />
<br />
VisuMZ_1_MainMenuCore<br />
- The following Plugin Parameters require VisuMZ_1_MainMenuCore.<br />
<br />
Show Bust?:<br />
- Show the actor's menu image as a bust?<br />
<br />
Bust Position X:<br />
- Positon to center the actor's menu image bust.<br />
- You may use JavaScript code.<br />
<br />
Bust Position Y:<br />
- Positon to anchor the actor's menu image bust.<br />
- You may use JavaScript code.<br />
<br />
Bust Scale:<br />
- The amount to scale the actor's menu image bust.<br />
<br />
---<br />
<br />
=== Vocabulary Settings ===<br />
<br />
There's certain diction used in the Victory Aftermath plugin that's not set<br />
anywhere else in the game. Change the settings to make it fit your game.<br />
<br />
---<br />
<br />
Vocabulary<br />
<br />
Continue Format:<br />
- Text format for continue message.<br />
- %1 - OK key, %2 - Cancel key<br />
<br />
OK Button:<br />
- Text used to represent the OK button.<br />
- If VisuMZ_0_CoreEngine is present, ignore this.<br />
<br />
Cancel Button:<br />
- Text used to represent the Cancel button.<br />
- If VisuMZ_0_CoreEngine is present, ignore this.<br />
<br />
Level Format:<br />
- Text format for actor level.<br />
- %1 - Level<br />
<br />
Level Up:<br />
- Text format for reaching a level up.<br />
<br />
Sound Effect:<br />
- Sound effect played when a level up occurs.<br />
<br />
Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors<br />
from the Window Skin.<br />
<br />
New Skill Format:<br />
- Text format describing that a new skill has been learned.<br />
- %1 - Actor Name<br />
<br />
Reward Items:<br />
- Text displayed for items rewarded.<br />
<br />
Victory Title:<br />
- Text displayed at the top of the victory screen.<br />
<br />
---<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
<br />
* Yanfly<br />
* Arisu<br />
* Olivia<br />
* Irina<br />
<br />
== Changelog ==<br />
<br />
* Version 1.00<br />
** Plugin released!<br />
<br />
== Help File ==<br />
<br />
|}<br />
<br />
<!-- This is a comment, remove the arrows surrounding this for the categories you want to show --><br />
<!-- [[Category: RPG Maker MZ Core Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Battle Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Item Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Skill Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Equip Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Status Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Gameplay Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Movement Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quest Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Options Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Eventing Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Utility Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Mechanical Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Visual Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Message Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --><br />
<!-- [[Category: Action Sequences (MZ)]] --><br />
<!-- [[Category: Comment Tags (MZ)]] --><br />
<!-- [[Category: Main Menu Manager Integration (MZ)]] --><br />
<!-- [[Category: Notetags (MZ)]] --><br />
<!-- [[Category: Options Core Integration (MZ)]] --><br />
<!-- [[Category: Plugin Commands (MZ)]] --><br />
<!-- [[Category: Script Calls (MZ)]] --><br />
<!-- [[Category: Text Codes (MZ)]] --></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Victory_Aftermath_Notetags&diff=5624Template:VisuMZ Victory Aftermath Notetags2020-08-19T20:35:42Z<p>Olivia: Created page with "<noinclude>VisuMZ Victory Aftermath Notetags</noinclude> The following are notetags that have been added through this plugin. These notetags wil..."</p>
<hr />
<div><noinclude>[[Category:Display templates|VisuMZ Victory Aftermath Notetags]]</noinclude><br />
The following are notetags that have been added through this plugin. These<br />
notetags will not work with your game if this plugin is OFF or not present.<br />
<br />
---<br />
<br />
[[File:VictoryAftermathLevelUp.png|600px]]<br />
<br />
<pre><br />
<Level Up Quotes><br />
text<br />
text<br />
text<br />
text<br />
<New Quote><br />
text<br />
text<br />
text<br />
text<br />
<New Quote><br />
text<br />
text<br />
text<br />
text<br />
</Level Up Quotes><br />
<br />
- Used for: Actor Notetags<br />
- Description<br />
- Replace 'text' with the text you'd want the actor to say when leveling up.<br />
- The <New Quote> tag is used between the <Level Up Quotes> notetags to<br />
separate quotes.<br />
- If an actor has multiple quotes (due to the <New Quote> notetag), then a<br />
random quote will be selected upon level up.<br />
- If this notetag is not found inside an actor's notebox, a random level up<br />
quote will be selected from the Plugin Parameters => Level Up => Quotes =><br />
Level Up Quotes plugin parameter.<br />
</pre><br />
<br />
---<br />
<br />
[[File:VictoryAftermathSkillLearn.png|600px]]<br />
<br />
<pre><br />
<New Skill Quotes><br />
text<br />
text<br />
text<br />
text<br />
<New Quote><br />
text<br />
text<br />
text<br />
text<br />
<New Quote><br />
text<br />
text<br />
text<br />
text<br />
</New Skill Quotes><br />
<br />
- Used for: Actor Notetags<br />
- Description<br />
- Replace 'text' with the text you'd want the actor to say when leveling up<br />
in addition to learning a new skill upon leveling up.<br />
- The <New Quote> tag is used between the <New Skill Quotes> notetags to<br />
separate quotes.<br />
- If an actor has multiple quotes (due to the <New Quote> notetag), then a<br />
random quote will be selected upon level up and learning a new skill.<br />
- If this notetag is not found inside an actor's notebox, a random new skill<br />
quote will be selected from the Plugin Parameters => Level Up => Quotes =><br />
New Skill Quotes plugin parameter.<br />
</pre></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=File:VictoryAftermathSkillLearn.png&diff=5623File:VictoryAftermathSkillLearn.png2020-08-19T20:33:49Z<p>Olivia: </p>
<hr />
<div></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=File:VictoryAftermathLevelUp.png&diff=5622File:VictoryAftermathLevelUp.png2020-08-19T20:33:42Z<p>Olivia: </p>
<hr />
<div></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Victory_Aftermath_VisuStella_MZ&diff=5621Victory Aftermath VisuStella MZ2020-08-19T20:33:31Z<p>Olivia: </p>
<hr />
<div>{{MzPlugin<br />
|preview = <youtube>link</youtube><br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/655177" width="552" height="167"><a href="https://visustella.itch.io/visustella-sample-project">Visustella Sample Project by VisuStella, Caz</a></iframe></iframe></html><br />
|link2 = [link Mirror]<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:VictoryAftermathScreenshot.png|600px]]<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
{{RequiredPluginsMZ}}<br />
* [[Battle Core VisuStella MZ]]<br />
<br />
<!--<br />
{{ExtensionPluginsMZ}}<br />
* [[Extension Plugin 1|Name1]]<br />
* [[Extension Plugin 2|Name2]]<br />
* [[Extension Plugin 3|Name3]]<br />
--><br />
<br />
{{Visustella MZ}}<br />
<br />
== Introduction ==<br />
<br />
The Victory Aftermath plugin consolidates the rewards granted upon finishing<br />
a battle successfully into one screen (or more if there are level ups).<br />
This helps reduce the amount of button presses needed to display similar<br />
information by default. The level up screens will also display parameter<br />
changes and new skills acquired in addition to victory quotes.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Consolidates EXP, Gold, and Items acquired through battle rewards into one battle screen.<br />
* EXP gauges for currently active battle party will be displayed on the same screen to indicate progress.<br />
* Upon leveling up, individual screens can be shown (optionally) to display parameter changes, new skills acquired, and level up quotes.<br />
* Plugin Commands can be used to clear/add new quotes at any time.<br />
* Plugin Commands can be used by bypass certain parts of the Victory Aftermath segments or the entire thing completely.<br />
<br />
== Requirements ==<br />
<br />
This plugin is made for RPG Maker MZ. This will not work in other iterations<br />
of RPG Maker.<br />
<br />
=== Required Plugin List ===<br />
<br />
* [[Battle Core VisuStella MZ]]<br />
<br />
This plugin requires the above listed plugins to be installed inside your<br />
game's Plugin Manager list in order to work. You cannot start your game with<br />
this plugin enabled without the listed plugins.<br />
<br />
{{MZ Tier 3}}<br />
<br />
== Extra Features ==<br />
<br />
There are some extra features found if other VisuStella MZ plugins are found<br />
present in the Plugin Manager list.<br />
<br />
---<br />
<br />
[[File:VictoryAftermathScreenshot.png|600px]]<br />
<br />
[[Core Engine VisuStella MZ]]<br />
<br />
The EXP gauge colors will match the color settings found in the Core<br />
Engine's Plugin Parameters instead of defaulting to specific colors.<br />
<br />
The continue message will display any changed input keys designated by<br />
the Core Engine's Plugin Parameters.<br />
<br />
---<br />
<br />
[[File:VictoryAftermathLevelUp.png|600px]]<br />
<br />
[[Main Menu Core VisuStella MZ]]<br />
<br />
Upon leveling up, the Menu Image will show up (optional) as a bust during<br />
the quote segment.<br />
<br />
---<br />
<br />
== Notetags ==<br />
<br />
The following are notetags that have been added through this plugin. These<br />
notetags will not work with your game if this plugin is OFF or not present.<br />
<br />
---<br />
<br />
[[File:VictoryAftermathLevelUp.png|600px]]<br />
<br />
<pre><br />
<Level Up Quotes><br />
text<br />
text<br />
text<br />
text<br />
<New Quote><br />
text<br />
text<br />
text<br />
text<br />
<New Quote><br />
text<br />
text<br />
text<br />
text<br />
</Level Up Quotes><br />
<br />
- Used for: Actor Notetags<br />
- Description<br />
- Replace 'text' with the text you'd want the actor to say when leveling up.<br />
- The <New Quote> tag is used between the <Level Up Quotes> notetags to<br />
separate quotes.<br />
- If an actor has multiple quotes (due to the <New Quote> notetag), then a<br />
random quote will be selected upon level up.<br />
- If this notetag is not found inside an actor's notebox, a random level up<br />
quote will be selected from the Plugin Parameters => Level Up => Quotes =><br />
Level Up Quotes plugin parameter.<br />
</pre><br />
<br />
---<br />
<br />
[[File:VictoryAftermathSkillLearn.png|600px]]<br />
<br />
<pre><br />
<New Skill Quotes><br />
text<br />
text<br />
text<br />
text<br />
<New Quote><br />
text<br />
text<br />
text<br />
text<br />
