http://www.yanfly.moe/wiki/api.php?action=feedcontributions&user=Yanfly&feedformat=atomYanfly.moe Wiki - User contributions [en]2024-03-28T11:53:44ZUser contributionsMediaWiki 1.32.2http://www.yanfly.moe/wiki/index.php?title=Virus_Detected_on_Plugins&diff=16444Virus Detected on Plugins2024-03-23T18:42:09Z<p>Yanfly: </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:VirusDetected.png|600px]]<br />
<br />
{{Article by Irina}}<br />
<br />
We're not sure what's exactly going on. It seems ever since the recent Windows update, Windows Defender has been picking up our plugins as viruses through it's machine learning algorithm ([https://cdromance.org/guides/virus-detected-trojanscript-wacatac-bml/ you can tell because the virus name has '''!ml''' at the end of it]). And it's not just VisuStella MZ either, it's occurring for other RPG Maker MZ plugin libraries, too. Fortunately, these are false positives as online websites has determined:<br />
<br />
== Check The Files Yourself ==<br />
<br />
You can check the files yourself online:<br />
<br />
[[File:VirusScanner1.png|600px]]<br />
<br />
Using [https://www.virustotal.com/gui/home/upload VirusTotal].<br />
<br />
[[File:VirusScanner2.png|600px]]<br />
<br />
Using [https://internxt.com/virus-scanner Internxt Virus Scanner].<br />
<br />
[[File:VirusScanner3.png|600px]]<br />
<br />
Using [https://opentip.kaspersky.com/ Kaspersky].<br />
<br />
== What to Do ==<br />
<br />
This is '''ENTIRELY''' up to you but you can disable this. You can follow the instructions [https://www.wikihow.com/Disable-Virus-Detected-Error-on-Chrome here on WikiHow].<br />
<br />
After doing that and downloading the plugins, scan them again, then add them to the "Allowed" files and then turn back on your Windows Defender.<br />
<br />
== End of File ==<br />
<br />
<html><script type="text/javascript" src="https://www.free-counters.org/count/e37h"></script><br><br />
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<br />
|}</div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Battle_Grid_System_VisuStella_MZ&diff=16441Battle Grid System VisuStella MZ2024-03-15T17:36:09Z<p>Yanfly: </p>
<hr />
<div>{{MzPlugin<br />
<!-- |preview = <youtube>https://youtu.be/swoS2bwVj0k</youtube> --><br />
|preview = [[File:VisuMZ.150.jpg|600px]]<br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/2546116" width="552" height="167"><a href="https://visustellamz.itch.io/battle-grid-system">Battle Grid System plugin for RPG Maker MZ by VisuStellaMZ</a></iframe></html><br />
|link2 = {{VisuStella Grande Vol 1}}<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:BattleGridSystem_Preview1.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 />
[[File:VisuMZ.150.jpg|600px]]<br />
<br />
This plugin changes battles to utilize a grid system. The grid will be<br />
composed of nodes for each team and battlers can move amongst them. By being<br />
on top of specific nodes, different strategies can be employed such as<br />
making certain skills available to use while on such nodes or applying<br />
unique passive state effects.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Battles are changed to employ a grid system and places nodes across the battlefield for battlers to position themselves on top of. <br />
* Battlers can move between their team's nodes and give themselves a better position for battle. Battlers cannot move to the opposing team's nodes. <br />
* Ranks and Flanks determine each node's position. Depending on the Rank and Flank a node is on, different properties can be employed. <br />
* Certain skills and items can only be used while standing on top of certain nodes as a new type of usage requirement. <br />
* Skills and items can move the user and/or the targets around on the battle grid in a variety of ways, such as switching or crashing into other battlers and inflicting crash damage. <br />
* Skills and items can have their range restricted to certain Ranks and Flanks declared by notetags. <br />
* Some skills and items can have their range restricted based on the weapon equipped by the user, allow for melee-only targeting or the whole range of the battle field grid. <br />
* Skills and items can directly select which nodes, Ranks, or Flanks to target for attacks or healing. <br />
* Area of Effect notetags allow players to create skills and items that can affect more than one target based on positioning. <br />
* Nodes can give passive state effects while battlers stand on top of them. <br />
* Nodes can house triggers, which are skill actions that will set off once a battler stands on top of that node. Triggers can be used to deal damage, heal battlers, apply status ailments, and more. <br />
* Skills and items can be used to plant passive states and/or action triggers on specific Nodes! <br />
* Some skills and items can have special effects like teleporting to a specific Node, pulling all members of unit towards a specific Node, or even pushing them away. <br />
* The Grid Tactics scene allows players to adjust where they want the party members to start. Let the player decide which nodes to start individual party members on. <br />
<br />
<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 2}}<br />
<br />
<br />
<br />
== Grid System Mechanics ==<br />
<br />
This section explains the various changes and new mechanics regarding the<br />
battle grid system.<br />
<br />
---<br />
<br />
=== Ranks, Flanks, and Nodes ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
---<br />
<br />
Each visually vertical column is called a "Rank". The name is from miliary<br />
usage for rows of soldiers standing side by side, also sometimes known as<br />
"files" or "lines". The numbering starts at the center of the grid going<br />
outward for each team.<br />
<br />
Enemy Team Ally Team<br />
4 3 2 1 1 2 3 4<br />
4 3 2 1 1 2 3 4<br />
4 3 2 1 1 2 3 4<br />
<br />
---<br />
<br />
Each visually horizontal row is called a "Flank". The name is from military<br />
usage to referance the sides of a formation, also sometimes known as the<br />
"wings" of a formation. The number starts at the top of the grid going to<br />
the bottom of the grid.<br />
<br />
Enemy Team Ally Team<br />
1 1 1 1 1 1 1 1<br />
2 2 2 2 2 2 2 2<br />
3 3 3 3 3 3 3 3<br />
<br />
---<br />
<br />
The points at which each Rank and Flank intersects is called a "Node". Every<br />
battler will be positioned on a node and only one battler can be on a node<br />
at any given time.<br />
<br />
Enemy Team Ally Team<br />
4,1 3,1 2,1 1,1 1,1 2,1 3,1 4,1<br />
4,2 3,2 2,2 1,2 1,1 2,2 3,2 4,2<br />
4,3 3,3 2,3 1,3 1,3 2,3 3,3 4,3<br />
<br />
---<br />
<br />
=== Battler Movement ===<br />
<br />
[[File:BattleGridSystem_Movement.gif]]<br />
<br />
---<br />
<br />
==== Actors ====<br />
<br />
Actors can use the "Move" command to move to any allowed node based on their<br />
moveset rulings. By default, this means they can only move to adjacent nodes<br />
relative to their current position.<br />
<br />
Upon moving via the "Move" command, the command can undergo cooldown where<br />
the actor must wait a set amount of turns before being able to "Move" again.<br />
The cooldown amount can be adjusted through the Plugin Parameters.<br />
<br />
Also upon moving via the "Move" command, the actor can also end their turn<br />
immediately. This is an optional command and can be adjusted per actor with<br />
notetags or by default through the Plugin Parameters.<br />
<br />
Actors that are charmed, berserk, or on Auto-Battle will not use the "Move"<br />
command. The move command requires the actor to be able to move, too.<br />
<br />
---<br />
<br />
==== Enemies ====<br />
<br />
Enemies do not have a "Move" command and therefore, do not move by default.<br />
Instead, the best way to have enemies move is to create movement Skills and<br />
have their battle AI perform them. These skills are best left as enemy-only<br />
skills that actors do not have access to.<br />
<br />
Their accessibility and frequency of use to move skills have no bearing to<br />
and from the nature of movement effects. However, certain effects may stop<br />
the movement effects associated with the skills such as the Battle Core<br />
notetag <Battler Sprite Cannot Move> for enemies.<br />
<br />
---<br />
<br />
==== Actors and Enemies Stay on Their Sides ====<br />
<br />
Actors and enemies will not move onto the nodes belonging to the opposing<br />
unit. This means actors will always be on the rightmost nodes while enemies<br />
will be on the leftmost nodes. They CANNOT cross over into each other's<br />
territory as this plugin does not support that grid gameplay style. The<br />
nodes that belong to each unit's side will stay on those sides. Ownership of<br />
a node's team cannot be switched.<br />
<br />
---<br />
<br />
=== Movement Features ===<br />
<br />
---<br />
<br />
==== Switching ====<br />
<br />
[[File:BattleGridSystem_Switching.gif]]<br />
<br />
If a battler moves onto a node that already has an allied battler on it,<br />
then the two battlers can switch places. The place switching will only occur<br />
if done on the acting battler's own intention or by another ally battler.<br />
Switching can be disabled by Plugin Parameters.<br />
<br />
Certain notetags can also prevent a battler from being able to switch such<br />
as the <Battler Sprite Cannot Move> enemy-only notetag available from the<br />
VisuMZ Battle Core.<br />
<br />
However! If a battler is dead, regardless of all other notetag properties,<br />
the corpse becomes node-switchable. The reason for this is because it helps<br />
prevent a soft-lock state in which either the player or enemy side cannot<br />
perform actions due to their current node location (think of melee battlers<br />
being stuck behind a wall of corpses loaded on the front row). By being able<br />
to move and switch nodes with corpses, soft lock scenarios can be solved.<br />
This setting can also be adjusted as a Plugin Parameter for those who feel<br />
confident in their ability to design their battles where soft locks are<br />
impossible to happen with.<br />
<br />
If the Plugin Parameter is changed to disallow switching with corpses, this<br />
will only apply to corpses that remain visible. Corpses that fade away with<br />
collapse effects will not apply and can still be switched (even though<br />
invisible after).<br />
<br />
---<br />
<br />
==== Collision ====<br />
<br />
[[File:BattleGridSystem_Crashback.gif]]<br />
<br />
If a battler uses a skill that moves an opposing battler onto a node with<br />
another opposing battler, then collision occurs. The target opposing battler<br />
that should be knocked back will return to their original position while<br />
both colliding battlers take knockback damage.<br />
<br />
---<br />
<br />
=== Battle Grid Tactics ===<br />
<br />
[[File:BattleGridSystem_Preview2.png|600px]]<br />
<br />
---<br />
<br />
This is an optional feature.<br />
<br />
You can turn on "Battle Grid Tactics" to allow for players to set up the<br />
starting positions of where the individual members of the party will go when<br />
a battle starts.<br />
<br />
This adds a new command to the Main Menu, which takes the player to a scene<br />
where they can customize their battle grid tactics layout.<br />
<br />
If this feature is not used, then the starting positions of individual party<br />
members will depend on the notetags used to determine their battle starting<br />
ranks and flanks.<br />
<br />
---<br />
<br />
== Major Changes ==<br />
<br />
This plugin adds some new hard-coded features to RPG Maker MZ's functions.<br />
The following is a list of them.<br />
<br />
---<br />
<br />
=== Sideview Only ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
If your game is NOT using sideview and you are using the Battle Grid System,<br />
then the plugin will automatically enforce the sideview property. The reason<br />
behind this is because the grid system is specifically made for sideview<br />
visuals and controls. Therefore, it will not work without it.<br />
<br />
As such, some visual properties are also changed with this. Battlers will no<br />
longer step forward or backward when it's their turn to actively input a<br />
command. The reason behind this is because it causes a visual discrepancy<br />
with the grid node they're supposed to be standing at. And depending on the<br />
size of the grid node, it may cause confusion as to where the battler is<br />
actually standing. Therefore, the plugin will keep the battlers at their<br />
node location while inputting or performing the start of their actions.<br />
<br />
---<br />
<br />
=== Max Battle Members ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
There is a limit to how many battle members you can bring into battle based<br />
off the number of available nodes (Ranks x Flanks). If you have too few,<br />
then the plugin will warn you and then halt the game.<br />
<br />
If you are using Battle Grid Tactics, the optional feature to let players<br />
determine where they want the party members to start at, then a maximum of<br />
20 party members can be used in order to match the Plugin Parameter limits.<br />
If the max number becomes more than 20 members, it will be automatically<br />
capped to 20 members.<br />
<br />
---<br />
<br />
<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 />
=== [[Battle Core VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.002.jpg|300px|link=Battle Core VisuStella MZ]]<br />
<br />
When using the <Battle Commands> class notetag, you can manually position<br />
the "Move" command by inserting "Grid Move" in between <Battle Commands> and<br />
</Battle Commands>.<br />
<br />
---<br />
<br />
=== [[Aggro Control System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.025.jpg|300px|link=Aggro Control System VisuStella MZ]]<br />
<br />
Certain features of the Battle Grid System are changed to behave slightly<br />
different when there is the presence of a provoker or taunter. These changes<br />
will be explained in the help file.<br />
<br />
---<br />
<br />
=== VisuStella Battle Systems ===<br />
<br />
[[File:VisuMZ.066.jpg|300px|link=Battle System - OTB VisuStella MZ]]<br />
<br />
All custom battle systems made by VisuStella MZ are compatible with the<br />
battle grid system and can be used together. However, there are some<br />
restrictions put into play with specific battle systems. More information<br />
will be mentioned in detail in the "VisuStella MZ Compatibility" section<br />
found below.<br />
<br />
---<br />
<br />
=== [[Party System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.019.jpg|300px|link=Party System VisuStella MZ]]<br />
<br />
When the Party System is used together with the optional Battle Grid Tactics<br />
feature, players can create empty spaces in their party to allow for the<br />
positions of party members to go to specific nodes.<br />
<br />
For example, if a party has members in slots 1, 2, and 4 while 3 is empty,<br />
then those party members will go to tactical nodes 1, 2, and 4, instead of<br />
moving 4 up to 3.<br />
<br />
This only applies in-game and not through battle test if there are empty<br />
slots in the battle test setup.<br />
<br />
---<br />
<br />
=== [[Battle AI VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.026.jpg|300px|link=Battle AI VisuStella MZ]]<br />
<br />
Certain AI behaviors will change depending on the limitations of what an<br />
action is capable of affecting. The changes all involve factoring only what<br />
is within the range of an action.<br />
<br />
---<br />
<br />
<br />
<br />
== VisuStella MZ Compatibility ==<br />
<br />
While this plugin is compatible with the majority of the VisuStella MZ<br />
plugin library, it is not compatible with specific plugins or specific<br />
features. This section will highlight the main plugins/features that will<br />
not be compatible with this plugin or put focus on how the make certain<br />
features compatible.<br />
<br />
---<br />
<br />
=== [[Aggro Control System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.025.jpg|300px|link=Aggro Control System VisuStella MZ]]<br />
<br />
In battle, if there are Provoke or Taunt targets on the field and an action<br />
that needs target selection is attempted to be used, the Provoke or Taunt<br />
targets must be within valid affected Ranks/Flanks that can be targeted by<br />
the action or else the action can't be used.<br />
<br />
Skills that do NOT need to select a target (usually skills with a "Random"<br />
scope or "All" scope) can bypass this as they would normally without the<br />
Battle Grid System.<br />
<br />
As such, be careful about designing your skills with restrictive Rank/Flank<br />
targeting that potential softlocks may occur if there are ever any Taunt or<br />
Provoke targets on the field.<br />
<br />
In regards to skills that target the highest aggro member, these will target<br />
the highest aggro member within the required Ranks/Flanks made by the skill<br />
as to not further restrict this skill's targeting ability.<br />
<br />
---<br />
<br />
=== [[Battle System - ATB VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.022.jpg|300px|link=Battle System - ATB VisuStella MZ]]<br />
<br />
If the ATB Battle System is currently being used with the active setting,<br />
selecting the "Move" command during another battler's turn will queue up the<br />
system, waiting for the current battler's turn to end before allowing the<br />
inputting actor to move.<br />
<br />
---<br />
<br />
=== [[Battle System - BTB VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.048.jpg|300px|link=Battle System - BTB VisuStella MZ]]<br />
<br />
If the BTB Battle System is currently being used and the movement command<br />
will pass turn, then the move command will be disabled if the actor is under<br />
the effect of "Brave" as it becomes the same case scenario as "Guard".<br />
<br />
On that note, during the command input phase, actors under the effect of<br />
"Brave" can select skills and items outside of their required ranks/flanks.<br />
If you wish to disable this, adjust the "Bypass Require Node?" setting in<br />
the "Compatibility Settings" Plugin Parameters.<br />
<br />
When the queued actions occur and the required rank/flank node positions<br />
are NOT met, then the actions will be skipped.<br />
<br />
---<br />
<br />
=== Team-Based Battle Systems ===<br />
<br />
[[File:VisuMZ.080.jpg|300px|link=Battle System - ETB VisuStella MZ]]<br />
<br />
[[File:VisuMZ.057.jpg|300px|link=Battle System - FTB VisuStella MZ]]<br />
<br />
[[File:VisuMZ.086.jpg|300px|link=Battle System - PTB VisuStella MZ]]<br />
<br />
[[Battle System - ETB VisuStella MZ]]<br />
<br />
[[Battle System - FTB VisuStella MZ]]<br />
<br />
[[Battle System - PTB VisuStella MZ]]<br />
<br />
If the ETB, FTB, or PTB Battle Systems are being used and the move command<br />
will pass turn, and if no other actors can input for that turn, any<br />
remaining actions will be forfeited for that turn.<br />
<br />
---<br />
<br />
=== [[Battle System - OTB VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.066.jpg|300px|link=Battle System - OTB VisuStella MZ]]<br />
<br />
If the OTB Battle System is being used and the movement command will pass<br />
turn, the turn passing will only apply to the current action. Any follow up<br />
actions on the same turn from that actor can be utilized.<br />
<br />
---<br />
<br />
=== [[Party System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.019.jpg|300px|link=Party System VisuStella MZ]]<br />
<br />
In battle, the player cannot change entire parties at once from the Party<br />
Command Window. The feature will be unaccessible while Battle Grid System is<br />
in play. However, the player can still change party members through the<br />
Actor Command Window by having actors replace other actors. Party changing<br />
is also available through battle events, Common Events, and script calls.<br />
<br />
---<br />
<br />
<br />
<br />
{{Notetags MZ}}<br />
<br />
{{VisuMZ Battle Grid System Notetags}}<br />
<br />
<br />
<br />
== Action Sequence - Plugin Commands ==<br />
<br />
The following are Plugin Commands that become usable with this plugin.<br />
They can be accessed through the Plugin Command event command and selecting<br />
the VisuMZ_1_BattleCore plugin where they are stored.<br />
<br />
---<br />
<br />
=== Action Sequences - Grid ===<br />
<br />
These Action Sequences are Battle Grid System-related.<br />
<br />
---<br />
<br />
{{Battle Grid System Action Sequences}}<br />
<br />
---<br />
<br />
<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ Battle Grid System Plugin Commands}}<br />
<br />
<br />
<br />
== Plugin Parameters ==<br />
<br />
=== General Settings ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
[[File:BattleGridSystem_Params1.png]]<br />
<br />
General settings for this plugin including some mechanics.<br />
<br />
---<br />
<br />
Defaults<br />
<br />
Default Grid?:<br />
- Are battles grid-battles by default?<br />
- Use <Grid> and <No Grid> in troop names otherwise.<br />
<br />
Movement Duration:<br />
- Default number of frames for movement duration.<br />
<br />
User Silent Move?:<br />
- Default setting for silent movement versus visual.<br />
- Applies only to user movement notetag.<br />
<br />
Target Silent Move?:<br />
- Default setting for silent movement versus visual.<br />
- Applies only to target movement notetag.<br />
<br />
Weapon Range Melee?:<br />
- Make weapon ranges melee by default?<br />
- Only affects actions with <Use Weapon Range> notetag.<br />
<br />
---<br />
<br />
Crashing<br />
<br />
Allow Crash Death?:<br />
- Can battlers die from crashing into one another?<br />
<br />
Damage Move Target?:<br />
- Cause damage to the target that's being moved?<br />
<br />
Animation ID:<br />
- Play this animation when the effect activates.<br />
- Use 0 to not play an animation.<br />
<br />
Damage Crash Target?:<br />
- Cause damage to the target that's moved into?<br />
<br />
Animation ID:<br />
- Play this animation when the effect activates.<br />
- Use 0 to not play an animation.<br />
<br />
JS: Crash DMG Formula:<br />
- Formula used for calculating Crash Damage.<br />
<br />
---<br />
<br />
Switching Nodes<br />
<br />
Can Dead Switch?:<br />
- Can battlers switch Node positions with dead units?<br />
<br />
---<br />
<br />
Triggers<br />
<br />
Show Popup?:<br />
- Show popups when a battler activates a Trigger?<br />
<br />
Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Flash Color:<br />
- Adjust the popup's flash color.<br />
- Format: [red, green, blue, alpha]<br />
<br />
Flash Duration:<br />
- What is the frame duration of the flash effect?<br />
<br />
---<br />
<br />
<br />
<br />
=== Grid Field Settings ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
[[File:BattleGridSystem_Params2.png]]<br />
<br />
Settings used for the overall grid field.<br />
<br />
---<br />
<br />
Size<br />
<br />
Max Ranks:<br />
- How many ranks are used for each team?<br />
- Max: 10.<br />
- Ranks are formation rows or columns visually.<br />
<br />
Max Flanks:<br />
- How many flanks are used for each team?<br />
- Max: 10.<br />
- Ranks are formation sides/wings or rows visually.<br />
<br />
---<br />
<br />
Field Appearance<br />
<br />
Max Horz Distance:<br />
- What is the maximum horizontal distance that the grid field spans across<br />
the screen?<br />
- Auto-shrinks if too big.<br />
<br />
Top/Bottom Delta:<br />
- What is the horizontal size difference from top to bottom of the field.<br />
- This adds perspective.<br />
<br />
Vertical Distance:<br />
- What is the vertical distance that the grid field spans across the<br />
screen from top to bottom?<br />
<br />
Perspective Modifier:<br />
- What is the perspective modifier? This is so that upper point distances<br />
shrink and lower point distances expand.<br />
<br />
Space Between:<br />
- How many nodes between each unit's front rank?<br />
- The space gives more room for movement animations.<br />
<br />
---<br />
<br />
Effects<br />
<br />
Blink Input User?:<br />
- Blink the input user for more clarity?<br />
<br />
Blink Color:<br />
- Adjust the blinking input color.<br />
- Format: [red, green, blue, alpha]<br />
<br />
---<br />
<br />
Offsets<br />
<br />
Grid Node Offsets:<br />
<br />
Offset X:<br />
- Offsets the node x position.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- Offsets the node y position.<br />
- Negative: up. Positive: down.<br />
<br />
Actor Sprite Offset:<br />
<br />
Offset X:<br />
- Offsets the actor x position.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- Offsets the actor y position.<br />
- Negative: up. Positive: down.<br />
<br />
Enemy Sprite Offset:<br />
<br />
Offset X:<br />
- Offsets the enemy x position.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- Offsets the enemy y position.<br />
- Negative: up. Positive: down.<br />
<br />
---<br />
<br />
Outline Filter<br />
<br />
Show Outline Filter?:<br />
- Show outline filter for nodes?<br />
- Requires Pixi JS Filters.<br />
<br />
Inner Color:<br />
- System hex code color for inner color.<br />
- Format: 0xRRGGBB<br />
- Requires Pixi JS Filters.<br />
<br />
Inner Thickness:<br />
- What thickness do you want for inner outline?<br />
- Requires Pixi JS Filters.<br />
<br />
Outer Color:<br />
- System hex code color for outer color.<br />
- Format: 0xRRGGBB<br />
- Requires Pixi JS Filters.<br />
<br />
Outer Thickness:<br />
- What thickness do you want for outer outline?<br />
- Requires Pixi JS Filters.<br />
<br />
---<br />
<br />
<br />
<br />
=== Grid Node Settings ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
[[File:BattleGridSystem_Params3.png]]<br />
<br />
Settings used for specific grid Nodes.<br />
<br />
---<br />
<br />
Actor Nodes<br />
<br />
Filename:<br />
- Filename used for the actor Node image.<br />
- Leave empty if you don't wish to use one.<br />
<br />
Generated Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Generated Opacity:<br />
- What is the opacity level of the generated actor node?<br />
<br />
Differ Blend Color:<br />
- Blend color used when differentiating nodes.<br />
- Format: [red, green, blue, alpha]<br />
<br />
---<br />
<br />
Enemy Nodes<br />
<br />
Filename:<br />
- Filename used for the enemy Node image.<br />
- Leave empty if you don't wish to use one.<br />
<br />
Generated Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Generated Opacity:<br />
- What is the opacity level of the generated enemy node?<br />
<br />
Differ Blend Color:<br />
- Blend color used when differentiating nodes.<br />
- Format: [red, green, blue, alpha]<br />
<br />
---<br />
<br />
Opacity<br />
<br />
Opacity Speed:<br />
- Speed at which the opacity changes.<br />
<br />
Disabled Opacity:<br />
- Opacity level for disabled nodes.<br />
<br />
---<br />
<br />
Scale<br />
<br />
Scale X:<br />
- Scale X value for the node.<br />
<br />
Scale Y:<br />
- Scale Y value for the node.<br />
<br />
---<br />
<br />
Visibility<br />
<br />
Active Blend Color:<br />
- Blend color used by active battler.<br />
- Format: [red, green, blue, alpha]<br />
<br />
Global:<br />
<br />
Always Visible?:<br />
- Always make all grid Nodes visible?<br />
<br />
Any Input?:<br />
- Make all grid Nodes during input phase?<br />
<br />
Targeting?:<br />
- Make all grid Nodes during targeting?<br />
<br />
Specific:<br />
<br />
Inputting Actor?:<br />
- Make inputting actor's grid Node visible?<br />
<br />
Selected Target?:<br />
- Make selected target's grid Node visible?<br />
<br />
Active Battler?:<br />
- Make active battler/subject's grid Node visible?<br />
<br />
Action Target?:<br />
- Make action target's grid Node visible?<br />
<br />
---<br />
<br />
<br />
<br />
=== Passive State Settings ===<br />
<br />
[[File:BattleGridSystem_NodePassives.gif]]<br />
<br />
[[File:BattleGridSystem_Params4.png]]<br />
<br />
Settings used for Passive State Nodes.<br />
<br />
---<br />
<br />
Properties<br />
<br />
Show Passive Icons?:<br />
- Show the icons of the passive states attached to a Node?<br />
<br />
Cycle Duration:<br />
- How many frames should each icon cycle take?<br />
<br />
Blend Mode:<br />
- The blend mode used for these icons.<br />
<br />
---<br />
<br />
Opacity<br />
<br />
Opacity Speed:<br />
- Speed at which the opacity changes.<br />
<br />
Fluctuation Maximum:<br />
- Maximum opacity value for fluctuation effect.<br />
<br />
Fluctuation Range:<br />
- Fluctuation range of the opacity effect.<br />
<br />
Fluctuation Rate:<br />
- Fluctuation rate of the opacity effect.<br />
<br />
---<br />
<br />
Scale<br />
<br />
Scale X:<br />
- Scale X value for the icon.<br />
<br />
Scale Y:<br />
- Scale Y value for the icon.<br />
<br />
---<br />
<br />
<br />
<br />
=== Trigger Settings ===<br />
<br />
[[File:BattleGridSystem_NodeTraps.gif]]<br />
<br />
[[File:BattleGridSystem_Params5.png]]<br />
<br />
Settings used for Trigger Nodes.<br />
<br />
---<br />
<br />
Properties<br />
<br />
Show Trigger Icons?:<br />
- Show the icons of the trigger actions attached to a Node?<br />
<br />
Blend Mode:<br />
- The blend mode used for these icons.<br />
<br />
---<br />
<br />
Opacity<br />
<br />
Opacity Speed:<br />
- Speed at which the opacity changes.<br />
<br />
Fluctuation Maximum:<br />
- Maximum opacity value for fluctuation effect.<br />
<br />
Fluctuation Range:<br />
- Fluctuation range of the opacity effect.<br />
<br />
Fluctuation Rate:<br />
- Fluctuation rate of the opacity effect.<br />
<br />
---<br />
<br />
Scale<br />
<br />
Scale X:<br />
- Scale X value for the icon.<br />
<br />
Scale Y:<br />
- Scale Y value for the icon.<br />
<br />
---<br />
<br />
<br />
<br />
=== Move Command Settings ===<br />
<br />
[[File:BattleGridSystem_Movement.gif]]<br />
<br />
[[File:BattleGridSystem_Params6.png]]<br />
<br />
Settings used for the Move Command found in Window_ActorCommand. This has<br />
both aesthetic and mechanical settings.<br />
<br />
---<br />
<br />
General<br />
<br />
Auto Add "Move"?:<br />
- Automatically add the "Move" command to the actor command window list?<br />
<br />
Show "Move" Command?:<br />
- Show the "Move" command in the actor command window list?<br />
<br />
Command Icon:<br />
- Icon used for the "Move" command.<br />
<br />
Command Name:<br />
- Text used for the "Move" command.<br />
<br />
Queue Text:<br />
- Used with Active ATB/TPB to display movement queue.<br />
<br />
Command Queue:<br />
- How many turns must the actor wait before moving again?<br />
- If cooldown is 0, move range becomes global.<br />
<br />
Grid Switch on Move?:<br />
- Can actors switch Nodes when using the Move Command?<br />
<br />
Pass Turn on Move?:<br />
- Makes the actor pass the current turn if the Move Command is used?<br />
<br />
Battler Opacity Rate:<br />
- What opacity rate should battlers be adjusted by when the player has to<br />
select a Grid Node<br />
<br />
---<br />
<br />
Cursor<br />
<br />
Enabled:<br />
<br />
Blend Mode:<br />
- The blend mode used for an enabled cursor.<br />
<br />
Tone Color:<br />
- Adjust the tone color of an enabled cursor.<br />
- Format: [red, green, blue, gray]<br />
<br />
Opacity:<br />
- What opacity level should the enabled cursor use?<br />
<br />
Disabled:<br />
<br />
Blend Mode:<br />
- The blend mode used for an disabled cursor.<br />
<br />
Tone Color:<br />
- Adjust the tone color of an disabled cursor.<br />
- Format: [red, green, blue, gray]<br />
<br />
Opacity:<br />
- What opacity level should the disabled cursor use?<br />
<br />
---<br />
<br />
Default Move Range<br />
<br />
Global Range?:<br />
- Give actors a global movement range by default?<br />
<br />
Disable Range?:<br />
- Disable actor movement ranges by default?<br />
<br />
Allowed:<br />
<br />
Square:<br />
Radius:<br />
Rank:<br />
Flank:<br />
Diagonal Forward:<br />
Diagonal Backward:<br />
Forward:<br />
Backward:<br />
Upward:<br />
Downward:<br />
- What setting distance is allowed by default?<br />
<br />
Not Allowed:<br />
<br />
Square:<br />
Radius:<br />
Rank:<br />
Flank:<br />
Diagonal Forward:<br />
Diagonal Backward:<br />
Forward:<br />
Backward:<br />
Upward:<br />
Downward:<br />
- What setting distance is disallowed by default?<br />
<br />
---<br />
<br />
<br />
<br />
=== Sound Settings ===<br />
<br />
[[File:BattleGridSystem_Movement.gif]]<br />
<br />
[[File:BattleGridSystem_Params7.png]]<br />
<br />
These settings let you adjust the sound effects used for this plugin.<br />
<br />
---<br />
<br />
Move Command<br />
<br />
Filename:<br />
- Filename of the sound effect played.<br />
<br />
Volume:<br />
- Volume of the sound effect played.<br />
<br />
Pitch:<br />
- Pitch of the sound effect played.<br />
<br />
Pan:<br />
- Pan of the sound effect played.<br />
<br />
---<br />
<br />
<br />
<br />
=== Tactics Scene Settings ===<br />
<br />
[[File:BattleGridSystem_Preview2.png|600px]]<br />
<br />
[[File:BattleGridSystem_Params8.png]]<br />
<br />
These settings adjust the Battle Grid Tactics Scene. This is an entirely<br />
optional feature that does not need to be a part of your game. If you want<br />
it, make sure the "Use Tactics System?" parameter is set to "true". If not,<br />
set it to "false".<br />
<br />
---<br />
<br />
Mechanics Settings<br />
<br />
Use Tactics System?:<br />
- Use the battle tactics system?<br />
- If not, actor positions are determined by notetags and algorithms.<br />
<br />
---<br />
<br />
Main Menu<br />
<br />
Command Name:<br />
- Name of the 'Battle Tactics' option in the Main Menu.<br />
<br />
Show in Main Menu?:<br />
- Add the 'Battle Tactics' option to the Main Menu by default?<br />
<br />
Enable in Main Menu?:<br />
- Enable the 'Battle Tactics' option to the Main Menu by default?<br />
<br />
---<br />
<br />
Background Settings<br />
<br />
Snapshop Opacity:<br />
- Snapshot opacity for the scene.<br />
<br />
Background 1:<br />
- Filename used for the bottom background image.<br />
- Leave empty if you don't wish to use one.<br />
<br />
Background 2:<br />
- Filename used for the upper background image.<br />
- Leave empty if you don't wish to use one.<br />
<br />
---<br />
<br />
Starting Positions<br />
<br />
1st through 20th Member:<br />
- Adjust the settings individually for each party member.<br />
<br />
Rank:<br />
- What is the starting rank for this party member?<br />
- Use 0 to let plugin determine starting position.<br />
<br />
Flank:<br />
- What is the starting flank for this party member?<br />
- Use 0 to let plugin determine starting position.<br />
<br />
---<br />
<br />
<br />
<br />
=== Window Settings ===<br />
<br />
[[File:BattleGridSystem_Preview2.png|600px]]<br />
<br />
[[File:BattleGridSystem_Params9.png]]<br />
<br />
These settings let you adjust the window settings for this plugin.<br />
<br />
---<br />
<br />
Action Display<br />
<br />
Adjust Pixel Radius:<br />
- Adjust the pixel size of each node radius by this much.<br />
<br />
Draw Usable Nodes?:<br />
- Draws the nodes that the user can perform an action on.<br />
- This is for general windows.<br />
<br />
Usable Color:<br />
Not Usable Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Draw Target Nodes?:<br />
- Draws the nodes that the user can target with the action.<br />
- This is for general windows.<br />
<br />
Ally Color:<br />
Enemy Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
---<br />
<br />
Window_SkillList<br />
<br />
Window_ItemList<br />
<br />
Window_ActorCommand<br />
<br />
Draw Usable Nodes?:<br />
- Draws the nodes that the user can perform an action on.<br />
- This is for those windows.<br />
<br />
Draw Target Nodes?:<br />
- Draws the nodes that the user can target with the action.<br />
- This is for those windows.<br />
<br />
---<br />
<br />
Tactics Help Window<br />
<br />
Background Type:<br />
- Select background type for this window.<br />
<br />
Help: Select Actor:<br />
- Help description to tell player to select an actor.<br />
<br />
Help: Select Node:<br />
- Help description to tell player to select a node.<br />
<br />
---<br />
<br />
Tactics Grid Window<br />
<br />
Background Type:<br />
- Select background type for this window.<br />
<br />
Graphic Type:<br />
- Choose how the actor graphics appear in tactics menu.<br />
- None<br />
- Face<br />
- Map Sprite<br />
- Sideview Battler<br />
<br />
Switching:<br />
<br />
Switching BG Color 1:<br />
Switching BG Color 2:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Switching Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Party Leader:<br />
- Text used for the tactics banner for the party leader.<br />
- Do not use Text Codes.<br />
<br />
Leader Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Party Member:<br />
- Text used for the tactics banner for party member.<br />
- %1 - Party Member Slot ID.<br />
- Do not use Text Codes.<br />
<br />
Member Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Empty Node:<br />
- Text used for the tactics banner for empty node.<br />
- Do not use Text Codes.<br />
<br />
Empty Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for this window.<br />
<br />
JS: Draw Empty Node:<br />
- Code used to draw the contents of an empty node.<br />
<br />
JS: Draw Actor Node:<br />
- Code used to draw the contents of a node with an actor.<br />
<br />
---<br />
<br />
<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
<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 />