<New Quote><br />
text<br />
text<br />
text<br />
text<br />
</New Skill Quotes><br />
<br />
- Used for: Actor Notetags<br />
- Description<br />
- Replace 'text' with the text you'd want the actor to say when leveling up<br />
in addition to learning a new skill upon leveling up.<br />
- The <New Quote> tag is used between the <New Skill Quotes> notetags to<br />
separate quotes.<br />
- If an actor has multiple quotes (due to the <New Quote> notetag), then a<br />
random quote will be selected upon level up and learning a new skill.<br />
- If this notetag is not found inside an actor's notebox, a random new skill<br />
quote will be selected from the Plugin Parameters => Level Up => Quotes =><br />
New Skill Quotes plugin parameter.<br />
</pre><br />
<br />
== Plugin Commands ==<br />
<br />
The following are Plugin Commands that come with this plugin. They can be<br />
accessed through the Plugin Command event command.<br />
<br />
---<br />
<br />
<pre><br />
Actor: Add Level Up Quotes<br />
- Add new entries target actor's level up quotes.<br />
<br />
Actor ID:<br />
- Select ID of target actor to add quotes for.<br />
<br />
New Quotes:<br />
- Add new entries to actor's level up quotes.<br />
- Text codes allowed. %1 - Actor's Name<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
Actor: Add New Skill Quotes<br />
- Add new entries target actor's new skill quotes.<br />
<br />
Actor ID:<br />
- Select ID of target actor to add quotes for.<br />
<br />
New Quotes:<br />
- Add new entries to actor's new skill quotes.<br />
- Text codes allowed. %1 - Actor's Name<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
Actor: Clear Level Up Quotes<br />
- Clear target actor's level up quotes.<br />
<br />
Actor ID:<br />
- Select ID of target actor to clear quotes for.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
Actor: Clear New Skill Quotes<br />
- Clear target actor's new skill quotes.<br />
<br />
Actor ID:<br />
- Select ID of target actor to clear quotes for.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
System: Bypass Victory Motion<br />
- Bypass actors performing their victory motion?<br />
<br />
Bypass?:<br />
- Bypass actors performing their victory motion?<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
System: Bypass Victory Music<br />
- Bypass playing the victory music?<br />
<br />
Bypass?:<br />
- Bypass playing the victory music?<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
System: Bypass Victory Phase<br />
- Bypass the entire victory phase and all aspects about it?<br />
<br />
Bypass?:<br />
- Bypass the entire victory phase and all aspects about it?<br />
</pre><br />
<br />
---<br />
<br />
== Plugin Parameters ==<br />
<br />
=== General Settings ===<br />
<br />
The general settings Plugin Parameters control the overall settings found<br />
within the main aspects of the Victory Aftermath sequence.<br />
<br />
---<br />
<br />
General Settings<br />
<br />
Fade In Speed:<br />
- Fade in speed for the victory window.<br />
<br />
Hide Delay (MS):<br />
- Delay in milliseconds before hiding the UI Windows.<br />
<br />
Show Delay (MS):<br />
- Delay in milliseconds before showing the Victory Windows.<br />
<br />
Update Duration:<br />
- Duration in frames on updating actor EXP gauges.<br />
<br />
Victory BGM:<br />
- Background music to play during the victory sequence.<br />
<br />
---<br />
<br />
=== Level Up Settings ===<br />
<br />
When actors level up, extra screens will be displayed in the Victory<br />
Aftermath sequence. Alter these settings to best fit your game.<br />
<br />
---<br />
<br />
General<br />
<br />
Enable?:<br />
- Enable the Level Up portion of the Victory Aftermath phase?<br />
<br />
Show Face?:<br />
- Show the actor's face?<br />
<br />
Show Param Change?:<br />
- Show an extra column for parameter value differences?<br />
<br />
Shown Max Skills:<br />
- The maximum amount of skills that are displayed.<br />
- This is due to limited screen space.<br />
<br />
---<br />
<br />
Quotes<br />
<br />
Level Up Quotes:<br />
- A list of generic level up quotes for those who don't have the<br />
<Level Up Quote> notetags.<br />
- %1 - Actor Name<br />
<br />
New Skill Quotes:<br />
- A list of generic level up quotes for those who don't have the<br />
<New Skill Quote> notetags.<br />
- %1 - Actor Name<br />
<br />
---<br />
<br />
VisuMZ_1_MainMenuCore<br />
- The following Plugin Parameters require VisuMZ_1_MainMenuCore.<br />
<br />
Show Bust?:<br />
- Show the actor's menu image as a bust?<br />
<br />
Bust Position X:<br />
- Positon to center the actor's menu image bust.<br />
- You may use JavaScript code.<br />
<br />
Bust Position Y:<br />
- Positon to anchor the actor's menu image bust.<br />
- You may use JavaScript code.<br />
<br />
Bust Scale:<br />
- The amount to scale the actor's menu image bust.<br />
<br />
---<br />
<br />
=== Vocabulary Settings ===<br />
<br />
There's certain diction used in the Victory Aftermath plugin that's not set<br />
anywhere else in the game. Change the settings to make it fit your game.<br />
<br />
---<br />
<br />
Vocabulary<br />
<br />
Continue Format:<br />
- Text format for continue message.<br />
- %1 - OK key, %2 - Cancel key<br />
<br />
OK Button:<br />
- Text used to represent the OK button.<br />
- If VisuMZ_0_CoreEngine is present, ignore this.<br />
<br />
Cancel Button:<br />
- Text used to represent the Cancel button.<br />
- If VisuMZ_0_CoreEngine is present, ignore this.<br />
<br />
Level Format:<br />
- Text format for actor level.<br />
- %1 - Level<br />
<br />
Level Up:<br />
- Text format for reaching a level up.<br />
<br />
Sound Effect:<br />
- Sound effect played when a level up occurs.<br />
<br />
Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors<br />
from the Window Skin.<br />
<br />
New Skill Format:<br />
- Text format describing that a new skill has been learned.<br />
- %1 - Actor Name<br />
<br />
Reward Items:<br />
- Text displayed for items rewarded.<br />
<br />
Victory Title:<br />
- Text displayed at the top of the victory screen.<br />
<br />
---<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
<br />
* Yanfly<br />
* Arisu<br />
* Olivia<br />
* Irina<br />
<br />
== Changelog ==<br />
<br />
* Version 1.00<br />
** Plugin released!<br />
<br />
== Help File ==<br />
<br />
|}<br />
<br />
<!-- This is a comment, remove the arrows surrounding this for the categories you want to show --><br />
<!-- [[Category: RPG Maker MZ Core Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Battle Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Item Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Skill Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Equip Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Status Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Gameplay Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Movement Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quest Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Options Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Eventing Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Utility Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Mechanical Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Visual Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Message Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --><br />
<!-- [[Category: Action Sequences (MZ)]] --><br />
<!-- [[Category: Comment Tags (MZ)]] --><br />
<!-- [[Category: Main Menu Manager Integration (MZ)]] --><br />
<!-- [[Category: Notetags (MZ)]] --><br />
<!-- [[Category: Options Core Integration (MZ)]] --><br />
<!-- [[Category: Plugin Commands (MZ)]] --><br />
<!-- [[Category: Script Calls (MZ)]] --><br />
<!-- [[Category: Text Codes (MZ)]] --></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Victory_Aftermath_VisuStella_MZ&diff=5620Victory Aftermath VisuStella MZ2020-08-19T20:33:16Z<p>Olivia: </p>
<hr />
<div>{{MzPlugin<br />
|preview = <youtube>link</youtube><br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/655177" width="552" height="167"><a href="https://visustella.itch.io/visustella-sample-project">Visustella Sample Project by VisuStella, Caz</a></iframe></iframe></html><br />
|link2 = [link Mirror]<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:VictoryAftermathScreenshot.png|600px]]<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
{{RequiredPluginsMZ}}<br />
* [[Battle Core VisuStella MZ]]<br />
* [[Required Plugin 2|Name2]]<br />
* [[Required Plugin 3|Name3]]<br />
<br />
<!--<br />
{{ExtensionPluginsMZ}}<br />
* [[Extension Plugin 1|Name1]]<br />
* [[Extension Plugin 2|Name2]]<br />
* [[Extension Plugin 3|Name3]]<br />
--><br />
<br />
{{Visustella MZ}}<br />
<br />
== Introduction ==<br />
<br />
The Victory Aftermath plugin consolidates the rewards granted upon finishing<br />
a battle successfully into one screen (or more if there are level ups).<br />
This helps reduce the amount of button presses needed to display similar<br />
information by default. The level up screens will also display parameter<br />
changes and new skills acquired in addition to victory quotes.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Consolidates EXP, Gold, and Items acquired through battle rewards into one battle screen.<br />
* EXP gauges for currently active battle party will be displayed on the same screen to indicate progress.<br />
* Upon leveling up, individual screens can be shown (optionally) to display parameter changes, new skills acquired, and level up quotes.<br />
* Plugin Commands can be used to clear/add new quotes at any time.<br />
* Plugin Commands can be used by bypass certain parts of the Victory Aftermath segments or the entire thing completely.<br />
<br />
== Requirements ==<br />
<br />
This plugin is made for RPG Maker MZ. This will not work in other iterations<br />
of RPG Maker.<br />
<br />
=== Required Plugin List ===<br />
<br />
* [[Battle Core VisuStella MZ]]<br />
<br />
This plugin requires the above listed plugins to be installed inside your<br />
game's Plugin Manager list in order to work. You cannot start your game with<br />
this plugin enabled without the listed plugins.<br />
<br />
{{MZ Tier 3}}<br />
<br />
== Extra Features ==<br />
<br />
There are some extra features found if other VisuStella MZ plugins are found<br />
present in the Plugin Manager list.<br />
<br />
---<br />
<br />
[[File:VictoryAftermathScreenshot.png|600px]]<br />
<br />
[[Core Engine VisuStella MZ]]<br />
<br />
The EXP gauge colors will match the color settings found in the Core<br />
Engine's Plugin Parameters instead of defaulting to specific colors.<br />
<br />
The continue message will display any changed input keys designated by<br />
the Core Engine's Plugin Parameters.<br />
<br />
---<br />
<br />
[[File:VictoryAftermathLevelUp.png|600px]]<br />
<br />
[[Main Menu Core VisuStella MZ]]<br />
<br />
Upon leveling up, the Menu Image will show up (optional) as a bust during<br />
the quote segment.<br />
<br />
---<br />
<br />
== Notetags ==<br />
<br />
The following are notetags that have been added through this plugin. These<br />
notetags will not work with your game if this plugin is OFF or not present.<br />
<br />
---<br />
<br />
[[File:VictoryAftermathLevelUp.png|600px]]<br />
<br />
<pre><br />
<Level Up Quotes><br />
text<br />
text<br />
text<br />
text<br />
<New Quote><br />
text<br />
text<br />
text<br />
text<br />
<New Quote><br />
text<br />
text<br />
text<br />
text<br />
</Level Up Quotes><br />
<br />
- Used for: Actor Notetags<br />
- Description<br />
- Replace 'text' with the text you'd want the actor to say when leveling up.<br />
- The <New Quote> tag is used between the <Level Up Quotes> notetags to<br />
separate quotes.<br />
- If an actor has multiple quotes (due to the <New Quote> notetag), then a<br />
random quote will be selected upon level up.<br />
- If this notetag is not found inside an actor's notebox, a random level up<br />
quote will be selected from the Plugin Parameters => Level Up => Quotes =><br />
Level Up Quotes plugin parameter.<br />
</pre><br />
<br />
---<br />
<br />
[[File:VictoryAftermathSkillLearn.png|600px]]<br />
<br />
<pre><br />
<New Skill Quotes><br />
text<br />
text<br />
text<br />
text<br />
<New Quote><br />
text<br />
text<br />
text<br />
text<br />
<New Quote><br />
text<br />
text<br />
text<br />
text<br />
</New Skill Quotes><br />
<br />
- Used for: Actor Notetags<br />
- Description<br />
- Replace 'text' with the text you'd want the actor to say when leveling up<br />
in addition to learning a new skill upon leveling up.<br />
- The <New Quote> tag is used between the <New Skill Quotes> notetags to<br />
separate quotes.<br />
- If an actor has multiple quotes (due to the <New Quote> notetag), then a<br />
random quote will be selected upon level up and learning a new skill.<br />
- If this notetag is not found inside an actor's notebox, a random new skill<br />
quote will be selected from the Plugin Parameters => Level Up => Quotes =><br />
New Skill Quotes plugin parameter.<br />
</pre><br />
<br />
== Plugin Commands ==<br />
<br />
The following are Plugin Commands that come with this plugin. They can be<br />
accessed through the Plugin Command event command.<br />
<br />
---<br />
<br />
<pre><br />
Actor: Add Level Up Quotes<br />
- Add new entries target actor's level up quotes.<br />
<br />
Actor ID:<br />
- Select ID of target actor to add quotes for.<br />
<br />
New Quotes:<br />
- Add new entries to actor's level up quotes.<br />
- Text codes allowed. %1 - Actor's Name<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
Actor: Add New Skill Quotes<br />
- Add new entries target actor's new skill quotes.<br />
<br />
Actor ID:<br />
- Select ID of target actor to add quotes for.<br />
<br />
New Quotes:<br />
- Add new entries to actor's new skill quotes.<br />
- Text codes allowed. %1 - Actor's Name<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
Actor: Clear Level Up Quotes<br />
- Clear target actor's level up quotes.<br />
<br />
Actor ID:<br />
- Select ID of target actor to clear quotes for.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
Actor: Clear New Skill Quotes<br />
- Clear target actor's new skill quotes.<br />
<br />
Actor ID:<br />
- Select ID of target actor to clear quotes for.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
System: Bypass Victory Motion<br />
- Bypass actors performing their victory motion?<br />
<br />
Bypass?:<br />
- Bypass actors performing their victory motion?<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
System: Bypass Victory Music<br />
- Bypass playing the victory music?<br />
<br />
Bypass?:<br />
- Bypass playing the victory music?<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
System: Bypass Victory Phase<br />
- Bypass the entire victory phase and all aspects about it?<br />
<br />
Bypass?:<br />
- Bypass the entire victory phase and all aspects about it?<br />
</pre><br />
<br />
---<br />
<br />
== Plugin Parameters ==<br />
<br />
=== General Settings ===<br />
<br />
The general settings Plugin Parameters control the overall settings found<br />
within the main aspects of the Victory Aftermath sequence.<br />
<br />
---<br />
<br />
General Settings<br />
<br />
Fade In Speed:<br />
- Fade in speed for the victory window.<br />
<br />
Hide Delay (MS):<br />
- Delay in milliseconds before hiding the UI Windows.<br />
<br />
Show Delay (MS):<br />
- Delay in milliseconds before showing the Victory Windows.<br />
<br />
Update Duration:<br />
- Duration in frames on updating actor EXP gauges.<br />
<br />
Victory BGM:<br />
- Background music to play during the victory sequence.<br />
<br />
---<br />
<br />
=== Level Up Settings ===<br />
<br />
When actors level up, extra screens will be displayed in the Victory<br />
Aftermath sequence. Alter these settings to best fit your game.<br />
<br />
---<br />
<br />
General<br />
<br />
Enable?:<br />
- Enable the Level Up portion of the Victory Aftermath phase?<br />
<br />
Show Face?:<br />
- Show the actor's face?<br />
<br />
Show Param Change?:<br />
- Show an extra column for parameter value differences?<br />
<br />
Shown Max Skills:<br />
- The maximum amount of skills that are displayed.<br />
- This is due to limited screen space.<br />
<br />
---<br />
<br />
Quotes<br />
<br />
Level Up Quotes:<br />
- A list of generic level up quotes for those who don't have the<br />
<Level Up Quote> notetags.<br />
- %1 - Actor Name<br />
<br />
New Skill Quotes:<br />
- A list of generic level up quotes for those who don't have the<br />
<New Skill Quote> notetags.<br />
- %1 - Actor Name<br />
<br />
---<br />
<br />
VisuMZ_1_MainMenuCore<br />
- The following Plugin Parameters require VisuMZ_1_MainMenuCore.<br />
<br />
Show Bust?:<br />
- Show the actor's menu image as a bust?<br />
<br />
Bust Position X:<br />
- Positon to center the actor's menu image bust.<br />
- You may use JavaScript code.<br />
<br />
Bust Position Y:<br />
- Positon to anchor the actor's menu image bust.<br />
- You may use JavaScript code.<br />
<br />
Bust Scale:<br />
- The amount to scale the actor's menu image bust.<br />
<br />
---<br />
<br />
=== Vocabulary Settings ===<br />
<br />
There's certain diction used in the Victory Aftermath plugin that's not set<br />
anywhere else in the game. Change the settings to make it fit your game.<br />
<br />
---<br />
<br />
Vocabulary<br />
<br />
Continue Format:<br />
- Text format for continue message.<br />
- %1 - OK key, %2 - Cancel key<br />
<br />
OK Button:<br />
- Text used to represent the OK button.<br />
- If VisuMZ_0_CoreEngine is present, ignore this.<br />
<br />
Cancel Button:<br />
- Text used to represent the Cancel button.<br />
- If VisuMZ_0_CoreEngine is present, ignore this.<br />
<br />
Level Format:<br />
- Text format for actor level.<br />
- %1 - Level<br />
<br />
Level Up:<br />
- Text format for reaching a level up.<br />
<br />
Sound Effect:<br />
- Sound effect played when a level up occurs.<br />
<br />
Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors<br />
from the Window Skin.<br />
<br />
New Skill Format:<br />
- Text format describing that a new skill has been learned.<br />
- %1 - Actor Name<br />
<br />
Reward Items:<br />
- Text displayed for items rewarded.<br />
<br />
Victory Title:<br />
- Text displayed at the top of the victory screen.<br />
<br />
---<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
<br />
* Yanfly<br />
* Arisu<br />
* Olivia<br />
* Irina<br />
<br />
== Changelog ==<br />
<br />
* Version 1.00<br />
** Plugin released!<br />
<br />
== Help File ==<br />
<br />
|}<br />
<br />
<!-- This is a comment, remove the arrows surrounding this for the categories you want to show --><br />
<!-- [[Category: RPG Maker MZ Core Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Battle Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Item Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Skill Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Equip Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Status Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Gameplay Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Movement Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quest Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Options Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Eventing Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Utility Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Mechanical Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Visual Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Message Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --><br />
<!-- [[Category: Action Sequences (MZ)]] --><br />
<!-- [[Category: Comment Tags (MZ)]] --><br />
<!-- [[Category: Main Menu Manager Integration (MZ)]] --><br />
<!-- [[Category: Notetags (MZ)]] --><br />
<!-- [[Category: Options Core Integration (MZ)]] --><br />
<!-- [[Category: Plugin Commands (MZ)]] --><br />
<!-- [[Category: Script Calls (MZ)]] --><br />
<!-- [[Category: Text Codes (MZ)]] --></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=File:VictoryAftermathScreenshot.png&diff=5619File:VictoryAftermathScreenshot.png2020-08-19T20:32:08Z<p>Olivia: </p>
<hr />
<div></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Template:MZ_Tier_3&diff=5618Template:MZ Tier 32020-08-19T19:37:19Z<p>Olivia: Created page with "<noinclude>MZ Tier 3</noinclude> ; Tier 3 This plugin is a Tier 3 plugin. Place it under other plugins of lower..."</p>
<hr />
<div><noinclude>[[Category:Display templates|MZ Tier 3]]</noinclude><br />
; [[:Category:Visustella#Tier_3|Tier 3]]<br />
<br />
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).<br />
<br />
This is to ensure that your plugins will have the best compatibility with the rest of the [[VisuStella MZ]] Plugin library.<br />
<br />
<includeonly><br />
[[Category:RPG Maker MZ Tier 3 Plugins]]<br />
</includeonly></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Victory_Aftermath_VisuStella_MZ&diff=5617Victory Aftermath VisuStella MZ2020-08-19T19:36:33Z<p>Olivia: </p>
<hr />
<div>{{MzPlugin<br />
|preview = <youtube>link</youtube><br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/655177" width="552" height="167"><a href="https://visustella.itch.io/visustella-sample-project">Visustella Sample Project by VisuStella, Caz</a></iframe></iframe></html><br />
|link2 = [link Mirror]<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