<br />
<br />
== Changelog ==<br />
<br />
Version 1.01: March 14, 2024<br />
* Bug Fixes!<br />
** Fixed a bug that required the State Tooltips plugin and if it wasn't present, would cause a crash upon using mouse controls. Fix by Irina.<br />
** Fixed a bug where the add trigger to node action sequence did not work properly. Fix made by Olivia.<br />
* Feature Update!<br />
** Movement actor sprite now reflects the actor's offset X and Y settings found in the Battle Core. Update made by Irina.<br />
<br />
<br />
<br />
Version 1.00 Official Release Date: March 29, 2024<br />
* Finished Plugin!<br />
<br />
== See Also ==<br />
<br />
* [[Inspiration Behind Grande]]<br />
* [[Area of Effect (YEP)]]<br />
* [[Row Formation (YEP)]]<br />
<br />
<br />
<br />
== End of Helpfile ==<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>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Equip_Medal_System_VisuStella_MZ&diff=16440Equip Medal System VisuStella MZ2024-03-15T17:34:32Z<p>Yanfly: </p>
<hr />
<div>{{MzPlugin<br />
<!-- |preview = <youtube>https://youtu.be/guIvEDn_X3o</youtube> --><br />
|preview = [[File:VisuMZ.149.jpg|600px]]<br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/2546115" width="552" height="167"><a href="https://visustellamz.itch.io/equip-medal-system">Equip Medal System plugin for RPG Maker MZ by VisuStellaMZ</a></iframe></html><br />
|link2 = {{VisuStella Grande Vol 1}}<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:EquipMedalSys_Preview1.png|600px]]<br />
<br />
[[File:EquipMedalSys_Preview2.png|600px]]<br />
<br />
[[File:EquipMedalSys_Preview3.png|600px]]<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
{{RequiredPluginsMZ}}<br />
* [[Core Engine VisuStella MZ]]<br />
* [[Items and Equips 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 />
[[File:VisuMZ.149.jpg|600px]]<br />
<br />
Medals are a type of personalized equipment that actors can wear. They<br />
function just like pieces of armor which means they can get all of the<br />
parameter bonuses and traits that armors add. Medals can be acquired through<br />
various conditions and allow your actors can be customized in more ways.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Medals can be found and toggled from the equip scene. <br />
* Medals are limited to the medal slots that an actor has and the amount of slots that a medal takes up. <br />
* Since medals are armors in the database, they also take on all of the aspects that armors do like parameters and traits. <br />
* Determine which medals an actor can acquire through notetags. <br />
* Some medals can be acquired for the whole party when the player acquires certain items, weapons, armors, or key items. <br />
* Medals can be acquired by fulfilling the conditions needed to be met. <br />
* Upon acquiring medals, actors can branch out and unlock more medals to be acquired through various means. <br />
* Some of these conditions include leveling, winning battles, escaping, being afflicted by states, attacking a certain amount of times, and more! <br />
* Give and remove medals to and from all actors in a party globally. <br />
* Medals have the ability to gain Glory, a form of Medal EXP, to evolve and transform into other medals. <br />
<br />
<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 />
* [[Core Engine VisuStella MZ]]<br />
* [[Items and Equips 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 2}}<br />
<br />
<br />
<br />
== How Equippable Medals Work ==<br />
<br />
This section explains how Equippable Medals work in detail.<br />
<br />
---<br />
<br />
=== Armors at Base ===<br />
<br />
[[File:EquipMedalSys_Preview1.png|600px]]<br />
<br />
Equippable Medals are personalized armors that actors can equip and unequip<br />
as long as the actors have enough "Medal Slots" to support the medals. Since<br />
medals are armors at the fundamental level, they have all of the traits that<br />
armors have access to in addition to the ability to give stat bonuses.<br />
<br />
---<br />
<br />
=== Unlock Conditions ===<br />
<br />
[[File:EquipMedalSys_Preview2.png|600px]]<br />
<br />
If an actor has unacquired Equippable Medals listed, that actor can attempt<br />
to meet the conditions of those medals and acquire them. Actors will not be<br />
able to acquire medals that aren't listed, regardless of the actor meeting<br />
all the unlock conditions for the unlisted Equippable Medals.<br />
<br />
Unlock conditions can range from things like fighting 5 battles since the<br />
time the Equippable Medal has been listed to things like casting 8 magical<br />
skills. There is a huge list of unlock conditions that can be used found in<br />
the notetags section.<br />
<br />
---<br />
<br />
=== Medal Evolution ===<br />
<br />
[[File:EquipMedalSys_Preview3.png|600px]]<br />
<br />
When Equipped Medals are worn in battle, they can earn "Glory", a type of<br />
EXP for medals. Enemies can reward players different amounts of Medal EXP<br />
based off their notetags.<br />
<br />
When medals receive enough Medal EXP, they will "evolve", transforming them<br />
into a different Medal that can be worn by the actor. By default, the<br />
previous Medal will be hidden away in favor of the newer evolved Medal. Any<br />
excess Medal EXP will be transferred over to the newer evolved Medal.<br />
<br />
Medal Evolution does not take into consideration Unlock Conditions. Evolving<br />
a Medal can happen without fulfilling Unlock Conditions as evolutions just<br />
bypass them altogether.<br />
<br />
Not all medals need to evolve. Only those that can evolve will take in Medal<br />
EXP. In Scene_Equip, where medals can be viewed, a gauge will be displayed<br />
next to evolvable medals to represent the progress made so far in acquiring<br />
Medal EXP for those medals.<br />
<br />
---<br />
<br />
<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 />
=== [[Elements and Status Menu Core VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.008.jpg|300px|link=Elements and Status Menu Core VisuStella MZ]]<br />
<br />
Certain notetags will become available if the VisuStella MZ Elements and<br />
Status Menu Core plugin is installed in addition to this plugin. This<br />
notetag is the <Equip Medal Learn Defeat name Trait: x> notetag.<br />
<br />
---<br />
<br />
<br />
<br />
== VisuStella MZ Compatibility ==<br />
<br />
While this plugin is compatible with the majority of the VisuStella MZ<br />
plugin library, it is not compatible with specific plugins or specific<br />
features. This section will highlight the main plugins/features that will<br />
not be compatible with this plugin or put focus on how the make certain<br />
features compatible.<br />
<br />
---<br />
<br />
=== [[Victory Aftermath VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.013a.jpg|300px|link=Victory Aftermath VisuStella MZ]]<br />
<br />
If Victory Aftermath is installed (and updated to the latest version),<br />
reward strips can be updated to show the amount of Glory (Medal EXP) that<br />
is gained in battle.<br />
<br />
---<br />
<br />
<br />
<br />
{{Notetags MZ}}<br />
<br />
{{VisuMZ Equip Medal System Notetags}}<br />
<br />
<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ Equip Medal System Plugin Commands}}<br />
<br />
<br />
<br />
== Plugin Parameters ==<br />
<br />
=== General Settings ===<br />
<br />
[[File:EquipMedalSys_Preview1.png|600px]]<br />
<br />
[[File:EquipMedalSys_Params1.png]]<br />
<br />
General settings for the Equip Medal System.<br />
<br />
---<br />
<br />
General Settings:<br />
<br />
Default Show Command:<br />
- Shows Medal Command by default?<br />
<br />
Auto-Equip on Learn:<br />
- Automatically equips newly learned Medals.<br />
<br />
Text Popup on Learn:<br />
- Produce a text popup when a Medal is learned?<br />
<br />
Text Popup Format:<br />
- Text format used for text popup.<br />
- %1 - Actor, %2 - Medal, %3 - Icon<br />
<br />
---<br />
<br />
Slot Settings:<br />
<br />
Slot Formula:<br />
- What is the formula used to determine current max capacity?<br />
<br />
Default Slot Cost:<br />
- What is the default capacity cost of equipping a Medal?<br />
<br />
Minimum Slot Cap:<br />
- What is the minimum capacity value?<br />
<br />
Maximum Slot Cap:<br />
- What is the maximum capacity value?<br />
<br />
Check Over-Capacity:<br />
- Checks over-capacity when EXP changes.<br />
<br />
---<br />
<br />
Medal EXP Settings:<br />
<br />
EXP Formula:<br />
- What is the formula used to determine how much exp an enemy gives?<br />
- Variable 'user' refers to the defeated enemy.<br />
<br />
Alive Actors?:<br />
- Do actors have to be alive to receive Medal EXP from defeated enemies?<br />
<br />
Show During Victory?:<br />
- Show how much Medal EXP is earned during victory phase?<br />
<br />
---<br />
<br />
<br />
<br />
=== Vocabulary Settings ===<br />
<br />
[[File:EquipMedalSys_Preview2.png|600px]]<br />
<br />
[[File:EquipMedalSys_Params2.png]]<br />
<br />
These settings let you adjust the text displayed for this plugin.<br />
<br />
---<br />
<br />
Medal EXP:<br />
<br />
Medal EXP Name:<br />
- Text used to represent Medal EXP.<br />
<br />
Medal EXP Icon:<br />
- Icon used to represent Medal EXP.<br />
<br />
Medal EXP Name Format:<br />
- Text format used to display Medal EXP name. %1 - Name, %2 - Icon<br />
<br />
Reward Message Format:<br />
- Text format used when Medal EXP is received. %1 - Amount, %2 - Name<br />
<br />
---<br />
<br />
Scene_Equip:<br />
<br />
Command Name:<br />
- Text used for the Medals Command.<br />
<br />
Command Icon:<br />
- Icon used for the Medals command and for any medals that are displayed<br />
without any icon.<br />
<br />
Capacity Text:<br />
- Text used for Medals Capacity.<br />
<br />
Capacity Icon:<br />
- Icon used to represent Medals Capacity when displayed as a limited<br />
resource.<br />
<br />
Capacity Format:<br />
- Text format used to representing Capacity.<br />
- %1 - Current, %2 - Max, %3 - Icon<br />
<br />
Cost Format:<br />
- Text format used for Capacity Cost. %1 - Cost, %2 - Icon<br />
<br />
Unlearned Text:<br />
- Text displayed instead of cost for unlearned Medals.<br />
<br />
Gauge EXP Format:<br />
- Text format used when displaying Medal EXP in a gauge.<br />
- %1 - Current, %2 - Needed, %3 - Percent<br />
<br />
Decimal Places:<br />
- How many decimal places should the percent digits go out to for the<br />
percent value?<br />
<br />
Mastered Medal Text:<br />
- Text used in Medal EXP Gauge for mastered medals.<br />
- You may use text codes.<br />
<br />
---<br />
Help Window:<br />
<br />
Description Format:<br />
- Text format used to create help descriptions.<br />
- %1 - Unlocking Conditions<br />
<br />
Word Wrap?:<br />
- Apply word wrap to unlock conditions?<br />
- Requires VisuMZ_1_MessageCore!<br />
<br />
Spacing?:<br />
- Add spacing between conditions?<br />
<br />
Spacer:<br />
- Text inserted between conditions.<br />
<br />
Empty Descriptions:<br />
- Text used when no condition text is made.<br />
<br />
---<br />
<br />
Unlock Condition Text:<br />
<br />
Condition Met Color:<br />
- Use text colors from the Window Skin only.<br />
<br />
Progress Format:<br />
- Text format used to indicate progress amount.<br />
- %1 - Progress Text<br />
<br />
Fraction Format:<br />
- Text format used for progress fraction.<br />
- %1 - Current, %2 - Goal<br />
<br />
Percent Format:<br />
- Text format used for percentile value.<br />
- %1 - Percent<br />
<br />
Length Limit:<br />
- What is the character limit before a percentage is used instead<br />
fractions for progress text?<br />
<br />
Complete:<br />
- Progress text used when unlock condition is fulfilled.<br />
<br />
Level Format:<br />
- Text format used for level conditions.<br />
- %1 - Level, %2 - Progress<br />
<br />
Battle Format:<br />
- Text format used for fought battles.<br />
* %1 - Needed, %2 - Progress<br />
<br />
Victory Format:<br />
- Text format used for victorious battles.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Escape Format:<br />
- Text format used for escaped battles.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Defeat Format:<br />
- Text format used for lost battles.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Attack Format:<br />
- Text format used for attack times.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Guard Format:<br />
- Text format used for guard times.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Skill Format:<br />
- Text format used for skill times.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Physical Skills:<br />
- Text format used for physical skills.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Magical Skills:<br />
- Text format used for magical skills.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Certain Hit Skills:<br />
- Text format used for certain hit skills.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Item Format:<br />
- Text format used for item uses.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Deal Criticals:<br />
- Text format used for dealing criticals.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Take Criticals:<br />
- Text format used for taking criticals.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Miss Format:<br />
- Text format for missing attacks.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Evade Format:<br />
- Text format for evading attacks.<br />
- %1 - Needed, %2 - Progress<br />
<br />
SType Use:<br />
- Text format for using SType Skills.<br />
- %1 - Needed, %2 - Progress, %3 - Type Text<br />
<br />
Deal Element DMG:<br />
- Text format used for inflicting element damage.<br />
- %1 - Needed, %2 - Progress, %3 - Element<br />
<br />
Take Element DMG:<br />
- Text format used for receiving element damage.<br />
- %1 - Needed, %2 - Progress, %3 - Element<br />
<br />
Deal State:<br />
- Text format used for inflicting states.<br />
- %1 - Needed, %2 - Progress, %3 - State<br />
<br />
Take State:<br />
- Text format used for receiving states.<br />
- %1 - Needed, %2 - Progress, %3 - State<br />
<br />
Trait Slayer:<br />
- Text format for slaying trait types.<br />
- %1 - Needed, %2 - Progress, %3 - Type Text<br />
<br />
Total Damage Dealt:<br />
- Text format for total damage dealt.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Total Damage Taken:<br />
- Text format for total damage received.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Total Healing Dealt:<br />
- Text format for total healing given.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Total Healing Taken:<br />
- Text format for total healing taken.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Kills Format:<br />
- Text format for kills performed.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Deaths Format:<br />
- Text format for deaths in battle.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Assists Format:<br />
- Text format for assists made.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Reach Gold Total:<br />
- Text format for reaching gold quantity.<br />
- %1 - Needed, %2 - Progress, %3 - Gold<br />
<br />
Reach Item Total:<br />
- Text format for reaching item quantity.<br />
- %1 - Needed, %2 - Progress, %3 - Item<br />
<br />
Reach Weapon Total:<br />
- Text format for reaching weapon quantity.<br />
- %1 - Needed, %2 - Progress, %3 - Weapon<br />
<br />
Reach Armor Total:<br />
- Text format for reaching armor quantity.<br />
- %1 - Needed, %2 - Progress, %3 - Armor<br />
<br />
Reach Base Param:<br />
- Text format for reaching base Param amount.<br />
- %1 - Needed, %2 - Progress, %3 - Param Name<br />
<br />
Reach XParam Amount:<br />
- Text format for reaching X Param amount.<br />
- %1 - Needed, %2 - Progress, %3 - XParam Name<br />
<br />
Reach SParam Amount:<br />
- Text format for reaching S Param amount.<br />
- %1 - Needed, %2 - Progress, %3 - SParam Name<br />
<br />
---<br />
<br />
<br />
<br />
=== Window Settings ===<br />
<br />
[[File:EquipMedalSys_Preview3.png|600px]]<br />
<br />
[[File:EquipMedalSys_Params3.png]]<br />
<br />
These settings let you adjust the windows displayed for this plugin.<br />
<br />
---<br />
<br />
Equip Medal List:<br />
<br />
Background Type:<br />
- Select background type for this window.<br />
<br />
Equipped Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Show Capacity Costs?:<br />
- Shows capacity costs on Medals?<br />
<br />
Show 0 Costs?:<br />
- Shows capacity costs if they cost 0?<br />
<br />
Show 1 Costs?:<br />
- Shows capacity costs if they only cost 1?<br />
<br />
Show Cost Numbers?:<br />
- Shows capacity cost values?<br />
- If not, displays multiple icons instead.<br />
<br />
Cost Icon Limit:<br />
- If "Show Cost Numbers" is false, this is how many icons can be<br />
displayed max before showing number costs.<br />
<br />
Sort Style:<br />
- How do you wish to sort medals by?<br />
<br />
Show Unlearned?:<br />
- Shows unlearned medals in the list window?<br />
<br />
Separate Unlearned?:<br />
- Separate unlearned medals from learned medals?<br />
<br />
Mask Unlearned?:<br />
- Masks unlearned medals in list window?<br />
<br />
Mask Icon:<br />
- What is the icon used for masked medals?<br />
<br />
Mask Character:<br />
- Text used for masking per individual character.<br />
<br />
Italics?:<br />
- Use italics for masked names?<br />
<br />
Hide Former Evolved?:<br />
- Hide formerly evolved medals?<br />
<br />
Medal EXP Gauge Style:<br />
- Select the gauge style to use for medal EXP.<br />
- Requires VisuMZ_3_VisualGaugeStyles!<br />
<br />
EXP Gauge Color 1:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
EXP Gauge Color 2:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Gauge Width Modifier:<br />
- Adjust the gauge width by this amount.<br />
<br />
EXP Text Offset X:<br />
- Offsets the Medal EXP Gauge Text X.<br />
- Negative: left. Positive: right.<br />
<br />
EXP Text Offset Y:<br />
- Offsets the Medal EXP Gauge Text Y.<br />
- Negative: up. Positive: down.<br />
<br />
---<br />
<br />
Medal Status Window:<br />
<br />
Show Window?:<br />
- Shows this window in the scene?<br />
<br />
Background Type:<br />
- Select background type for this window.<br />
<br />
Max Capacity Color:<br />
- Use text colors from the Window Skin only.<br />
<br />
---<br />
<br />
<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
<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 />
<br />
<br />
== Changelog ==<br />
<br />
Version 1.01: March 14, 2024<br />
* Bug Fixes!<br />
** Fixed a compatibility issue with Equip Set Bonuses where the set tooltip window would no disappear upon selecting the Medal command. Fix by Arisu.<br />
** Fixed a bug where hovering over the Medal command would stop making the hover change work for the other commands. Fix by Arisu.<br />
** Fixed a bug where pressing 'up' with Modern Controls would not return back to the command window. Fix by Arisu.<br />
** Fixed a bug where elemental damage, states, and stypes, taken and dealt was not making progress for learning new medals. Fix by Arisu.<br />
** Fixed a bug where <Equip Medal Evolves Into Next: exp> notetag was suppressed by the other notetag. Fix made by Arisu.<br />
** Fixed a bug where the <Equip Medal Evolves Into Next: exp> notetag does not require the proper amount of EXP. Fix made by Arisu.<br />
* Feature Update!<br />
** Added a fail safe where if both the optimize and clear commands are removed from the equip scene, the medal command can still be visible. Update made by Arisu.<br />
** If a medal becomes hidden, it is no longer considered equipped.<br />
** Inflict and Receive State effects no longer require the target to be unaffilicted by the state before to count.<br />
<br />
<br />
<br />
Version 1.00 Official Release Date: March 27, 2024<br />
* Finished Plugin!<br />
<br />
== See Also ==<br />
<br />
* [[Inspiration Behind Grande]]<br />
<br />
<br />
<br />
== End of Helpfile ==<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>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Equip_Passive_System_VisuStella_MZ&diff=16439Equip Passive System VisuStella MZ2024-03-15T17:33:11Z<p>Yanfly: </p>
<hr />
<div>{{MzPlugin<br />
<!-- |preview = <youtube>https://youtu.be/n_X2J2Q9FHQ</youtube> --><br />
|preview = [[File:VisuMZ.148.jpg|600px]]<br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/2546114" width="552" height="167"><a href="https://visustellamz.itch.io/equip-passive-system">Equip Passive System plugin for RPG Maker MZ by VisuStellaMZ</a></iframe></html><br />
|link2 = {{VisuStella Grande Vol 1}}<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:EquipPassiveSys_Preview1.png|600px]]<br />
<br />
[[File:EquipPassiveSys_Preview2.png|600px]]<br />
<br />
[[File:EquipPassiveSys_Preview3.png|600px]]<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
{{RequiredPluginsMZ}}<br />
* [[Core Engine VisuStella MZ]]<br />
* [[Skills and States 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 />
[[File:VisuMZ.148.jpg|600px]]<br />
<br />
Actors can now equip passive states to further enhance their battle<br />
potential. With how flexible states are, equippable passive states can boost<br />
actors in numerous ways. Equippable passive states can be learned in many<br />
different ways and add further customization potential to your actors.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Passive states can be accessed and equipped from the skill scene. <br />
* Passive states are limited to the passive capacity that an actor has and the amount of capacity that passive state costs. <br />
* As passive are states at the fundamental level, they take on all the advantages and traits that states have like motions and overlays. <br />
* Dictate which passives an actor can learn through notetags. <br />
* Some passives can be linked to when skills are learned. <br />
* Passives can have a variety of conditions before they are learned. <br />
* Branch out passives so that when they're learned, more passives can be unlocked for that actor. <br />
* Some of these conditions include leveling, winning battles, escaping, being afflicted by states, attacking a certain amount of times, and more! <br />
* Globally learn and remove passive states across all actors. <br />
* Optionally combines with the Skill Learn System to allow actors to learn equippable passives using the Skill Learn System's notetags and AP/SP. <br />
<br />
<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 />
* [[Core Engine VisuStella MZ]]<br />
* [[Skills and States 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 2}}<br />
<br />
<br />
<br />
== How Equippable Passives Work ==<br />
<br />
This section explains how Equippable Passives work in detail.<br />
<br />
---<br />
<br />
=== States at the Core ===<br />
<br />
[[File:EquipPassiveSys_Preview1.png|600px]]<br />
<br />
Equippable Passives are states that actors can toggle ON/OFF as long as the<br />
actors have enough "Passive Capacity" to support the passives. As these are<br />
states, they have all of the traits that states have access to in addition<br />
to their motion and overlay related aspects.<br />
<br />
---<br />
<br />
=== Unlock Conditions ===<br />
<br />
[[File:EquipPassiveSys_Preview2.png|600px]]<br />
<br />
If an actor has unlearned Equippable Passives listed, that actor can attempt<br />
to meet the conditions of those passive states and learn them. Actors will<br />
not be able to learn passive states that aren't listed, regardless of the<br />
actor fulfilling the unlock conditions for the unlisted Equippable Passives.<br />
<br />
Unlock conditions can range from things like fighting 5 battles since the<br />
time the Equippable Passive has been listed to things like casting 8 magical<br />
skills. There is a huge list of unlock conditions that can be used found in<br />
the notetags section.<br />
<br />
---<br />
<br />
=== Skill Learn System ===<br />
<br />
[[File:EquipPassiveSys_Preview3.png|600px]]<br />
<br />
If unlock conditions are not your thing, actors can bypass all of them and<br />
just straight up pay for them in the Skill Learn System as long as the<br />
Equippable Passives are listed there. Naturally, this will require VisuMZ's<br />
Skill Learn System plugin installed for this integration to work out.<br />
<br />
Actors can pay for Equippable Passives in the Skill Learn System using AP,<br />
CP, JP, SP, items, weapons, armors, just about anything that normal skills<br />
can be used to pay with.<br />
<br />
Once again, Equippable Passives through the Skill Learn System will not<br />
require unlock conditions to be fulfilled in order to be bought and learned.<br />
This functions as an alternative way for players to acquire Equippable<br />
Passives if they're not a fan of the unlock system.<br />
<br />
This does not mean that all Equippable Passives have to be placed through<br />
the Skill Learn System while being condition unlockable or vice versa. You<br />
can have some passives exclusive to the Skill Learn System while others are<br />
exclusive to the unlocking mechanisms at play.<br />
<br />
---<br />
<br />
<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 />
=== [[Elements and Status Menu Core VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.008.jpg|300px|link=Elements and Status Menu Core VisuStella MZ]]<br />
<br />
Certain notetags will become available if the VisuStella MZ Elements and<br />
Status Menu Core plugin is installed in addition to this plugin. This<br />
notetag is the <Equip Passive Learn Defeat name Trait: x> notetag.<br />
<br />
---<br />
<br />
=== [[Skill Learn System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.042.jpg|300px|link=Skill Learn System VisuStella MZ]]<br />
<br />
If you have the VisuStella MZ Skill Learn System installed in addition to<br />
this plugin, you can integrate the passive learning aspect into the skill<br />
learn system itself and pay for passives using AP, SP (as well as CP and JP<br />
if the VisuStella MZ Class Change System is installed).<br />
<br />
Unlock conditions do NOT need to be fulfilled if passives are learned<br />
through the Skill Learn System. This is because the normal unlocking passive<br />
conditions are made specifically for learning passives organically through<br />
playing the game while the Skill Learn System allows for players to<br />
carefully choose their options and buy them on the spot.<br />
<br />
Passives placed through the Skill Learn System will use a different set of<br />
notetags which will be listed in the notetags section of this plugin.<br />
<br />
Unlearned passives listed in the Skill Learn System will not necessarily<br />
appear in the unlearned passives list of the Passives window unless you<br />
have the organic notetags used to list them there.<br />
<br />
---<br />
<br />
<br />
<br />
{{Notetags MZ}}<br />
<br />
{{VisuMZ Equip Passive System Notetags}}<br />
<br />
<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ Equip Passive System Plugin Commands}}<br />
<br />
<br />
<br />
== Plugin Parameters ==<br />
<br />
=== General Settings ===<br />
<br />
[[File:EquipPassiveSys_Preview1.png|600px]]<br />
<br />
[[File:EquipPassiveSys_Params1.png]]<br />
<br />
General settings for the Equip Passive System.<br />
<br />
---<br />
<br />
General Settings:<br />
<br />
Default Show Command:<br />
- Shows Passive Command by default?<br />
<br />
Auto-Equip on Learn:<br />
- Automatically equips newly learned Passives.<br />
<br />
Text Popup on Learn:<br />
- Produce a text popup when a Passive is learned?<br />
<br />
Text Popup Format:<br />
- Text format used for text popup.<br />
- %1 - Actor, %2 - Passive, %3 - Icon<br />
<br />
---<br />
<br />
Capacity Settings:<br />
<br />
Capacity Formula:<br />
- What is the formula used to determine current max capacity?<br />
<br />
Default Capacity Cost:<br />
- What is the default capacity cost of equipping a Passive?<br />
<br />
Minimum Capacity Cap:<br />
- What is the minimum capacity value?<br />
<br />
Maximum Capacity Cap:<br />
- What is the maximum capacity value?<br />
<br />
Check Over-Capacity:<br />
- Checks over-capacity when EXP changes.<br />
<br />
---<br />
<br />
<br />
<br />
=== Vocabulary Settings ===<br />
<br />
[[File:EquipPassiveSys_Preview2.png|600px]]<br />
<br />
[[File:EquipPassiveSys_Params2.png]]<br />
<br />
These settings let you adjust the text displayed for this plugin.<br />
<br />
---<br />
<br />
Scene_Skill:<br />
<br />
Command Name:<br />
- Text used for the Passives Command.<br />
<br />
Command Icon:<br />
- Icon used for the Passives command and for any passives that are<br />
displayed without any icon.<br />
<br />
Capacity Text:<br />
- Text used for Passives Capacity.<br />
<br />
Capacity Icon:<br />
- Icon used to represent Passives Capacity when displayed as a limited<br />
resource.<br />
<br />
Capacity Format:<br />
- Text format used to representing Capacity.<br />
- %1 - Current, %2 - Max, %3 - Icon<br />
<br />
Cost Format:<br />
- Text format used for Capacity Cost.<br />
- %1 - Cost, %2 - Icon<br />
<br />
Unlearned Text:<br />
- Text displayed instead of cost for unlearned Passives.<br />
<br />
---<br />
<br />
Shop Status Window:<br />
<br />
Shop Status Text:<br />
- Text used to representing Passives in shop status.<br />
- Requires VisuMZ_1_ItemsEquipsCore!<br />
<br />
---<br />
<br />
Help Window:<br />
<br />
Description Format:<br />
- Text format used to create help descriptions.<br />
- %1 - Unlocking Conditions<br />
<br />
Word Wrap?:<br />
- Apply word wrap to unlock conditions?<br />
- Requires VisuMZ_1_MessageCore!<br />
<br />
Spacing?:<br />
- Add spacing between conditions?<br />
<br />
Spacer:<br />
- Text inserted between conditions.<br />
<br />
Empty Descriptions:<br />
- Text used when no condition text is made.<br />
<br />
---<br />
<br />
Unlock Condition Text:<br />
<br />
Condition Met Color:<br />
- Use text colors from the Window Skin only.<br />
<br />
Progress Format:<br />
- Text format used to indicate progress amount.<br />
- %1 - Progress Text<br />
<br />
Fraction Format:<br />
- Text format used for progress fraction.<br />
- %1 - Current, %2 - Goal<br />
<br />
Percent Format:<br />
- Text format used for percentile value.<br />
- %1 - Percent<br />
<br />
Length Limit:<br />
- What is the character limit before a percentage is used instead<br />
fractions for progress text?<br />
<br />
Complete:<br />
- Progress text used when unlock condition is fulfilled.<br />
<br />
Level Format:<br />
- Text format used for level conditions.<br />
- %1 - Level, %2 - Progress<br />
<br />
Battle Format:<br />
- Text format used for fought battles.<br />
* %1 - Needed, %2 - Progress<br />
<br />
Victory Format:<br />
- Text format used for victorious battles.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Escape Format:<br />
- Text format used for escaped battles.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Defeat Format:<br />
- Text format used for lost battles.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Attack Format:<br />
- Text format used for attack times.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Guard Format:<br />
- Text format used for guard times.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Skill Format:<br />
- Text format used for skill times.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Physical Skills:<br />
- Text format used for physical skills.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Magical Skills:<br />
- Text format used for magical skills.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Certain Hit Skills:<br />
- Text format used for certain hit skills.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Item Format:<br />
- Text format used for item uses.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Deal Criticals:<br />
- Text format used for dealing criticals.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Take Criticals:<br />
- Text format used for taking criticals.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Miss Format:<br />
- Text format for missing attacks.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Evade Format:<br />
- Text format for evading attacks.<br />
- %1 - Needed, %2 - Progress<br />
<br />
SType Use:<br />
- Text format for using SType Skills.<br />
- %1 - Needed, %2 - Progress, %3 - Type Text<br />
<br />
Deal Element DMG:<br />
- Text format used for inflicting element damage.<br />
- %1 - Needed, %2 - Progress, %3 - Element<br />
<br />
Take Element DMG:<br />
- Text format used for receiving element damage.<br />
- %1 - Needed, %2 - Progress, %3 - Element<br />
<br />
Deal State:<br />
- Text format used for inflicting states.<br />
- %1 - Needed, %2 - Progress, %3 - State<br />
<br />
Take State:<br />
- Text format used for receiving states.<br />
- %1 - Needed, %2 - Progress, %3 - State<br />
<br />
Trait Slayer:<br />
- Text format for slaying trait types.<br />
- %1 - Needed, %2 - Progress, %3 - Type Text<br />
<br />
Total Damage Dealt:<br />
- Text format for total damage dealt.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Total Damage Taken:<br />
- Text format for total damage received.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Total Healing Dealt:<br />
- Text format for total healing given.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Total Healing Taken:<br />
- Text format for total healing taken.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Kills Format:<br />
- Text format for kills performed.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Deaths Format:<br />
- Text format for deaths in battle.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Assists Format:<br />
- Text format for assists made.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Reach Gold Total:<br />
- Text format for reaching gold quantity.<br />
- %1 - Needed, %2 - Progress, %3 - Gold<br />
<br />
Reach Item Total:<br />
- Text format for reaching item quantity.<br />
- %1 - Needed, %2 - Progress, %3 - Item<br />
<br />
Reach Weapon Total:<br />
- Text format for reaching weapon quantity.<br />
- %1 - Needed, %2 - Progress, %3 - Weapon<br />
<br />
Reach Armor Total:<br />
- Text format for reaching armor quantity.<br />
- %1 - Needed, %2 - Progress, %3 - Armor<br />
<br />
Reach Base Param:<br />
- Text format for reaching base Param amount.<br />
- %1 - Needed, %2 - Progress, %3 - Param Name<br />
<br />
Reach XParam Amount:<br />
- Text format for reaching X Param amount.<br />
- %1 - Needed, %2 - Progress, %3 - XParam Name<br />
<br />
Reach SParam Amount:<br />
- Text format for reaching S Param amount.<br />
- %1 - Needed, %2 - Progress, %3 - SParam Name<br />
<br />
---<br />
<br />
<br />
<br />
=== Window Settings ===<br />
<br />
[[File:EquipPassiveSys_Preview1.png|600px]]<br />
<br />
[[File:EquipPassiveSys_Params3.png]]<br />
<br />
These settings let you adjust the windows displayed for this plugin.<br />
<br />
---<br />
<br />
Equip Passive List:<br />
<br />
Background Type:<br />
- Select background type for this window.<br />
<br />
Equipped Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Show Capacity Costs?:<br />
- Shows capacity costs on Passives?<br />
<br />
Show 0 Costs?:<br />
- Shows capacity costs if they cost 0?<br />
<br />
Show 1 Costs?:<br />
- Shows capacity costs if they only cost 1?<br />
<br />
Show Cost Numbers?:<br />
- Shows capacity cost values?<br />
- If not, displays multiple icons instead.<br />
<br />
Cost Icon Limit:<br />
- If "Show Cost Numbers" is false, this is how many icons can be<br />
displayed max before showing number costs.<br />
<br />
Sort Style:<br />
- How do you wish to sort passives by?<br />
<br />
Show Unlearned?:<br />
- Shows unlearned passives in the list window?<br />
<br />
Separate Unlearned?:<br />
- Separate unlearned passives from learned passives?<br />
<br />
Mask Unlearned?:<br />
- Masks unlearned passives in list window?<br />
<br />
Mask Icon:<br />
- What is the icon used for masked passives?<br />
<br />
Mask Character:<br />
- Text used for masking per individual character.<br />
<br />
Italics?:<br />
- Use italics for masked names?<br />
<br />
---<br />
<br />
Passive Status Window:<br />
<br />
Show Window?:<br />
- Shows this window in the scene?<br />
<br />
Background Type:<br />
- Select background type for this window.<br />
<br />
Max Capacity Color:<br />
- Use text colors from the Window Skin only.<br />
<br />
---<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 />
<br />
<br />
== Changelog ==<br />
<br />
Version 1.01: March 14, 2024<br />
* Bug Fixes!<br />
** Fixed a bug that would cause a crash if the passive state did not have a help description. Fix made by Arisu.<br />
** Fixed a bug where elemental damage, states, and stypes, taken and dealt was not making progress for learning new medals. Fix by Arisu.<br />
* Feature Update!<br />
** If a passive becomes hidden, it is no longer considered equipped.<br />
** Inflict and Receive State effects no longer require the target to be unaffilicted by the state before to count.<br />
<br />
<br />
<br />
Version 1.00 Official Release Date: March 25, 2024<br />
* Finished Plugin!<br />
<br />
== See Also ==<br />
<br />
* [[Inspiration Behind Grande]]<br />
<br />
<br />
<br />
== End of Helpfile ==<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>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Evolution_of_the_Business_RPG&diff=16380Evolution of the Business RPG2024-03-03T22:30:08Z<p>Yanfly: </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:BusinessRPGa.png|600px|link=]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
By now, the '''Business RPG''' is an evergrowing genre.<br />
These are sometimes known as an '''Item Shop RPG''' or '''Restaurant RPG''', but ultimately, their playstyles are the same.<br />
The player character runs an item shop or restaurant for half the day, then spends the other half of the day gathering resources or dungeon crawling.<br />
If this sounds familiar, it's because there's a lot of games like it already.<br />
These games include the likes of [https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/ Recettear], [https://store.steampowered.com/app/606150/Moonlighter/ Moonlighter], [https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/ Mystia's Izakaya], [https://store.steampowered.com/app/1963570/Cuisineer/ Cuisineer], and [https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/ Dave the Diver].<br />
While not all of them are RPG's in the traditional sense, I want to use these five for this article to provide examples with and show how they evolved and what we can learn from these games should we ever decide to make our own Business RPG.<br />
I will be sharing my opinions about how I feel about certain aspects of these games and how they've either contributed or hurt the game itself.<br />
<br />
<br />
<br />
== Getting to Know Each Game ==<br />
<br />
Let's introduce each game so that we have an idea of what they're like.<br />
<br />
=== [https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/ Recettear] ===<br />
<br />
[[File:Recettear.jpg|link=https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/]]<br />
<br />
''' Release Date:''' Sep 10, 2010<br />
<br />
This is a game about Recette who has to take on the debt of her parents.<br />
She does so through the aid of Tear, a debt collector fairy, and paying off the item shop's debt is her goal.<br />
Recette does this by collecting goods from the town's wholesaler.<br />
However, if she doesn't have enough money, she'll go gather goodes from the dungeons nearby instead.<br />
This game is home to some of the memes you see online such as [https://knowyourmeme.com/memes/capitalism-ho "Capitalism, ho!"].<br />
<br />
Many people consider this grandfather of all Business RPG's.<br />
And for good reason, too!<br />
The formula used by '''Recettear''' is seen throughout the future games regardless of whether or not they have an item shop or restaurant and regardless of whether or not there are dungeons, too.<br />
As this game was released in 2010, it wouldn't come off as surprising if some folks did not know of its existence as it was a very niche game at the time.<br />
<br />
Fans loved this game and though it arrived on Steam rather late, it still managed to accrue 6,000+ reviews at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/606150/Moonlighter/ Moonlighter] ===<br />
<br />
[[File:Moonlighter.jpg|link=https://store.steampowered.com/app/606150/Moonlighter/]]<br />
<br />
''' Release Date:''' May 29, 2018<br />
<br />
'''Moonlighter''' is a game that centers around Will, the son of a merchant.<br />
However, Will's father has long disappeared and never came back after venturing into the nearby dungeons.<br />
Will decides to carry on his father's legacy by running his shop and exploring the dungeons to find items worth selling.<br />
The store is ran during the day, and Will ventures into the dungeons during moonlight, hence the name.<br />
<br />
While '''Recettear''' is one of the pioneers for the genre back in 2010, '''Moonlighter''' is the one that brought the genre back in 2018 with high levels of success.<br />
It uses an extremely similar formula to '''Recettear''' but changed quite a few things up.<br />
The item shop system was overhauled to be more linear and straight forward.<br />
The dungeon and combat was also overhauled to feel better and fit the modern gaming landscape more.<br />
<br />
All in all, '''Moonlighter''' was a modern day success with a review count of 13,500+ at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/ Mystia's Izakaya] ===<br />
<br />
[[File:MystiaIzakaya.jpg|link=https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/]]<br />
<br />
''' Release Date:''' Oct 1, 2021<br />
<br />
Just a few years down the line, '''Mystia's Izakaya''' came out as the next big Business RPG.<br />
It's a fangame for the ever so timeless [https://en.wikipedia.org/wiki/Touhou_Project Touhou Project] series and focuses on one of its characters called Mystia, who runs an izakaya (Japanese food/drink stall) for various reasons, namely debt.<br />
Somehow, the debt keeps piling up, but Mystia powers through with her business.<br />
<br />
'''Mystia's Izakaya''' is one of the first of many modern Business RPG's that focus on the restaurant aspect.<br />
The '''Recettear''' formula is alive and well, but many changes have occurred.<br />
Unlike '''Recettear''' and '''Moonlighter''', there's no more dungeons.<br />
In fact, there's no more combat.<br />
There is, instead, a resource gathering focus that's found across many maps.<br />
Handling the restaurant is also vastly different from handling an item shop, too.<br />
There was also more focus on narrative, too.<br />
<br />
The game was a massive hit on '''Steam''' with a total review count of 17,000+ at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1963570/Cuisineer/ Cuisineer] ===<br />
<br />
[[File:Cuisineer.jpg|link=https://store.steampowered.com/app/1963570/Cuisineer/]]<br />
<br />
'''Release Date:''' Nov 9, 2023<br />
<br />
In late 2023, '''Cuisineer''' launched as one of the more modern Business RPG's featuring a restaurant theme.<br />
It has a similar story to the other Business RPG's so far.<br />
The main character, Pom, has to pay off the debt of her parents and she will have to do so through their restaurant.<br />
She uses her past experiences as an adventurer to find her new calling as a restaurateur.<br />
<br />
Unsurprisingly, the '''Recettear''' formula is still at play here for '''Cuisineer'''.<br />
Just like with '''Mystia's Izakaya''', resource gathering is done separately from restaurant work.<br />
This time, however, the ingredients used for the kitchen will fight back and Pom has to fight her way through combat vegetables and warrior shrimps.<br />
There is also boba tea.<br />
<br />
This charming little game is starting off the year with 1,000+ reviews at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/ Dave the Diver] ===<br />
<br />
[[File:DaveTheDiver.jpg|link=https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/]]<br />
<br />
'''Release Date:''' Jun 28, 2023<br />
<br />
We go back in time a few months for the release of '''Dave the Diver''', the most successful of the Business RPG's thusfar.<br />
The game focuses around Dave, a fun loving diver, who somehow gets roped into helping a sushi restaurant.<br />
He goes into the sea and collects fresh ingredients for this sushi restaurant and continuously gets more and more involved with misadventures.<br />
<br />
'''Dave the Diver''' strays away from the usual top-down RPG appearance that most Business RPG's have and goes for a more 2D platformer aesthetic.<br />
However, it still very much so follows the Business RPG formula of collecting resources during one half of the day and running a business in the other half.<br />
<br />
Amongst all of the Business RPG's listed, '''Dave the Diver''' is the most successful of them, sitting at '''86,000+''' reviews at the time of writing this article, and this article will explore why.<br />
<br />
<br />
<br />
== Day Cycle ==<br />
<br />
Each game has a similar gameplay loop of gathering resources and selling them in the business.<br />
However, each game has a different way in how they handle the way each day progresses.<br />
Let's take a look at each one.<br />
<br />
<br />
<br />
=== Day Cycle Briefing ===<br />
<br />
[[File:DayNightCycle.png|300px]]<br />
<br />
; '''Recettear:'''<br />
: Each day gives you a set amount of hours to go do stuff in.<br />
: Time does not progress until you perform an action.<br />
: You can open up the shop at any time, in which case, time will progress steadily until nightfall.<br />
: If you choose to not open up the item shop, you can go to the dungeon instead, in which case, you will always return at night despite how much time was spent in the dungeon.<br />
<br />
; '''Moonlighter:'''<br />
: Each day is split up into two phases: day and night.<br />
: No time passes during the day and you can perform near infinite actions to perform around town, that is, until you choose to open up your shop or enter the dungeon.<br />
: When closing shop or leaving the dungeon, you will then come back out at night time.<br />
: Night time does not have time advance either, but you can still venture out in town to interact with townsfolk.<br />
: You can also choose to enter the dungeon here, or you can go to sleep to go to the next day cycle.<br />
<br />
; '''Mystia's Izakaya:'''<br />
: Each day is split up into two phases: day and night.<br />
: During the day, you can do things like interact with NPC's or pick up resources.<br />
: Interacting with most NPC's do not advance time though some actions will advance time by 30 minutes.<br />
: Picking up resources will always advance time by 30 minutes.<br />
: Moving to different maps will advance time by 30 minutes.<br />
: Once time reaches 18:00, it's time to open up the restaurant.<br />
: The restaurant will advance time steadily until closing hours.<br />
: Then it's time to move to the next day.<br />
<br />
; '''Cuisineer:'''<br />
: Each day gives you a set amount of hours to go and do stuff in.<br />
: Time advances steadily throughout the day even if you idle or are in a menu.<br />
: However, if you go into a dungeon, time stops and will automatically set the time to night when leaving the dungeon.<br />
: If you choose to open up the restaurant, time will advance steadily with you serving customers until the time you choose to close the restaurant.<br />
<br />
; '''Dave the Diver:'''<br />
: Each day has four phases: Day Preparation, Day Diving, Night Preparation, Night Restaurant.<br />
: Day Preparation allows you to prepare and interact with NPC's or other aspects of the game without time moving forward.<br />
: The moment Dave enters the water to dive, day time advances into the Day Diving phase.<br />
: Here, time does not move forward until you return back to the surface.<br />
: However, a limited oxygen tank can function as a timer, although you can refill your oxygen tank with various interactions.<br />
: Night Preparation phase is just like the Day Preparation phase: you can interact with NPC's and other aspects of the game.<br />
: When you choose to open up the restaurant, and for a set amount of time moving steadily forward, you have to go and serve the customers.<br />
<br />
<br />
<br />
== Solving Problems ==<br />
<br />
Let's take a look at how each game solves common problems found through the genre.<br />
<br />
=== Pacing ===<br />
<br />
<youtube>https://www.youtube.com/watch?v=hbzGO_Qonu0</youtube><br />
<br />
We can assert that time plays an important factor in pacing these games.<br />
While not all of them are split between day/night segments, I feel that the ones that do have a better pace.<br />
<br />
'''Recettear''' and '''Cuisineer''' suffer a bit from this in ways that the days just feel like farming simulator in-game days: where you just rush all over to get things done before it's time to go back to work.<br />
While in '''Recettear''', time doesn't move forward unless you go somewhere to perform an action, certain events do happen at certain times.<br />
This kind of thing is definitely considered a relic of the past as you don't see it in future Business RPG games, though timed events will happen at any specific segment of the day instead.<br />
You also cannot go to the dungeon after passing a certain hour in the day.<br />
For '''Cuisineer''', this becomes detrimental.<br />
As time will progress even if you're idling, that means the more you take time to explore the town and interact with the locals, the less hours you have to open up the restaurant for.<br />
Also like '''Recettear''', you cannot enter dungeons after passing a certain hour in the day.<br />
The time moving forward feels like a demerit to to the way the game can be paced.<br />
<br />
On the flip side, games like '''Moonlighter''', '''Mystia's Izakaya''', and '''Dave the Diver''' segment their days into various parts without rushing you to get through them.<br />
This gives a more relaxed feeling and allows players to fully prepare before moving onto the next segment.<br />
This doesn't punish exploration (and in Mystia's case, it's a very slight time deduction) and instead, encourages it.<br />
Mingling with the locals is no longer something that punishes you and is, instead, welcomed.<br />
Even in '''Dave the Diver''', during the Day Preparation phase, you can plant an entire farm, water each tile, and it still won't move forward time or take away from the amount of time left for you to dive.<br />
<br />
<br />
<br />
=== Chunking ===<br />
<br />
Normally, with the Business RPG format, the fun comes from doing a variety of things that make the overall experience come together.<br />
Resource gathering is massively different from the shop keeping/restaurant bit.<br />
Switching between the two dynamically different gameplay modes is what keeps the whole experience fun.<br />
It keeps the parts that would otherwise be grindy spread out and diluted.<br />
That is the very strength of the Business RPG format.<br />
So, what is '''Chunking''' and why is that a problem?<br />
<br />
Chunking is what I call the process of playing one part of the game over and over before doing another part of the game, also usually over and over.<br />
The reason why chunking would occur is because it's just simply more efficient and optimal to do so.<br />
It also seems like the antithesis of the Business RPG.<br />
While letting players play the way they want sounds like the better idea, it's actually not.<br />
Why?<br />
Because [https://www.designer-notes.com/game-developer-column-17-water-finds-a-crack/ when given the opportunity, players will optimize the fun out of a game].<br />
<br />
<youtube>https://www.youtube.com/watch?v=0Q3ezaoqIRM</youtube><br />
<br />
These games are not safe from this, especially in the case of '''Recettear''' and '''Cuisineer''' where there's no clear split segments of the day to divide work.<br />
In both of those games, the ideal strategy would be to spend a lot of time, usually back to back days, to gather up resources en masse.<br />
It would then make more sense that once there's enough stock, to sell/serve en masse.<br />
This is because if done "normally", where a player would equally divide up dungeon diving (resource acquisition) with business (selling or serving), then half the time, the available shelves will be empty or filler objects would take up the slots/orders.<br />
On the other hand, filling up your resource reserves allow you to sell more expensive goods and not just filler content.<br />
This becomes a better allocation of time with better returns.<br />
<br />
Chunking in either of these games will also result in burn out far quicker.<br />
'''Recettear''' does not have very fun dungeons to explore and '''Cuisineer's''' dungeons are excessively long.<br />
Both games also have limited inventory slots for dungeons so multiple trips have to be made before filling up with the stuff you truly want.<br />
Chunking is not just reserved to the dungeon diving part, too.<br />
It can also happen to the shop and restaurant parts.<br />
In '''Recettear''', thanks to the wholesaler, you can actually skip the whole dungeon crawling part if you so wish.<br />
This would allow you to just open shop all day every day.<br />
In fact, that becomes the main strategy later, too, where once the wholesaler gets enough proper goods, the better strategy would just be to buy en masse from the wholesaler to redistribute through the shop.<br />
You would rack up money so much faster than if you were to go through a dungeon in hopes of a randomized chance of getting good drops.<br />
<br />
'''Moonlighter''' avoided this problem by segmenting the day into two parts.<br />
The shop can only be opened during the day.<br />
And while you can enter the dungeon any time you want, due to the process of elimination, visiting dungeons come during the night.<br />
This was a good split for quite a while.<br />
But where '''Moonlighter''' went wrong was its extremely shallow shop keeping parts.<br />
You would set up the ideal prices for your items, and then just sit at the counter during the time the store is open.<br />
There's no real interactions with the customers early on except to just sell, so all that there's to do is to just mash the OK button.<br />
Considering there's no deeper interactivity between seller and buyer compared to '''Recettear''' or even '''Cuisineer''', you can just get away with having a weight placed on the OK button and walk away for a few minutes.<br />
<br />
Now, I am aware that some clients can do things different from usual.<br />
There are thieves that can steal items from you, but given how there's no debt to pay off, them stealing items is effectively a non-issue.<br />
Some other clients go up to you and reserve items to pick up at a later date, but there's no large penalty for not fulfilling these.<br />
They're effectively a moot challenge.<br />
<br />
Where things further go wrong for '''Moonlighter''' is that once it becomes possible to hire someone to take care of the store for you for 30% of the earnings, there's no reason to play that half of the game anymore.<br />
They introduced the very mechanic that allow for chunking to happen in the game when it was doing "better" than its peers at first.<br />
This isn't ideal to maintain that gameplay switch flow in order to prevent the player from not burning out.<br />
In fact, that's precisely what happened to me.<br />
Not only that, I finished buying all the upgrades for the town and store super early and all that was left was just to clear the dungeons.<br />
All that was left for me was to finish up the remaining dungeons, of which, I had 3 left by the time I maxed out the town and shop.<br />
3 back to back dungeons gets pretty grindy, and while some can argue that I did this to myself, there just wasn't enough content otherwise for the shop to split my focus with.<br />
<br />
On the flip side, '''Mystia's Izakaya''' and '''Dave the Diver''' excel in preventing chunking for the most part.<br />
'''Mystia's Izakaya''' has set segments for each day and they're non-negotiable.<br />
Every day has a resource gathering part and a restaurant part.<br />
There's no alternatives to skip resource gathering so while there is an option to speed through the day to open up the restaurant earlier, it is highly unlikely for the player to do so.<br />
At night, you have to work the restaurant.<br />
You can hire three employees to do the serving, bartending, and cooking for you, and this can trivialize most of the game.<br />
However, special rare guests that appear require player input and will not accept NPC employee input.<br />
Fulfilling the conditions for these guests result in huge bonuses so they're not negligible as they were in '''Moonlighter'''.<br />
There's also the possibility of incurring a penalty if you get their orders wrong or ignoring them too much, too.<br />
While I'm not big on negative feedback, this one played to the benefit of '''Mystia's Izakaya''' in the form of making chunking extremely unlikely.<br />
<br />
'''Dave the Diver''' is very similar, too.<br />
The day is split up the way it is and there's no negotiation in changing up those parts unless it's specifically a day off in-game.<br />
But what '''Dave the Diver''' does is different enough, too.<br />
Unlike '''Mystia's Izakaya''', '''Dave the Diver''' splits up the day in 4 segments (Day Preparation, Day Diving, Night Preparation, Night Restaurant).<br />
While at first, the preparation segments seem to come and go, later on, they get so stuffed to the brim that you might even spend more time there than during diving or handling the restaurant.<br />
This is because for the preparation phases, as the game progresses, more mechanics are introduced that flesh these out.<br />
These mechanics include a fish farm for raising fish, a traditional farm for growing crops, handling weapons, etc.<br />
This spaces out the day to day stuff that the rhythm of going into the next phase feels different enough to not feel grindy.<br />
<br />
<br />
<br />
== More to Come ==<br />
<br />
More to come.<br />
<br />
<br />
== End of Article ==<br />
<br />
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|}</div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Evolution_of_the_Business_RPG&diff=16379Evolution of the Business RPG2024-03-03T22:29:27Z<p>Yanfly: </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:BusinessRPGa.png|600px|link=]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
By now, the '''Business RPG''' is an evergrowing genre.<br />
These are sometimes known as an '''Item Shop RPG''' or '''Restaurant RPG''', but ultimately, their playstyles are the same.<br />
The player character runs an item shop or restaurant for half the day, then spends the other half of the day gathering resources or dungeon crawling.<br />
If this sounds familiar, it's because there's a lot of games like it already.<br />
These games include the likes of [https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/ Recettear], [https://store.steampowered.com/app/606150/Moonlighter/ Moonlighter], [https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/ Mystia's Izakaya], [https://store.steampowered.com/app/1963570/Cuisineer/ Cuisineer], and [https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/ Dave the Diver].<br />
While not all of them are RPG's in the traditional sense, I want to use these five for this article to provide examples with and show how they evolved and what we can learn from these games should we ever decide to make our own Business RPG.<br />
I will be sharing my opinions about how I feel about certain aspects of these games and how they've either contributed or hurt the game itself.<br />
<br />
<br />
<br />
== Getting to Know Each Game ==<br />
<br />
Let's introduce each game so that we have an idea of what they're like.<br />
<br />
=== [https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/ Recettear] ===<br />
<br />
[[File:Recettear.jpg|link=https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/]]<br />
<br />
''' Release Date:''' Sep 10, 2010<br />
<br />
This is a game about Recette who has to take on the debt of her parents.<br />
She does so through the aid of Tear, a debt collector fairy, and paying off the item shop's debt is her goal.<br />
Recette does this by collecting goods from the town's wholesaler.<br />
However, if she doesn't have enough money, she'll go gather goodes from the dungeons nearby instead.<br />
This game is home to some of the memes you see online such as [https://knowyourmeme.com/memes/capitalism-ho "Capitalism, ho!"].<br />
<br />
Many people consider this grandfather of all Business RPG's.<br />
And for good reason, too!<br />
The formula used by '''Recettear''' is seen throughout the future games regardless of whether or not they have an item shop or restaurant and regardless of whether or not there are dungeons, too.<br />
As this game was released in 2010, it wouldn't come off as surprising if some folks did not know of its existence as it was a very niche game at the time.<br />
<br />
Fans loved this game and though it arrived on Steam rather late, it still managed to accrue 6,000+ reviews at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/606150/Moonlighter/ Moonlighter] ===<br />
<br />
[[File:Moonlighter.jpg|link=https://store.steampowered.com/app/606150/Moonlighter/]]<br />
<br />
''' Release Date:''' May 29, 2018<br />
<br />
'''Moonlighter''' is a game that centers around Will, the son of a merchant.<br />
However, Will's father has long disappeared and never came back after venturing into the nearby dungeons.<br />
Will decides to carry on his father's legacy by running his shop and exploring the dungeons to find items worth selling.<br />
The store is ran during the day, and Will ventures into the dungeons during moonlight, hence the name.<br />
<br />
While '''Recettear''' is one of the pioneers for the genre back in 2010, '''Moonlighter''' is the one that brought the genre back in 2018 with high levels of success.<br />
It uses an extremely similar formula to '''Recettear''' but changed quite a few things up.<br />
The item shop system was overhauled to be more linear and straight forward.<br />
The dungeon and combat was also overhauled to feel better and fit the modern gaming landscape more.<br />
<br />
All in all, '''Moonlighter''' was a modern day success with a review count of 13,500+ at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/ Mystia's Izakaya] ===<br />
<br />
[[File:MystiaIzakaya.jpg|link=https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/]]<br />
<br />
''' Release Date:''' Oct 1, 2021<br />
<br />
Just a few years down the line, '''Mystia's Izakaya''' came out as the next big Business RPG.<br />
It's a fangame for the ever so timeless [https://en.wikipedia.org/wiki/Touhou_Project Touhou Project] series and focuses on one of its characters called Mystia, who runs an izakaya (Japanese food/drink stall) for various reasons, namely debt.<br />
Somehow, the debt keeps piling up, but Mystia powers through with her business.<br />
<br />
'''Mystia's Izakaya''' is one of the first of many modern Business RPG's that focus on the restaurant aspect.<br />
The '''Recettear''' formula is alive and well, but many changes have occurred.<br />
Unlike '''Recettear''' and '''Moonlighter''', there's no more dungeons.<br />
In fact, there's no more combat.<br />
There is, instead, a resource gathering focus that's found across many maps.<br />
Handling the restaurant is also vastly different from handling an item shop, too.<br />
There was also more focus on narrative, too.<br />
<br />
The game was a massive hit on '''Steam''' with a total review count of 17,000+ at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1963570/Cuisineer/ Cuisineer] ===<br />
<br />
[[File:Cuisineer.jpg|link=https://store.steampowered.com/app/1963570/Cuisineer/]]<br />
<br />
'''Release Date:''' Nov 9, 2023<br />
<br />
In late 2023, '''Cuisineer''' launched as one of the more modern Business RPG's featuring a restaurant theme.<br />
It has a similar story to the other Business RPG's so far.<br />
The main character, Pom, has to pay off the debt of her parents and she will have to do so through their restaurant.<br />
She uses her past experiences as an adventurer to find her new calling as a restaurateur.<br />
<br />
Unsurprisingly, the '''Recettear''' formula is still at play here for '''Cuisineer'''.<br />
Just like with '''Mystia's Izakaya''', resource gathering is done separately from restaurant work.<br />
This time, however, the ingredients used for the kitchen will fight back and Pom has to fight her way through combat vegetables and warrior shrimps.<br />
There is also boba tea.<br />
<br />
This charming little game is starting off the year with 1,000+ reviews at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/ Dave the Diver] ===<br />
<br />
[[File:DaveTheDiver.jpg|link=https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/]]<br />
<br />
'''Release Date:''' Jun 28, 2023<br />
<br />
We go back in time a few months for the release of '''Dave the Diver''', the most successful of the Business RPG's thusfar.<br />
The game focuses around Dave, a fun loving diver, who somehow gets roped into helping a sushi restaurant.<br />
He goes into the sea and collects fresh ingredients for this sushi restaurant and continuously gets more and more involved with misadventures.<br />
<br />
'''Dave the Diver''' strays away from the usual top-down RPG appearance that most Business RPG's have and goes for a more 2D platformer aesthetic.<br />
However, it still very much so follows the Business RPG formula of collecting resources during one half of the day and running a business in the other half.<br />
<br />
Amongst all of the Business RPG's listed, '''Dave the Diver''' is the most successful of them, sitting at '''86,000+''' reviews at the time of writing this article, and this article will explore why.<br />
<br />
<br />
<br />
== Day Cycle ==<br />
<br />
Each game has a similar gameplay loop of gathering resources and selling them in the business.<br />
However, each game has a different way in how they handle the way each day progresses.<br />
Let's take a look at each one.<br />
<br />
<br />
<br />
=== Day Cycle Briefing ===<br />
<br />
[[File:DayNightCycle.png|300px]]<br />
<br />
; '''Recettear:'''<br />
: Each day gives you a set amount of hours to go do stuff in.<br />
: Time does not progress until you perform an action.<br />
: You can open up the shop at any time, in which case, time will progress steadily until nightfall.<br />
: If you choose to not open up the item shop, you can go to the dungeon instead, in which case, you will always return at night despite how much time was spent in the dungeon.<br />
<br />
; '''Moonlighter:'''<br />
: Each day is split up into two phases: day and night.<br />
: No time passes during the day and you can perform near infinite actions to perform around town, that is, until you choose to open up your shop or enter the dungeon.<br />
: When closing shop or leaving the dungeon, you will then come back out at night time.<br />
: Night time does not have time advance either, but you can still venture out in town to interact with townsfolk.<br />
: You can also choose to enter the dungeon here, or you can go to sleep to go to the next day cycle.<br />
<br />
; '''Mystia's Izakaya:'''<br />
: Each day is split up into two phases: day and night.<br />
: During the day, you can do things like interact with NPC's or pick up resources.<br />
: Interacting with most NPC's do not advance time though some actions will advance time by 30 minutes.<br />
: Picking up resources will always advance time by 30 minutes.<br />
: Moving to different maps will advance time by 30 minutes.<br />
: Once time reaches 18:00, it's time to open up the restaurant.<br />
: The restaurant will advance time steadily until closing hours.<br />
: Then it's time to move to the next day.<br />
<br />
; '''Cuisineer:'''<br />
: Each day gives you a set amount of hours to go and do stuff in.<br />
: Time advances steadily throughout the day even if you idle or are in a menu.<br />
: However, if you go into a dungeon, time stops and will automatically set the time to night when leaving the dungeon.<br />
: If you choose to open up the restaurant, time will advance steadily with you serving customers until the time you choose to close the restaurant.<br />
<br />
; '''Dave the Diver:'''<br />
: Each day has four phases: Day Preparation, Day Diving, Night Preparation, Night Restaurant.<br />
: Day Preparation allows you to prepare and interact with NPC's or other aspects of the game without time moving forward.<br />
: The moment Dave enters the water to dive, day time advances into the Day Diving phase.<br />
: Here, time does not move forward until you return back to the surface.<br />
: However, a limited oxygen tank can function as a timer, although you can refill your oxygen tank with various interactions.<br />
: Night Preparation phase is just like the Day Preparation phase: you can interact with NPC's and other aspects of the game.<br />
: When you choose to open up the restaurant, and for a set amount of time moving steadily forward, you have to go and serve the customers.<br />
<br />
<br />
<br />
=== Pacing ===<br />
<br />
<youtube>https://www.youtube.com/watch?v=hbzGO_Qonu0</youtube><br />
<br />
We can assert that time plays an important factor in pacing these games.<br />
While not all of them are split between day/night segments, I feel that the ones that do have a better pace.<br />
<br />
'''Recettear''' and '''Cuisineer''' suffer a bit from this in ways that the days just feel like farming simulator in-game days: where you just rush all over to get things done before it's time to go back to work.<br />
While in '''Recettear''', time doesn't move forward unless you go somewhere to perform an action, certain events do happen at certain times.<br />
This kind of thing is definitely considered a relic of the past as you don't see it in future Business RPG games, though timed events will happen at any specific segment of the day instead.<br />
You also cannot go to the dungeon after passing a certain hour in the day.<br />
For '''Cuisineer''', this becomes detrimental.<br />
As time will progress even if you're idling, that means the more you take time to explore the town and interact with the locals, the less hours you have to open up the restaurant for.<br />
Also like '''Recettear''', you cannot enter dungeons after passing a certain hour in the day.<br />
The time moving forward feels like a demerit to to the way the game can be paced.<br />
<br />
On the flip side, games like '''Moonlighter''', '''Mystia's Izakaya''', and '''Dave the Diver''' segment their days into various parts without rushing you to get through them.<br />
This gives a more relaxed feeling and allows players to fully prepare before moving onto the next segment.<br />
This doesn't punish exploration (and in Mystia's case, it's a very slight time deduction) and instead, encourages it.<br />
Mingling with the locals is no longer something that punishes you and is, instead, welcomed.<br />
Even in '''Dave the Diver''', during the Day Preparation phase, you can plant an entire farm, water each tile, and it still won't move forward time or take away from the amount of time left for you to dive.<br />
<br />
<br />
<br />
=== Chunking ===<br />
<br />
Normally, with the Business RPG format, the fun comes from doing a variety of things that make the overall experience come together.<br />
Resource gathering is massively different from the shop keeping/restaurant bit.<br />
Switching between the two dynamically different gameplay modes is what keeps the whole experience fun.<br />
It keeps the parts that would otherwise be grindy spread out and diluted.<br />
That is the very strength of the Business RPG format.<br />
So, what is '''Chunking''' and why is that a problem?<br />
<br />
Chunking is what I call the process of playing one part of the game over and over before doing another part of the game, also usually over and over.<br />
The reason why chunking would occur is because it's just simply more efficient and optimal to do so.<br />
It also seems like the antithesis of the Business RPG.<br />
While letting players play the way they want sounds like the better idea, it's actually not.<br />
Why?<br />
Because [https://www.designer-notes.com/game-developer-column-17-water-finds-a-crack/ when given the opportunity, players will optimize the fun out of a game].<br />
<br />
<youtube>https://www.youtube.com/watch?v=0Q3ezaoqIRM</youtube><br />
<br />
These games are not safe from this, especially in the case of '''Recettear''' and '''Cuisineer''' where there's no clear split segments of the day to divide work.<br />
In both of those games, the ideal strategy would be to spend a lot of time, usually back to back days, to gather up resources en masse.<br />
It would then make more sense that once there's enough stock, to sell/serve en masse.<br />
This is because if done "normally", where a player would equally divide up dungeon diving (resource acquisition) with business (selling or serving), then half the time, the available shelves will be empty or filler objects would take up the slots/orders.<br />
On the other hand, filling up your resource reserves allow you to sell more expensive goods and not just filler content.<br />
This becomes a better allocation of time with better returns.<br />
<br />
Chunking in either of these games will also result in burn out far quicker.<br />
'''Recettear''' does not have very fun dungeons to explore and '''Cuisineer's''' dungeons are excessively long.<br />
Both games also have limited inventory slots for dungeons so multiple trips have to be made before filling up with the stuff you truly want.<br />
Chunking is not just reserved to the dungeon diving part, too.<br />
It can also happen to the shop and restaurant parts.<br />
In '''Recettear''', thanks to the wholesaler, you can actually skip the whole dungeon crawling part if you so wish.<br />
This would allow you to just open shop all day every day.<br />
In fact, that becomes the main strategy later, too, where once the wholesaler gets enough proper goods, the better strategy would just be to buy en masse from the wholesaler to redistribute through the shop.<br />
You would rack up money so much faster than if you were to go through a dungeon in hopes of a randomized chance of getting good drops.<br />
<br />
'''Moonlighter''' avoided this problem by segmenting the day into two parts.<br />
The shop can only be opened during the day.<br />
And while you can enter the dungeon any time you want, due to the process of elimination, visiting dungeons come during the night.<br />
This was a good split for quite a while.<br />