{| <br />
| [[File:VisuMZ_Polish.png|400px]]<br />
| [[File:VisuMZ_Polish.png|400px]]<br />
<br />
|-<br />
<br />
| [[File:VisuMZ_Polish.png|400px]]<br />
| [[File:VisuMZ_Polish.png|400px]]<br />
<br />
|}<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
<!--<br />
{{RequiredPluginsMZ}}<br />
* [[Required Plugin 1|Name1]]<br />
* [[Required Plugin 2|Name2]]<br />
* [[Required Plugin 3|Name3]]<br />
<br />
{{ExtensionPluginsMZ}}<br />
* [[Extension Plugin 1|Name1]]<br />
* [[Extension Plugin 2|Name2]]<br />
* [[Extension Plugin 3|Name3]]<br />
--><br />
<br />
{{Visustella MZ}}<br />
<br />
== Introduction ==<br />
<br />
The Victory Aftermath plugin consolidates the rewards granted upon finishing<br />
a battle successfully into one screen (or more if there are level ups).<br />
This helps reduce the amount of button presses needed to display similar<br />
information by default. The level up screens will also display parameter<br />
changes and new skills acquired in addition to victory quotes.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Consolidates EXP, Gold, and Items acquired through battle rewards into one battle screen.<br />
* EXP gauges for currently active battle party will be displayed on the same screen to indicate progress.<br />
* Upon leveling up, individual screens can be shown (optionally) to display parameter changes, new skills acquired, and level up quotes.<br />
* Plugin Commands can be used to clear/add new quotes at any time.<br />
* Plugin Commands can be used by bypass certain parts of the Victory Aftermath segments or the entire thing completely.<br />
<br />
== Requirements ==<br />
<br />
This plugin is made for RPG Maker MZ. This will not work in other iterations<br />
of RPG Maker.<br />
<br />
=== Required Plugin List ===<br />
<br />
* [[Battle Core VisuStella MZ]]<br />
<br />
This plugin requires the above listed plugins to be installed inside your<br />
game's Plugin Manager list in order to work. You cannot start your game with<br />
this plugin enabled without the listed plugins.<br />
<br />
{{MZ Tier 3}}<br />
<br />
== Extra Features ==<br />
<br />
There are some extra features found if other VisuStella MZ plugins are found<br />
present in the Plugin Manager list.<br />
<br />
---<br />
<br />
[[Core Engine VisuStella MZ]]<br />
<br />
The EXP gauge colors will match the color settings found in the Core<br />
Engine's Plugin Parameters instead of defaulting to specific colors.<br />
<br />
The continue message will display any changed input keys designated by<br />
the Core Engine's Plugin Parameters.<br />
<br />
---<br />
<br />
[[Main Menu Core VisuStella MZ]]<br />
<br />
Upon leveling up, the Menu Image will show up (optional) as a bust during<br />
the quote segment.<br />
<br />
---<br />
<br />
== Notetags ==<br />
<br />
The following are notetags that have been added through this plugin. These<br />
notetags will not work with your game if this plugin is OFF or not present.<br />
<br />
---<br />
<br />
<pre><br />
<Level Up Quotes><br />
text<br />
text<br />
text<br />
text<br />
<New Quote><br />
text<br />
text<br />
text<br />
text<br />
<New Quote><br />
text<br />
text<br />
text<br />
text<br />
</Level Up Quotes><br />
<br />
- Used for: Actor Notetags<br />
- Description<br />
- Replace 'text' with the text you'd want the actor to say when leveling up.<br />
- The <New Quote> tag is used between the <Level Up Quotes> notetags to<br />
separate quotes.<br />
- If an actor has multiple quotes (due to the <New Quote> notetag), then a<br />
random quote will be selected upon level up.<br />
- If this notetag is not found inside an actor's notebox, a random level up<br />
quote will be selected from the Plugin Parameters => Level Up => Quotes =><br />
Level Up Quotes plugin parameter.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
<New Skill Quotes><br />
text<br />
text<br />
text<br />
text<br />
<New Quote><br />
text<br />
text<br />
text<br />
text<br />
<New Quote><br />
text<br />
text<br />
text<br />
text<br />
</New Skill Quotes><br />
<br />
- Used for: Actor Notetags<br />
- Description<br />
- Replace 'text' with the text you'd want the actor to say when leveling up<br />
in addition to learning a new skill upon leveling up.<br />
- The <New Quote> tag is used between the <New Skill Quotes> notetags to<br />
separate quotes.<br />
- If an actor has multiple quotes (due to the <New Quote> notetag), then a<br />
random quote will be selected upon level up and learning a new skill.<br />
- If this notetag is not found inside an actor's notebox, a random new skill<br />
quote will be selected from the Plugin Parameters => Level Up => Quotes =><br />
New Skill Quotes plugin parameter.<br />
</pre><br />
<br />
== Plugin Commands ==<br />
<br />
The following are Plugin Commands that come with this plugin. They can be<br />
accessed through the Plugin Command event command.<br />
<br />
---<br />
<br />
<pre><br />
Actor: Add Level Up Quotes<br />
- Add new entries target actor's level up quotes.<br />
<br />
Actor ID:<br />
- Select ID of target actor to add quotes for.<br />
<br />
New Quotes:<br />
- Add new entries to actor's level up quotes.<br />
- Text codes allowed. %1 - Actor's Name<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
Actor: Add New Skill Quotes<br />
- Add new entries target actor's new skill quotes.<br />
<br />
Actor ID:<br />
- Select ID of target actor to add quotes for.<br />
<br />
New Quotes:<br />
- Add new entries to actor's new skill quotes.<br />
- Text codes allowed. %1 - Actor's Name<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
Actor: Clear Level Up Quotes<br />
- Clear target actor's level up quotes.<br />
<br />
Actor ID:<br />
- Select ID of target actor to clear quotes for.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
Actor: Clear New Skill Quotes<br />
- Clear target actor's new skill quotes.<br />
<br />
Actor ID:<br />
- Select ID of target actor to clear quotes for.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
System: Bypass Victory Motion<br />
- Bypass actors performing their victory motion?<br />
<br />
Bypass?:<br />
- Bypass actors performing their victory motion?<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
System: Bypass Victory Music<br />
- Bypass playing the victory music?<br />
<br />
Bypass?:<br />
- Bypass playing the victory music?<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
System: Bypass Victory Phase<br />
- Bypass the entire victory phase and all aspects about it?<br />
<br />
Bypass?:<br />
- Bypass the entire victory phase and all aspects about it?<br />
</pre><br />
<br />
---<br />
<br />
== Plugin Parameters ==<br />
<br />
=== General Settings ===<br />
<br />
The general settings Plugin Parameters control the overall settings found<br />
within the main aspects of the Victory Aftermath sequence.<br />
<br />
---<br />
<br />
General Settings<br />
<br />
Fade In Speed:<br />
- Fade in speed for the victory window.<br />
<br />
Hide Delay (MS):<br />
- Delay in milliseconds before hiding the UI Windows.<br />
<br />
Show Delay (MS):<br />
- Delay in milliseconds before showing the Victory Windows.<br />
<br />
Update Duration:<br />
- Duration in frames on updating actor EXP gauges.<br />
<br />
Victory BGM:<br />
- Background music to play during the victory sequence.<br />
<br />
---<br />
<br />
=== Level Up Settings ===<br />
<br />
When actors level up, extra screens will be displayed in the Victory<br />
Aftermath sequence. Alter these settings to best fit your game.<br />
<br />
---<br />
<br />
General<br />
<br />
Enable?:<br />
- Enable the Level Up portion of the Victory Aftermath phase?<br />
<br />
Show Face?:<br />
- Show the actor's face?<br />
<br />
Show Param Change?:<br />
- Show an extra column for parameter value differences?<br />
<br />
Shown Max Skills:<br />
- The maximum amount of skills that are displayed.<br />
- This is due to limited screen space.<br />
<br />
---<br />
<br />
Quotes<br />
<br />
Level Up Quotes:<br />
- A list of generic level up quotes for those who don't have the<br />
<Level Up Quote> notetags.<br />
- %1 - Actor Name<br />
<br />
New Skill Quotes:<br />
- A list of generic level up quotes for those who don't have the<br />
<New Skill Quote> notetags.<br />
- %1 - Actor Name<br />
<br />
---<br />
<br />
VisuMZ_1_MainMenuCore<br />
- The following Plugin Parameters require VisuMZ_1_MainMenuCore.<br />
<br />
Show Bust?:<br />
- Show the actor's menu image as a bust?<br />
<br />
Bust Position X:<br />
- Positon to center the actor's menu image bust.<br />
- You may use JavaScript code.<br />
<br />
Bust Position Y:<br />
- Positon to anchor the actor's menu image bust.<br />
- You may use JavaScript code.<br />
<br />
Bust Scale:<br />
- The amount to scale the actor's menu image bust.<br />
<br />
---<br />
<br />
=== Vocabulary Settings ===<br />
<br />
There's certain diction used in the Victory Aftermath plugin that's not set<br />
anywhere else in the game. Change the settings to make it fit your game.<br />
<br />
---<br />
<br />
Vocabulary<br />
<br />
Continue Format:<br />
- Text format for continue message.<br />
- %1 - OK key, %2 - Cancel key<br />
<br />
OK Button:<br />
- Text used to represent the OK button.<br />
- If VisuMZ_0_CoreEngine is present, ignore this.<br />
<br />
Cancel Button:<br />
- Text used to represent the Cancel button.<br />
- If VisuMZ_0_CoreEngine is present, ignore this.<br />
<br />
Level Format:<br />
- Text format for actor level.<br />
- %1 - Level<br />
<br />
Level Up:<br />
- Text format for reaching a level up.<br />
<br />
Sound Effect:<br />
- Sound effect played when a level up occurs.<br />
<br />
Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors<br />
from the Window Skin.<br />
<br />
New Skill Format:<br />
- Text format describing that a new skill has been learned.<br />
- %1 - Actor Name<br />
<br />
Reward Items:<br />
- Text displayed for items rewarded.<br />
<br />
Victory Title:<br />
- Text displayed at the top of the victory screen.<br />
<br />
---<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
<br />
* Yanfly<br />
* Arisu<br />
* Olivia<br />
* Irina<br />
<br />
== Changelog ==<br />
<br />
* Version 1.00<br />
** Plugin released!<br />
<br />
== Help File ==<br />
<br />
|}<br />
<br />
<!-- This is a comment, remove the arrows surrounding this for the categories you want to show --><br />