But where '''Moonlighter''' went wrong was its extremely shallow shop keeping parts.<br />
You would set up the ideal prices for your items, and then just sit at the counter during the time the store is open.<br />
There's no real interactions with the customers early on except to just sell, so all that there's to do is to just mash the OK button.<br />
Considering there's no deeper interactivity between seller and buyer compared to '''Recettear''' or even '''Cuisineer''', you can just get away with having a weight placed on the OK button and walk away for a few minutes.<br />
<br />
Now, I am aware that some clients can do things different from usual.<br />
There are thieves that can steal items from you, but given how there's no debt to pay off, them stealing items is effectively a non-issue.<br />
Some other clients go up to you and reserve items to pick up at a later date, but there's no large penalty for not fulfilling these.<br />
They're effectively a moot challenge.<br />
<br />
Where things further go wrong for '''Moonlighter''' is that once it becomes possible to hire someone to take care of the store for you for 30% of the earnings, there's no reason to play that half of the game anymore.<br />
They introduced the very mechanic that allow for chunking to happen in the game when it was doing "better" than its peers at first.<br />
This isn't ideal to maintain that gameplay switch flow in order to prevent the player from not burning out.<br />
In fact, that's precisely what happened to me.<br />
Not only that, I finished buying all the upgrades for the town and store super early and all that was left was just to clear the dungeons.<br />
All that was left for me was to finish up the remaining dungeons, of which, I had 3 left by the time I maxed out the town and shop.<br />
3 back to back dungeons gets pretty grindy, and while some can argue that I did this to myself, there just wasn't enough content otherwise for the shop to split my focus with.<br />
<br />
On the flip side, '''Mystia's Izakaya''' and '''Dave the Diver''' excel in preventing chunking for the most part.<br />
'''Mystia's Izakaya''' has set segments for each day and they're non-negotiable.<br />
Every day has a resource gathering part and a restaurant part.<br />
There's no alternatives to skip resource gathering so while there is an option to speed through the day to open up the restaurant earlier, it is highly unlikely for the player to do so.<br />
At night, you have to work the restaurant.<br />
You can hire three employees to do the serving, bartending, and cooking for you, and this can trivialize most of the game.<br />
However, special rare guests that appear require player input and will not accept NPC employee input.<br />
Fulfilling the conditions for these guests result in huge bonuses so they're not negligible as they were in '''Moonlighter'''.<br />
There's also the possibility of incurring a penalty if you get their orders wrong or ignoring them too much, too.<br />
While I'm not big on negative feedback, this one played to the benefit of '''Mystia's Izakaya''' in the form of making chunking extremely unlikely.<br />
<br />
'''Dave the Diver''' is very similar, too.<br />
The day is split up the way it is and there's no negotiation in changing up those parts unless it's specifically a day off in-game.<br />
But what '''Dave the Diver''' does is different enough, too.<br />
Unlike '''Mystia's Izakaya''', '''Dave the Diver''' splits up the day in 4 segments (Day Preparation, Day Diving, Night Preparation, Night Restaurant).<br />
While at first, the preparation segments seem to come and go, later on, they get so stuffed to the brim that you might even spend more time there than during diving or handling the restaurant.<br />
This is because for the preparation phases, as the game progresses, more mechanics are introduced that flesh these out.<br />
These mechanics include a fish farm for raising fish, a traditional farm for growing crops, handling weapons, etc.<br />
This spaces out the day to day stuff that the rhythm of going into the next phase feels different enough to not feel grindy.<br />
<br />
<br />
<br />
== More to Come ==<br />
<br />
More to come.<br />
<br />
<br />
== End of Article ==<br />
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|}</div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Evolution_of_the_Business_RPG&diff=16378Evolution of the Business RPG2024-03-03T18:54:08Z<p>Yanfly: </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:BusinessRPGa.png|600px|link=]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
By now, the '''Business RPG''' is an evergrowing genre.<br />
These are sometimes known as an '''Item Shop RPG''' or '''Restaurant RPG''', but ultimately, their playstyles are the same.<br />
The player character runs an item shop or restaurant for half the day, then spends the other half of the day gathering resources or dungeon crawling.<br />
If this sounds familiar, it's because there's a lot of games like it already.<br />
These games include the likes of [https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/ Recettear], [https://store.steampowered.com/app/606150/Moonlighter/ Moonlighter], [https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/ Mystia's Izakaya], [https://store.steampowered.com/app/1963570/Cuisineer/ Cuisineer], and [https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/ Dave the Diver].<br />
While not all of them are RPG's in the traditional sense, I want to use these five for this article to provide examples with and show how they evolved and what we can learn from these games should we ever decide to make our own Business RPG.<br />
I will be sharing my opinions about how I feel about certain aspects of these games and how they've either contributed or hurt the game itself.<br />
<br />
<br />
<br />
== Getting to Know Each Game ==<br />
<br />
Let's introduce each game so that we have an idea of what they're like.<br />
<br />
=== [https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/ Recettear] ===<br />
<br />
[[File:Recettear.jpg|link=https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/]]<br />
<br />
''' Release Date:''' Sep 10, 2010<br />
<br />
This is a game about Recette who has to take on the debt of her parents.<br />
She does so through the aid of Tear, a debt collector fairy, and paying off the item shop's debt is her goal.<br />
Recette does this by collecting goods from the town's wholesaler.<br />
However, if she doesn't have enough money, she'll go gather goodes from the dungeons nearby instead.<br />
This game is home to some of the memes you see online such as [https://knowyourmeme.com/memes/capitalism-ho "Capitalism, ho!"].<br />
<br />
Many people consider this grandfather of all Business RPG's.<br />
And for good reason, too!<br />
The formula used by '''Recettear''' is seen throughout the future games regardless of whether or not they have an item shop or restaurant and regardless of whether or not there are dungeons, too.<br />
As this game was released in 2010, it wouldn't come off as surprising if some folks did not know of its existence as it was a very niche game at the time.<br />
<br />
Fans loved this game and though it arrived on Steam rather late, it still managed to accrue 6,000+ reviews at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/606150/Moonlighter/ Moonlighter] ===<br />
<br />
[[File:Moonlighter.jpg|link=https://store.steampowered.com/app/606150/Moonlighter/]]<br />
<br />
''' Release Date:''' May 29, 2018<br />
<br />
'''Moonlighter''' is a game that centers around Will, the son of a merchant.<br />
However, Will's father has long disappeared and never came back after venturing into the nearby dungeons.<br />
Will decides to carry on his father's legacy by running his shop and exploring the dungeons to find items worth selling.<br />
The store is ran during the day, and Will ventures into the dungeons during moonlight, hence the name.<br />
<br />
While '''Recettear''' is one of the pioneers for the genre back in 2010, '''Moonlighter''' is the one that brought the genre back in 2018 with high levels of success.<br />
It uses an extremely similar formula to '''Recettear''' but changed quite a few things up.<br />
The item shop system was overhauled to be more linear and straight forward.<br />
The dungeon and combat was also overhauled to feel better and fit the modern gaming landscape more.<br />
<br />
All in all, '''Moonlighter''' was a modern day success with a review count of 13,500+ at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/ Mystia's Izakaya] ===<br />
<br />
[[File:MystiaIzakaya.jpg|link=https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/]]<br />
<br />
''' Release Date:''' Oct 1, 2021<br />
<br />
Just a few years down the line, '''Mystia's Izakaya''' came out as the next big Business RPG.<br />
It's a fangame for the ever so timeless [https://en.wikipedia.org/wiki/Touhou_Project Touhou Project] series and focuses on one of its characters called Mystia, who runs an izakaya (Japanese food/drink stall) for various reasons, namely debt.<br />
Somehow, the debt keeps piling up, but Mystia powers through with her business.<br />
<br />
'''Mystia's Izakaya''' is one of the first of many modern Business RPG's that focus on the restaurant aspect.<br />
The '''Recettear''' formula is alive and well, but many changes have occurred.<br />
Unlike '''Recettear''' and '''Moonlighter''', there's no more dungeons.<br />
In fact, there's no more combat.<br />
There is, instead, a resource gathering focus that's found across many maps.<br />
Handling the restaurant is also vastly different from handling an item shop, too.<br />
There was also more focus on narrative, too.<br />
<br />
The game was a massive hit on '''Steam''' with a total review count of 17,000+ at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1963570/Cuisineer/ Cuisineer] ===<br />
<br />
[[File:Cuisineer.jpg|link=https://store.steampowered.com/app/1963570/Cuisineer/]]<br />
<br />
'''Release Date:''' Nov 9, 2023<br />
<br />
In late 2023, '''Cuisineer''' launched as one of the more modern Business RPG's featuring a restaurant theme.<br />
It has a similar story to the other Business RPG's so far.<br />
The main character, Pom, has to pay off the debt of her parents and she will have to do so through their restaurant.<br />
She uses her past experiences as an adventurer to find her new calling as a restaurateur.<br />
<br />
Unsurprisingly, the '''Recettear''' formula is still at play here for '''Cuisineer'''.<br />
Just like with '''Mystia's Izakaya''', resource gathering is done separately from restaurant work.<br />
This time, however, the ingredients used for the kitchen will fight back and Pom has to fight her way through combat vegetables and warrior shrimps.<br />
There is also boba tea.<br />
<br />
This charming little game is starting off the year with 1,000+ reviews at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/ Dave the Diver] ===<br />
<br />
[[File:DaveTheDiver.jpg|link=https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/]]<br />
<br />
'''Release Date:''' Jun 28, 2023<br />
<br />
We go back in time a few months for the release of '''Dave the Diver''', the most successful of the Business RPG's thusfar.<br />
The game focuses around Dave, a fun loving diver, who somehow gets roped into helping a sushi restaurant.<br />
He goes into the sea and collects fresh ingredients for this sushi restaurant and continuously gets more and more involved with misadventures.<br />
<br />
'''Dave the Diver''' strays away from the usual top-down RPG appearance that most Business RPG's have and goes for a more 2D platformer aesthetic.<br />
However, it still very much so follows the Business RPG formula of collecting resources during one half of the day and running a business in the other half.<br />
<br />
Amongst all of the Business RPG's listed, '''Dave the Diver''' is the most successful of them, sitting at '''86,000+''' reviews at the time of writing this article, and this article will explore why.<br />
<br />
<br />
<br />
== Day Cycle ==<br />
<br />
Each game has a similar gameplay loop of gathering resources and selling them in the business.<br />
However, each game has a different way in how they handle the way each day progresses.<br />
Let's take a look at each one.<br />
<br />
<br />
<br />
=== Day Cycle Briefing ===<br />
<br />
[[File:DayNightCycle.png|300px]]<br />
<br />
; '''Recettear:'''<br />
: Each day gives you a set amount of hours to go do stuff in.<br />
: Time does not progress until you perform an action.<br />
: You can open up the shop at any time, in which case, time will progress steadily until nightfall.<br />
: If you choose to not open up the item shop, you can go to the dungeon instead, in which case, you will always return at night despite how much time was spent in the dungeon.<br />
<br />
; '''Moonlighter:'''<br />
: Each day is split up into two phases: day and night.<br />
: No time passes during the day and you can perform near infinite actions to perform around town, that is, until you choose to open up your shop or enter the dungeon.<br />
: When closing shop or leaving the dungeon, you will then come back out at night time.<br />
: Night time does not have time advance either, but you can still venture out in town to interact with townsfolk.<br />
: You can also choose to enter the dungeon here, or you can go to sleep to go to the next day cycle.<br />
<br />
; '''Mystia's Izakaya:'''<br />
: Each day is split up into two phases: day and night.<br />
: During the day, you can do things like interact with NPC's or pick up resources.<br />
: Interacting with most NPC's do not advance time though some actions will advance time by 30 minutes.<br />
: Picking up resources will always advance time by 30 minutes.<br />
: Moving to different maps will advance time by 30 minutes.<br />
: Once time reaches 18:00, it's time to open up the restaurant.<br />
: The restaurant will advance time steadily until closing hours.<br />
: Then it's time to move to the next day.<br />
<br />
; '''Cuisineer:'''<br />
: Each day gives you a set amount of hours to go and do stuff in.<br />
: Time advances steadily throughout the day even if you idle or are in a menu.<br />
: However, if you go into a dungeon, time stops and will automatically set the time to night when leaving the dungeon.<br />
: If you choose to open up the restaurant, time will advance steadily with you serving customers until the time you choose to close the restaurant.<br />
<br />
; '''Dave the Diver:'''<br />
: Each day has four phases: Day Preparation, Day Diving, Night Preparation, Night Restaurant.<br />
: Day Preparation allows you to prepare and interact with NPC's or other aspects of the game without time moving forward.<br />
: The moment Dave enters the water to dive, day time advances into the Day Diving phase.<br />
: Here, time does not move forward until you return back to the surface.<br />
: However, a limited oxygen tank can function as a timer, although you can refill your oxygen tank with various interactions.<br />
: Night Preparation phase is just like the Day Preparation phase: you can interact with NPC's and other aspects of the game.<br />
: When you choose to open up the restaurant, and for a set amount of time moving steadily forward, you have to go and serve the customers.<br />
<br />
<br />
<br />
=== Pacing ===<br />
<br />
<youtube>https://www.youtube.com/watch?v=hbzGO_Qonu0</youtube><br />
<br />
We can assert that time plays an important factor in pacing these games.<br />
While not all of them are split between day/night segments, I feel that the ones that do have a better pace.<br />
<br />
'''Recettear''' and '''Cuisineer''' suffer a bit from this in ways that the days just feel like farming simulator in-game days: where you just rush all over to get things done before it's time to go back to work.<br />
While in '''Recettear''', time doesn't move forward unless you go somewhere to perform an action, certain events do happen at certain times.<br />
This kind of thing is definitely considered a relic of the past as you don't see it in future Business RPG games, though timed events will happen at any specific segment of the day instead.<br />
You also cannot go to the dungeon after passing a certain hour in the day.<br />
For '''Cuisineer''', this becomes detrimental.<br />
As time will progress even if you're idling, that means the more you take time to explore the town and interact with the locals, the less hours you have to open up the restaurant for.<br />
Also like '''Recettear''', you cannot enter dungeons after passing a certain hour in the day.<br />
The time moving forward feels like a demerit to to the way the game can be paced.<br />
<br />
On the flip side, games like '''Moonlighter''', '''Mystia's Izakaya''', and '''Dave the Diver''' segment their days into various parts without rushing you to get through them.<br />
This gives a more relaxed feeling and allows players to fully prepare before moving onto the next segment.<br />
This doesn't punish exploration (and in Mystia's case, it's a very slight time deduction) and instead, encourages it.<br />
Mingling with the locals is no longer something that punishes you and is, instead, welcomed.<br />
Even in '''Dave the Diver''', during the Day Preparation phase, you can plant an entire farm, water each tile, and it still won't move forward time or take away from the amount of time left for you to dive.<br />
<br />
<br />
<br />
=== Chunking ===<br />
<br />
<youtube>https://www.youtube.com/watch?v=0Q3ezaoqIRM</youtube><br />
<br />
Chunking is what I call the process of playing one part of the game over and over before doing another part of the game, also usually over and over.<br />
The reason why chunking would occur is because it's just simply more efficient and optimal to do so.<br />
While this sounds okay at first glance, because hey, let players play the way they want, it's actually quite a problem.<br />
Why?<br />
Because [https://www.designer-notes.com/game-developer-column-17-water-finds-a-crack/ when given the opportunity, players will optimize the fun out of a game].<br />
<br />
<br />
<br />
== More to Come ==<br />
<br />
More to come.<br />
<br />
<br />
== End of Article ==<br />
<br />
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|}</div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Evolution_of_the_Business_RPG&diff=16377Evolution of the Business RPG2024-03-03T18:48:35Z<p>Yanfly: </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:BusinessRPGa.png|600px|link=]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
By now, the '''Business RPG''' is an evergrowing genre.<br />
These are sometimes known as an '''Item Shop RPG''' or '''Restaurant RPG''', but ultimately, their playstyles are the same.<br />
The player character runs an item shop or restaurant for half the day, then spends the other half of the day gathering resources or dungeon crawling.<br />
If this sounds familiar, it's because there's a lot of games like it already.<br />
These games include the likes of [https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/ Recettear], [https://store.steampowered.com/app/606150/Moonlighter/ Moonlighter], [https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/ Mystia's Izakaya], [https://store.steampowered.com/app/1963570/Cuisineer/ Cuisineer], and [https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/ Dave the Diver].<br />
While not all of them are RPG's in the traditional sense, I want to use these five for this article to provide examples with and show how they evolved and what we can learn from these games should we ever decide to make our own Business RPG.<br />
I will be sharing my opinions about how I feel about certain aspects of these games and how they've either contributed or hurt the game itself.<br />
<br />
<br />
<br />
== Getting to Know Each Game ==<br />
<br />
Let's introduce each game so that we have an idea of what they're like.<br />
<br />
=== [https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/ Recettear] ===<br />
<br />
[[File:Recettear.jpg|link=https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/]]<br />
<br />
''' Release Date:''' Sep 10, 2010<br />
<br />
This is a game about Recette who has to take on the debt of her parents.<br />
She does so through the aid of Tear, a debt collector fairy, and paying off the item shop's debt is her goal.<br />
Recette does this by collecting goods from the town's wholesaler.<br />
However, if she doesn't have enough money, she'll go gather goodes from the dungeons nearby instead.<br />
This game is home to some of the memes you see online such as [https://knowyourmeme.com/memes/capitalism-ho "Capitalism, ho!"].<br />
<br />
Many people consider this grandfather of all Business RPG's.<br />
And for good reason, too!<br />
The formula used by '''Recettear''' is seen throughout the future games regardless of whether or not they have an item shop or restaurant and regardless of whether or not there are dungeons, too.<br />
As this game was released in 2010, it wouldn't come off as surprising if some folks did not know of its existence as it was a very niche game at the time.<br />
<br />
Fans loved this game and though it arrived on Steam rather late, it still managed to accrue 6,000+ reviews at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/606150/Moonlighter/ Moonlighter] ===<br />
<br />
[[File:Moonlighter.jpg|link=https://store.steampowered.com/app/606150/Moonlighter/]]<br />
<br />
''' Release Date:''' May 29, 2018<br />
<br />
'''Moonlighter''' is a game that centers around Will, the son of a merchant.<br />
However, Will's father has long disappeared and never came back after venturing into the nearby dungeons.<br />
Will decides to carry on his father's legacy by running his shop and exploring the dungeons to find items worth selling.<br />
The store is ran during the day, and Will ventures into the dungeons during moonlight, hence the name.<br />
<br />
While '''Recettear''' is one of the pioneers for the genre back in 2010, '''Moonlighter''' is the one that brought the genre back in 2018 with high levels of success.<br />
It uses an extremely similar formula to '''Recettear''' but changed quite a few things up.<br />
The item shop system was overhauled to be more linear and straight forward.<br />
The dungeon and combat was also overhauled to feel better and fit the modern gaming landscape more.<br />
<br />
All in all, '''Moonlighter''' was a modern day success with a review count of 13,500+ at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/ Mystia's Izakaya] ===<br />
<br />
[[File:MystiaIzakaya.jpg|link=https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/]]<br />
<br />
''' Release Date:''' Oct 1, 2021<br />
<br />
Just a few years down the line, '''Mystia's Izakaya''' came out as the next big Business RPG.<br />
It's a fangame for the ever so timeless [https://en.wikipedia.org/wiki/Touhou_Project Touhou Project] series and focuses on one of its characters called Mystia, who runs an izakaya (Japanese food/drink stall) for various reasons, namely debt.<br />
Somehow, the debt keeps piling up, but Mystia powers through with her business.<br />
<br />
'''Mystia's Izakaya''' is one of the first of many modern Business RPG's that focus on the restaurant aspect.<br />
The '''Recettear''' formula is alive and well, but many changes have occurred.<br />
Unlike '''Recettear''' and '''Moonlighter''', there's no more dungeons.<br />
In fact, there's no more combat.<br />
There is, instead, a resource gathering focus that's found across many maps.<br />
Handling the restaurant is also vastly different from handling an item shop, too.<br />
There was also more focus on narrative, too.<br />
<br />
The game was a massive hit on '''Steam''' with a total review count of 17,000+ at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1963570/Cuisineer/ Cuisineer] ===<br />
<br />
[[File:Cuisineer.jpg|link=https://store.steampowered.com/app/1963570/Cuisineer/]]<br />
<br />
'''Release Date:''' Nov 9, 2023<br />
<br />
In late 2023, '''Cuisineer''' launched as one of the more modern Business RPG's featuring a restaurant theme.<br />
It has a similar story to the other Business RPG's so far.<br />
The main character, Pom, has to pay off the debt of her parents and she will have to do so through their restaurant.<br />
She uses her past experiences as an adventurer to find her new calling as a restaurateur.<br />
<br />
Unsurprisingly, the '''Recettear''' formula is still at play here for '''Cuisineer'''.<br />
Just like with '''Mystia's Izakaya''', resource gathering is done separately from restaurant work.<br />
This time, however, the ingredients used for the kitchen will fight back and Pom has to fight her way through combat vegetables and warrior shrimps.<br />
There is also boba tea.<br />
<br />
This charming little game is starting off the year with 1,000+ reviews at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/ Dave the Diver] ===<br />
<br />
[[File:DaveTheDiver.jpg|link=https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/]]<br />
<br />
'''Release Date:''' Jun 28, 2023<br />
<br />
We go back in time a few months for the release of '''Dave the Diver''', the most successful of the Business RPG's thusfar.<br />
The game focuses around Dave, a fun loving diver, who somehow gets roped into helping a sushi restaurant.<br />
He goes into the sea and collects fresh ingredients for this sushi restaurant and continuously gets more and more involved with misadventures.<br />
<br />
'''Dave the Diver''' strays away from the usual top-down RPG appearance that most Business RPG's have and goes for a more 2D platformer aesthetic.<br />
However, it still very much so follows the Business RPG formula of collecting resources during one half of the day and running a business in the other half.<br />
<br />
Amongst all of the Business RPG's listed, '''Dave the Diver''' is the most successful of them, sitting at '''86,000+''' reviews at the time of writing this article, and this article will explore why.<br />
<br />
<br />
<br />
== Day Cycle ==<br />
<br />
[[File:DayNightCycle.png|300px]]<br />
<br />
Each game has a similar gameplay loop of gathering resources and selling them in the business.<br />
However, each game has a different way in how they handle the way each day progresses.<br />
Let's take a look at each one.<br />
<br />
<br />
<br />
=== Day Cycle Briefing ===<br />
<br />
; '''Recettear:'''<br />
: Each day gives you a set amount of hours to go do stuff in.<br />
: Time does not progress until you perform an action.<br />
: You can open up the shop at any time, in which case, time will progress steadily until nightfall.<br />
: If you choose to not open up the item shop, you can go to the dungeon instead, in which case, you will always return at night despite how much time was spent in the dungeon.<br />
<br />
; '''Moonlighter:'''<br />
: Each day is split up into two phases: day and night.<br />
: No time passes during the day and you can perform near infinite actions to perform around town, that is, until you choose to open up your shop or enter the dungeon.<br />
: When closing shop or leaving the dungeon, you will then come back out at night time.<br />
: Night time does not have time advance either, but you can still venture out in town to interact with townsfolk.<br />
: You can also choose to enter the dungeon here, or you can go to sleep to go to the next day cycle.<br />
<br />
; '''Mystia's Izakaya:'''<br />
: Each day is split up into two phases: day and night.<br />
: During the day, you can do things like interact with NPC's or pick up resources.<br />
: Interacting with most NPC's do not advance time though some actions will advance time by 30 minutes.<br />
: Picking up resources will always advance time by 30 minutes.<br />
: Moving to different maps will advance time by 30 minutes.<br />
: Once time reaches 18:00, it's time to open up the restaurant.<br />
: The restaurant will advance time steadily until closing hours.<br />
: Then it's time to move to the next day.<br />
<br />
; '''Cuisineer:'''<br />
: Each day gives you a set amount of hours to go and do stuff in.<br />
: Time advances steadily throughout the day even if you idle or are in a menu.<br />
: However, if you go into a dungeon, time stops and will automatically set the time to night when leaving the dungeon.<br />
: If you choose to open up the restaurant, time will advance steadily with you serving customers until the time you choose to close the restaurant.<br />
<br />
; '''Dave the Diver:'''<br />
: Each day has four phases: Day Preparation, Day Diving, Night Preparation, Night Restaurant.<br />
: Day Preparation allows you to prepare and interact with NPC's or other aspects of the game without time moving forward.<br />
: The moment Dave enters the water to dive, day time advances into the Day Diving phase.<br />
: Here, time does not move forward until you return back to the surface.<br />
: However, a limited oxygen tank can function as a timer, although you can refill your oxygen tank with various interactions.<br />
: Night Preparation phase is just like the Day Preparation phase: you can interact with NPC's and other aspects of the game.<br />
: When you choose to open up the restaurant, and for a set amount of time moving steadily forward, you have to go and serve the customers.<br />
<br />
<br />
<br />
=== Pacing ===<br />
<br />
We can assert that time plays an important factor in pacing these games.<br />
While not all of them are split between day/night segments, I feel that the ones that do have a better pace.<br />
<br />
'''Recettear''' and '''Cuisineer''' suffer a bit from this in ways that the days just feel like farming simulator in-game days: where you just rush all over to get things done before it's time to go back to work.<br />
While in '''Recettear''', time doesn't move forward unless you go somewhere to perform an action, certain events do happen at certain times.<br />
This kind of thing is definitely considered a relic of the past as you don't see it in future Business RPG games, though timed events will happen at any specific segment of the day instead.<br />
You also cannot go to the dungeon after passing a certain hour in the day.<br />
For '''Cuisineer''', this becomes detrimental.<br />
As time will progress even if you're idling, that means the more you take time to explore the town and interact with the locals, the less hours you have to open up the restaurant for.<br />
Also like '''Recettear''', you cannot enter dungeons after passing a certain hour in the day.<br />
The time moving forward feels like a demerit to to the way the game can be paced.<br />
<br />
On the flip side, games like '''Moonlighter''', '''Mystia's Izakaya''', and '''Dave the Diver''' segment their days into various parts without rushing you to get through them.<br />
This gives a more relaxed feeling and allows players to fully prepare before moving onto the next segment.<br />
This doesn't punish exploration (and in Mystia's case, it's a very slight time deduction) and instead, encourages it.<br />
Mingling with the locals is no longer something that punishes you and is, instead, welcomed.<br />
Even in '''Dave the Diver''', during the Day Preparation phase, you can plant an entire farm, water each tile, and it still won't move forward time or take away from the amount of time left for you to dive.<br />
<br />
<br />
<br />
== End of Article ==<br />
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|}</div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Evolution_of_the_Business_RPG&diff=16376Evolution of the Business RPG2024-03-03T18:27:29Z<p>Yanfly: </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:BusinessRPGa.png|600px|link=]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
By now, the '''Business RPG''' is an evergrowing genre.<br />
These are sometimes known as an '''Item Shop RPG''' or '''Restaurant RPG''', but ultimately, their playstyles are the same.<br />
The player character runs an item shop or restaurant for half the day, then spends the other half of the day gathering resources or dungeon crawling.<br />
If this sounds familiar, it's because there's a lot of games like it already.<br />
These games include the likes of [https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/ Recettear], [https://store.steampowered.com/app/606150/Moonlighter/ Moonlighter], [https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/ Mystia's Izakaya], [https://store.steampowered.com/app/1963570/Cuisineer/ Cuisineer], and [https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/ Dave the Diver].<br />
While not all of them are RPG's in the traditional sense, I want to use these five for this article to provide examples with and show how they evolved and what we can learn from these games should we ever decide to make our own Business RPG.<br />
<br />
<br />
<br />
== Getting to Know Each Game ==<br />
<br />
Let's introduce each game so that we have an idea of what they're like.<br />
<br />
=== [https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/ Recettear] ===<br />
<br />
[[File:Recettear.jpg|link=https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/]]<br />
<br />
''' Release Date:''' Sep 10, 2010<br />
<br />
This is a game about Recette who has to take on the debt of her parents.<br />
She does so through the aid of Tear, a debt collector fairy, and paying off the item shop's debt is her goal.<br />
Recette does this by collecting goods from the town's wholesaler.<br />
However, if she doesn't have enough money, she'll go gather goodes from the dungeons nearby instead.<br />
This game is home to some of the memes you see online such as [https://knowyourmeme.com/memes/capitalism-ho "Capitalism, ho!"].<br />
<br />
Many people consider this grandfather of all Business RPG's.<br />
And for good reason, too!<br />
The formula used by '''Recettear''' is seen throughout the future games regardless of whether or not they have an item shop or restaurant and regardless of whether or not there are dungeons, too.<br />
As this game was released in 2010, it wouldn't come off as surprising if some folks did not know of its existence as it was a very niche game at the time.<br />
<br />
Fans loved this game and though it arrived on Steam rather late, it still managed to accrue 6,000+ reviews at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/606150/Moonlighter/ Moonlighter] ===<br />
<br />
[[File:Moonlighter.jpg|link=https://store.steampowered.com/app/606150/Moonlighter/]]<br />
<br />
''' Release Date:''' May 29, 2018<br />
<br />
'''Moonlighter''' is a game that centers around Will, the son of a merchant.<br />
However, Will's father has long disappeared and never came back after venturing into the nearby dungeons.<br />
Will decides to carry on his father's legacy by running his shop and exploring the dungeons to find items worth selling.<br />
The store is ran during the day, and Will ventures into the dungeons during moonlight, hence the name.<br />
<br />
While '''Recettear''' is one of the pioneers for the genre back in 2010, '''Moonlighter''' is the one that brought the genre back in 2018 with high levels of success.<br />
It uses an extremely similar formula to '''Recettear''' but changed quite a few things up.<br />
The item shop system was overhauled to be more linear and straight forward.<br />
The dungeon and combat was also overhauled to feel better and fit the modern gaming landscape more.<br />
<br />
All in all, '''Moonlighter''' was a modern day success with a review count of 13,500+ at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/ Mystia's Izakaya] ===<br />
<br />
[[File:MystiaIzakaya.jpg|link=https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/]]<br />
<br />
''' Release Date:''' Oct 1, 2021<br />
<br />
Just a few years down the line, '''Mystia's Izakaya''' came out as the next big Business RPG.<br />
It's a fangame for the ever so timeless [https://en.wikipedia.org/wiki/Touhou_Project Touhou Project] series and focuses on one of its characters called Mystia, who runs an izakaya (Japanese food/drink stall) for various reasons, namely debt.<br />
Somehow, the debt keeps piling up, but Mystia powers through with her business.<br />
<br />
'''Mystia's Izakaya''' is one of the first of many modern Business RPG's that focus on the restaurant aspect.<br />
The '''Recettear''' formula is alive and well, but many changes have occurred.<br />
Unlike '''Recettear''' and '''Moonlighter''', there's no more dungeons.<br />
In fact, there's no more combat.<br />
There is, instead, a resource gathering focus that's found across many maps.<br />
Handling the restaurant is also vastly different from handling an item shop, too.<br />
There was also more focus on narrative, too.<br />
<br />
The game was a massive hit on '''Steam''' with a total review count of 17,000+ at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1963570/Cuisineer/ Cuisineer] ===<br />
<br />
[[File:Cuisineer.jpg|link=https://store.steampowered.com/app/1963570/Cuisineer/]]<br />
<br />
'''Release Date:''' Nov 9, 2023<br />
<br />
In late 2023, '''Cuisineer''' launched as one of the more modern Business RPG's featuring a restaurant theme.<br />
It has a similar story to the other Business RPG's so far.<br />
The main character, Pom, has to pay off the debt of her parents and she will have to do so through their restaurant.<br />
She uses her past experiences as an adventurer to find her new calling as a restaurateur.<br />
<br />
Unsurprisingly, the '''Recettear''' formula is still at play here for '''Cuisineer'''.<br />
Just like with '''Mystia's Izakaya''', resource gathering is done separately from restaurant work.<br />
This time, however, the ingredients used for the kitchen will fight back and Pom has to fight her way through combat vegetables and warrior shrimps.<br />
There is also boba tea.<br />
<br />
This charming little game is starting off the year with 1,000+ reviews at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/ Dave the Diver] ===<br />
<br />
[[File:DaveTheDiver.jpg|link=https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/]]<br />
<br />
'''Release Date:''' Jun 28, 2023<br />
<br />
We go back in time a few months for the release of '''Dave the Diver''', the most successful of the Business RPG's thusfar.<br />
The game focuses around Dave, a fun loving diver, who somehow gets roped into helping a sushi restaurant.<br />
He goes into the sea and collects fresh ingredients for this sushi restaurant and continuously gets more and more involved with misadventures.<br />
<br />
'''Dave the Diver''' strays away from the usual top-down RPG appearance that most Business RPG's have and goes for a more 2D platformer aesthetic.<br />
However, it still very much so follows the Business RPG formula of collecting resources during one half of the day and running a business in the other half.<br />
<br />
Amongst all of the Business RPG's listed, '''Dave the Diver''' is the most successful of them, sitting at 86,000+ reviews at the time of writing this article, and this article will explore why.<br />
<br />
<br />
<br />
== Day Cycle ==<br />
<br />
[[File:DayNightCycle.png|300px]]<br />
<br />
Each game has a similar gameplay loop of gathering resources and selling them in the business.<br />
However, each game has a different way in how they handle the way each day progresses.<br />
Let's take a look at each one.<br />
<br />
'''Recettear:''' Each day gives you a set amount of hours to go do stuff in.<br />
Time does not progress until you perform an action.<br />
You can open up the shop at any time, in which case, time will progress steadily until nightfall.<br />
If you choose to not open up the item shop, you can go to the dungeon instead, in which case, you will always return at night despite how much time was spent in the dungeon.<br />
<br />
'''Moonlighter:''' Each day is split up into two phases: day and night.<br />
No time passes during the day and you can perform near infinite actions to perform around town, that is, until you choose to open up your shop or enter the dungeon.<br />
When closing shop or leaving the dungeon, you will then come back out at night time.<br />
Night time does not have time advance either, but you can still venture out in town to interact with townsfolk.<br />
You can also choose to enter the dungeon here, or you can go to sleep to go to the next day cycle.<br />
<br />
'''Mystia's Izakaya:''' Each day is split up into two phases: day and night.<br />
During the day, you can do things like interact with NPC's or pick up resources.<br />
Interacting with most NPC's do not advance time though some actions will advance time by 30 minutes.<br />
Picking up resources will always advance time by 30 minutes.<br />
Once time reaches 18:00, it's time to open up the restaurant.<br />
The restaurant will advance time steadily until closing hours.<br />
Then it's time to move to the next day.<br />
<br />
'''Cuisineer:''' Each day gives you a set amount of hours to go and do stuff in.<br />
Time advances steadily throughout the day even if you idle or are in a menu.<br />
However, if you go into a dungeon, time stops and will automatically set the time to night when leaving the dungeon.<br />
If you choose to open up the restaurant, time will advance steadily with you serving customers until the time you choose to close the restaurant.<br />
<br />
'''Dave the Diver:''' Each day has four phases: Day Preparation, Day Diving, Night Preparation, Night Restaurant.<br />
Day Preparation allows you to prepare and interact with NPC's or other aspects of the game without time moving forward.<br />
The moment Dave enters the water to dive, day time advances into the Day Diving phase.<br />
Here, time does not move forward until you return back to the surface.<br />
However, a limited oxygen tank can function as a timer, although you can refill your oxygen tank with various interactions.<br />
Night Preparation phase is just like the Day Preparation phase: you can interact with NPC's and other aspects of the game.<br />
When you choose to open up the restaurant, and for a set amount of time moving steadily forward, you have to go and serve the customers.<br />
<br />
<br />
<br />
== End of Article ==<br />
<br />
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<div></div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Evolution_of_the_Business_RPG&diff=16374Evolution of the Business RPG2024-03-03T18:13:23Z<p>Yanfly: </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:BusinessRPGa.png|600px|link=]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
By now, the '''Business RPG''' is an evergrowing genre.<br />
These are sometimes known as an '''Item Shop RPG''' or '''Restaurant RPG''', but ultimately, their playstyles are the same.<br />
The player character runs an item shop or restaurant for half the day, then spends the other half of the day gathering resources or dungeon crawling.<br />
If this sounds familiar, it's because there's a lot of games like it already.<br />
These games include the likes of [https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/ Recettear], [https://store.steampowered.com/app/606150/Moonlighter/ Moonlighter], [https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/ Mystia's Izakaya], [https://store.steampowered.com/app/1963570/Cuisineer/ Cuisineer], and [https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/ Dave the Diver].<br />
While not all of them are RPG's in the traditional sense, I want to use these five for this article to provide examples with and show how they evolved and what we can learn from these games should we ever decide to make our own Business RPG.<br />
<br />
<br />
<br />
== Getting to Know Each Game ==<br />
<br />
Let's introduce each game so that we have an idea of what they're like.<br />
<br />
=== [https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/ Recettear] ===<br />
<br />
[[File:Recettear.jpg|link=https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/]]<br />
<br />
''' Release Date:''' Sep 10, 2010<br />
<br />
This is a game about Recette who has to take on the debt of her parents.<br />
She does so through the aid of Tear, a debt collector fairy, and paying off the item shop's debt is her goal.<br />
Recette does this by collecting goods from the town's wholesaler.<br />
However, if she doesn't have enough money, she'll go gather goodes from the dungeons nearby instead.<br />
This game is home to some of the memes you see online such as [https://knowyourmeme.com/memes/capitalism-ho "Capitalism, ho!"].<br />
<br />
Many people consider this grandfather of all Business RPG's.<br />
And for good reason, too!<br />
The formula used by '''Recettear''' is seen throughout the future games regardless of whether or not they have an item shop or restaurant and regardless of whether or not there are dungeons, too.<br />
As this game was released in 2010, it wouldn't come off as surprising if some folks did not know of its existence as it was a very niche game at the time.<br />
<br />
Fans loved this game and though it arrived on Steam rather late, it still managed to accrue 6,000+ reviews at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/606150/Moonlighter/ Moonlighter] ===<br />
<br />
[[File:Moonlighter.jpg|link=https://store.steampowered.com/app/606150/Moonlighter/]]<br />
<br />
''' Release Date:''' May 29, 2018<br />
<br />
'''Moonlighter''' is a game that centers around Will, the son of a merchant.<br />
However, Will's father has long disappeared and never came back after venturing into the nearby dungeons.<br />
Will decides to carry on his father's legacy by running his shop and exploring the dungeons to find items worth selling.<br />
The store is ran during the day, and Will ventures into the dungeons during moonlight, hence the name.<br />
<br />
While '''Recettear''' is one of the pioneers for the genre back in 2010, '''Moonlighter''' is the one that brought the genre back in 2018 with high levels of success.<br />
It uses an extremely similar formula to '''Recettear''' but changed quite a few things up.<br />
The item shop system was overhauled to be more linear and straight forward.<br />
The dungeon and combat was also overhauled to feel better and fit the modern gaming landscape more.<br />
<br />
All in all, '''Moonlighter''' was a modern day success with a review count of 13,500+ at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/ Mystia's Izakaya] ===<br />
<br />
[[File:MystiaIzakaya.jpg|link=https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/]]<br />
<br />
''' Release Date:''' Oct 1, 2021<br />
<br />
Just a few years down the line, '''Mystia's Izakaya''' came out as the next big Business RPG.<br />
It's a fangame for the ever so timeless [https://en.wikipedia.org/wiki/Touhou_Project Touhou Project] series and focuses on one of its characters called Mystia, who runs an izakaya (Japanese food/drink stall) for various reasons, namely debt.<br />
Somehow, the debt keeps piling up, but Mystia powers through with her business.<br />
<br />
'''Mystia's Izakaya''' is one of the first of many modern Business RPG's that focus on the restaurant aspect.<br />
The '''Recettear''' formula is alive and well, but many changes have occurred.<br />
Unlike '''Recettear''' and '''Moonlighter''', there's no more dungeons.<br />
In fact, there's no more combat.<br />
There is, instead, a resource gathering focus that's found across many maps.<br />
Handling the restaurant is also vastly different from handling an item shop, too.<br />
There was also more focus on narrative, too.<br />
<br />
The game was a massive hit on '''Steam''' with a total review count of 17,000+ at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1963570/Cuisineer/ Cuisineer] ===<br />
<br />
[[File:Cuisineer.jpg|link=https://store.steampowered.com/app/1963570/Cuisineer/]]<br />
<br />
'''Release Date:''' Nov 9, 2023<br />
<br />
In late 2023, '''Cuisineer''' launched as one of the more modern Business RPG's featuring a restaurant theme.<br />
It has a similar story to the other Business RPG's so far.<br />
The main character, Pom, has to pay off the debt of her parents and she will have to do so through their restaurant.<br />
She uses her past experiences as an adventurer to find her new calling as a restaurateur.<br />
<br />
Unsurprisingly, the '''Recettear''' formula is still at play here for '''Cuisineer'''.<br />
Just like with '''Mystia's Izakaya''', resource gathering is done separately from restaurant work.<br />
This time, however, the ingredients used for the kitchen will fight back and Pom has to fight her way through combat vegetables and warrior shrimps.<br />
There is also boba tea.<br />
<br />
This charming little game is starting off the year with 1,000+ reviews at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/ Dave the Diver] ===<br />
<br />
[[File:DaveTheDiver.jpg|link=https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/]]<br />
<br />
'''Release Date:''' Jun 28, 2023<br />
<br />
We go back in time a few months for the release of '''Dave the Diver''', the most successful of the Business RPG's thusfar.<br />
The game focuses around Dave, a fun loving diver, who somehow gets roped into helping a sushi restaurant.<br />
He goes into the sea and collects fresh ingredients for this sushi restaurant and continuously gets more and more involved with misadventures.<br />
<br />
'''Dave the Diver''' strays away from the usual top-down RPG appearance that most Business RPG's have and goes for a more 2D platformer aesthetic.<br />
However, it still very much so follows the Business RPG formula of collecting resources during one half of the day and running a business in the other half.<br />
<br />
Amongst all of the Business RPG's listed, '''Dave the Diver''' is the most successful of them, sitting at 86,000+ reviews at the time of writing this article, and this article will explore why.<br />
<br />
<br />
<br />
== End of Article ==<br />
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<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:BusinessRPGa.png|600px|link=]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
By now, the '''Business RPG''' is an evergrowing genre.<br />
These are sometimes known as an '''Item Shop RPG''' or '''Restaurant RPG''', but ultimately, their playstyles are the same.<br />
The player character runs an item shop or restaurant for half the day, then spends the other half of the day gathering resources or dungeon crawling.<br />
If this sounds familiar, it's because there's a lot of games like it already.<br />
These games include the likes of [https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/ Recettear], [https://store.steampowered.com/app/606150/Moonlighter/ Moonlighter], [https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/ Mystia's Izakaya], [https://store.steampowered.com/app/1963570/Cuisineer/ Cuisineer], and [https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/ Dave the Diver].<br />
While not all of them are RPG's in the traditional sense, I want to use these five for this article to provide examples with and show how they evolved and what we can learn from these games should we ever decide to make our own Business RPG.<br />
<br />
<br />
<br />
== Introducing Each Game ==<br />
<br />
Let's introduce each game so that we have an idea of what they're like.<br />
<br />
=== [https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/ Recettear] ===<br />
<br />
[[File:Recettear.jpg|link=https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/]]<br />
<br />
''' Release Date:''' Sep 10, 2010<br />
<br />
This is a game about Recette who has to take on the debt of her parents.<br />
She does so through the aid of Tear, a debt collector fairy, and paying off the item shop's debt is her goal.<br />
Recette does this by collecting goods from the town's wholesaler.<br />
However, if she doesn't have enough money, she'll go gather goodes from the dungeons nearby instead.<br />
This game is home to some of the memes you see online such as [https://knowyourmeme.com/memes/capitalism-ho "Capitalism, ho!"].<br />
<br />
Many people consider this grandfather of all Business RPG's.<br />
And for good reason, too!<br />
The formula used by '''Recettear''' is seen throughout the future games regardless of whether or not they have an item shop or restaurant and regardless of whether or not there are dungeons, too.<br />
As this game was released in 2010, it wouldn't come off as surprising if some folks did not know of its existence as it was a very niche game at the time.<br />
<br />
Fans loved this game and though it arrived on Steam rather late, it still managed to accrue 6,000+ reviews at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/606150/Moonlighter/ Moonlighter] ===<br />
<br />
[[File:Moonlighter.jpg|link=https://store.steampowered.com/app/606150/Moonlighter/]]<br />
<br />
''' Release Date:''' May 29, 2018<br />
<br />
'''Moonlighter''' is a game that centers around Will, the son of a merchant.<br />
However, Will's father has long disappeared and never came back after venturing into the nearby dungeons.<br />
Will decides to carry on his father's legacy by running his shop and exploring the dungeons to find items worth selling.<br />
The store is ran during the day, and Will ventures into the dungeons during moonlight, hence the name.<br />
<br />
While '''Recettear''' is one of the pioneers for the genre back in 2010, '''Moonlighter''' is the one that brought the genre back in 2018 with high levels of success.<br />
It uses an extremely similar formula to '''Recettear''' but changed quite a few things up.<br />
The item shop system was overhauled to be more linear and straight forward.<br />
The dungeon and combat was also overhauled to feel better and fit the modern gaming landscape more.<br />
<br />
All in all, '''Moonlighter''' was a modern day success with a review count of 13,500+ at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/ Mystia's Izakaya] ===<br />
<br />
[[File:MystiaIzakaya.jpg|link=https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/]]<br />
<br />
''' Release Date:''' Oct 1, 2021<br />
<br />
Just a few years down the line, '''Mystia's Izakaya''' came out as the next big Business RPG.<br />
It's a fangame for the ever so timeless [https://en.wikipedia.org/wiki/Touhou_Project Touhou Project] series and focuses on one of its characters called Mystia, who runs an izakaya (Japanese food/drink stall) for various reasons, namely debt.<br />
Somehow, the debt keeps piling up, but Mystia powers through with her business.<br />
<br />
'''Mystia's Izakaya''' is one of the first of many modern Business RPG's that focus on the restaurant aspect.<br />
The '''Recettear''' formula is alive and well, but many changes have occurred.<br />
Unlike '''Recettear''' and '''Moonlighter''', there's no more dungeons.<br />
In fact, there's no more combat.<br />
There is, instead, a resource gathering focus that's found across many maps.<br />
Handling the restaurant is also vastly different from handling an item shop, too.<br />
There was also more focus on narrative, too.<br />
<br />
The game was a massive hit on '''Steam''' with a total review count of 17,000+ at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1963570/Cuisineer/ Cuisineer] ===<br />
<br />
[[File:Cuisineer.jpg|link=https://store.steampowered.com/app/1963570/Cuisineer/]]<br />
<br />
'''Release Date:''' Nov 9, 2023<br />
<br />
In late 2023, '''Cuisineer''' launched as one of the more modern Business RPG's featuring a restaurant theme.<br />
It has a similar story to the other Business RPG's so far.<br />
The main character, Pom, has to pay off the debt of her parents and she will have to do so through their restaurant.<br />
She uses her past experiences as an adventurer to find her new calling as a restaurateur.<br />
<br />
Unsurprisingly, the '''Recettear''' formula is still at play here for '''Cuisineer'''.<br />
Just like with '''Mystia's Izakaya''', resource gathering is done separately from restaurant work.<br />
This time, however, the ingredients used for the kitchen will fight back and Pom has to fight her way through combat vegetables and warrior shrimps.<br />
There is also boba tea.<br />
<br />
This charming little game is starting off the year with 1,000+ reviews at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/ Dave the Diver] ===<br />
<br />
[[File:DaveTheDiver.jpg|link=https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/]]<br />
<br />
'''Release Date:''' Jun 28, 2023<br />
<br />
We go back in time a few months for the release of '''Dave the Diver''', the most successful of the Business RPG's thusfar.<br />
The game focuses around Dave, a fun loving diver, who somehow gets roped into helping a sushi restaurant.<br />
He goes into the sea and collects fresh ingredients for this sushi restaurant and continuously gets more and more involved with misadventures.<br />
<br />
'''Dave the Diver''' strays away from the usual top-down RPG appearance that most Business RPG's have and goes for a more 2D platformer aesthetic.<br />
However, it still very much so follows the Business RPG formula of collecting resources during one half of the day and running a business in the other half.<br />
<br />
Amongst all of the Business RPG's listed, '''Dave the Diver''' is the most successful of them, sitting at 86,000+ reviews at the time of writing this article, and this article will explore why.<br />
<br />
<br />
<br />
== End of Article ==<br />
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<div></div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=File:Cuisineer.jpg&diff=16371File:Cuisineer.jpg2024-03-03T18:02:06Z<p>Yanfly: </p>
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<div></div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Evolution_of_the_Business_RPG&diff=16370Evolution of the Business RPG2024-03-03T18:00:59Z<p>Yanfly: /* Introduction */</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:BusinessRPGa.png|600px|link=]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
By now, the '''Business RPG''' is an evergrowing genre.<br />
These are sometimes known as an '''Item Shop RPG''' or '''Restaurant RPG''', but ultimately, their playstyles are the same.<br />
The player character runs an item shop or restaurant for half the day, then spends the other half of the day gathering resources or dungeon crawling.<br />
If this sounds familiar, it's because there's a lot of games like it already.<br />
These games include the likes of [https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/ Recettear], [https://store.steampowered.com/app/606150/Moonlighter/ Moonlighter], [https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/ Mystia's Izakaya], [https://store.steampowered.com/app/1963570/Cuisineer/ Cuisineer], and [https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/ Dave the Diver].<br />
While not all of them are RPG's in the traditional sense, I want to use these five for this article to provide examples with and show how they evolved and what we can learn from these games should we ever decide to make our own Business RPG.<br />
<br />
== Introducing Each Game ==<br />
<br />
Let's introduce each game so that we have an idea of what they're like.<br />
<br />
=== [https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/ Recettear] ===<br />
<br />
[[File:Recettear.jpg|link=https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/]]<br />
<br />
''' Release Date:''' Sep 10, 2010<br />
<br />
This is a game about Recette who has to take on the debt of her parents.<br />
She does so through the aid of Tear, a debt collector fairy, and paying off the item shop's debt is her goal.<br />
Recette does this by collecting goods from the town's wholesaler.<br />
However, if she doesn't have enough money, she'll go gather goodes from the dungeons nearby instead.<br />
This game is home to some of the memes you see online such as [https://knowyourmeme.com/memes/capitalism-ho "Capitalism, ho!"].<br />
<br />
Many people consider this grandfather of all Business RPG's.<br />
And for good reason, too!<br />
The formula used by '''Recettear''' is seen throughout the future games regardless of whether or not they have an item shop or restaurant and regardless of whether or not there are dungeons, too.<br />
As this game was released in 2010, it wouldn't come off as surprising if some folks did not know of its existence as it was a very niche game at the time.<br />
<br />
Fans loved this game and though it arrived on Steam rather late, it still managed to accrue 6,000+ reviews at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/606150/Moonlighter/ Moonlighter] ===<br />
<br />
[[File:Moonlighter.jpg|link=https://store.steampowered.com/app/606150/Moonlighter/]]<br />
<br />
''' Release Date:''' May 29, 2018<br />
<br />
'''Moonlighter''' is a game that centers around Will, the son of a merchant.<br />
However, Will's father has long disappeared and never came back after venturing into the nearby dungeons.<br />
Will decides to carry on his father's legacy by running his shop and exploring the dungeons to find items worth selling.<br />
The store is ran during the day, and Will ventures into the dungeons during moonlight, hence the name.<br />
<br />
While '''Recettear''' is one of the pioneers for the genre back in 2010, '''Moonlighter''' is the one that brought the genre back in 2018 with high levels of success.<br />
It uses an extremely similar formula to '''Recettear''' but changed quite a few things up.<br />
The item shop system was overhauled to be more linear and straight forward.<br />
The dungeon and combat was also overhauled to feel better and fit the modern gaming landscape more.<br />
<br />
All in all, '''Moonlighter''' was a modern day success with a review count of 13,500+ at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/ Mystia's Izakaya] ===<br />
<br />
[[File:MystiaIzakaya.jpg|link=https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/]]<br />
<br />
''' Release Date:''' Oct 1, 2021<br />
<br />
Just a few years down the line, '''Mystia's Izakaya''' came out as the next big Business RPG.<br />
It's a fangame for the ever so timeless [https://en.wikipedia.org/wiki/Touhou_Project Touhou Project] series and focuses on one of its characters called Mystia, who runs an izakaya (Japanese food/drink stall) for various reasons, namely debt.<br />
Somehow, the debt keeps piling up, but Mystia powers through with her business.<br />
<br />
'''Mystia's Izakaya''' is one of the first of many modern Business RPG's that focus on the restaurant aspect.<br />
The '''Recettear''' formula is alive and well, but many changes have occurred.<br />
Unlike '''Recettear''' and '''Moonlighter''', there's no more dungeons.<br />
In fact, there's no more combat.<br />
There is, instead, a resource gathering focus that's found across many maps.<br />
Handling the restaurant is also vastly different from handling an item shop, too.<br />
There was also more focus on narrative, too.<br />
<br />
The game was a massive hit on '''Steam''' with a total review count of 17,000+ at the time of writing this article.<br />
<br />
<br />
<br />
== End of Article ==<br />
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|}</div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=File:BusinessRPGa.png&diff=16369File:BusinessRPGa.png2024-03-03T18:00:53Z<p>Yanfly: </p>
<hr />
<div></div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Evolution_of_the_Business_RPG&diff=16368Evolution of the Business RPG2024-03-03T17:59:05Z<p>Yanfly: </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:BusinessRPG.png|600px|link=]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
By now, the '''Business RPG''' is an evergrowing genre.<br />
These are sometimes known as an '''Item Shop RPG''' or '''Restaurant RPG''', but ultimately, their playstyles are the same.<br />
The player character runs an item shop or restaurant for half the day, then spends the other half of the day gathering resources or dungeon crawling.<br />
If this sounds familiar, it's because there's a lot of games like it already.<br />
These games include the likes of [https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/ Recettear], [https://store.steampowered.com/app/606150/Moonlighter/ Moonlighter], [https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/ Mystia's Izakaya], [https://store.steampowered.com/app/1963570/Cuisineer/ Cuisineer], and [https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/ Dave the Diver].<br />
While not all of them are RPG's in the traditional sense, I want to use these five for this article to provide examples with and show how they evolved and what we can learn from these games should we ever decide to make our own Business RPG.<br />
<br />
<br />
<br />
== Introducing Each Game ==<br />
<br />
Let's introduce each game so that we have an idea of what they're like.<br />
<br />
=== [https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/ Recettear] ===<br />
<br />
[[File:Recettear.jpg|link=https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/]]<br />
<br />
''' Release Date:''' Sep 10, 2010<br />
<br />
This is a game about Recette who has to take on the debt of her parents.<br />
She does so through the aid of Tear, a debt collector fairy, and paying off the item shop's debt is her goal.<br />
Recette does this by collecting goods from the town's wholesaler.<br />
However, if she doesn't have enough money, she'll go gather goodes from the dungeons nearby instead.<br />
This game is home to some of the memes you see online such as [https://knowyourmeme.com/memes/capitalism-ho "Capitalism, ho!"].<br />
<br />
Many people consider this grandfather of all Business RPG's.<br />
And for good reason, too!<br />
The formula used by '''Recettear''' is seen throughout the future games regardless of whether or not they have an item shop or restaurant and regardless of whether or not there are dungeons, too.<br />
As this game was released in 2010, it wouldn't come off as surprising if some folks did not know of its existence as it was a very niche game at the time.<br />
<br />
Fans loved this game and though it arrived on Steam rather late, it still managed to accrue 6,000+ reviews at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/606150/Moonlighter/ Moonlighter] ===<br />
<br />
[[File:Moonlighter.jpg|link=https://store.steampowered.com/app/606150/Moonlighter/]]<br />
<br />
''' Release Date:''' May 29, 2018<br />
<br />
'''Moonlighter''' is a game that centers around Will, the son of a merchant.<br />
However, Will's father has long disappeared and never came back after venturing into the nearby dungeons.<br />
Will decides to carry on his father's legacy by running his shop and exploring the dungeons to find items worth selling.<br />
The store is ran during the day, and Will ventures into the dungeons during moonlight, hence the name.<br />
<br />
While '''Recettear''' is one of the pioneers for the genre back in 2010, '''Moonlighter''' is the one that brought the genre back in 2018 with high levels of success.<br />
It uses an extremely similar formula to '''Recettear''' but changed quite a few things up.<br />
The item shop system was overhauled to be more linear and straight forward.<br />
The dungeon and combat was also overhauled to feel better and fit the modern gaming landscape more.<br />
<br />
All in all, '''Moonlighter''' was a modern day success with a review count of 13,500+ at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/ Mystia's Izakaya] ===<br />
<br />
[[File:MystiaIzakaya.jpg|link=https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/]]<br />
<br />
''' Release Date:''' Oct 1, 2021<br />
<br />
Just a few years down the line, '''Mystia's Izakaya''' came out as the next big Business RPG.<br />
It's a fangame for the ever so timeless [https://en.wikipedia.org/wiki/Touhou_Project Touhou Project] series and focuses on one of its characters called Mystia, who runs an izakaya (Japanese food/drink stall) for various reasons, namely debt.<br />
Somehow, the debt keeps piling up, but Mystia powers through with her business.<br />
<br />
'''Mystia's Izakaya''' is one of the first of many modern Business RPG's that focus on the restaurant aspect.<br />
The '''Recettear''' formula is alive and well, but many changes have occurred.<br />
Unlike '''Recettear''' and '''Moonlighter''', there's no more dungeons.<br />
In fact, there's no more combat.<br />
There is, instead, a resource gathering focus that's found across many maps.<br />
Handling the restaurant is also vastly different from handling an item shop, too.<br />
There was also more focus on narrative, too.<br />
<br />
The game was a massive hit on '''Steam''' with a total review count of 17,000+ at the time of writing this article.<br />
<br />
<br />
<br />
== End of Article ==<br />
<br />
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<div></div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=File:Moonlighter.jpg&diff=16366File:Moonlighter.jpg2024-03-03T17:38:01Z<p>Yanfly: </p>
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<div></div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=File:Recettear.jpg&diff=16365File:Recettear.jpg2024-03-03T17:31:58Z<p>Yanfly: </p>
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<div></div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Sandbox&diff=16364Sandbox2024-03-03T17:30:38Z<p>Yanfly: </p>
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Combat Crusaders Vol 2<br />
* [[Item Throw Skills VisuStella MZ]]<br />
* [[Item Concoction Skills VisuStella MZ]]<br />
* [[Item Amplify Skills VisuStella MZ]]<br />
[[Inspiration Behind Combat Crusaders Volume 2]]<br />
<br />
<hr><br />
Dungeon Divers Vol 2<br />
* [[Random Dungeon Maps VisuStella MZ]]<br />
* [[Challenge System VisuStella MZ]]<br />
* [[Character Creation System VisuStella MZ]]<br />
[[Inspiration Behind Dungeon Divers Volume 2]]<br />
<br />
<hr><br />
Visual Novel Volume 4<br />
* [[Voice Acting Control VisuStella MZ]]<br />
* [[Battle Voices VisuStella MZ]]<br />
* [[Side Chatter VisuStella MZ]]<br />
[[Inspiration Behind Visual Novel Volume 4]]<br />
<br />
<hr><br />
Enchanted Explorers Volume 2<br />
* [[Map Event Effects VisuStella MZ]]<br />
* [[Proximity Messages VisuStella MZ]]<br />
* [[Icon Balloons VisuStella MZ]]<br />
[[Inspiration Behind Enchanted Explorers Volume 2]]<br />
<br />
<hr><br />
Battle Technician Volume 4<br />
* [[Equip Battle Skills VisuStella MZ]]<br />
* [[Skill Mastery VisuStella MZ]]<br />
* [[Skill Stealer VisuStella MZ]]<br />
[[Inspiration Behind Battle Technician Volume 4]]<br />
<br />
<hr><br />
Merchant Manager Volume 3<br />
* [[Hospital Shop VisuStella MZ]]<br />
* [[Recruiting Board VisuStella MZ]]<br />
* [[Skill Shop VisuStella MZ]]<br />
[[Inspiration Behind Merchant Manager Volume 3]]<br />
<br />
<hr><br />
Battle Technician Volume 3<br />
* [[Bestiary VisuStella MZ]]<br />
* [[Visual Gauge Styles VisuStella MZ]]<br />
* [[Multi-Layer HP Gauge VisuStella MZ]]<br />
[[Inspiration Behind Battle Technician Volume 3]]<br />
<br />
<hr><br />
Visual Novel Volume 3<br />
* [[Animated Message Text Effects VisuStella MZ]]<br />
* [[Visual Cutin Effect VisuStella MZ]]<br />
* [[CG Gallery VisuStella MZ]]<br />
[[Inspiration Behind Visual Novel Volume 3]]<br />
<br />
<hr><br />
Custom Construct 3<br />
* [[Tutorial Panel System VisuStella MZ]]<br />
* [[Event Chain Reactions VisuStella MZ]]<br />
* [[Unique Tile Effects VisuStella MZ]]<br />
[[Inspiration Behind Custom Construct Volume 3]]<br />
<br />
<hr><br />
Dungeon Divers Vol 1<br />
* [[Frontview Battle UI VisuStella MZ]]<br />
* [[Field Skills VisuStella MZ]]<br />
* [[Full Field Recovery VisuStella MZ]]<br />
[[Inspiration Behind Dungeon Divers Volume 1]]<br />
<br />
<hr><br />
Enchanted Explorers<br />
<br />
* [[Ambience Sounds VisuStella MZ]]<br />
* [[Map Camera Zoom VisuStella MZ]]<br />
* [[Map Damage Effect VisuStella MZ]]<br />
[[Inspiration Behind Enchanted Explorers Volume 1]]<br />
<br />
<hr><br />
Combat Crusaders<br />
<br />
* [[Active Chain Skills VisuStella MZ]]<br />
* [[Input Combo Skills VisuStella MZ]]<br />
* [[Evo Matrix Skills VisuStella MZ]]<br />
[[Inspiration Behind Combat Crusaders Series]]<br />
<br />
<hr><br />
Wanderlust<br />
<br />
* [[Movement Effects VisuStella MZ]]<br />
* [[Weather Effects VisuStella MZ]]<br />
* [[Lighting Effects VisuStella MZ]]<br />
[[Inspiration Behind Wanderlust Series]]<br />
<br />
<hr><br />
Merchant Manager Volume 2<br />
<br />
* [[More Currencies VisuStella MZ]]<br />
* [[One Time Purchase VisuStella MZ]]<br />
* [[Randomize Shop VisuStella MZ]]<br />
[[Inspiration Behind Merchant Manager Volume 2]]<br />
<br />
<hr><br />
<br />
Custom Construct Volume 2<br />
<br />
* [[Furniture System VisuStella MZ]]<br />
* [[Button Trigger Events VisuStella MZ]]<br />
* [[Variable Gauges VisuStella MZ]]<br />
[[Inspiration Behind Custom Construct Volume 2]]<br />
<br />
<hr><br />
<br />
Visual Novel Volume 2<br />
<br />
* [[Visual Novel Picture Busts VisuStella MZ]]<br />
* [[Message Keywords VisuStella MZ]]<br />
* [[Attached Pictures VisuStella MZ]]<br />
[[Inspiration Behind Visual Novel Volume 2]]<br />
<br />
<hr><br />
<br />
Battle Technician Volume 2<br />
<br />
* [[Battle System - PTB VisuStella MZ]]<br />
* [[Battle Command - Talk VisuStella MZ]]<br />
* [[Consumable Defensive States VisuStella MZ]]<br />
[[Inspiration Behind Battle Technician Volume 2]]<br />
<br />
<hr><br />
<br />
Merchant Manager Volume 1<br />
<br />
* [[Shop Common Events VisuStella MZ]]<br />
* [[Visual Gold Display VisuStella MZ]]<br />
* [[Fluctuating Shop Prices VisuStella MZ]]<br />
[[Inspiration Behind Merchant Manager Volume 1]]<br />
<br />
<hr><br />
<br />
Battle Technician Volume 1<br />
<br />
* [[Battle System - ETB VisuStella MZ]]<br />
* [[Chain Battles VisuStella MZ]]<br />
* [[Conditional Random Encounters VisuStella MZ]]<br />
[[Inspiration Behind Battle Technician Volume 1]]<br />
<br />
<hr><br />
<br />
Visual Novel Volume 1<br />
<br />
* [[Extended Message Functionality VisuStella MZ]]<br />
* [[Message Log VisuStella MZ]]<br />
* [[Message Visibility VisuStella MZ]]<br />
[[Inspiration Behind Visual Novel Volume 1]]<br />
<br />
<hr><br />
<br />
Custom Construct Volume 1<br />
<br />
* [[Picture Choices VisuStella MZ]]<br />
* [[Choice Common Events VisuStella MZ]]<br />
* [[Event Title Scene VisuStella MZ]]<br />
[[Inspiration Behind Custom Construct Volume 1]]<br />
<br />
<hr><br />
<br />
Wave 8<br />
<br />
* [[Battle System - OTB VisuStella MZ]]<br />
* [[Weakness Display VisuStella MZ]]<br />
* [[Break Shields VisuStella MZ]]<br />
* [[Weapon Swap System VisuStella MZ]]<br />
* [[Boost Action VisuStella MZ]]<br />
* [[Skill Containers VisuStella MZ]]<br />
* [[Visual Battle Environment VisuStella MZ]]<br />
* [[Sideview Battle UI VisuStella MZ]]<br />
* [[Patch Notes VisuStella MZ]]<br />
[[Inspiration Behind Wave 8]]<br />