<!-- [[Category: RPG Maker MZ Core Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Battle Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Item Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Skill Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Equip Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Status Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Gameplay Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Movement Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quest Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Options Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Eventing Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Utility Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Mechanical Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Visual Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Message Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --><br />
<!-- [[Category: Action Sequences (MZ)]] --><br />
<!-- [[Category: Comment Tags (MZ)]] --><br />
<!-- [[Category: Main Menu Manager Integration (MZ)]] --><br />
<!-- [[Category: Notetags (MZ)]] --><br />
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<!-- [[Category: Text Codes (MZ)]] --></div>Oliviahttp://www.yanfly.moe/wiki/index.php?title=Battle_Core_VisuStella_MZ&diff=5454Battle Core VisuStella MZ2020-08-15T13:37:22Z<p>Olivia: /* Damage Styles */</p>
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[[File:BattleCorePentaSlash.gif]]<br />
<br />
{| <br />
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{{Visustella MZ}}<br />
<br />
== Introduction ==<br />
<br />
The Battle Core plugin revamps the battle engine provided by RPG Maker MZ to<br />
become more flexible, streamlined, and support a variety of features. The<br />
updated battle engine allows for custom Action Sequences, battle layout<br />
styles, and a lot of control over the battle mechanics, too.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Action Sequence Plugin Commands to give you full control over what happens during the course of a skill or item.<br />
* Animated Sideview Battler support for enemies!<br />
* Auto Battle options for party-wide and actor-only instances.<br />
* Base Troop Events to quickly streamline events for all Troop events.<br />
* Battle Command control to let you change which commands appear for actors.<br />
* Battle Layout styles to change the way the battle scene looks.<br />
* Casting animation support for skills.<br />
* Critical Hit control over the success rate formula and damage multipliers.<br />
* Custom target scopes added for skills and items.<br />
* Damage formula control, including Damage Styles.<br />
* Damage caps, both hard caps and soft caps.<br />
* Damage traits such Armor Penetration/Reduction to bypass defenses.<br />
* Elements & Status Menu Core support for traits.<br />
* Multitude of JavaScript notetags and global Plugin Parameters to let you make a variety of effects across various instances during battle.<br />
* Party Command window can be skipped/disabled entirely.<br />
* Weather effects now show in battle.<br />
* Streamlined Battle Log to remove redundant information and improve the flow of battle.<br />
* Visual HP Gauges can be displayed above the heads of actors and/or enemies with a possible requirement for enemies to be defeated at least once first in order for them to show.<br />
<br />
== Requirements ==<br />
<br />
This plugin is made for RPG Maker MZ. This will not work in other iterations<br />
of RPG Maker.<br />
<br />
{{MZ Tier 1}}<br />
<br />
== Major Changes ==<br />
<br />
This plugin will overwrite some core parts of the RPG Maker MZ base code in<br />
order to ensure the Battle Core plugin will work at full capacity. The<br />
following are explanations of what has been changed.<br />
<br />
---<br />
<br />
[[File:BattleCoreActSeq.png|400px]]<br />
<br />
'''Action Sequences'''<br />
<br />
Action sequences are now done either entirely by the Battle Log Window or<br />
through common events if the <Custom Action Sequence> notetag is used.<br />
In RPG Maker MZ by default, Action Sequences would be a mixture of using the<br />
Battle Log Window, the Battle Manager, and the Battle Scene, making it hard<br />
to fully grab control of the situation.<br />
<br />
---<br />
<br />
'''Action Speed'''<br />
<br />
Action speeds determine the turn order in the default battle system. The<br />
AGI of a battle unit is also taken into consideration. However, the random<br />
variance applied to the action speed system makes the turn order extremely<br />
chaotic and hard for the player to determine. Thus, the random variance<br />
aspect of it has been turned off. This can be reenabled by default through<br />
Plugin Parameters => Mechanics Settings => Allow Random Speed?<br />
<br />
---<br />
<br />
[[File:BattleCoreSvEnemies.png|400px]]<br />
<br />
'''Animated Sideview Battler Support For Enemies'''<br />
<br />
Enemies can now use Sideview Actor sprites for themselves! They will<br />
behave like actors and can even carry their own set of weapons for physical<br />
attacks. These must be set up using notetags. More information can be found<br />
in the notetag section.<br />
<br />
As the sprites are normally used for actors, some changes have been made<br />
to Sprite_Actor to be able to support both actors and enemies. These changes<br />
should have minimal impact on other plugins.<br />
<br />
---<br />
<br />
'''Battle Sprite Updates'''<br />
<br />
A lot of functions in Sprite_Battler, Sprite_Actor, and Sprite_Enemy have<br />
been overwritten to make the new Action Sequence system added by this plugin<br />
possible. These changes make it possible for the sprites to move anywhere on<br />
the screen, jump, float, change visibility, and more.<br />
<br />
---<br />
<br />
[[File:BattleCoreBattleBack.png|400px]]<br />
<br />
'''Change Battle Back in Battle'''<br />
<br />
By default, the Change Battle Back event command does not work in battle.<br />
Any settings made to it will only reflect in the following battle. Now, if<br />
the battle back event command is used during battle, it will reflect upon<br />
any new changes immediately.<br />
<br />
---<br />
<br />
'''Critical Hit - LUK Influence'''<br />
<br />
The LUK Buffs now affect the critical hit rate based off how the formula<br />
is now calculated. Each stack of a LUK Buff will double the critical hit<br />
rate and compound upon that. That means a x1 LUK Buff stack will raise it by<br />
x2, a x2 LUK Buff stack will raise the critical hit rate by x4, a x3 LUK<br />
Buff Stack will raise the critical hit rate stack by x8, and so on.<br />
<br />
LUK also plays a role in how much damage is dealt with critical hits. The<br />
default critical hit multiplier has been reduced from x3 to x2. However, a<br />
percentage of LUK will added on (based off the user's CRI rate) onto the<br />
finalized critical damage. If the user's CRI rate is 4%, then 4% of the user<br />
LUK value will also be added onto the damage.<br />
<br />
This change can be altered through Plugin Parameters => Damage Settings =><br />
Critical Hits => JS: Rate Formula and JS: Damage Formula.<br />
<br />
---<br />
<br />
[[File:BattleCoreDmgPopups.png|400px]]<br />
<br />
'''Damage Popups'''<br />
<br />
Damage popups are now formatted with + and - to determine healing and<br />
damage. MP Damage will also include "MP" at the back. This is to make it<br />
clearer what each colored variant of the damage popup means as well as help<br />
color blind players read the on-screen data properly.<br />
<br />
---<br />
<br />
[[File:BattleCoreForceAction.png|400px]]<br />
<br />
'''Force Action'''<br />
<br />
Previously, Forced Actions would interrupt the middle of an event to<br />
perform an action. However, with the addition of more flexible Action<br />
Sequences, the pre-existing Force Action system would not be able to exist<br />
and would require being remade.<br />
<br />
Forced Actions now are instead, added to a separate queue from the action<br />
battler list. Whenever an action and/or common event is completed, then if<br />
there's a Forced Action battler queued, then the Forced Action battler will<br />
have its turn. This is the cleanest method available and avoids the most<br />
conflicts possible.<br />
<br />
This means if you planned to make cinematic sequences with Forced Actions,<br />
you will need to account for the queued Force Actions. However, in the case<br />
of battle cinematics, we would highly recommend that you use the newly added<br />
Action Sequence Plugin Commands instead as those give you more control than<br />
any Force Action ever could.<br />
<br />
---<br />
<br />
'''Random Scope'''<br />
<br />
The skill and item targeting scopes for Random Enemy, 2 Random Enemies,<br />
3 Random Enemies, 4 Random Enemies will now ignore TGR and utilize true<br />
randomness.<br />
<br />
---<br />
<br />
'''Spriteset_Battle Update'''<br />
<br />
The spriteset now has extra containers to separate battlers (actors and<br />
enemies), animations, and damage. This is to make actors and enemy battler<br />
sprites more efficient to sort (if enabled), so that animations won't<br />
interfere with and cover damage sprites, and to make sure damage sprites are<br />
unaffected by screen tints in order to ensure the player will always have a<br />
clear read on the information relaying sprites.<br />
<br />
---<br />
<br />
[[File:BattleCoreWeatherBattle.png|400px]]<br />
<br />
'''Weather Displayed in Battle'''<br />
<br />
Previously, weather has not been displayed in battle. This means that any<br />
weather effects placed on the map do not transfer over to battle and causes<br />
a huge disconnect for players. The Battle Core plugin will add weather<br />
effects to match the map's weather conditions. Any changes made to weather<br />
through event commands midway through battle will also be reflected.<br />
<br />
---<br />
<br />
== Base Troops ==<br />
<br />
[[File:BattleCoreBaseTroops.png|400px]]<br />
<br />
Base Troops can be found, declared, and modified in the Plugin Parameters =><br />
Mechanics Settings => Base Troop ID's. All of the listed Troop ID's here<br />
will have their page events replicated and placed under all other troops<br />
found in the database.<br />
<br />
---<br />
<br />
This means that if you have an event that runs on Turn 1 of a Base Troop,<br />
then for every troop out there, that same event will also run on Turn 1,<br />
as well. This is useful for those who wish to customize their battle system<br />
further and to reduce the amount of work needed to copy/paste said event<br />
pages into every database troop object manually.<br />
<br />
---<br />
<br />
== Damage Styles ==<br />
<br />
[[File:BattleCoreDmgStyles.png|400px]]<br />
<br />
Damage Styles are a new feature added through the Battle Core plugin. When<br />
using certain Battle Styles, you can completely ignore typing in the whole<br />
damage formula inside the damage formula input box, and instead, insert<br />
either a power amount or a multiplier depending on the Damage Style. The<br />
plugin will then automatically calculate damage using that value factoring<br />
in ATK, DEF, MAT, MDF values.<br />
<br />
---<br />
<br />
Here is a list of the Damage Styles that come with this plugin by default.<br />
You can add in your own and even edit them to your liking.<br />
Or just remove them if you want.<br />
<br />
<pre><br />
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -<br />
Style Use Formula As PH/MA Disparity Stat Scale Damage Scale<br />
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -<br />
Standard Formula No Varies Varies<br />
ArmorScaling Formula No Varies Varies<br />
CT Multiplier Yes Low Normal<br />
D4 Multiplier No High Normal<br />
DQ Multiplier No Low Low<br />
FF7 Power Yes Low High<br />
FF8 Power Yes Medium Normal<br />
FF9 Power Yes Low Normal<br />
FF10 Power Yes Medium High<br />
MK Multiplier No Medium Low<br />
MOBA Multiplier No Medium Normal<br />
PKMN Power No Low Normal<br />
</pre><br />
<br />
Use the above chart to figure out which Damage Style best fits your game,<br />
if you plan on using them.<br />
<br />
The 'Standard' style is the same as the 'Manual' formula input, except that<br />
it allows for the support of <Armor Penetration> and <Armor Reduction><br />
notetags.<br />
<br />
The 'Armor Scaling' style allows you to type in the base damage calculation<br />
without the need to type in any defending modifiers.<br />
<br />
NOTE: While these are based off the damage formulas found in other games,<br />
not all of them are exact replicas. Many of them are adapted for use in<br />
RPG Maker MZ since not all RPG's use the same set of parameters and not all<br />
external multipliers function the same way as RPG Maker MZ.<br />
<br />
---<br />
<br />
Style:<br />
<br />
* This is what the Damage Style is.<br />
<br />
Use Formula As:<br />
<br />
* This is what you insert into the formula box.<br />
* Formula: Type in the formula for the action just as you would normally.<br />
* Multiplier: Type in the multiplier for the action. Use float values. This means 250% is typed out as 2.50<br />
* Power: Type in the power constant for the action. Use whole numbers. Type in something like 16 for a power constant.<br />
<br />
PH/MA Disparity:<br />
<br />
* Is there a disparity between how Physical Attacks and Magical Attacks are calculated?<br />
* If yes, then physical attacks and magical attacks will have different formulas used.<br />
* If no, then physical attacks and magical attacks will share similar formulas for how they're calculated.<br />
<br />
Stat Scale:<br />
<br />
* How much should stats scale throughout the game?<br />
* Low: Keep them under 100 for the best results.<br />
* Medium: Numbers work from low to mid 400's for best results.<br />
* High: The numbers really shine once they're higher.<br />
<br />
Damage Scale:<br />
<br />
* How much does damage vary depending on small parameter changes?<br />
* Low: Very little increase from parameter changes.<br />
* Normal: Damage scales close to proportionally with parameter changes.<br />
* High: Damage can boost itself drastically with parameter changes.<br />
<br />
---<br />
<br />
To determine what kind of parameters are used for the Damage Styles, they<br />
will depend on two things: the action's 'Hit Type' (ie Physical Attack,<br />
Magical Attack, and Certain Hit) and the action's 'Damage Type' (ie. Damage,<br />
Recovery, or Drain).<br />
<br />
Certain Hit tends to use whichever value is higher: ATK or MAT, and then<br />
ignores the target's defense values. Use Certain Hits for 'True Damage'.<br />
<br />
Use the chart below to figure out everything else:<br />
<br />
<pre><br />
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -<br />
Hit Type Damage Type Attacker Parameter Defender Parameter<br />
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -<br />
Physical Damage ATK DEF<br />
Magical Damage MAT MDF<br />
Certain Hit Damage Larger (ATK, MAT) -Ignores-<br />
Physical Recover DEF -Ignores-<br />
Magical Recover MDF -Ignores-<br />
Certain Hit Recover Larger (ATK, MAT) -Ignores-<br />
Physical Drain ATK DEF<br />
Magical Drain MAT MDF<br />
Certain Hit Drain Larger (ATK, MAT) -Ignores-<br />
</pre><br />
<br />
These can be modified within the Plugin Parameters in the individual<br />
Damage Styles themselves.<br />
<br />
---<br />
<br />
Skills and Items can use different Damage Styles from the setting you've<br />
selected in the Plugin Parameters. They can be altered to have different<br />
Damage Styles through the usage of a notetag:<br />
<br />
<pre><br />
<Damage Style: name><br />
</pre><br />
<br />
This will use whichever style is found in the Plugin Parameters.<br />
<br />
If "Manual" is used, then no style will be used and all calculations will be<br />
made strictly based off the formula found inside the formula box.<br />
<br />
---<br />
<br />
{{Notetags MZ}}<br />
<br />
{{VisuMZ Battle Core Notetags}}<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{Action Sequences MZ}}<br />
<br />
== Plugin Parameters ==<br />
<br />
=== Auto Battle Settings ===<br />
<br />
[[File:BattleCoreAutoBattle.png|600px]]<br />
<br />
[[File:BattleCoreParams1.png]]<br />
<br />
These Plugin Parameter settings allow you to change the aspects added by<br />
this plugin that support Auto Battle and the Auto Battle commands.<br />
<br />
Auto Battle commands can be added to the Party Command Window and/or Actor<br />
Command Window. The one used by the Party Command Window will cause the<br />
whole party to enter an Auto Battle state until stopped by a button input.<br />
The command used by the Actor Command Window, however, will cause the actor<br />
to select an action based off the Auto Battle A.I. once for the current turn<br />
instead.<br />
<br />
---<br />
<br />
Battle Display<br />
<br />
Message:<br />
- Message that's displayed when Auto Battle is on.<br />
Text codes allowed. %1 - OK button, %2 - Cancel button<br />
<br />
OK Button:<br />
- Text used to represent the OK button.<br />
- If VisuMZ_0_CoreEngine is present, ignore this.<br />
<br />
Cancel Button:<br />
- Text used to represent the Cancel button.<br />
- If VisuMZ_0_CoreEngine is present, ignore this.<br />
<br />
Background Type:<br />
- Select background type for Auto Battle window.<br />
- 0 - Window<br />
- 1 - Dim<br />
- 2 - Transparent<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for this window.<br />
<br />
---<br />
<br />
Options<br />
<br />
Add Option?:<br />
- Add the Auto Battle options to the Options menu?<br />
<br />
Adjust Window Height:<br />
- Automatically adjust the options window height?<br />
<br />
Startup Name:<br />
- Command name of the option.<br />
<br />
Style Name:<br />
- Command name of the option.<br />
<br />
OFF:<br />
- Text displayed when Auto Battle Style is OFF.<br />
<br />
ON:<br />
- Text displayed when Auto Battle Style is ON.<br />
<br />
---<br />
<br />
=== Damage Settings ===<br />
<br />
[[File:BattleCoreParams2.png]]<br />
<br />
These Plugin Parameters add a variety of things to how damage is handled in<br />
battle. These range from hard damage caps to soft damage caps to how damage<br />
popups appear, how the formulas for various aspects are handled and more.<br />
<br />
Damage Styles are also a feature added through this plugin. More information<br />
can be found in the help section above labeled 'Damage Styles'.<br />
<br />
---<br />
<br />
Damage Cap<br />
<br />
Enable Damage Cap?:<br />
- Put a maximum hard damage cap on how far damage can go?<br />
- This can be broken through the usage of notetags.<br />
<br />
Default Hard Cap:<br />
- The default hard damage cap used before applying damage.<br />
<br />
Enable Soft Cap?:<br />
- Soft caps ease in the damage values leading up to the hard damage cap.<br />
- Requires hard Damage Cap enabled.<br />
<br />
Base Soft Cap Rate:<br />
- The default soft damage cap used before applying damage.<br />
<br />
Soft Scale Constant:<br />
- The default soft damage cap used before applying damage.<br />
<br />
---<br />
<br />
Popups<br />
<br />
Popup Duration:<br />
- Adjusts how many frames a popup stays visible.<br />
<br />
Newest Popups Bottom:<br />
- Puts the newest popups at the bottom.<br />
<br />
Shift X:<br />
- Sets how much to shift the sprites by horizontally.<br />
<br />
Shift Y:<br />
- Sets how much to shift the sprites by vertically.<br />
<br />
Critical Flash Color:<br />
- Adjust the popup's flash color.<br />
- Format: [red, green, blue, alpha]<br />
<br />
Critical Duration:<br />
- Adjusts how many frames a the flash lasts.<br />
<br />
---<br />
<br />
Formulas<br />
<br />
JS: Overall Formula:<br />
- The overall formula used when calculating damage.<br />
<br />
JS: Variance Formula:<br />
- The formula used when damage variance.<br />
<br />
JS: Guard Formula:<br />
- The formula used when damage is guarded.<br />
<br />
---<br />
<br />
Critical Hits<br />
<br />
JS: Rate Formula:<br />
- The formula used to calculate Critical Hit Rates.<br />
<br />
JS: Damage Formula:<br />
- The formula used to calculate Critical Hit Damage modification.<br />
<br />
---<br />
<br />
Damage Styles<br />
<br />
Default Style:<br />
- Which Damage Style do you want to set as default?<br />
- Use 'Manual' to not use any styles at all.<br />
- The 'Manual' style will not support <Armor Penetration> notetags.<br />
- The 'Manual' style will not support <Armor Reduction> notetags.<br />
<br />
Style List:<br />
- A list of the damage styles available.<br />
- These are used to calculate base damage.<br />
<br />
Name:<br />
- Name of this Damage Style.<br />
-Used for notetags and such.<br />
<br />
JS: Formula:<br />
- The base formula for this Damage Style.<br />
<br />
Items & Equips Core:<br />
<br />
HP Damage:<br />
MP Damage:<br />
HP Recovery:<br />
MP Recovery:<br />
HP Drain:<br />
MP Drain:<br />
- Vocabulary used for this data entry.<br />
<br />
JS: Damage Display:<br />
- Code used the data displayed for this category.<br />
<br />
---<br />
<br />
=== Mechanics Settings ===<br />
<br />
[[File:BattleCoreParams3newer.png]]<br />
<br />
Some of the base settings for the various mechanics found in the battle<br />
system can be altered here in these Plugin Parameters. Most of these will<br />
involve JavaScript code and require you to have to good understanding of<br />
how the RPG Maker MZ code works before tampering with it.<br />
<br />
---<br />
<br />
Action Speed<br />
<br />
Allow Random Speed?:<br />
- Allow speed to be randomized base off the user's AGI?<br />
<br />
JS: Calculate:<br />
- Code used to calculate action speed.<br />
<br />
---<br />
<br />
Base Troop<br />
<br />
Base Troop ID's:<br />