<br />
<hr><br />
<br />
Wave 7<br />
<br />
* [[Battle System - FTB VisuStella MZ]]<br />
* [[State Tooltips VisuStella MZ]]<br />
* [[Visual Item Inventory VisuStella MZ]]<br />
* [[Common Event Menu VisuStella MZ]]<br />
* [[Visual Text Window VisuStella MZ]]<br />
* [[Visual Fogs VisuStella MZ]]<br />
* [[Equipment Set Bonuses VisuStella MZ]]<br />
* [[Limited Skill Uses VisuStella MZ]]<br />
* [[Visual Parallaxes VisuStella MZ]]<br />
[[Inspiration Behind Wave 7]]<br />
<br />
<hr><br />
<br />
Wave 6<br />
<br />
* [[Battle System - BTB VisuStella MZ]]<br />
* [[Message Letter Sounds VisuStella MZ]]<br />
* [[Battle Cursor VisuStella MZ]]<br />
* [[Class Change System VisuStella MZ]]<br />
* [[Action Sequence Projectiles VisuStella MZ]]<br />
* [[Combat Log VisuStella MZ]]<br />
* [[Bright Effects VisuStella MZ]]<br />
* [[New Game Plus VisuStella MZ]]<br />
* [[Menu Cursor VisuStella MZ]]<br />
[[Inspiration Behind Wave 6]]<br />
<br />
<hr><br />
<br />
Wave 5<br />
<br />
* [[Battle System - STB VisuStella MZ]]<br />
* [[Weapon Animation VisuStella MZ]]<br />
* [[Weakness Popups VisuStella MZ]]<br />
* [[Skill Learn System VisuStella MZ]]<br />
* [[Action Sequence Impact VisuStella MZ]]<br />
* [[Database Inheritance VisuStella MZ]]<br />
* [[Horror Effects VisuStella MZ]]<br />
* [[Steal Items VisuStella MZ]]<br />
* [[Encounter Effects VisuStella MZ]]<br />
[[Inspiration Behind Wave 5]]<br />
<br />
<hr><br />
<br />
Wave 4<br />
<br />
* [[Battle System - CTB VisuStella MZ]]<br />
* [[Enemy Levels VisuStella MZ]]<br />
* [[Proximity Compass VisuStella MZ]]<br />
* [[Enhanced TP System VisuStella MZ]]<br />
* [[Auto Skill Triggers VisuStella MZ]]<br />
* [[Animated Pictures VisuStella MZ]]<br />
* [[Item Crafting System VisuStella MZ]]<br />
* [[Anti-Damage Barriers VisuStella MZ]]<br />
* [[Credits Page VisuStella MZ]]<br />
[[Inspiration Behind Wave 4]]<br />
<br />
<hr><br />
<br />
Wave 3<br />
<br />
* [[Battle System - ATB VisuStella MZ]]<br />
* [[Action Sequence Camera VisuStella MZ]]<br />
* [[Weapon Unleash VisuStella MZ]]<br />
<br />
* [[Aggro Control System VisuStella MZ]]<br />
* [[Battle AI VisuStella MZ]]<br />
* [[Animated Map Destination VisuStella MZ]]<br />
<br />
* [[Grid-Free Doodads VisuStella MZ]]<br />
* [[Life State Effects VisuStella MZ]]<br />
* [[Extra Enemy Drops VisuStella MZ]]<br />
[[Inspiration Behind Wave 3]]<br />
<br />
<hr><br />
<br />
Wave 2<br />
<br />
* [[Dragonbones Union VisuStella MZ]]<br />
* [[Victory Aftermath VisuStella MZ]]<br />
* [[Button Common Events VisuStella MZ]]<br />
<br />
* [[Quest Journal System VisuStella MZ]]<br />
* [[Visual State Effects VisuStella MZ]]<br />
* [[Picture Common Events VisuStella MZ]]<br />
<br />
* [[Party System VisuStella MZ]]<br />
* [[Skill Cooldowns VisuStella MZ]]<br />
* [[Gab Window VisuStella MZ]]<br />
[[Inspiration Behind Wave 2]]<br />
<br />
<hr><br />
<br />
Wave 1.5<br />
<br />
* [[Debugger VisuStella MZ]]<br />
* [[TileD VisuStella MZ]]<br />
<br />
<hr><br />
<br />
Wave 1<br />
<br />
* [[Core Engine (VisuStella MZ)|Core Engine]]<br />
* [[Battle Core (VisuStella MZ)|Battle Core]]<br />
* [[Main Menu Core (VisuStella MZ)|Main Menu Core]]<br />
* [[Message Core (VisuStella MZ)|Message Core]]<br />
* [[Events and Movement Core (VisuStella MZ)|Events & Movement Core]]<br />
* [[Items and Equips Core (VisuStella MZ)|Items & Equips Core]]<br />
* [[Skills and States Core (VisuStella MZ)|Skills & States Core]]<br />
* [[Elements and Status Menu Core (VisuStella MZ)|Elements & Status Menu Core]]<br />
* [[Save Core (VisuStella MZ)|Save Core]]<br />
* [[Options Core (VisuStella MZ)|Options Core]]<br />
[[Inspiration Behind Wave 1]]<br />
<br />
<hr><br />
<br />
== Visustella ==<br />
<br />
[[Visustella Page Template]]<br />
<br />
== Ækashics ==<br />
<br />
[[Librarium Bundle Ultrapack]]<br />
<br />
[[Battler Page Template]]<br />
<br />
== Caz Wolf ==<br />
<br />
[[Pixel Fantasy RPG Icons (Caz Wolf)]]<br />
<br />
[[Pixel Fantasy RPG Icons - Pack 2 (Caz Wolf)]]<br />
<br />
[[Pixel Fantasy RPG Icons - Pack 3 (Caz Wolf)]]<br />
<br />
[[Pixel Fantasy RPG Icons - Pack 4 (Caz Wolf)]]<br />
<br />
[[Pixel Fantasy RPG Icons - Pack 5 (Caz Wolf)]]<br />
<br />
[[Pixel Fantasy RPG Icons - Pack 6 (Caz Wolf)]]<br />
<br />
[[RPG Maker MV RTP Full Portraits (Caz Wolf)]]<br />
<br />
[[RPG Maker DS+: Caz's ReStaff Compilation (Caz Wolf)]]<br />
<br />
[[Pixel Fantasy RPG Icons - MV RTP Equipment (Caz Wolf)]]<br />
<br />
== Articles ==<br />
<br />
[[Stop Putting Mechanics in Damage Formulas]]<br />
<br />
[[Battle System Differences VisuStella MZ]]<br />
<br />
[[Design for Delivery and Focus]]<br />
<br />
[[Layout Comfort vs Layout Flash (Menu Design)]]<br />
<br />
[[A Stranger's Tips: The Game Designer's Manifesto]]<br />
<br />
[[Beware of Shady Plugin Seller/Thief]]<br />
<br />
[[Why Certain Plugins Won't Be Ported]]<br />
<br />
[[Why Extension Plugins Are Not Standalone]]<br />
<br />
[[VisuStella MZ One Year Retrospective]]<br />
<br />
[[Fossil and Friends Start Drama]]<br />
<br />
[[An Argument Against IIFEs]]<br />
<br />
[[RPG Developer Bakin Editor Early Access Review]]<br />
<br />
[[Updates Changing to Monthly]]<br />
<br />
[[VisuStella MZ Cores]]<br />
<br />
[[Evolution of the Business RPG]]<br />
<br />
== Arisu ==<br />
<br />
[[Notification Window (Arisu)]]<br />
<br />
[[Event Popup Tips and Tricks]]<br />
<br />
[[WASD Movement]]<br />
<br />
[[Useful Shortcuts for Playtesting]]<br />
<br />
== Game Design Documents ==<br />
<br />
[[Game Design Document Template]]<br />
<br />
[[Fast Food Fantasy (GDD)|Fast Food Fantasy]]<br />
<br />
== User Links ==<br />
<br />
[[Yanfly]]<br />
<br />
[[Olivia]]<br />
<br />
[[Irina]]<br />
<br />
[[Arisu]]<br />
<br />
== Changes ==<br />
<br />
[[File:VisuMZ.053.jpg|300px]]<br />
<br />
[[File:VisuMZ.063.jpg|300px]]<br />
<br />
== Shortcuts ==<br />
<br />
[[VisuStella MZ]]<br />
<br />
[[MediaWiki:Sidebar]]<br />
<br />
[[MediaWiki:Vector.css]]<br />
<br />
[http://yanfly.moe/news/ Yanfly.moe News]<br />
<br />
{{Featured Article Automated}}<br />
<br />
|}<br />
<br />
{{ #switch: {{CURRENTMONTH}}<br />
| 1 = January<br />
| 2 = February<br />
| 3 = March<br />
| 4 = April<br />
| 5 = May<br />
| 6 = June<br />
| 7 = July<br />
| 8 = August<br />
| 9 = September<br />
| 10 = October<br />
| 11 = November<br />
| 12 = December<br />
}}<br />
<br />
<html><script type="text/javascript" src="https://www.free-counters.org/count/daft"></script><br><br />
<a href='https://www.free-counters.org/'>... by Free-Counters.org</a> <script type='text/javascript' src='https://whomania.com/ctr?id=1865d887dbacc0d25384ffd64e90ee1069cae6a7'></script></html></div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Evolution_of_the_Business_RPG&diff=16363Evolution of the Business RPG2024-03-03T17:30:30Z<p>Yanfly: Created page with "{{TOCright}} {| style="width: 800px;" cellspacing="0" cellpadding="0" | style="width: 100%; vertical-align: top;" | == Introduction == link=..."</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:BusinessRPG.png|600px|link=]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
By now, the '''Business RPG''' is an evergrowing genre.<br />
These are sometimes known as an '''Item Shop RPG''' or '''Restaurant RPG''', but ultimately, their playstyles are the same.<br />
The player character runs an item shop or restaurant for half the day, then spends the other half of the day gathering resources or dungeon crawling.<br />
If this sounds familiar, it's because there's a lot of games like it already.<br />
These games include the likes of [https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/ Recettear], [https://store.steampowered.com/app/606150/Moonlighter/ Moonlighter], [https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/ Mystia's Izakaya], [https://store.steampowered.com/app/1963570/Cuisineer/ Cuisineer], and [https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/ Dave the Diver].<br />
While not all of them are RPG's in the traditional sense, I want to use these five for this article to provide examples with and show how they evolved and what we can learn from these games should we ever decide to make our own Business RPG.<br />
<br />
<br />
<br />
== End of Article ==<br />
<br />
<br />
|}</div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=File:BusinessRPG.png&diff=16362File:BusinessRPG.png2024-03-03T17:30:24Z<p>Yanfly: </p>
<hr />
<div></div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Battle_Grid_System_VisuStella_MZ&diff=16361Battle Grid System VisuStella MZ2024-03-01T18:03:30Z<p>Yanfly: </p>
<hr />
<div>{{MzPlugin<br />
<!-- |preview = <youtube>link</youtube> --><br />
|preview = [[File:VisuMZ.150.jpg|600px]]<br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/2546116" width="552" height="167"><a href="https://visustellamz.itch.io/battle-grid-system">Battle Grid System plugin for RPG Maker MZ by VisuStellaMZ</a></iframe></html><br />
|link2 = {{VisuStella Grande Vol 1}}<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:BattleGridSystem_Preview1.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 />
[[File:VisuMZ.150.jpg|600px]]<br />
<br />
This plugin changes battles to utilize a grid system. The grid will be<br />
composed of nodes for each team and battlers can move amongst them. By being<br />
on top of specific nodes, different strategies can be employed such as<br />
making certain skills available to use while on such nodes or applying<br />
unique passive state effects.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Battles are changed to employ a grid system and places nodes across the battlefield for battlers to position themselves on top of. <br />
* Battlers can move between their team's nodes and give themselves a better position for battle. Battlers cannot move to the opposing team's nodes. <br />
* Ranks and Flanks determine each node's position. Depending on the Rank and Flank a node is on, different properties can be employed. <br />
* Certain skills and items can only be used while standing on top of certain nodes as a new type of usage requirement. <br />
* Skills and items can move the user and/or the targets around on the battle grid in a variety of ways, such as switching or crashing into other battlers and inflicting crash damage. <br />
* Skills and items can have their range restricted to certain Ranks and Flanks declared by notetags. <br />
* Some skills and items can have their range restricted based on the weapon equipped by the user, allow for melee-only targeting or the whole range of the battle field grid. <br />
* Skills and items can directly select which nodes, Ranks, or Flanks to target for attacks or healing. <br />
* Area of Effect notetags allow players to create skills and items that can affect more than one target based on positioning. <br />
* Nodes can give passive state effects while battlers stand on top of them. <br />
* Nodes can house triggers, which are skill actions that will set off once a battler stands on top of that node. Triggers can be used to deal damage, heal battlers, apply status ailments, and more. <br />
* Skills and items can be used to plant passive states and/or action triggers on specific Nodes! <br />
* Some skills and items can have special effects like teleporting to a specific Node, pulling all members of unit towards a specific Node, or even pushing them away. <br />
* The Grid Tactics scene allows players to adjust where they want the party members to start. Let the player decide which nodes to start individual party members on. <br />
<br />
<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 2}}<br />
<br />
<br />
<br />
== Grid System Mechanics ==<br />
<br />
This section explains the various changes and new mechanics regarding the<br />
battle grid system.<br />
<br />
---<br />
<br />
=== Ranks, Flanks, and Nodes ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
---<br />
<br />
Each visually vertical column is called a "Rank". The name is from miliary<br />
usage for rows of soldiers standing side by side, also sometimes known as<br />
"files" or "lines". The numbering starts at the center of the grid going<br />
outward for each team.<br />
<br />
Enemy Team Ally Team<br />
4 3 2 1 1 2 3 4<br />
4 3 2 1 1 2 3 4<br />
4 3 2 1 1 2 3 4<br />
<br />
---<br />
<br />
Each visually horizontal row is called a "Flank". The name is from military<br />
usage to referance the sides of a formation, also sometimes known as the<br />
"wings" of a formation. The number starts at the top of the grid going to<br />
the bottom of the grid.<br />
<br />
Enemy Team Ally Team<br />
1 1 1 1 1 1 1 1<br />
2 2 2 2 2 2 2 2<br />
3 3 3 3 3 3 3 3<br />
<br />
---<br />
<br />
The points at which each Rank and Flank intersects is called a "Node". Every<br />
battler will be positioned on a node and only one battler can be on a node<br />
at any given time.<br />
<br />
Enemy Team Ally Team<br />
4,1 3,1 2,1 1,1 1,1 2,1 3,1 4,1<br />
4,2 3,2 2,2 1,2 1,1 2,2 3,2 4,2<br />
4,3 3,3 2,3 1,3 1,3 2,3 3,3 4,3<br />
<br />
---<br />
<br />
=== Battler Movement ===<br />
<br />
[[File:BattleGridSystem_Movement.gif]]<br />
<br />
---<br />
<br />
==== Actors ====<br />
<br />
Actors can use the "Move" command to move to any allowed node based on their<br />
moveset rulings. By default, this means they can only move to adjacent nodes<br />
relative to their current position.<br />
<br />
Upon moving via the "Move" command, the command can undergo cooldown where<br />
the actor must wait a set amount of turns before being able to "Move" again.<br />
The cooldown amount can be adjusted through the Plugin Parameters.<br />
<br />
Also upon moving via the "Move" command, the actor can also end their turn<br />
immediately. This is an optional command and can be adjusted per actor with<br />
notetags or by default through the Plugin Parameters.<br />
<br />
Actors that are charmed, berserk, or on Auto-Battle will not use the "Move"<br />
command. The move command requires the actor to be able to move, too.<br />
<br />
---<br />
<br />
==== Enemies ====<br />
<br />
Enemies do not have a "Move" command and therefore, do not move by default.<br />
Instead, the best way to have enemies move is to create movement Skills and<br />
have their battle AI perform them. These skills are best left as enemy-only<br />
skills that actors do not have access to.<br />
<br />
Their accessibility and frequency of use to move skills have no bearing to<br />
and from the nature of movement effects. However, certain effects may stop<br />
the movement effects associated with the skills such as the Battle Core<br />
notetag <Battler Sprite Cannot Move> for enemies.<br />
<br />
---<br />
<br />
==== Actors and Enemies Stay on Their Sides ====<br />
<br />
Actors and enemies will not move onto the nodes belonging to the opposing<br />
unit. This means actors will always be on the rightmost nodes while enemies<br />
will be on the leftmost nodes. They CANNOT cross over into each other's<br />
territory as this plugin does not support that grid gameplay style. The<br />
nodes that belong to each unit's side will stay on those sides. Ownership of<br />
a node's team cannot be switched.<br />
<br />
---<br />
<br />
=== Movement Features ===<br />
<br />
---<br />
<br />
==== Switching ====<br />
<br />
[[File:BattleGridSystem_Switching.gif]]<br />
<br />
If a battler moves onto a node that already has an allied battler on it,<br />
then the two battlers can switch places. The place switching will only occur<br />
if done on the acting battler's own intention or by another ally battler.<br />
Switching can be disabled by Plugin Parameters.<br />
<br />
Certain notetags can also prevent a battler from being able to switch such<br />
as the <Battler Sprite Cannot Move> enemy-only notetag available from the<br />
VisuMZ Battle Core.<br />
<br />
However! If a battler is dead, regardless of all other notetag properties,<br />
the corpse becomes node-switchable. The reason for this is because it helps<br />
prevent a soft-lock state in which either the player or enemy side cannot<br />
perform actions due to their current node location (think of melee battlers<br />
being stuck behind a wall of corpses loaded on the front row). By being able<br />
to move and switch nodes with corpses, soft lock scenarios can be solved.<br />
This setting can also be adjusted as a Plugin Parameter for those who feel<br />
confident in their ability to design their battles where soft locks are<br />
impossible to happen with.<br />
<br />
If the Plugin Parameter is changed to disallow switching with corpses, this<br />
will only apply to corpses that remain visible. Corpses that fade away with<br />
collapse effects will not apply and can still be switched (even though<br />
invisible after).<br />
<br />
---<br />
<br />
==== Collision ====<br />
<br />
[[File:BattleGridSystem_Crashback.gif]]<br />
<br />
If a battler uses a skill that moves an opposing battler onto a node with<br />
another opposing battler, then collision occurs. The target opposing battler<br />
that should be knocked back will return to their original position while<br />
both colliding battlers take knockback damage.<br />
<br />
---<br />
<br />
=== Battle Grid Tactics ===<br />
<br />
[[File:BattleGridSystem_Preview2.png|600px]]<br />
<br />
---<br />
<br />
This is an optional feature.<br />
<br />
You can turn on "Battle Grid Tactics" to allow for players to set up the<br />
starting positions of where the individual members of the party will go when<br />
a battle starts.<br />
<br />
This adds a new command to the Main Menu, which takes the player to a scene<br />
where they can customize their battle grid tactics layout.<br />
<br />
If this feature is not used, then the starting positions of individual party<br />
members will depend on the notetags used to determine their battle starting<br />
ranks and flanks.<br />
<br />
---<br />
<br />
== Major Changes ==<br />
<br />
This plugin adds some new hard-coded features to RPG Maker MZ's functions.<br />
The following is a list of them.<br />
<br />
---<br />
<br />
=== Sideview Only ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
If your game is NOT using sideview and you are using the Battle Grid System,<br />
then the plugin will automatically enforce the sideview property. The reason<br />
behind this is because the grid system is specifically made for sideview<br />
visuals and controls. Therefore, it will not work without it.<br />
<br />
As such, some visual properties are also changed with this. Battlers will no<br />
longer step forward or backward when it's their turn to actively input a<br />
command. The reason behind this is because it causes a visual discrepancy<br />
with the grid node they're supposed to be standing at. And depending on the<br />
size of the grid node, it may cause confusion as to where the battler is<br />
actually standing. Therefore, the plugin will keep the battlers at their<br />
node location while inputting or performing the start of their actions.<br />
<br />
---<br />
<br />
=== Max Battle Members ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
There is a limit to how many battle members you can bring into battle based<br />
off the number of available nodes (Ranks x Flanks). If you have too few,<br />
then the plugin will warn you and then halt the game.<br />
<br />
If you are using Battle Grid Tactics, the optional feature to let players<br />
determine where they want the party members to start at, then a maximum of<br />
20 party members can be used in order to match the Plugin Parameter limits.<br />
If the max number becomes more than 20 members, it will be automatically<br />
capped to 20 members.<br />
<br />
---<br />
<br />
<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 />
=== [[Battle Core VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.002.jpg|300px|link=Battle Core VisuStella MZ]]<br />
<br />
When using the <Battle Commands> class notetag, you can manually position<br />
the "Move" command by inserting "Grid Move" in between <Battle Commands> and<br />
</Battle Commands>.<br />
<br />
---<br />
<br />
=== [[Aggro Control System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.025.jpg|300px|link=Aggro Control System VisuStella MZ]]<br />
<br />
Certain features of the Battle Grid System are changed to behave slightly<br />
different when there is the presence of a provoker or taunter. These changes<br />
will be explained in the help file.<br />
<br />
---<br />
<br />
=== VisuStella Battle Systems ===<br />
<br />
[[File:VisuMZ.066.jpg|300px|link=Battle System - OTB VisuStella MZ]]<br />
<br />
All custom battle systems made by VisuStella MZ are compatible with the<br />
battle grid system and can be used together. However, there are some<br />
restrictions put into play with specific battle systems. More information<br />
will be mentioned in detail in the "VisuStella MZ Compatibility" section<br />
found below.<br />
<br />
---<br />
<br />
=== [[Party System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.019.jpg|300px|link=Party System VisuStella MZ]]<br />
<br />
When the Party System is used together with the optional Battle Grid Tactics<br />
feature, players can create empty spaces in their party to allow for the<br />
positions of party members to go to specific nodes.<br />
<br />
For example, if a party has members in slots 1, 2, and 4 while 3 is empty,<br />
then those party members will go to tactical nodes 1, 2, and 4, instead of<br />
moving 4 up to 3.<br />
<br />
This only applies in-game and not through battle test if there are empty<br />
slots in the battle test setup.<br />
<br />
---<br />
<br />
=== [[Battle AI VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.026.jpg|300px|link=Battle AI VisuStella MZ]]<br />
<br />
Certain AI behaviors will change depending on the limitations of what an<br />
action is capable of affecting. The changes all involve factoring only what<br />
is within the range of an action.<br />
<br />
---<br />
<br />
<br />
<br />
== VisuStella MZ Compatibility ==<br />
<br />
While this plugin is compatible with the majority of the VisuStella MZ<br />
plugin library, it is not compatible with specific plugins or specific<br />
features. This section will highlight the main plugins/features that will<br />
not be compatible with this plugin or put focus on how the make certain<br />
features compatible.<br />
<br />
---<br />
<br />
=== [[Aggro Control System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.025.jpg|300px|link=Aggro Control System VisuStella MZ]]<br />
<br />
In battle, if there are Provoke or Taunt targets on the field and an action<br />
that needs target selection is attempted to be used, the Provoke or Taunt<br />
targets must be within valid affected Ranks/Flanks that can be targeted by<br />
the action or else the action can't be used.<br />
<br />
Skills that do NOT need to select a target (usually skills with a "Random"<br />
scope or "All" scope) can bypass this as they would normally without the<br />
Battle Grid System.<br />
<br />
As such, be careful about designing your skills with restrictive Rank/Flank<br />
targeting that potential softlocks may occur if there are ever any Taunt or<br />
Provoke targets on the field.<br />
<br />
In regards to skills that target the highest aggro member, these will target<br />
the highest aggro member within the required Ranks/Flanks made by the skill<br />
as to not further restrict this skill's targeting ability.<br />
<br />
---<br />
<br />
=== [[Battle System - ATB VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.022.jpg|300px|link=Battle System - ATB VisuStella MZ]]<br />
<br />
If the ATB Battle System is currently being used with the active setting,<br />
selecting the "Move" command during another battler's turn will queue up the<br />
system, waiting for the current battler's turn to end before allowing the<br />
inputting actor to move.<br />
<br />
---<br />
<br />
=== [[Battle System - BTB VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.048.jpg|300px|link=Battle System - BTB VisuStella MZ]]<br />
<br />
If the BTB Battle System is currently being used and the movement command<br />
will pass turn, then the move command will be disabled if the actor is under<br />
the effect of "Brave" as it becomes the same case scenario as "Guard".<br />
<br />
On that note, during the command input phase, actors under the effect of<br />
"Brave" can select skills and items outside of their required ranks/flanks.<br />
If you wish to disable this, adjust the "Bypass Require Node?" setting in<br />
the "Compatibility Settings" Plugin Parameters.<br />
<br />
When the queued actions occur and the required rank/flank node positions<br />
are NOT met, then the actions will be skipped.<br />
<br />
---<br />
<br />
=== Team-Based Battle Systems ===<br />
<br />
[[File:VisuMZ.080.jpg|300px|link=Battle System - ETB VisuStella MZ]]<br />
<br />
[[File:VisuMZ.057.jpg|300px|link=Battle System - FTB VisuStella MZ]]<br />
<br />
[[File:VisuMZ.086.jpg|300px|link=Battle System - PTB VisuStella MZ]]<br />
<br />
[[Battle System - ETB VisuStella MZ]]<br />
<br />
[[Battle System - FTB VisuStella MZ]]<br />
<br />
[[Battle System - PTB VisuStella MZ]]<br />
<br />
If the ETB, FTB, or PTB Battle Systems are being used and the move command<br />
will pass turn, and if no other actors can input for that turn, any<br />
remaining actions will be forfeited for that turn.<br />
<br />
---<br />
<br />
=== [[Battle System - OTB VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.066.jpg|300px|link=Battle System - OTB VisuStella MZ]]<br />
<br />
If the OTB Battle System is being used and the movement command will pass<br />
turn, the turn passing will only apply to the current action. Any follow up<br />
actions on the same turn from that actor can be utilized.<br />
<br />
---<br />
<br />
=== [[Party System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.019.jpg|300px|link=Party System VisuStella MZ]]<br />
<br />
In battle, the player cannot change entire parties at once from the Party<br />
Command Window. The feature will be unaccessible while Battle Grid System is<br />
in play. However, the player can still change party members through the<br />
Actor Command Window by having actors replace other actors. Party changing<br />
is also available through battle events, Common Events, and script calls.<br />
<br />
---<br />
<br />
<br />
<br />
{{Notetags MZ}}<br />
<br />
{{VisuMZ Battle Grid System Notetags}}<br />
<br />
<br />
<br />
== Action Sequence - Plugin Commands ==<br />
<br />
The following are Plugin Commands that become usable with this plugin.<br />
They can be accessed through the Plugin Command event command and selecting<br />
the VisuMZ_1_BattleCore plugin where they are stored.<br />
<br />
---<br />
<br />
=== Action Sequences - Grid ===<br />
<br />
These Action Sequences are Battle Grid System-related.<br />
<br />
---<br />
<br />
{{Battle Grid System Action Sequences}}<br />
<br />
---<br />
<br />
<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ Battle Grid System Plugin Commands}}<br />
<br />
<br />
<br />
== Plugin Parameters ==<br />
<br />
=== General Settings ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
[[File:BattleGridSystem_Params1.png]]<br />
<br />
General settings for this plugin including some mechanics.<br />
<br />
---<br />
<br />
Defaults<br />
<br />
Default Grid?:<br />
- Are battles grid-battles by default?<br />
- Use <Grid> and <No Grid> in troop names otherwise.<br />
<br />
Movement Duration:<br />
- Default number of frames for movement duration.<br />
<br />
User Silent Move?:<br />
- Default setting for silent movement versus visual.<br />
- Applies only to user movement notetag.<br />
<br />
Target Silent Move?:<br />
- Default setting for silent movement versus visual.<br />
- Applies only to target movement notetag.<br />
<br />
Weapon Range Melee?:<br />
- Make weapon ranges melee by default?<br />
- Only affects actions with <Use Weapon Range> notetag.<br />
<br />
---<br />
<br />
Crashing<br />
<br />
Allow Crash Death?:<br />
- Can battlers die from crashing into one another?<br />
<br />
Damage Move Target?:<br />
- Cause damage to the target that's being moved?<br />
<br />
Animation ID:<br />
- Play this animation when the effect activates.<br />
- Use 0 to not play an animation.<br />
<br />
Damage Crash Target?:<br />
- Cause damage to the target that's moved into?<br />
<br />
Animation ID:<br />
- Play this animation when the effect activates.<br />
- Use 0 to not play an animation.<br />
<br />
JS: Crash DMG Formula:<br />
- Formula used for calculating Crash Damage.<br />
<br />
---<br />
<br />
Switching Nodes<br />
<br />
Can Dead Switch?:<br />
- Can battlers switch Node positions with dead units?<br />
<br />
---<br />
<br />
Triggers<br />
<br />
Show Popup?:<br />
- Show popups when a battler activates a Trigger?<br />
<br />
Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Flash Color:<br />
- Adjust the popup's flash color.<br />
- Format: [red, green, blue, alpha]<br />
<br />
Flash Duration:<br />
- What is the frame duration of the flash effect?<br />
<br />
---<br />
<br />
<br />
<br />
=== Grid Field Settings ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
[[File:BattleGridSystem_Params2.png]]<br />
<br />
Settings used for the overall grid field.<br />
<br />
---<br />
<br />
Size<br />
<br />
Max Ranks:<br />
- How many ranks are used for each team?<br />
- Max: 10.<br />
- Ranks are formation rows or columns visually.<br />
<br />
Max Flanks:<br />
- How many flanks are used for each team?<br />
- Max: 10.<br />
- Ranks are formation sides/wings or rows visually.<br />
<br />
---<br />
<br />
Field Appearance<br />
<br />
Max Horz Distance:<br />
- What is the maximum horizontal distance that the grid field spans across<br />
the screen?<br />
- Auto-shrinks if too big.<br />
<br />
Top/Bottom Delta:<br />
- What is the horizontal size difference from top to bottom of the field.<br />
- This adds perspective.<br />
<br />
Vertical Distance:<br />
- What is the vertical distance that the grid field spans across the<br />
screen from top to bottom?<br />
<br />
Perspective Modifier:<br />
- What is the perspective modifier? This is so that upper point distances<br />
shrink and lower point distances expand.<br />
<br />
Space Between:<br />
- How many nodes between each unit's front rank?<br />
- The space gives more room for movement animations.<br />
<br />
---<br />
<br />
Effects<br />
<br />
Blink Input User?:<br />
- Blink the input user for more clarity?<br />
<br />
Blink Color:<br />
- Adjust the blinking input color.<br />
- Format: [red, green, blue, alpha]<br />
<br />
---<br />
<br />
Offsets<br />
<br />
Grid Node Offsets:<br />
<br />
Offset X:<br />
- Offsets the node x position.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- Offsets the node y position.<br />
- Negative: up. Positive: down.<br />
<br />
Actor Sprite Offset:<br />
<br />
Offset X:<br />
- Offsets the actor x position.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- Offsets the actor y position.<br />
- Negative: up. Positive: down.<br />
<br />
Enemy Sprite Offset:<br />
<br />
Offset X:<br />
- Offsets the enemy x position.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- Offsets the enemy y position.<br />
- Negative: up. Positive: down.<br />
<br />
---<br />
<br />
Outline Filter<br />
<br />
Show Outline Filter?:<br />
- Show outline filter for nodes?<br />
- Requires Pixi JS Filters.<br />
<br />
Inner Color:<br />
- System hex code color for inner color.<br />
- Format: 0xRRGGBB<br />
- Requires Pixi JS Filters.<br />
<br />
Inner Thickness:<br />
- What thickness do you want for inner outline?<br />
- Requires Pixi JS Filters.<br />
<br />
Outer Color:<br />
- System hex code color for outer color.<br />
- Format: 0xRRGGBB<br />
- Requires Pixi JS Filters.<br />
<br />
Outer Thickness:<br />
- What thickness do you want for outer outline?<br />
- Requires Pixi JS Filters.<br />
<br />
---<br />
<br />
<br />
<br />
=== Grid Node Settings ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
[[File:BattleGridSystem_Params3.png]]<br />
<br />
Settings used for specific grid Nodes.<br />
<br />
---<br />
<br />
Actor Nodes<br />
<br />
Filename:<br />
- Filename used for the actor Node image.<br />
- Leave empty if you don't wish to use one.<br />
<br />
Generated Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Generated Opacity:<br />
- What is the opacity level of the generated actor node?<br />
<br />
Differ Blend Color:<br />
- Blend color used when differentiating nodes.<br />
- Format: [red, green, blue, alpha]<br />
<br />
---<br />
<br />
Enemy Nodes<br />
<br />
Filename:<br />
- Filename used for the enemy Node image.<br />
- Leave empty if you don't wish to use one.<br />
<br />
Generated Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Generated Opacity:<br />
- What is the opacity level of the generated enemy node?<br />
<br />
Differ Blend Color:<br />
- Blend color used when differentiating nodes.<br />
- Format: [red, green, blue, alpha]<br />
<br />
---<br />
<br />
Opacity<br />
<br />
Opacity Speed:<br />
- Speed at which the opacity changes.<br />
<br />
Disabled Opacity:<br />
- Opacity level for disabled nodes.<br />
<br />
---<br />
<br />
Scale<br />
<br />
Scale X:<br />
- Scale X value for the node.<br />
<br />
Scale Y:<br />
- Scale Y value for the node.<br />
<br />
---<br />
<br />
Visibility<br />
<br />
Active Blend Color:<br />
- Blend color used by active battler.<br />
- Format: [red, green, blue, alpha]<br />
<br />
Global:<br />
<br />
Always Visible?:<br />
- Always make all grid Nodes visible?<br />
<br />
Any Input?:<br />
- Make all grid Nodes during input phase?<br />
<br />
Targeting?:<br />
- Make all grid Nodes during targeting?<br />
<br />
Specific:<br />
<br />
Inputting Actor?:<br />
- Make inputting actor's grid Node visible?<br />
<br />
Selected Target?:<br />
- Make selected target's grid Node visible?<br />
<br />
Active Battler?:<br />
- Make active battler/subject's grid Node visible?<br />
<br />
Action Target?:<br />
- Make action target's grid Node visible?<br />
<br />
---<br />
<br />
<br />
<br />
=== Passive State Settings ===<br />
<br />
[[File:BattleGridSystem_NodePassives.gif]]<br />
<br />
[[File:BattleGridSystem_Params4.png]]<br />
<br />
Settings used for Passive State Nodes.<br />
<br />
---<br />
<br />
Properties<br />
<br />
Show Passive Icons?:<br />
- Show the icons of the passive states attached to a Node?<br />
<br />
Cycle Duration:<br />
- How many frames should each icon cycle take?<br />
<br />
Blend Mode:<br />
- The blend mode used for these icons.<br />
<br />
---<br />
<br />
Opacity<br />
<br />
Opacity Speed:<br />
- Speed at which the opacity changes.<br />
<br />
Fluctuation Maximum:<br />
- Maximum opacity value for fluctuation effect.<br />
<br />
Fluctuation Range:<br />
- Fluctuation range of the opacity effect.<br />
<br />
Fluctuation Rate:<br />
- Fluctuation rate of the opacity effect.<br />
<br />
---<br />
<br />
Scale<br />
<br />
Scale X:<br />
- Scale X value for the icon.<br />
<br />
Scale Y:<br />
- Scale Y value for the icon.<br />
<br />
---<br />
<br />
<br />
<br />
=== Trigger Settings ===<br />
<br />
[[File:BattleGridSystem_NodeTraps.gif]]<br />
<br />
[[File:BattleGridSystem_Params5.png]]<br />
<br />
Settings used for Trigger Nodes.<br />
<br />
---<br />
<br />
Properties<br />
<br />
Show Trigger Icons?:<br />
- Show the icons of the trigger actions attached to a Node?<br />
<br />
Blend Mode:<br />
- The blend mode used for these icons.<br />
<br />
---<br />
<br />
Opacity<br />
<br />
Opacity Speed:<br />
- Speed at which the opacity changes.<br />
<br />
Fluctuation Maximum:<br />
- Maximum opacity value for fluctuation effect.<br />
<br />
Fluctuation Range:<br />
- Fluctuation range of the opacity effect.<br />
<br />
Fluctuation Rate:<br />
- Fluctuation rate of the opacity effect.<br />
<br />
---<br />
<br />
Scale<br />
<br />
Scale X:<br />
- Scale X value for the icon.<br />
<br />
Scale Y:<br />
- Scale Y value for the icon.<br />
<br />
---<br />
<br />
<br />
<br />
=== Move Command Settings ===<br />
<br />
[[File:BattleGridSystem_Movement.gif]]<br />
<br />
[[File:BattleGridSystem_Params6.png]]<br />
<br />
Settings used for the Move Command found in Window_ActorCommand. This has<br />
both aesthetic and mechanical settings.<br />
<br />
---<br />
<br />
General<br />
<br />
Auto Add "Move"?:<br />
- Automatically add the "Move" command to the actor command window list?<br />
<br />
Show "Move" Command?:<br />
- Show the "Move" command in the actor command window list?<br />
<br />
Command Icon:<br />
- Icon used for the "Move" command.<br />
<br />
Command Name:<br />
- Text used for the "Move" command.<br />
<br />
Queue Text:<br />
- Used with Active ATB/TPB to display movement queue.<br />
<br />
Command Queue:<br />
- How many turns must the actor wait before moving again?<br />
- If cooldown is 0, move range becomes global.<br />
<br />
Grid Switch on Move?:<br />
- Can actors switch Nodes when using the Move Command?<br />
<br />
Pass Turn on Move?:<br />
- Makes the actor pass the current turn if the Move Command is used?<br />
<br />
Battler Opacity Rate:<br />
- What opacity rate should battlers be adjusted by when the player has to<br />
select a Grid Node<br />
<br />
---<br />
<br />
Cursor<br />
<br />
Enabled:<br />
<br />
Blend Mode:<br />