- Select the Troop ID(s) to duplicate page events from for all<br />
other troops.<br />
- More information can be found in the dedicated Help section above.<br />
<br />
---<br />
<br />
Common Events<br />
<br />
Pre-Battle Event:<br />
Post-Battle Event:<br />
Victory Event:<br />
Defeat Event:<br />
Escape Success Event:<br />
Escape Fail Event:<br />
- Queued Common Event to run upon meeting the condition.<br />
- Use to 0 to not run any Common Event at all.<br />
- "Pre-Battle Event" will run before a battle starts.<br />
- "Post-Battle Event" will always run regardless.<br />
- If any events are running before the battle, they will continue running<br />
to the end first before the queued Common Events will run.<br />
<br />
---<br />
<br />
Escape<br />
<br />
JS: Calc Escape Ratio:<br />
- Code used to calculate the escape success ratio.<br />
<br />
JS: Calc Escape Raise:<br />
- Code used to calculate how much the escape success ratio raises upon<br />
each failure.<br />
<br />
---<br />
<br />
JS: Battle-Related<br />
<br />
JS: Pre-Start Battle:<br />
- Target function: BattleManager.startBattle()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Post-Start Battle:<br />
- Target function: BattleManager.startBattle()<br />
- JavaScript code occurs after function is run.<br />
<br />
JS: Battle Victory:<br />
- Target function: BattleManager.processVictory()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Escape Success:<br />
- Target function: BattleManager.onEscapeSuccess()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Escape Failure:<br />
- Target function: BattleManager.onEscapeFailure()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Battle Defeat:<br />
- Target function: BattleManager.processDefeat()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Pre-End Battle:<br />
- Target function: BattleManager.endBattle()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Post-End Battle:<br />
- Target function: BattleManager.endBattle()<br />
- JavaScript code occurs after function is run.<br />
<br />
---<br />
<br />
JS: Turn-Related<br />
<br />
JS: Pre-Start Turn:<br />
- Target function: BattleManager.startTurn()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Post-Start Turn:<br />
- Target function: BattleManager.startTurn()<br />
- JavaScript code occurs after function is run.<br />
<br />
JS: Pre-End Turn:<br />
- Target function: Game_Battler.prototype.onTurnEnd()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Post-End Turn:<br />
- Target function: Game_Battler.prototype.onTurnEnd()<br />
- JavaScript code occurs after function is run.<br />
<br />
JS: Pre-Regenerate:<br />
- Target function: Game_Battler.prototype.regenerateAll()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Post-Regenerate:<br />
- Target function: Game_Battler.prototype.regenerateAll()<br />
- JavaScript code occurs after function is run.<br />
<br />
---<br />
<br />
JS: Action-Related<br />
<br />
JS: Pre-Start Action:<br />
- Target function: BattleManager.startAction()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Post-Start Action:<br />
- Target function: BattleManager.startAction()<br />
- JavaScript code occurs after function is run.<br />
<br />
JS: Pre-Apply:<br />
- Target function: Game_Action.prototype.apply()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Pre-Damage:<br />
- Target function: Game_Action.prototype.executeDamage()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Post-Damage:<br />
- Target function: Game_Action.prototype.executeDamage()<br />
- JavaScript code occurs after function is run.<br />
<br />
JS: Post-Apply:<br />
- Target function: Game_Action.prototype.apply()<br />
- JavaScript code occurs after function is run.<br />
<br />
JS: Pre-End Action:<br />
- Target function: BattleManager.endAction()<br />
- JavaScript code occurs before function is run.<br />
<br />
JS: Post-End Action:<br />
- DescriTarget function: BattleManager.endAction()<br />
- JavaScript code occurs after function is run.<br />
<br />
---<br />
<br />
=== Battle Layout Settings ===<br />
<br />
[[File:BattleCoreParams4.png]]<br />
<br />
The Battle Layout Settings Plugin Parameter gives you control over the look,<br />
style, and appearance of certain UI elements. These range from the way the<br />
Battle Status Window presents its information to the way certain windows<br />
like the Party Command Window and Actor Command Window appear.<br />
<br />
---<br />
<br />
Battle Layout Style<br />
- The style used for the battle layout.<br />
<br />
Default:<br />
- Shows actor faces in Battle Status.<br />
<br />
List:<br />
- Lists actors in Battle Status.<br />
<br />
XP:<br />
- Shows actor battlers in a stretched Battle Status.<br />
<br />
Portrait:<br />
- Shows portraits in a stretched Battle Status.<br />
<br />
Border:<br />
- Displays windows around the screen border.<br />
<br />
---<br />
<br />
[[File:BattleCoreBattleStyleList.png|600px]]<br />
<br />
List Style<br />
<br />
Show Faces:<br />
- Shows faces in List Style?<br />
<br />
---<br />
<br />
[[File:BattleCoreBattleStyleXp.png|600px]]<br />
<br />
XP Style<br />
<br />
Command Lines:<br />
- Number of action lines in the Actor Command Window for the XP Style.<br />
<br />
Sprite Height:<br />
- Default sprite height used when if the sprite's height has not been<br />
determined yet.<br />
<br />
Sprite Base Location:<br />
- Determine where the sprite is located on the Battle Status Window.<br />
- Above Name - Sprite is located above the name.<br />
- Bottom - Sprite is located at the bottom of the window.<br />
- Centered - Sprite is centered in the window.<br />
- Top - Sprite is located at the top of the window.<br />
<br />
---<br />
<br />
[[File:BattleCoreBattleStylePortrait.png|600px]]<br />
<br />
Portrait Style<br />
<br />
Show Portraits?:<br />
- Requires VisuMZ_1_MainMenuCore.<br />
- Shows the actor's portrait instead of a face.<br />
<br />
Portrait Scaling:<br />
- If portraits are used, scale them by this much.<br />
<br />
---<br />
<br />
[[File:BattleCoreBattleStyleBorder.png|600px]]<br />
<br />
Border Style<br />
<br />
Columns:<br />
- The total number of columns for Skill & Item Windows in the battle scene<br />
<br />
Show Portraits?:<br />
- Requires VisuMZ_1_MainMenuCore.<br />
- Shows the actor's portrait at the edge of the screen.<br />
<br />
Portrait Scaling:<br />
- If portraits are used, scale them by this much.<br />
<br />
---<br />
<br />
Skill & Item Windows<br />
<br />
Middle Layout:<br />
- Shows the Skill & Item Windows in mid-screen?<br />
<br />
Columns:<br />
- The total number of columns for Skill & Item Windows in the battle scene<br />
<br />
---<br />
<br />
=== Battle Log Settings ===<br />
<br />
[[File:BattleCoreParams5.png]]<br />
<br />
These Plugin Parameters give you control over how the Battle Log Window, the<br />
window shown at the top of the screen in the battle layout, appears, its<br />
various properties, and which text will be displayed.<br />
<br />
The majority of the text has been disabled by default with this plugin to<br />
make the flow of battle progress faster.<br />
<br />
---<br />
<br />
General<br />
<br />
Back Color:<br />
- Use #rrggbb for a hex color.<br />
<br />
Max Lines:<br />
- Maximum number of lines to be displayed.<br />
<br />
Message Wait:<br />
- Number of frames for a usual message wait.<br />
<br />
Text Align:<br />
- Text alignment for the Window_BattleLog.<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for the battle log.<br />
<br />
---<br />
<br />
Start Turn<br />
<br />
Show Start Turn?:<br />
- Display turn changes at the start of the turn?<br />
<br />
Start Turn Message:<br />
- Message displayed at turn start.<br />
- %1 - Turn Count<br />
<br />
Start Turn Wait:<br />
- Number of frames to wait after a turn started.<br />
<br />
---<br />
<br />
Display Action<br />
<br />
Show Centered Action?:<br />
- Display a centered text of the action name?<br />
<br />
Show Skill Message 1?:<br />
- Display the 1st skill message?<br />
<br />
Show Skill Message 2?:<br />
- Display the 2nd skill message?<br />
<br />
Show Item Message?:<br />
- Display the item use message?<br />
<br />
---<br />
<br />
Action Changes<br />
<br />
Show Counter?:<br />
- Display counter text?<br />
<br />
Show Reflect?:<br />
- Display magic reflection text?<br />
<br />
Show Substitute?:<br />
- Display substitute text?<br />
<br />
---<br />
<br />
Action Results<br />
<br />
Show No Effect?:<br />
- Display no effect text?<br />
<br />
Show Critical?:<br />
- Display critical text?<br />
<br />
Show Miss/Evasion?:<br />
- Display miss/evasion text?<br />
<br />
Show HP Damage?:<br />
- Display HP Damage text?<br />
<br />
Show MP Damage?:<br />
- Display MP Damage text?<br />
<br />
Show TP Damage?:<br />
- Display TP Damage text?<br />
<br />
---<br />
<br />
Display States<br />
<br />
Show Added States?:<br />
- Display added states text?<br />
<br />
Show Removed States?:<br />
- Display removed states text?<br />
<br />
Show Current States?:<br />
- Display the currently affected state text?<br />
<br />
Show Added Buffs?:<br />
- Display added buffs text?<br />
<br />
Show Added Debuffs?:<br />
- Display added debuffs text?<br />
<br />
Show Removed Buffs?:<br />
- Display removed de/buffs text?<br />
<br />
---<br />
<br />
=== Party Command Window ===<br />
<br />
[[File:BattleCorePartyCommandWindow.png|600px]]<br />
<br />
[[File:BattleCoreParams6.png]]<br />
<br />
These Plugin Parameters allow you control over how the Party Command Window<br />
operates in the battle scene. You can turn disable it from appearing or make<br />
it so that it doesn't<br />
<br />
---<br />
<br />
Command Window<br />
<br />
Style:<br />
- How do you wish to draw commands in the Party Command Window?<br />
- Text Only: Display only the text.<br />
- Icon Only: Display only the icon.<br />
- Icon + Text: Display the icon first, then the text.<br />
- Auto: Determine which is better to use based on the size of the cell.<br />
<br />
Text Align:<br />
- Text alignment for the Party Command Window.<br />
<br />
Fight Icon:<br />
- The icon used for the Fight command.<br />
<br />
Add Auto Battle?:<br />
- Add the "Auto Battle" command to the Command Window?<br />
<br />
Auto Battle Icon:<br />
- The icon used for the Auto Battle command.<br />
<br />
Auto Battle Text:<br />
- The text used for the Auto Battle command.<br />
<br />
Add Options?:<br />
- Add the "Options" command to the Command Window?<br />
<br />
Options Icon:<br />
- The icon used for the Options command.<br />
<br />
Active TPB Message:<br />
- Message that will be displayed when selecting options during the<br />
middle of an action.<br />
<br />
Escape Icon:<br />