- The blend mode used for an enabled cursor.<br />
<br />
Tone Color:<br />
- Adjust the tone color of an enabled cursor.<br />
- Format: [red, green, blue, gray]<br />
<br />
Opacity:<br />
- What opacity level should the enabled cursor use?<br />
<br />
Disabled:<br />
<br />
Blend Mode:<br />
- The blend mode used for an disabled cursor.<br />
<br />
Tone Color:<br />
- Adjust the tone color of an disabled cursor.<br />
- Format: [red, green, blue, gray]<br />
<br />
Opacity:<br />
- What opacity level should the disabled cursor use?<br />
<br />
---<br />
<br />
Default Move Range<br />
<br />
Global Range?:<br />
- Give actors a global movement range by default?<br />
<br />
Disable Range?:<br />
- Disable actor movement ranges by default?<br />
<br />
Allowed:<br />
<br />
Square:<br />
Radius:<br />
Rank:<br />
Flank:<br />
Diagonal Forward:<br />
Diagonal Backward:<br />
Forward:<br />
Backward:<br />
Upward:<br />
Downward:<br />
- What setting distance is allowed by default?<br />
<br />
Not Allowed:<br />
<br />
Square:<br />
Radius:<br />
Rank:<br />
Flank:<br />
Diagonal Forward:<br />
Diagonal Backward:<br />
Forward:<br />
Backward:<br />
Upward:<br />
Downward:<br />
- What setting distance is disallowed by default?<br />
<br />
---<br />
<br />
<br />
<br />
=== Sound Settings ===<br />
<br />
[[File:BattleGridSystem_Movement.gif]]<br />
<br />
[[File:BattleGridSystem_Params7.png]]<br />
<br />
These settings let you adjust the sound effects used for this plugin.<br />
<br />
---<br />
<br />
Move Command<br />
<br />
Filename:<br />
- Filename of the sound effect played.<br />
<br />
Volume:<br />
- Volume of the sound effect played.<br />
<br />
Pitch:<br />
- Pitch of the sound effect played.<br />
<br />
Pan:<br />
- Pan of the sound effect played.<br />
<br />
---<br />
<br />
<br />
<br />
=== Tactics Scene Settings ===<br />
<br />
[[File:BattleGridSystem_Preview2.png|600px]]<br />
<br />
[[File:BattleGridSystem_Params8.png]]<br />
<br />
These settings adjust the Battle Grid Tactics Scene. This is an entirely<br />
optional feature that does not need to be a part of your game. If you want<br />
it, make sure the "Use Tactics System?" parameter is set to "true". If not,<br />
set it to "false".<br />
<br />
---<br />
<br />
Mechanics Settings<br />
<br />
Use Tactics System?:<br />
- Use the battle tactics system?<br />
- If not, actor positions are determined by notetags and algorithms.<br />
<br />
---<br />
<br />
Main Menu<br />
<br />
Command Name:<br />
- Name of the 'Battle Tactics' option in the Main Menu.<br />
<br />
Show in Main Menu?:<br />
- Add the 'Battle Tactics' option to the Main Menu by default?<br />
<br />
Enable in Main Menu?:<br />
- Enable the 'Battle Tactics' option to the Main Menu by default?<br />
<br />
---<br />
<br />
Background Settings<br />
<br />
Snapshop Opacity:<br />
- Snapshot opacity for the scene.<br />
<br />
Background 1:<br />
- Filename used for the bottom background image.<br />
- Leave empty if you don't wish to use one.<br />
<br />
Background 2:<br />
- Filename used for the upper background image.<br />
- Leave empty if you don't wish to use one.<br />
<br />
---<br />
<br />
Starting Positions<br />
<br />
1st through 20th Member:<br />
- Adjust the settings individually for each party member.<br />
<br />
Rank:<br />
- What is the starting rank for this party member?<br />
- Use 0 to let plugin determine starting position.<br />
<br />
Flank:<br />
- What is the starting flank for this party member?<br />
- Use 0 to let plugin determine starting position.<br />
<br />
---<br />
<br />
<br />
<br />
=== Window Settings ===<br />
<br />
[[File:BattleGridSystem_Preview2.png|600px]]<br />
<br />
[[File:BattleGridSystem_Params9.png]]<br />
<br />
These settings let you adjust the window settings for this plugin.<br />
<br />
---<br />
<br />
Action Display<br />
<br />
Adjust Pixel Radius:<br />
- Adjust the pixel size of each node radius by this much.<br />
<br />
Draw Usable Nodes?:<br />
- Draws the nodes that the user can perform an action on.<br />
- This is for general windows.<br />
<br />
Usable Color:<br />
Not Usable Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Draw Target Nodes?:<br />
- Draws the nodes that the user can target with the action.<br />
- This is for general windows.<br />
<br />
Ally Color:<br />
Enemy Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
---<br />
<br />
Window_SkillList<br />
<br />
Window_ItemList<br />
<br />
Window_ActorCommand<br />
<br />
Draw Usable Nodes?:<br />
- Draws the nodes that the user can perform an action on.<br />
- This is for those windows.<br />
<br />
Draw Target Nodes?:<br />
- Draws the nodes that the user can target with the action.<br />
- This is for those windows.<br />
<br />
---<br />
<br />
Tactics Help Window<br />
<br />
Background Type:<br />
- Select background type for this window.<br />
<br />
Help: Select Actor:<br />
- Help description to tell player to select an actor.<br />
<br />
Help: Select Node:<br />
- Help description to tell player to select a node.<br />
<br />
---<br />
<br />
Tactics Grid Window<br />
<br />
Background Type:<br />
- Select background type for this window.<br />
<br />
Graphic Type:<br />
- Choose how the actor graphics appear in tactics menu.<br />
- None<br />
- Face<br />
- Map Sprite<br />
- Sideview Battler<br />
<br />
Switching:<br />
<br />
Switching BG Color 1:<br />
Switching BG Color 2:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Switching Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Party Leader:<br />
- Text used for the tactics banner for the party leader.<br />
- Do not use Text Codes.<br />
<br />
Leader Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Party Member:<br />
- Text used for the tactics banner for party member.<br />
- %1 - Party Member Slot ID.<br />
- Do not use Text Codes.<br />
<br />
Member Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Empty Node:<br />
- Text used for the tactics banner for empty node.<br />
- Do not use Text Codes.<br />
<br />
Empty Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for this window.<br />
<br />
JS: Draw Empty Node:<br />
- Code used to draw the contents of an empty node.<br />
<br />
JS: Draw Actor Node:<br />
- Code used to draw the contents of a node with an actor.<br />
<br />
---<br />
<br />
<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
<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 />
<br />
<br />
== Changelog ==<br />
<br />
Version 1.00 Official Release Date: March 29, 2024<br />
* Finished Plugin!<br />
<br />
<br />
<br />
== See Also ==<br />
<br />
* [[Inspiration Behind Grande]]<br />
* [[Area of Effect (YEP)]]<br />
* [[Row Formation (YEP)]]<br />
<br />
<br />
<br />
== End of Helpfile ==<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>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestPlugins&diff=16359Template:MainPageLatestPlugins2024-02-27T13:35:57Z<p>Yanfly: </p>
<hr />
<div><noinclude>__NOTOC__ <!-- Make sure there are only seven entries visible at a given time, everything after archive --><br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
|<br />
</noinclude><br />
{| style="width: 100%;" cellspacing="5" cellpadding="0"<br />
<br />
{{NewsEntry<br />
|date = 2024 February 24<br />
|align = left<br />
|content = <br />
<center>Hot Fix made for 5 plugins!</center><br />
: [[File:HotFix.jpg|300px|center|link=]]<br />
: A hot fix has been made for the following plugins:<br />
:: '''[https://visustellamz.itch.io/aggro-control-system Aggro Control System]:''' Updated to better fit Battle Grid System<br />
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' Fixed a bug where it required State Tooltips; Fixed a bug where the action sequence to add triggers to nodes did not work<br />
:: '''[https://visustellamz.itch.io/item-crafting-system Item Crafting System]:''' Fixed a crash that would otherwise require the batch shop plugin.<br />
:: '''[https://visustellamz.itch.io/equip-passive-system Equip Passive System]:''' Fixed a crash that required passives to have help descriptions<br />
:: '''[https://visustellamz.itch.io/equip-medal-system Equip Medal System]:''' Fixed the inability to access the medal menu if "Optimize" and "Clear" were removed.<br />
<br />
: Please download them again.<br />
: Thank you for your patience and sorry for the inconvenience.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2024 February 24<br />
|align = center<br />
|content = <br />
; [https://visustellamz.itch.io/grande Early Access for the Grande Series has begun!]<br />
<br />
: [[File:Grande.jpg|300px|link=https://visustellamz.itch.io/grande]]<br />
<br />
: Includes the following Plugins:<br />
<br />
; [[Equip Passive System VisuStella MZ]]<br />
; [[Equip Medal System VisuStella MZ]]<br />
; [[Battle Grid System VisuStella MZ]]<br />
<br />
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2024 February 23<br />
|align = center<br />
|content = <br />
; [[Tile Grafter System VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.147.jpg|300px|link=Tile Grafter System VisuStella MZ]]<br />
: VisuStella MZ's '''Tile Grafter System VisuStella MZ''' plugin for official release!<br />
: Watch the preview video [https://youtu.be/3bbNd1Z_pX8 here]!<br />
: This is VisuStella MZ's #147th plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2024 February 21<br />
|align = center<br />
|content = <br />
; [[Picture Effects VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.146.jpg|300px|link=Picture Effects VisuStella MZ]]<br />
: VisuStella MZ's '''Picture Effects VisuStella MZ''' plugin for official release!<br />
: Watch the preview video [https://youtu.be/e_p8YAnEjbM here]!<br />
: This is VisuStella MZ's #146th plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2024 February 19<br />
|align = center<br />
|content = <br />
; [[Date and Time System VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.145.jpg|300px|link=Date and Time System VisuStella MZ]]<br />
: VisuStella MZ's '''Date and Time System VisuStella MZ''' plugin for official release!<br />
: Watch the preview video [https://youtu.be/qOF1qCMqqyU here]!<br />
: This is VisuStella MZ's #145th plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2024 February 15<br />
|align = center<br />
|content = <br />
; [[VisuStella MZ Changelog|Plugin Updates! Update #134]]<br />
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]<br />
<!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --><br />
: Total Updated: 21 Plugins<br />
: Lots of new features added including Custom Font Manager!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2024 January 29<br />
|align = center<br />
|content = <br />
; [https://visustellamz.itch.io/wanderlust-vol-2 Early Access for the Wanderlust Series Volume 2 has begun!]<br />
<br />
: [[File:WanderlustVol2.jpg|300px|link=https://visustellamz.itch.io/wanderlust-vol-2]]<br />
<br />
: Includes the following Plugins:<br />
<br />
; [[Date and Time System VisuStella MZ]]<br />
; [[Picture Effects VisuStella MZ]]<br />
; [[Tile Grafter System VisuStella MZ]]<br />
<br />
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].<br />
}}<br />
<br />
<!-- ARCHIVE =========================================================================================================================================================== --><br />
<!-- ARCHIVE =========================================================================================================================================================== --><br />
<!-- ARCHIVE =========================================================================================================================================================== --><br />
<!-- ARCHIVE =========================================================================================================================================================== --><br />
<!-- ARCHIVE =========================================================================================================================================================== --><br />
<!-- ARCHIVE =========================================================================================================================================================== --><br />
|}<br />
<noinclude>== Archived ==<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
|<br />
<!-- Insert archived stuff below here. ================================================================================================================================= --><br />
<!-- Insert archived stuff below here. ================================================================================================================================= --><br />
<!-- Insert archived stuff below here. ================================================================================================================================= --><br />
<!-- Insert archived stuff below here. ================================================================================================================================= --><br />
<!-- Insert archived stuff below here. ================================================================================================================================= --><br />
<!-- Insert archived stuff below here. ================================================================================================================================= --><br />
<br />
{{NewsEntry<br />
|date = 2024 January 26<br />
|align = center<br />
|content = <br />
; [[Dice Rolls and RNG Seeds VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.144.jpg|300px|link=Dice Rolls and RNG Seeds VisuStella MZ]]<br />
: VisuStella MZ's '''Dice Rolls and RNG Seeds VisuStella MZ''' plugin for official release!<br />
: Watch the preview video [https://www.youtube.com/watch?v=EwwPnRvCrS4 here]!<br />
: This is VisuStella MZ's #144th plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2024 January 24<br />
|align = center<br />
|content = <br />
; [[Event Signals VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.143.jpg|300px|link=Event Signals VisuStella MZ]]<br />
: VisuStella MZ's '''Event Signals VisuStella MZ''' plugin for official release!<br />
: Watch the preview video [https://youtu.be/lLCr7T93Ndw here]!<br />
: This is VisuStella MZ's #143rd plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2024 January 22<br />
|align = center<br />
|content = <br />
; [[QTE and Trigger System VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.142.jpg|300px|link=QTE and Trigger System VisuStella MZ]]<br />
: VisuStella MZ's '''QTE and Trigger System VisuStella MZ''' plugin for official release!<br />
: Watch the preview video [https://youtu.be/UTak0ezYszI here]!<br />
: This is VisuStella MZ's #142nd plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2024 January 18<br />
|align = center<br />
|content = <br />
; [[VisuStella MZ Changelog|Plugin Updates! Update #133]]<br />
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]<br />
<!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --><br />
: Total Updated: 16 Plugins<br />
: Lots of new features added including Text & Audio Language Switching!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2024 January 2<br />
|align = center<br />
|content = <br />
; [https://visustellamz.itch.io/custom-construct-vol-4 Early Access for the Custom Construct Series Volume 4 has begun!]<br />
<br />
: [[File:CustomConstructVol4.jpg|300px|link=https://visustellamz.itch.io/custom-construct-vol-4]]<br />
<br />
: Includes the following Plugins:<br />
<br />
; [[QTE and Trigger System VisuStella MZ]]<br />
; [[Event Signals VisuStella MZ]]<br />
; [[Dice Rolls and RNG Seeds VisuStella MZ]]<br />
<br />
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 December 14<br />
|align = center<br />
|content = <br />
; [[VisuStella MZ Changelog|Plugin Updates! Update #132]]<br />
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]<br />
<!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --><br />
: Total Updated: 24 Plugins<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 December 1<br />
|align = center<br />
|content = <br />
; [[Shop Bust Style UI VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.141.jpg|300px|link=Shop Bust Style UI VisuStella MZ]]<br />
: VisuStella MZ's '''Shop Bust Style UI''' plugin for official release!<br />
: Watch the preview video [https://www.youtube.com/watch?v=MDgeccpI3-0 here]!<br />
: This is VisuStella MZ's #141st plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 November 30<br />
|align = center<br />
|content = <br />
; Hot Fix made for 3 plugins!<br />
: [[File:HotFix.jpg|300px|link=]]<br />
: A hot fix has been made for the following plugins:<br />
: [https://visustella.itch.io/visumz-sample Message Core] (better Wordwrap Support for CN/JP)<br />
: [https://visustella.itch.io/visumz-sample Items & Equips Core] (fixed Cursed Item message)<br />
: [https://visustellamz.itch.io/skill-shop Skill Shop] (fixed crash at startup)<br />
: Please download them again.<br />
: Thank you for your patience and sorry for the inconvenience.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 November 29<br />
|align = center<br />
|content = <br />
; [[Shop Batches VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.140.jpg|300px|link=Shop Batches VisuStella MZ]]<br />
: VisuStella MZ's '''Shop Batches''' plugin for official release!<br />
: Watch the preview video [https://www.youtube.com/watch?v=fYBUbaifslU here]!<br />
: This is VisuStella MZ's #140th plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 November 27<br />
|align = center<br />
|content = <br />
; [[Shop Listing Unlock VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.139.jpg|300px|link=Shop Listing Unlock VisuStella MZ]]<br />
: VisuStella MZ's '''Shop Listing Unlock''' plugin for official release!<br />
: Watch the preview video [https://www.youtube.com/watch?v=D2PGsbSZUUY here]!<br />
: This is VisuStella MZ's #139th plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 November 16<br />
|align = center<br />
|content = <br />
; [[VisuStella MZ Changelog|Plugin Updates! Update #131]]<br />
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]<br />
<!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --><br />
: Total Updated: 17 Plugins<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 October 30<br />
|align = center<br />
|content = <br />
; [https://visustellamz.itch.io/merchant-manager-series-vol-4 Early Access for the Merchant Manager Series Volume 4 has begun!]<br />
<br />
: [[File:MerchantManagerVol4.jpg|300px|link=https://visustellamz.itch.io/merchant-manager-series-vol-4]]<br />
<br />
: Includes the following Plugins:<br />
<br />
; [[Shop Listing Unlock VisuStella MZ]]<br />
; [[Shop Batches VisuStella MZ]]<br />
; [[Shop Bust Style UI VisuStella MZ]]<br />
<br />
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 October 27<br />
|align = center<br />
|content = <br />
; [[Item Amplify Skills VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.138.jpg|300px|link=Item Amplify Skills VisuStella MZ]]<br />
: VisuStella MZ's '''Item Amplify Skills''' plugin for official release!<br />
: Watch the preview video [https://www.youtube.com/watch?v=o2uU2f08-oU here]!<br />
: This is VisuStella MZ's #138th plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 October 25<br />
|align = center<br />
|content = <br />
; [[Item Concoction Skills VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.137.jpg|300px|link=Item Concoction Skills VisuStella MZ]]<br />
: VisuStella MZ's '''Item Concoction Skills''' plugin for official release!<br />
: Watch the preview video [https://www.youtube.com/watch?v=BZ0AAnKa-cA here]!<br />
: This is VisuStella MZ's #137th plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 October 23<br />
|align = center<br />
|content = <br />
; [[Item Throw Skills VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.136.jpg|300px|link=Item Throw Skills VisuStella MZ]]<br />
: VisuStella MZ's '''Item Throw Skills''' plugin for official release!<br />
: Watch the preview video [https://www.youtube.com/watch?v=16yks-S7o_s here]!<br />
: This is VisuStella MZ's #136th plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 October 12<br />
|align = center<br />
|content = <br />
; [[VisuStella MZ Changelog|Plugin Updates! Update #130]]<br />
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]<br />
<!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --><br />
: Total Updated: 13 Plugins<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 October 4<br />
|align = center<br />
|content = <br />
; [https://visustellamz.itch.io/combat-crusaders-vol-2 Early Access for the Combat Crusaders Series Volume 2 has begun!]<br />
<br />
: [[File:CombatCrusadersVol2.jpg|300px|link=https://visustellamz.itch.io/combat-crusaders-vol-2]]<br />
<br />
: Includes the following Plugins:<br />
<br />
: [[Item Throw Skills VisuStella MZ]]<br />
: [[Item Concoction Skills VisuStella MZ]]<br />
: [[Item Amplify Skills VisuStella MZ]]<br />
<br />
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 September 29<br />
|align = center<br />
|content = <br />
; [[Character Creation System VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.135.jpg|300px|link=Character Creation System VisuStella MZ]]<br />
: VisuStella MZ's '''Character Creation System''' plugin for official release!<br />
: Watch the preview video [https://www.youtube.com/watch?v=BHMzb6UUgQM here]!<br />
: This is VisuStella MZ's #135th plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 September 27<br />
|align = center<br />
|content = <br />
; [[Challenge System VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.134.jpg|300px|link=Challenge System VisuStella MZ]]<br />
: VisuStella MZ's '''Challenge System''' plugin for official release!<br />
: Watch the preview video [https://www.youtube.com/watch?v=Iz1YjaMpeuc here]!<br />
: This is VisuStella MZ's #134th plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 September 25<br />
|align = center<br />
|content = <br />
; [[Random Dungeon Maps VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.133.jpg|300px|link=Random Dungeon Maps VisuStella MZ]]<br />
: VisuStella MZ's '''Random Dungeon Maps''' plugin for official release!<br />
: Watch the preview video [https://www.youtube.com/watch?v=ZEF2WyxDDSU here]!<br />
: This is VisuStella MZ's #133nd plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 September 14<br />
|align = center<br />
|content = <br />
; [[VisuStella MZ Changelog|Plugin Updates! Update #129]]<br />
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]<br />
<!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --><br />
: Total Updated: 19 Plugins<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 September 2<br />
|align = center<br />
|content = <br />
; [https://visustellamz.itch.io/dungeon-divers-vol-2 Early Access for the Dungeon Divers Series Volume 2 has begun!]<br />
<br />
: [[File:DungeonDiversVol2.jpg|300px|link=https://visustellamz.itch.io/dungeon-divers-vol-2]]<br />
<!-- : <html><center><iframe frameborder="0" src="https://itch.io/embed/2244952" width="208" height="167"><a href="https://visustellamz.itch.io/dungeon-divers-vol-2">[Access Key] Dungeon Divers Series Vol. 2 by VisuStellaMZ</a></iframe></center></html> --><br />
<br />
: Includes the following Plugins:<br />
<br />
: [[Random Dungeon Maps VisuStella MZ]]<br />
: [[Challenge System VisuStella MZ]]<br />
: [[Character Creation System VisuStella MZ]]<br />
<br />
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 September 1<br />
|align = center<br />
|content = <br />
; [[Side Chatter VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.132.jpg|300px|link=Side Chatter VisuStella MZ]]<br />
: VisuStella MZ's '''Side Chatter''' plugin for official release!<br />
: Watch the preview video [https://youtu.be/-BfMuGK4HAU here]!<br />
: This is VisuStella MZ's #132nd plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 August 30<br />
|align = center<br />
|content = <br />
; [[Battle Voices VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.131.jpg|300px|link=Battle Voices VisuStella MZ]]<br />
: VisuStella MZ's '''Battle Voices''' plugin for official release!<br />
: Watch the preview video [https://youtu.be/3mBMJL4rbFc here]!<br />
: This is VisuStella MZ's #131st plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 August 28<br />
|align = center<br />
|content = <br />
; [[Voice Acting Control VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.130.jpg|300px|link=Voice Acting Control VisuStella MZ]]<br />
: VisuStella MZ's '''Voice Acting Control''' plugin for official release!<br />
: Watch the preview video [https://www.youtube.com/watch?v=cHlAP5bBJEY here]!<br />
: This is VisuStella MZ's #130th plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 August 17<br />
|align = center<br />
|content = <br />
; [[VisuStella MZ Changelog|Plugin Updates! Update #128]]<br />
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]<br />
<!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --><br />
: Total Updated: 26 Plugins<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 July 29<br />
|align = center<br />
|content = <br />
; [https://visustellamz.itch.io/visual-novel-vol-4 Early Access for the Visual Novel Series Volume 4 has begun!]<br />
<br />
: <html><center><iframe frameborder="0" src="https://itch.io/embed/2193581" width="208" height="167"><a href="https://visustellamz.itch.io/visual-novel-vol-4">[Access Key] Visual Novel Series Vol. 4 by VisuStellaMZ</a></iframe></center></html><br />
<br />
: Includes the following Plugins:<br />
<br />
: [[Voice Acting Control VisuStella MZ]]<br />
: [[Battle Voices VisuStella MZ]]<br />
: [[Side Chatter VisuStella MZ]]<br />
<br />
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 July 28<br />
|align = center<br />
|content = <br />
; [[Icon Balloons VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.129.jpg|300px|link=Icon Balloons VisuStella MZ]]<br />
: VisuStella MZ's '''Icon Balloons''' plugin for official release!<br />
: Watch the preview video [https://www.youtube.com/watch?v=seSLVWpaaVc here]!<br />
: This is VisuStella MZ's #129th plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 July 26<br />
|align = center<br />
|content = <br />
; [[Proximity Messages VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.128.jpg|300px|link=Proximity Messages VisuStella MZ]]<br />
: VisuStella MZ's '''Proximity Messages''' plugin for official release!<br />
: Watch the preview video [https://www.youtube.com/watch?v=oLHPOoqg6kc here]!<br />
: This is VisuStella MZ's #128th plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 July 24<br />
|align = center<br />
|content = <br />
; [[Map Event Effects VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.127.jpg|300px|link=Map Event Effects VisuStella MZ]]<br />
: VisuStella MZ's '''Map Event Effects''' plugin for official release!<br />
: Watch the preview video [https://www.youtube.com/watch?v=Kk11pfa3v6w here]!<br />
: This is VisuStella MZ's #127th plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 July 13<br />
|align = center<br />
|content = <br />
; [[VisuStella MZ Changelog|Plugin Updates! Update #127]]<br />
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]<br />
<!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --><br />
: Total Updated: 23 Plugins<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 July 1<br />
|align = center<br />
|content = <br />
; [https://visustellamz.itch.io/enchanted-explorers-vol-2 Early Access for the Enchanted Explorers Series Volume 2 has begun!]<br />
<br />
: <html><center><iframe frameborder="0" src="https://itch.io/embed/2142226" width="208" height="167"><a href="https://visustellamz.itch.io/enchanted-explorers-vol-2">[Access Key] Enchanted Explorers Series Volume 2 by VisuStellaMZ</a></iframe></center></html><br />
<br />
: Includes the following Plugins:<br />
<br />
: [[Map Event Effects VisuStella MZ]]<br />
: [[Proximity Messages VisuStella MZ]]<br />
: [[Icon Balloons VisuStella MZ]]<br />
<br />
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 June 30<br />
|align = center<br />
|content = <br />
; [[Skill Stealer VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.126.jpg|300px|link=Skill Stealer VisuStella MZ]]<br />
: VisuStella MZ's '''Skill Stealer''' plugin for official release!<br />
: Watch the preview video [https://www.youtube.com/watch?v=ab6cIhYMav8 here]!<br />
: This is VisuStella MZ's #126th plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 June 28<br />
|align = center<br />
|content = <br />
; [[Skill Mastery VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.125.jpg|300px|link=Skill Mastery VisuStella MZ]]<br />
: VisuStella MZ's '''Skill Mastery''' plugin for official release!<br />
: Watch the preview video [https://www.youtube.com/watch?v=hjAEq9xIuA4 here]!<br />
: This is VisuStella MZ's #125th plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 June 26<br />
|align = center<br />
|content = <br />
; [[Equip Battle Skills VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.124.jpg|300px|link=Equip Battle Skills VisuStella MZ]]<br />
: VisuStella MZ's '''Equip Battle Skills''' plugin for official release!<br />
: Watch the preview video [https://youtu.be/EKaSYFdUdEE here]!<br />
: This is VisuStella MZ's #124th plugin!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 June 15<br />
|align = center<br />
|content = <br />
; [[VisuStella MZ Changelog|Plugin Updates! Update #126]]<br />
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]<br />
<!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --><br />
: Total Updated: 14 Plugins<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 May 31<br />
|align = center<br />
|content = <br />
; Hot Fix made for 2 plugins!<br />
: [[File:HotFix.jpg|300px|link=]]<br />
: A hot fix has been made for the following plugins:<br />
: [https://visustellamz.itch.io/frontview-battle-ui Frontview Battle UI]<br />
: [https://visustellamz.itch.io/furniture-system Furniture System]<br />
: Please download them again.<br />
: Thank you for your patience and sorry for the inconvenience.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 May 27<br />
|align = center<br />
|content = <br />
; [https://visustellamz.itch.io/battle-technician-vol-4 Early Access for the Battle Technician Series Volume 4 has begun!]<br />
<br />
: <html><center><iframe frameborder="0" src="https://itch.io/embed/2088596" width="208" height="167"><a href="https://visustellamz.itch.io/battle-technician-vol-4">[Access Key] Battle Technician Series Vol. 4 by VisuStellaMZ</a></iframe></center></html><br />
<br />
: Includes the following Plugins:<br />
<br />
: [[Equip Battle Skills VisuStella MZ]]<br />
: [[Skill Mastery VisuStella MZ]]<br />
: [[Skill Stealer VisuStella MZ]]<br />
<br />
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 May 26<br />
|align = center<br />
|content = <br />
; [[Skill Shop VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.123.jpg|300px|link=Skill Shop VisuStella MZ]]<br />
: VisuStella MZ's '''Skill Shop''' plugin for official release!<br />
: Watch the preview video [https://www.youtube.com/watch?v=jNZerP-1hXY here]!<br />
: This is VisuStella MZ's #123 plugin!<br />
<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 May 24<br />
|align = center<br />
|content = <br />
; Hot Fix made for Battle System - ATB<br />
: [[File:VisuMZ.022.jpg|300px|link=https://visustellamz.itch.io/battle-system-atb]]<br />
: A hot fix has been made for the Battle System - ATB plugin.<br />
: [https://visustellamz.itch.io/battle-system-atb Please download it again].<br />
: Thank you and sorry for the inconvenience!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 May 24<br />
|align = center<br />
|content = <br />
; [[Recruiting Board VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.122.jpg|300px|link=Recruiting Board VisuStella MZ]]<br />
: VisuStella MZ's '''Recruiting Board''' plugin for official release!<br />
: Watch the preview video [https://www.youtube.com/watch?v=j-QoO5dSja8 here]!<br />
: This is VisuStella MZ's #122 plugin!<br />
<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 May 22<br />
|align = center<br />
|content = <br />
; [[Hospital Shop VisuStella MZ]]<br />
<br />
: [[File:VisuMZ.121.jpg|300px|link=Hospital Shop VisuStella MZ]]<br />
: VisuStella MZ's '''Hospital Shop''' plugin for official release!<br />
: Watch the preview video [https://www.youtube.com/watch?v=FdzG-ealtys here]!<br />
: This is VisuStella MZ's #121 plugin!<br />
<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 May 18<br />
|align = center<br />
|content = <br />
; [[VisuStella MZ Changelog|Plugin Updates! Update #125]]<br />
<br />
; [[VisuStella Sample Game Project]]<br />
<br />
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]<br />
<!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --><br />
: Total Updated: 17 Plugins<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 April 13<br />
|align = center<br />
|content = <br />
; [https://visustellamz.itch.io/merchant-manager-series-vol-3 Early Access for the Merchant Manager Series Volume 3 has begun!]<br />
<br />
: <html><center><iframe frameborder="0" src="https://itch.io/embed/2013860" width="208" height="167"><a href="https://visustellamz.itch.io/merchant-manager-series-vol-3">[Access Key] Merchant Manager Series Vol. 3 by VisuStellaMZ</a></iframe></center></html><br />
<br />
: Includes the following Plugins:<br />
<br />
: [[Hospital Shop VisuStella MZ]]<br />
: [[Recruiting Board VisuStella MZ]]<br />
: [[Skill Shop VisuStella MZ]]<br />
<br />
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].<br />
<br />
<br />
<br />
; [[VisuStella MZ Changelog|Plugin Updates! Update #124]]<br />
<br />
; [[VisuStella Sample Game Project]]<br />
<br />
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]<br />
<!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --><br />
: Total Updated: 9 Plugins<br />
<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 April 7<br />
|align = center<br />
|content = <br />
; [[Multi-Layer HP Gauge VisuStella MZ]]<br />
<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=HgrL31Smu08</youtube><br />
<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 April 5<br />
|align = center<br />
|content = <br />
; [[Visual Gauge Styles VisuStella MZ]]<br />
<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=J7r-Yx2MBSA</youtube><br />
<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 April 3<br />
|align = center<br />
|content = <br />
; [[Bestiary VisuStella MZ]]<br />
<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=VGzXdawZ16M</youtube><br />
<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 March 16<br />
|align = center<br />
|content = <br />
; Hot Fix!<br />
<br />
Hot fixes have been made for plugin(s) below. Please download them again:<br />
<br />
: [[Unique Tile Effects VisuStella MZ]]<br />
<br />
; [[VisuStella MZ Changelog|Plugin Updates! Update #123]]<br />
<br />
; [[VisuStella Sample Game Project]]<br />
<br />
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]<br />
<!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --><br />
: Total Updated: 22 Plugins<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 February 16<br />
|align = center<br />
|content = <br />
; [[VisuStella MZ Changelog|Plugin Updates! Update #122]]<br />
<br />
; [[VisuStella Sample Game Project]]<br />
<br />
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]<br />
<!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --><br />
: Total Updated: 19 Plugins<br />
<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 January 21<br />
|align = center<br />
|content = <br />
; [https://visustellamz.itch.io/visual-novel-vol-3 Early Access for the Visual Novel Series Volume 3 has begun!]<br />
<br />
: <html><center><iframe frameborder="0" src="https://itch.io/embed/1886739" width="208" height="167"><a href="https://visustellamz.itch.io/visual-novel-vol-3">[Access Key] Visual Novel Series Vol. 3 by VisuStellaMZ</a></iframe></center></html><br />
<br />
: Includes the following Plugins:<br />
<br />
: [[Animated Message Text Effects VisuStella MZ]]<br />
: [[Visual Cutin Effect VisuStella MZ]]<br />
: [[CG Gallery VisuStella MZ]]<br />
<br />
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].<br />
<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 January 20<br />
|align = center<br />
|content = <br />
; [[VisuStella MZ Changelog|Plugin Updates! Update #121]]<br />
<br />
; [[VisuStella Sample Game Project]]<br />
<br />
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]<br />
<!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --><br />
: Total Updated: 23 Plugins<br />
<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 January 6<br />
|align = center<br />
|content = <br />
; [[Unique Tile Effects VisuStella MZ]]<br />
<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=lZesyw9DFdo</youtube><br />
<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 January 4<br />
|align = center<br />
|content = <br />
; [[Event Chain Reactions VisuStella MZ]]<br />
<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=RY7rxwZTw0I</youtube><br />
<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 January 2<br />
|align = center<br />
|content = <br />
; [[Tutorial Panel System VisuStella MZ]]<br />
<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=Y9CwVDMpOPc</youtube><br />
<br />
}}<br />
<br />
{{Latest Plugins 2023}}<br />