- The icon used for the Escape command.<br />
<br />
---<br />
<br />
Access<br />
<br />
Skip Party Command:<br />
- DTB: Skip Party Command selection on turn start.<br />
- TPB: Skip Party Command selection at battle start.<br />
<br />
Disable Party Command:<br />
- Disable the Party Command Window entirely?<br />
<br />
---<br />
<br />
Help Window<br />
<br />
Fight:<br />
- Text displayed when selecting a skill type.<br />
- %1 - Skill Type Name<br />
<br />
Auto Battle:<br />
- Text displayed when selecting the Auto Battle command.<br />
<br />
Options:<br />
- Text displayed when selecting the Options command.<br />
<br />
Escape:<br />
- Text displayed when selecting the escape command.<br />
<br />
---<br />
<br />
=== Actor Command Window ===<br />
<br />
[[File:BattleCoreActorCommandWindow.png]]<br />
<br />
[[File:BattleCoreParams7.png]]<br />
<br />
These Plugin Parameters allow you to change various aspects regarding the<br />
Actor Command Window and how it operates in the battle scene. This ranges<br />
from how it appears to the default battle commands given to all players<br />
without a custom <Battle Commands> notetag.<br />
<br />
---<br />
<br />
Command Window<br />
<br />
Style:<br />
- How do you wish to draw commands in the Actor Command Window?<br />
- Text Only: Display only the text.<br />
- Icon Only: Display only the icon.<br />
- Icon + Text: Display the icon first, then the text.<br />
- Auto: Determine which is better to use based on the size of the cell.<br />
<br />
Text Align:<br />
- Text alignment for the Actor Command Window.<br />
<br />
Item Icon:<br />
- The icon used for the Item command.<br />
<br />
Normal SType Icon:<br />
- Icon used for normal skill types that aren't assigned any icons.<br />
- Ignore if VisuMZ_1_SkillsStatesCore is installed.<br />
<br />
Magic SType Icon:<br />
- Icon used for magic skill types that aren't assigned any icons.<br />
- Ignore if VisuMZ_1_SkillsStatesCore is installed.<br />
<br />
---<br />
<br />
Battle Commands<br />
<br />
Command List:<br />
- List of battle commands that appear by default if the <Battle Commands><br />
notetag isn't present.<br />
<br />
- Attack<br />
- Adds the basic attack command.<br />
<br />
- Skills<br />
- Displays all the skill types available to the actor.<br />
<br />
- SType: x<br />
- Stype: name<br />
- Adds in a specific skill type.<br />
- Replace 'x' with the ID of the skill type.<br />
- Replace 'name' with the name of the skill type (without text codes).<br />
<br />
- All Skills<br />
- Adds all usable battle skills as individual actions.<br />
<br />
- Skill: x<br />
- Skill: name<br />
- Adds in a specific skill as a usable action.<br />
- Replace 'x' with the ID of the skill.<br />
- Replace 'name' with the name of the skill.<br />
<br />
- Guard<br />
- Adds the basic guard command.<br />
<br />
- Item<br />
- Adds the basic item command.<br />
<br />
- Escape<br />
- Adds the escape command.<br />
<br />
- Auto Battle<br />
- Adds the auto battle command.<br />
<br />
---<br />
<br />
Help Window<br />
<br />
Skill Types:<br />
- Text displayed when selecting a skill type.<br />
- %1 - Skill Type Name<br />
<br />
Items:<br />
- Text displayed when selecting the item command.<br />
<br />
Escape:<br />
- Text displayed when selecting the escape command.<br />
<br />
Auto Battle:<br />
- Text displayed when selecting the Auto Battle command.<br />
<br />
---<br />
<br />
=== Actor Battler Settings ===<br />
<br />
[[File:BattleCoreParams8.png]]<br />
<br />
These Plugin Parameter settings adjust how the sideview battlers behave for<br />
the actor sprites. Some of these settings are shared with enemies if they<br />
use sideview battler graphics.<br />
<br />
---<br />
<br />
Flinch<br />
<br />
Flinch Distance X:<br />
- The normal X distance when flinching.<br />
<br />
Flinch Distance Y:<br />
- The normal Y distance when flinching.<br />
<br />
Flinch Duration:<br />
- The number of frames for a flinch to complete.<br />
<br />
---<br />
<br />
Sideview Battlers<br />
<br />
Anchor: X:<br />
- Default X anchor for Sideview Battlers.<br />
<br />
Anchor: Y:<br />
- Default Y anchor for Sideview Battlers.<br />
<br />
Motion Speed:<br />
- The number of frames in between each motion.<br />
<br />
Shadow Visible:<br />
- Show or hide the shadow for Sideview Battlers.<br />
<br />
---<br />
<br />
=== Enemy Battler Settings ===<br />
<br />
[[File:BattleCoreParams9.png]]<br />
<br />
These Plugin Parameter settings adjust how enemies appear visually in the<br />
battle scene. Some of these settings will override the settings used for<br />
actors if used as sideview battlers. Other settings include changing up the<br />
default attack animation for enemies, how the enemy select window functions,<br />
and more.<br />
<br />
---<br />
<br />
Visual<br />
<br />
Attack Animation:<br />
- Default attack animation used for enemies.<br />
- Use <Attack Animation: x> for custom animations.<br />
<br />
Emerge Text:<br />
- Show or hide the 'Enemy emerges!' text at the start of battle.<br />
<br />
---<br />
<br />
Select Window<br />
<br />
FV: Right Priority:<br />
- If using frontview, auto select the enemy furthest right.<br />
<br />
SV: Right Priority:<br />
- If using sideview, auto select the enemy furthest right.<br />
<br />
Name: Font Size:<br />
- Font size used for enemy names.<br />
<br />
---<br />
<br />
Sideview Battlers<br />
<br />
Allow Collapse:<br />
- Causes defeated enemies with SV Battler graphics to "fade away"<br />
when defeated?<br />
<br />
Anchor: X:<br />
- Default X anchor for Sideview Battlers.<br />
<br />
Anchor: Y:<br />
- Default Y anchor for Sideview Battlers.<br />
<br />
Motion: Idle:<br />
- Sets default idle animation used by Sideview Battlers.<br />
<br />
Shadow Visible:<br />
- Show or hide the shadow for Sideview Battlers.<br />
<br />
Size: Width:<br />
- Default width for enemies that use Sideview Battlers.<br />
<br />
Size: Height:<br />
- Default height for enemies that use Sideview Battlers.<br />
<br />
Weapon Type:<br />
- Sets default weapon type used by Sideview Battlers.<br />
- Use 0 for Bare Hands.<br />
<br />
---<br />
<br />
=== HP Gauge Settings ===<br />
<br />
[[File:BattleCoreHpGauges.png]]<br />
<br />
[[File:BattleCoreParams10.png]]<br />
<br />
Settings that adjust the visual HP Gauge displayed in battle.<br />
<br />
---<br />
<br />
Show Gauges For<br />
<br />
Actors:<br />
- Show HP Gauges over the actor sprites' heads?<br />
- Requires SV Actors to be visible.<br />
<br />
Enemies:<br />
- Show HP Gauges over the enemy sprites' heads?<br />
- Can be bypassed with <Hide HP Gauge> notetag.<br />
<br />
Requires Defeat?:<br />
- Requires defeating the enemy once to show HP Gauge?<br />
- Can be bypassed with <Show HP Gauge> notetag.<br />
<br />
Battle Test Bypass?:<br />
- Bypass the defeat requirement in battle test?<br />
<br />
---<br />
<br />
Settings<br />
<br />
Anchor X:<br />
Anchor Y:<br />
- Where do you want the HP Gauge sprite's anchor X/Y to be?<br />
<br />
Scale:<br />
- How large/small do you want the HP Gauge to be scaled?<br />
<br />
Offset X:<br />
Offset Y:<br />
- How many pixels to offset the HP Gauge's X/Y by?<br />
<br />
---<br />
<br />
Options<br />
<br />
Add Option?:<br />
- Add the 'Show HP Gauge' option to the Options menu?<br />
<br />
Adjust Window Height:<br />
- Automatically adjust the options window height?<br />
<br />
Option Name:<br />
- Command name of the option.<br />
<br />
---<br />
<br />
=== Action Sequence Settings ===<br />
<br />
[[File:BattleCoreParams11.png]]<br />
<br />
Action Sequence Plugin Parameters allow you to decide if you want automatic<br />
Action Sequences to be used for physical attacks, the default casting<br />
animations used, how counters and reflects appear visually, and what the<br />
default stepping distances are.<br />
<br />
---<br />
<br />
Automatic Sequences<br />
<br />
Melee Single Target:<br />
- Allow this auto sequence for physical, single target actions?<br />
<br />
Melee Multi Target:<br />
- Allow this auto sequence for physical, multi-target actions?<br />
<br />
---<br />
<br />
[[File:BattleCoreCastAnimation.gif|400px]]<br />
<br />
Cast Animations<br />
<br />
Certain Hit:<br />
- Cast animation for Certain Hit skills.<br />
<br />
Physical:<br />
- Cast animation for Physical skills.<br />
<br />
Magical:<br />
- Cast animation for Magical skills.<br />
<br />
---<br />
<br />
Counter/Reflect<br />
<br />
Counter Back:<br />
- Play back the attack animation used?<br />
<br />
Reflect Animation:<br />
- Animation played when an action is reflected.<br />
<br />
Reflect Back:<br />
- Play back the attack animation used?<br />
<br />
---<br />
<br />
Stepping<br />
<br />
Melee Distance:<br />
- Minimum distance in pixels for Movement Action Sequences.<br />
<br />
Step Distance X:<br />
- The normal X distance when stepping forward.<br />
<br />
Step Distance Y:<br />
- The normal Y distance when stepping forward.<br />
<br />
Step Duration:<br />
- The number of frames for a stepping action to complete.<br />
<br />
---<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
* [[Yanfly]]<br />
* [[Arisu]]<br />
* [[Olivia]]<br />
* [[Irina]]<br />
<br />
== Changelog ==<br />
<br />
* Version 1.00<br />
** Plugin released!<br />
<br />
|}<br />
<br />
<!-- This is a comment, remove the arrows surrounding this for the categories you want to show --><br />
[[Category: RPG Maker MZ Core Plugins]]<br />
[[Category: RPG Maker MZ Battle Plugins]]<br />
<!-- [[Category: RPG Maker MZ Item Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Skill Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Equip Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Status Menu Plugins]] --><br />
[[Category: RPG Maker MZ Gameplay Plugins]]<br />
<!-- [[Category: RPG Maker MZ Movement Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quest Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Options Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Eventing Plugins]] --><br />
[[Category: RPG Maker MZ Utility Plugins]]<br />
[[Category: RPG Maker MZ Mechanical Plugins]]<br />
[[Category: RPG Maker MZ Visual Plugins]]<br />
[[Category: RPG Maker MZ Menu Plugins]]<br />
<!-- [[Category: RPG Maker MZ Message Plugins]] --><br />
[[Category: RPG Maker MZ Quality of Life Plugins]]<br />
<!-- [[Category: Action Sequences (MZ)]] --><br />
<!-- [[Category: Comment Tags (MZ)]] --><br />
<!-- [[Category: Main Menu Manager Integration (MZ)]] --><br />
<!-- [[Category: Notetags (MZ)]] --><br />
<!-- [[Category: Options Core Integration (MZ)]] --><br />
[[Category: Plugin Commands (MZ)]]<br />
<!-- [[Category: Script Calls (MZ)]] --><br />
<!-- [[Category: Text Codes (MZ)]] --></div>Olivia