{{Latest Plugins 2022 Q4}}<br />
{{Latest Plugins 2022 Q3}}<br />
{{Latest Plugins 2022 Q2}}<br />
{{Latest Plugins 2022 Q1}}<br />
{{Latest Plugins 2021 Q4}}<br />
{{Latest Plugins 2021 Q3}}<br />
{{Latest Plugins 2021 Q2}}<br />
{{Latest Plugins 2021 Q1}}<br />
{{Latest Plugins 2020 Q4}}<br />
{{Latest Plugins 2020 Q3}}<br />
{{Latest Plugins 2020 Q2}}<br />
{{Latest Plugins 2020 Q1}}<br />
{{Latest Plugins 2019}}<br />
<br />
[[Category:Display templates|MainPageLatestPlugins]]<br />
</noinclude><br />
<noinclude>|}</noinclude></div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Template:MainPageArticlesVisuStella&diff=16355Template:MainPageArticlesVisuStella2024-02-24T03:30:52Z<p>Yanfly: </p>
<hr />
<div><noinclude>__NOTOC__<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
|<br />
</noinclude><br />
{| style="width: 100%;" cellspacing="5" cellpadding="0"<br />
{{NewsEntry<br />
|header = 🔰References<br />
|content = <br />
: 📖[[Glossary]]<br />
: 📚[[VisuStella MZ Changelog]]<br />
: 📔[[:Category:Notetags (MZ)|Notetags (MZ)]]<br />
: 🐧[[:Category:Plugin Commands (MZ)|Plugin Commands (MZ)]]<br />
: 🧮[[:Category:Text Codes (MZ)|Text Codes (MZ)]]<br />
}}<br />
{{NewsEntry<br />
|header = ✍️General Articles<br />
|content = <br />
: 🔮[[The Future of VisuStella MZ Plugins]]<br />
: 🌎[[Most Popular VisuStella MZ Plugins]]<br />
: ❓[[Why Certain Plugins Wont Be Ported|Why Certain Plugins Won't Be Ported]]<br />
: 💸[[Why does VisuStella MZ cost more than RPG Maker MZ]]?<br />
: 🚫[[Why Extension Plugins Are Not Standalone]]<br />
<br />
}}<br />
{{NewsEntry<br />
|header = ⚔️Battle System<br />
|content = <br />
: Action Sequences<br />
:: 🎬[[Action Sequence Basic Skill Setup and Target All|Basic Skill Setup and Target All]]<br />
:: 💕[https://www.rpgmakerweb.com/blog/visustella-mz-action-sequence-article-2-creating-hp-mp-skill-conditions Creating HP/MP Skill Conditions]<br />
:: 💪[https://www.rpgmakerweb.com/blog/visustella-mz-action-sequence-series-creating-a-stacking-buff-system Creating a Stacking Buff System]<br />
:: 🔋[https://www.rpgmakerweb.com/blog/visustella-mz-action-sequence-creating-a-custom-skill-cost-system-with-variables-and-pictures Custom Skill Cost System]<br />
:: ⏰[[Timed Hits with Action Sequences]]<br />
}}<br />
{{NewsEntry<br />
|header = 💡Inspiration<br />
|content = <br />
: ⚔️[[Inspiration Behind Battle Technician Series|Battle Technician]] • 🪓[[Inspiration Behind Combat Crusaders Series|Combat Crusaders]] • 🚧[[Inspiration Behind Custom Construct Series|Custom Construct]] • ⛰️[[Inspiration Behind Dungeon Divers Series|Dungeon Divers]] • 🗺️[[Inspiration Behind Enchanted Explorers Series|Enchanted Explorers]] • 🏆[[Inspiration Behind Grande|Grande]] • 💰[[Inspiration Behind Merchant Manager Series|Merchant Manager]] • 🌊[[Inspiration Behind The Waves Plugins|The Waves]] • 🖋️[[Inspiration Behind Visual Novel Series|Visual Novel]] • 🌳[[Inspiration Behind Wanderlust Series|Wanderlust]]<br />
}}<br />
{{NewsEntry<br />
|header = ✨Tips & Tricks<br />
|content = <br />
: 🏘️[[Build Your Community Through Your Game]]<br />
: 🍀[[Event Popup Tips and Tricks]]<br />
: 🎮[https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella Play Test Common Event]<br />
: 🔼[[Useful Shortcuts for Playtesting]]<br />
: 🚶♀️[[WASD Movement]]<br />
}}<br />
<br />
|}<br />
<noinclude>|}</noinclude></div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Battle_Grid_System_VisuStella_MZ&diff=16354Battle Grid System VisuStella MZ2024-02-24T02:23:05Z<p>Yanfly: </p>
<hr />
<div>{{MzPlugin<br />
<!-- |preview = <youtube>link</youtube> --><br />
|preview = [[File:VisuMZ.150.jpg|600px]]<br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/2546116" width="552" height="167"><a href="https://visustellamz.itch.io/battle-grid-system">Battle Grid System plugin for RPG Maker MZ by VisuStellaMZ</a></iframe></html><br />
|link2 = {{VisuStella Grande Vol 1}}<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:BattleGridSystem_Preview1.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 />
[[File:VisuMZ.150.jpg|600px]]<br />
<br />
This plugin changes battles to utilize a grid system. The grid will be<br />
composed of nodes for each team and battlers can move amongst them. By being<br />
on top of specific nodes, different strategies can be employed such as<br />
making certain skills available to use while on such nodes or applying<br />
unique passive state effects.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Battles are changed to employ a grid system and places nodes across the battlefield for battlers to position themselves on top of. <br />
* Battlers can move between their team's nodes and give themselves a better position for battle. Battlers cannot move to the opposing team's nodes. <br />
* Ranks and Flanks determine each node's position. Depending on the Rank and Flank a node is on, different properties can be employed. <br />
* Certain skills and items can only be used while standing on top of certain nodes as a new type of usage requirement. <br />
* Skills and items can move the user and/or the targets around on the battle grid in a variety of ways, such as switching or crashing into other battlers and inflicting crash damage. <br />
* Skills and items can have their range restricted to certain Ranks and Flanks declared by notetags. <br />
* Some skills and items can have their range restricted based on the weapon equipped by the user, allow for melee-only targeting or the whole range of the battle field grid. <br />
* Skills and items can directly select which nodes, Ranks, or Flanks to target for attacks or healing. <br />
* Area of Effect notetags allow players to create skills and items that can affect more than one target based on positioning. <br />
* Nodes can give passive state effects while battlers stand on top of them. <br />
* Nodes can house triggers, which are skill actions that will set off once a battler stands on top of that node. Triggers can be used to deal damage, heal battlers, apply status ailments, and more. <br />
* Skills and items can be used to plant passive states and/or action triggers on specific Nodes! <br />
* Some skills and items can have special effects like teleporting to a specific Node, pulling all members of unit towards a specific Node, or even pushing them away. <br />
* The Grid Tactics scene allows players to adjust where they want the party members to start. Let the player decide which nodes to start individual party members on. <br />
<br />
<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 2}}<br />
<br />
<br />
<br />
== Grid System Mechanics ==<br />
<br />
This section explains the various changes and new mechanics regarding the<br />
battle grid system.<br />
<br />
---<br />
<br />
=== Ranks, Flanks, and Nodes ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
---<br />
<br />
Each visually vertical column is called a "Rank". The name is from miliary<br />
usage for rows of soldiers standing side by side, also sometimes known as<br />
"files" or "lines". The numbering starts at the center of the grid going<br />
outward for each team.<br />
<br />
Enemy Team Ally Team<br />
4 3 2 1 1 2 3 4<br />
4 3 2 1 1 2 3 4<br />
4 3 2 1 1 2 3 4<br />
<br />
---<br />
<br />
Each visually horizontal row is called a "Flank". The name is from military<br />
usage to referance the sides of a formation, also sometimes known as the<br />
"wings" of a formation. The number starts at the top of the grid going to<br />
the bottom of the grid.<br />
<br />
Enemy Team Ally Team<br />
1 1 1 1 1 1 1 1<br />
2 2 2 2 2 2 2 2<br />
3 3 3 3 3 3 3 3<br />
<br />
---<br />
<br />
The points at which each Rank and Flank intersects is called a "Node". Every<br />
battler will be positioned on a node and only one battler can be on a node<br />
at any given time.<br />
<br />
Enemy Team Ally Team<br />
4,1 3,1 2,1 1,1 1,1 2,1 3,1 4,1<br />
4,2 3,2 2,2 1,2 1,1 2,2 3,2 4,2<br />
4,3 3,3 2,3 1,3 1,3 2,3 3,3 4,3<br />
<br />
---<br />
<br />
=== Battler Movement ===<br />
<br />
[[File:BattleGridSystem_Movement.gif]]<br />
<br />
---<br />
<br />
==== Actors ====<br />
<br />
Actors can use the "Move" command to move to any allowed node based on their<br />
moveset rulings. By default, this means they can only move to adjacent nodes<br />
relative to their current position.<br />
<br />
Upon moving via the "Move" command, the command can undergo cooldown where<br />
the actor must wait a set amount of turns before being able to "Move" again.<br />
The cooldown amount can be adjusted through the Plugin Parameters.<br />
<br />
Also upon moving via the "Move" command, the actor can also end their turn<br />
immediately. This is an optional command and can be adjusted per actor with<br />
notetags or by default through the Plugin Parameters.<br />
<br />
Actors that are charmed, berserk, or on Auto-Battle will not use the "Move"<br />
command. The move command requires the actor to be able to move, too.<br />
<br />
---<br />
<br />
==== Enemies ====<br />
<br />
Enemies do not have a "Move" command and therefore, do not move by default.<br />
Instead, the best way to have enemies move is to create movement Skills and<br />
have their battle AI perform them. These skills are best left as enemy-only<br />
skills that actors do not have access to.<br />
<br />
Their accessibility and frequency of use to move skills have no bearing to<br />
and from the nature of movement effects. However, certain effects may stop<br />
the movement effects associated with the skills such as the Battle Core<br />
notetag <Battler Sprite Cannot Move> for enemies.<br />
<br />
---<br />
<br />
==== Actors and Enemies Stay on Their Sides ====<br />
<br />
Actors and enemies will not move onto the nodes belonging to the opposing<br />
unit. This means actors will always be on the rightmost nodes while enemies<br />
will be on the leftmost nodes. They CANNOT cross over into each other's<br />
territory as this plugin does not support that grid gameplay style. The<br />
nodes that belong to each unit's side will stay on those sides. Ownership of<br />
a node's team cannot be switched.<br />
<br />
---<br />
<br />
=== Movement Features ===<br />
<br />
---<br />
<br />
==== Switching ====<br />
<br />
[[File:BattleGridSystem_Switching.gif]]<br />
<br />
If a battler moves onto a node that already has an allied battler on it,<br />
then the two battlers can switch places. The place switching will only occur<br />
if done on the acting battler's own intention or by another ally battler.<br />
Switching can be disabled by Plugin Parameters.<br />
<br />
Certain notetags can also prevent a battler from being able to switch such<br />
as the <Battler Sprite Cannot Move> enemy-only notetag available from the<br />
VisuMZ Battle Core.<br />
<br />
However! If a battler is dead, regardless of all other notetag properties,<br />
the corpse becomes node-switchable. The reason for this is because it helps<br />
prevent a soft-lock state in which either the player or enemy side cannot<br />
perform actions due to their current node location (think of melee battlers<br />
being stuck behind a wall of corpses loaded on the front row). By being able<br />
to move and switch nodes with corpses, soft lock scenarios can be solved.<br />
This setting can also be adjusted as a Plugin Parameter for those who feel<br />
confident in their ability to design their battles where soft locks are<br />
impossible to happen with.<br />
<br />
If the Plugin Parameter is changed to disallow switching with corpses, this<br />
will only apply to corpses that remain visible. Corpses that fade away with<br />
collapse effects will not apply and can still be switched (even though<br />
invisible after).<br />
<br />
---<br />
<br />
==== Collision ====<br />
<br />
[[File:BattleGridSystem_Crashback.gif]]<br />
<br />
If a battler uses a skill that moves an opposing battler onto a node with<br />
another opposing battler, then collision occurs. The target opposing battler<br />
that should be knocked back will return to their original position while<br />
both colliding battlers take knockback damage.<br />
<br />
---<br />
<br />
=== Battle Grid Tactics ===<br />
<br />
[[File:BattleGridSystem_Preview2.png|600px]]<br />
<br />
---<br />
<br />
This is an optional feature.<br />
<br />
You can turn on "Battle Grid Tactics" to allow for players to set up the<br />
starting positions of where the individual members of the party will go when<br />
a battle starts.<br />
<br />
This adds a new command to the Main Menu, which takes the player to a scene<br />
where they can customize their battle grid tactics layout.<br />
<br />
If this feature is not used, then the starting positions of individual party<br />
members will depend on the notetags used to determine their battle starting<br />
ranks and flanks.<br />
<br />
---<br />
<br />
== Major Changes ==<br />
<br />
This plugin adds some new hard-coded features to RPG Maker MZ's functions.<br />
The following is a list of them.<br />
<br />
---<br />
<br />
=== Sideview Only ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
If your game is NOT using sideview and you are using the Battle Grid System,<br />
then the plugin will automatically enforce the sideview property. The reason<br />
behind this is because the grid system is specifically made for sideview<br />
visuals and controls. Therefore, it will not work without it.<br />
<br />
As such, some visual properties are also changed with this. Battlers will no<br />
longer step forward or backward when it's their turn to actively input a<br />
command. The reason behind this is because it causes a visual discrepancy<br />
with the grid node they're supposed to be standing at. And depending on the<br />
size of the grid node, it may cause confusion as to where the battler is<br />
actually standing. Therefore, the plugin will keep the battlers at their<br />
node location while inputting or performing the start of their actions.<br />
<br />
---<br />
<br />
=== Max Battle Members ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
There is a limit to how many battle members you can bring into battle based<br />
off the number of available nodes (Ranks x Flanks). If you have too few,<br />
then the plugin will warn you and then halt the game.<br />
<br />
If you are using Battle Grid Tactics, the optional feature to let players<br />
determine where they want the party members to start at, then a maximum of<br />
20 party members can be used in order to match the Plugin Parameter limits.<br />
If the max number becomes more than 20 members, it will be automatically<br />
capped to 20 members.<br />
<br />
---<br />
<br />
<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 />
=== [[Battle Core VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.002.jpg|300px|link=Battle Core VisuStella MZ]]<br />
<br />
When using the <Battle Commands> class notetag, you can manually position<br />
the "Move" command by inserting "Grid Move" in between <Battle Commands> and<br />
</Battle Commands>.<br />
<br />
---<br />
<br />
=== [[Aggro Control System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.025.jpg|300px|link=Aggro Control System VisuStella MZ]]<br />
<br />
Certain features of the Battle Grid System are changed to behave slightly<br />
different when there is the presence of a provoker or taunter. These changes<br />
will be explained in the help file.<br />
<br />
---<br />
<br />
=== VisuStella Battle Systems ===<br />
<br />
[[File:VisuMZ.066.jpg|300px|link=Battle System - OTB VisuStella MZ]]<br />
<br />
All custom battle systems made by VisuStella MZ are compatible with the<br />
battle grid system and can be used together. However, there are some<br />
restrictions put into play with specific battle systems. More information<br />
will be mentioned in detail in the "VisuStella MZ Compatibility" section<br />
found below.<br />
<br />
---<br />
<br />
=== [[Party System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.019.jpg|300px|link=Party System VisuStella MZ]]<br />
<br />
When the Party System is used together with the optional Battle Grid Tactics<br />
feature, players can create empty spaces in their party to allow for the<br />
positions of party members to go to specific nodes.<br />
<br />
For example, if a party has members in slots 1, 2, and 4 while 3 is empty,<br />
then those party members will go to tactical nodes 1, 2, and 4, instead of<br />
moving 4 up to 3.<br />
<br />
This only applies in-game and not through battle test if there are empty<br />
slots in the battle test setup.<br />
<br />
---<br />
<br />
=== [[Battle AI VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.026.jpg|300px|link=Battle AI VisuStella MZ]]<br />
<br />
Certain AI behaviors will change depending on the limitations of what an<br />
action is capable of affecting. The changes all involve factoring only what<br />
is within the range of an action.<br />
<br />
---<br />
<br />
<br />
<br />
== VisuStella MZ Compatibility ==<br />
<br />
While this plugin is compatible with the majority of the VisuStella MZ<br />
plugin library, it is not compatible with specific plugins or specific<br />
features. This section will highlight the main plugins/features that will<br />
not be compatible with this plugin or put focus on how the make certain<br />
features compatible.<br />
<br />
---<br />
<br />
=== [[Aggro Control System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.025.jpg|300px|link=Aggro Control System VisuStella MZ]]<br />
<br />
In battle, if there are Provoke or Taunt targets on the field and an action<br />
that needs target selection is attempted to be used, the Provoke or Taunt<br />
targets must be within valid affected Ranks/Flanks that can be targeted by<br />
the action or else the action can't be used.<br />
<br />
Skills that do NOT need to select a target (usually skills with a "Random"<br />
scope or "All" scope) can bypass this as they would normally without the<br />
Battle Grid System.<br />
<br />
As such, be careful about designing your skills with restrictive Rank/Flank<br />
targeting that potential softlocks may occur if there are ever any Taunt or<br />
Provoke targets on the field.<br />
<br />
In regards to skills that target the highest aggro member, these will target<br />
the highest aggro member within the required Ranks/Flanks made by the skill<br />
as to not further restrict this skill's targeting ability.<br />
<br />
---<br />
<br />
=== [[Battle System - ATB VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.022.jpg|300px|link=Battle System - ATB VisuStella MZ]]<br />
<br />
If the ATB Battle System is currently being used with the active setting,<br />
selecting the "Move" command during another battler's turn will queue up the<br />
system, waiting for the current battler's turn to end before allowing the<br />
inputting actor to move.<br />
<br />
---<br />
<br />
=== [[Battle System - BTB VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.048.jpg|300px|link=Battle System - BTB VisuStella MZ]]<br />
<br />
If the BTB Battle System is currently being used and the movement command<br />
will pass turn, then the move command will be disabled if the actor is under<br />
the effect of "Brave" as it becomes the same case scenario as "Guard".<br />
<br />
On that note, during the command input phase, actors under the effect of<br />
"Brave" can select skills and items outside of their required ranks/flanks.<br />
If you wish to disable this, adjust the "Bypass Require Node?" setting in<br />
the "Compatibility Settings" Plugin Parameters.<br />
<br />
When the queued actions occur and the required rank/flank node positions<br />
are NOT met, then the actions will be skipped.<br />
<br />
---<br />
<br />
=== Team-Based Battle Systems ===<br />
<br />
[[File:VisuMZ.080.jpg|300px|link=Battle System - ETB VisuStella MZ]]<br />
<br />
[[File:VisuMZ.057.jpg|300px|link=Battle System - FTB VisuStella MZ]]<br />
<br />
[[File:VisuMZ.086.jpg|300px|link=Battle System - PTB VisuStella MZ]]<br />
<br />
[[Battle System - ETB VisuStella MZ]]<br />
<br />
[[Battle System - FTB VisuStella MZ]]<br />
<br />
[[Battle System - PTB VisuStella MZ]]<br />
<br />
If the ETB, FTB, or PTB Battle Systems are being used and the move command<br />
will pass turn, and if no other actors can input for that turn, any<br />
remaining actions will be forfeited for that turn.<br />
<br />
---<br />
<br />
=== [[Battle System - OTB VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.066.jpg|300px|link=Battle System - OTB VisuStella MZ]]<br />
<br />
If the OTB Battle System is being used and the movement command will pass<br />
turn, the turn passing will only apply to the current action. Any follow up<br />
actions on the same turn from that actor can be utilized.<br />
<br />
---<br />
<br />
=== [[Party System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.019.jpg|300px|link=Party System VisuStella MZ]]<br />
<br />
In battle, the player cannot change entire parties at once from the Party<br />
Command Window. The feature will be unaccessible while Battle Grid System is<br />
in play. However, the player can still change party members through the<br />
Actor Command Window by having actors replace other actors. Party changing<br />
is also available through battle events, Common Events, and script calls.<br />
<br />
---<br />
<br />
<br />
<br />
{{Notetags MZ}}<br />
<br />
{{VisuMZ Battle Grid System Notetags}}<br />
<br />
<br />
<br />
== Action Sequence - Plugin Commands ==<br />
<br />
The following are Plugin Commands that become usable with this plugin.<br />
They can be accessed through the Plugin Command event command and selecting<br />
the VisuMZ_1_BattleCore plugin where they are stored.<br />
<br />
---<br />
<br />
=== Action Sequences - Grid ===<br />
<br />
These Action Sequences are Battle Grid System-related.<br />
<br />
---<br />
<br />
{{Battle Grid System Action Sequences}}<br />
<br />
---<br />
<br />
<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ Battle Grid System Plugin Commands}}<br />
<br />
<br />
<br />
== Plugin Parameters ==<br />
<br />
=== General Settings ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
[[File:BattleGridSystem_Params1.png]]<br />
<br />
General settings for this plugin including some mechanics.<br />
<br />
---<br />
<br />
Defaults<br />
<br />
Default Grid?:<br />
- Are battles grid-battles by default?<br />
- Use <Grid> and <No Grid> in troop names otherwise.<br />
<br />
Movement Duration:<br />
- Default number of frames for movement duration.<br />
<br />
User Silent Move?:<br />
- Default setting for silent movement versus visual.<br />
- Applies only to user movement notetag.<br />
<br />
Target Silent Move?:<br />
- Default setting for silent movement versus visual.<br />
- Applies only to target movement notetag.<br />
<br />
Weapon Range Melee?:<br />
- Make weapon ranges melee by default?<br />
- Only affects actions with <Use Weapon Range> notetag.<br />
<br />
---<br />
<br />
Crashing<br />
<br />
Allow Crash Death?:<br />
- Can battlers die from crashing into one another?<br />
<br />
Damage Move Target?:<br />
- Cause damage to the target that's being moved?<br />
<br />
Animation ID:<br />
- Play this animation when the effect activates.<br />
- Use 0 to not play an animation.<br />
<br />
Damage Crash Target?:<br />
- Cause damage to the target that's moved into?<br />
<br />
Animation ID:<br />
- Play this animation when the effect activates.<br />
- Use 0 to not play an animation.<br />
<br />
JS: Crash DMG Formula:<br />
- Formula used for calculating Crash Damage.<br />
<br />
---<br />
<br />
Switching Nodes<br />
<br />
Can Dead Switch?:<br />
- Can battlers switch Node positions with dead units?<br />
<br />
---<br />
<br />
Triggers<br />
<br />
Show Popup?:<br />
- Show popups when a battler activates a Trigger?<br />
<br />
Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Flash Color:<br />
- Adjust the popup's flash color.<br />
- Format: [red, green, blue, alpha]<br />
<br />
Flash Duration:<br />
- What is the frame duration of the flash effect?<br />
<br />
---<br />
<br />
<br />
<br />
=== Grid Field Settings ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
[[File:BattleGridSystem_Params2.png]]<br />
<br />
Settings used for the overall grid field.<br />
<br />
---<br />
<br />
Size<br />
<br />
Max Ranks:<br />
- How many ranks are used for each team?<br />
- Max: 10.<br />
- Ranks are formation rows or columns visually.<br />
<br />
Max Flanks:<br />
- How many flanks are used for each team?<br />
- Max: 10.<br />
- Ranks are formation sides/wings or rows visually.<br />
<br />
---<br />
<br />
Field Appearance<br />
<br />
Max Horz Distance:<br />
- What is the maximum horizontal distance that the grid field spans across<br />
the screen?<br />
- Auto-shrinks if too big.<br />
<br />
Top/Bottom Delta:<br />
- What is the horizontal size difference from top to bottom of the field.<br />
- This adds perspective.<br />
<br />
Vertical Distance:<br />
- What is the vertical distance that the grid field spans across the<br />
screen from top to bottom?<br />
<br />
Perspective Modifier:<br />
- What is the perspective modifier? This is so that upper point distances<br />
shrink and lower point distances expand.<br />
<br />
Space Between:<br />
- How many nodes between each unit's front rank?<br />
- The space gives more room for movement animations.<br />
<br />
---<br />
<br />
Effects<br />
<br />
Blink Input User?:<br />
- Blink the input user for more clarity?<br />
<br />
Blink Color:<br />
- Adjust the blinking input color.<br />
- Format: [red, green, blue, alpha]<br />
<br />
---<br />
<br />
Offsets<br />
<br />
Grid Node Offsets:<br />
<br />
Offset X:<br />
- Offsets the node x position.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- Offsets the node y position.<br />
- Negative: up. Positive: down.<br />
<br />
Actor Sprite Offset:<br />
<br />
Offset X:<br />
- Offsets the actor x position.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- Offsets the actor y position.<br />
- Negative: up. Positive: down.<br />
<br />
Enemy Sprite Offset:<br />
<br />
Offset X:<br />
- Offsets the enemy x position.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- Offsets the enemy y position.<br />
- Negative: up. Positive: down.<br />
<br />
---<br />
<br />
Outline Filter<br />
<br />
Show Outline Filter?:<br />
- Show outline filter for nodes?<br />
- Requires Pixi JS Filters.<br />
<br />
Inner Color:<br />
- System hex code color for inner color.<br />
- Format: 0xRRGGBB<br />
- Requires Pixi JS Filters.<br />
<br />
Inner Thickness:<br />
- What thickness do you want for inner outline?<br />
- Requires Pixi JS Filters.<br />
<br />
Outer Color:<br />
- System hex code color for outer color.<br />
- Format: 0xRRGGBB<br />
- Requires Pixi JS Filters.<br />
<br />
Outer Thickness:<br />
- What thickness do you want for outer outline?<br />
- Requires Pixi JS Filters.<br />
<br />
---<br />
<br />
<br />
<br />
=== Grid Node Settings ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
[[File:BattleGridSystem_Params3.png]]<br />
<br />
Settings used for specific grid Nodes.<br />
<br />
---<br />
<br />
Actor Nodes<br />
<br />
Filename:<br />
- Filename used for the actor Node image.<br />
- Leave empty if you don't wish to use one.<br />
<br />
Generated Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Generated Opacity:<br />
- What is the opacity level of the generated actor node?<br />
<br />
Differ Blend Color:<br />
- Blend color used when differentiating nodes.<br />
- Format: [red, green, blue, alpha]<br />
<br />
---<br />
<br />
Enemy Nodes<br />
<br />
Filename:<br />
- Filename used for the enemy Node image.<br />
- Leave empty if you don't wish to use one.<br />
<br />
Generated Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Generated Opacity:<br />
- What is the opacity level of the generated enemy node?<br />
<br />
Differ Blend Color:<br />
- Blend color used when differentiating nodes.<br />
- Format: [red, green, blue, alpha]<br />
<br />
---<br />
<br />
Opacity<br />
<br />
Opacity Speed:<br />
- Speed at which the opacity changes.<br />
<br />
Disabled Opacity:<br />
- Opacity level for disabled nodes.<br />
<br />
---<br />
<br />
Scale<br />
<br />
Scale X:<br />
- Scale X value for the node.<br />
<br />
Scale Y:<br />
- Scale Y value for the node.<br />
<br />
---<br />
<br />
Visibility<br />
<br />
Active Blend Color:<br />
- Blend color used by active battler.<br />
- Format: [red, green, blue, alpha]<br />
<br />
Global:<br />
<br />
Always Visible?:<br />
- Always make all grid Nodes visible?<br />
<br />
Any Input?:<br />
- Make all grid Nodes during input phase?<br />
<br />
Targeting?:<br />
- Make all grid Nodes during targeting?<br />
<br />
Specific:<br />
<br />
Inputting Actor?:<br />
- Make inputting actor's grid Node visible?<br />
<br />
Selected Target?:<br />
- Make selected target's grid Node visible?<br />
<br />
Active Battler?:<br />
- Make active battler/subject's grid Node visible?<br />
<br />
Action Target?:<br />
- Make action target's grid Node visible?<br />
<br />
---<br />
<br />
<br />
<br />
=== Passive State Settings ===<br />
<br />
[[File:BattleGridSystem_NodePassives.gif]]<br />
<br />
[[File:BattleGridSystem_Params4.png]]<br />
<br />
Settings used for Passive State Nodes.<br />
<br />
---<br />
<br />
Properties<br />
<br />
Show Passive Icons?:<br />
- Show the icons of the passive states attached to a Node?<br />
<br />
Cycle Duration:<br />
- How many frames should each icon cycle take?<br />
<br />
Blend Mode:<br />
- The blend mode used for these icons.<br />
<br />
---<br />
<br />
Opacity<br />
<br />
Opacity Speed:<br />
- Speed at which the opacity changes.<br />
<br />
Fluctuation Maximum:<br />
- Maximum opacity value for fluctuation effect.<br />
<br />
Fluctuation Range:<br />
- Fluctuation range of the opacity effect.<br />
<br />
Fluctuation Rate:<br />
- Fluctuation rate of the opacity effect.<br />
<br />
---<br />
<br />
Scale<br />
<br />
Scale X:<br />
- Scale X value for the icon.<br />
<br />
Scale Y:<br />
- Scale Y value for the icon.<br />
<br />
---<br />
<br />
<br />
<br />
=== Trigger Settings ===<br />
<br />
[[File:BattleGridSystem_NodeTraps.gif]]<br />
<br />
[[File:BattleGridSystem_Params5.png]]<br />
<br />
Settings used for Trigger Nodes.<br />
<br />
---<br />
<br />
Properties<br />
<br />
Show Trigger Icons?:<br />
- Show the icons of the trigger actions attached to a Node?<br />
<br />
Blend Mode:<br />
- The blend mode used for these icons.<br />
<br />
---<br />
<br />
Opacity<br />
<br />
Opacity Speed:<br />
- Speed at which the opacity changes.<br />
<br />
Fluctuation Maximum:<br />
- Maximum opacity value for fluctuation effect.<br />
<br />
Fluctuation Range:<br />
- Fluctuation range of the opacity effect.<br />
<br />
Fluctuation Rate:<br />
- Fluctuation rate of the opacity effect.<br />
<br />
---<br />
<br />
Scale<br />
<br />
Scale X:<br />
- Scale X value for the icon.<br />
<br />
Scale Y:<br />
- Scale Y value for the icon.<br />
<br />
---<br />
<br />
<br />
<br />
=== Move Command Settings ===<br />
<br />
[[File:BattleGridSystem_Movement.gif]]<br />
<br />
[[File:BattleGridSystem_Params6.png]]<br />
<br />
Settings used for the Move Command found in Window_ActorCommand. This has<br />
both aesthetic and mechanical settings.<br />
<br />
---<br />
<br />
General<br />
<br />
Auto Add "Move"?:<br />
- Automatically add the "Move" command to the actor command window list?<br />
<br />
Show "Move" Command?:<br />
- Show the "Move" command in the actor command window list?<br />
<br />
Command Icon:<br />
- Icon used for the "Move" command.<br />
<br />
Command Name:<br />
- Text used for the "Move" command.<br />
<br />
Queue Text:<br />
- Used with Active ATB/TPB to display movement queue.<br />
<br />
Command Queue:<br />
- How many turns must the actor wait before moving again?<br />
- If cooldown is 0, move range becomes global.<br />
<br />
Grid Switch on Move?:<br />
- Can actors switch Nodes when using the Move Command?<br />
<br />
Pass Turn on Move?:<br />
- Makes the actor pass the current turn if the Move Command is used?<br />
<br />
Battler Opacity Rate:<br />
- What opacity rate should battlers be adjusted by when the player has to<br />
select a Grid Node<br />
<br />
---<br />
<br />
Cursor<br />
<br />
Enabled:<br />
<br />
Blend Mode:<br />
- The blend mode used for an enabled cursor.<br />
<br />
Tone Color:<br />
- Adjust the tone color of an enabled cursor.<br />
- Format: [red, green, blue, gray]<br />
<br />
Opacity:<br />
- What opacity level should the enabled cursor use?<br />
<br />
Disabled:<br />
<br />
Blend Mode:<br />
- The blend mode used for an disabled cursor.<br />
<br />
Tone Color:<br />
- Adjust the tone color of an disabled cursor.<br />
- Format: [red, green, blue, gray]<br />
<br />
Opacity:<br />
- What opacity level should the disabled cursor use?<br />
<br />
---<br />
<br />
Default Move Range<br />
<br />
Global Range?:<br />
- Give actors a global movement range by default?<br />
<br />
Disable Range?:<br />
- Disable actor movement ranges by default?<br />
<br />
Allowed:<br />
<br />
Square:<br />
Radius:<br />
Rank:<br />
Flank:<br />
Diagonal Forward:<br />
Diagonal Backward:<br />
Forward:<br />
Backward:<br />
Upward:<br />
Downward:<br />
- What setting distance is allowed by default?<br />
<br />
Not Allowed:<br />
<br />
Square:<br />
Radius:<br />
Rank:<br />
Flank:<br />
Diagonal Forward:<br />
Diagonal Backward:<br />
Forward:<br />
Backward:<br />
Upward:<br />
Downward:<br />
- What setting distance is disallowed by default?<br />
<br />
---<br />
<br />
<br />
<br />
=== Sound Settings ===<br />
<br />
[[File:BattleGridSystem_Movement.gif]]<br />
<br />
[[File:BattleGridSystem_Params7.png]]<br />
<br />
These settings let you adjust the sound effects used for this plugin.<br />
<br />
---<br />
<br />
Move Command<br />
<br />
Filename:<br />
- Filename of the sound effect played.<br />
<br />
Volume:<br />
- Volume of the sound effect played.<br />
<br />
Pitch:<br />
- Pitch of the sound effect played.<br />
<br />
Pan:<br />
- Pan of the sound effect played.<br />
<br />
---<br />
<br />
<br />
<br />
=== Tactics Scene Settings ===<br />
<br />
[[File:BattleGridSystem_Preview2.png|600px]]<br />
<br />
[[File:BattleGridSystem_Params8.png]]<br />
<br />
These settings adjust the Battle Grid Tactics Scene. This is an entirely<br />
optional feature that does not need to be a part of your game. If you want<br />
it, make sure the "Use Tactics System?" parameter is set to "true". If not,<br />
set it to "false".<br />
<br />
---<br />
<br />
Mechanics Settings<br />
<br />
Use Tactics System?:<br />
- Use the battle tactics system?<br />
- If not, actor positions are determined by notetags and algorithms.<br />
<br />
---<br />
<br />
Main Menu<br />
<br />
Command Name:<br />
- Name of the 'Battle Tactics' option in the Main Menu.<br />
<br />
Show in Main Menu?:<br />
- Add the 'Battle Tactics' option to the Main Menu by default?<br />
<br />
Enable in Main Menu?:<br />
- Enable the 'Battle Tactics' option to the Main Menu by default?<br />
<br />
---<br />
<br />
Background Settings<br />
<br />
Snapshop Opacity:<br />
- Snapshot opacity for the scene.<br />
<br />
Background 1:<br />
- Filename used for the bottom background image.<br />
- Leave empty if you don't wish to use one.<br />
<br />
Background 2:<br />
- Filename used for the upper background image.<br />
- Leave empty if you don't wish to use one.<br />
<br />
---<br />
<br />
Starting Positions<br />
<br />
1st through 20th Member:<br />
- Adjust the settings individually for each party member.<br />
<br />
Rank:<br />
- What is the starting rank for this party member?<br />
- Use 0 to let plugin determine starting position.<br />
<br />
Flank:<br />
- What is the starting flank for this party member?<br />
- Use 0 to let plugin determine starting position.<br />
<br />
---<br />
<br />
<br />
<br />
=== Window Settings ===<br />
<br />
[[File:BattleGridSystem_Preview2.png|600px]]<br />
<br />
[[File:BattleGridSystem_Params9.png]]<br />
<br />
These settings let you adjust the window settings for this plugin.<br />
<br />
---<br />
<br />
Action Display<br />
<br />
Adjust Pixel Radius:<br />
- Adjust the pixel size of each node radius by this much.<br />
<br />
Draw Usable Nodes?:<br />
- Draws the nodes that the user can perform an action on.<br />
- This is for general windows.<br />
<br />
Usable Color:<br />
Not Usable Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Draw Target Nodes?:<br />
- Draws the nodes that the user can target with the action.<br />
- This is for general windows.<br />
<br />
Ally Color:<br />
Enemy Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
---<br />
<br />
Window_SkillList<br />
<br />
Window_ItemList<br />
<br />
Window_ActorCommand<br />
<br />
Draw Usable Nodes?:<br />
- Draws the nodes that the user can perform an action on.<br />
- This is for those windows.<br />
<br />
Draw Target Nodes?:<br />
- Draws the nodes that the user can target with the action.<br />
- This is for those windows.<br />
<br />
---<br />
<br />
Tactics Help Window<br />
<br />
Background Type:<br />
- Select background type for this window.<br />
<br />
Help: Select Actor:<br />
- Help description to tell player to select an actor.<br />
<br />
Help: Select Node:<br />
- Help description to tell player to select a node.<br />
<br />
---<br />
<br />
Tactics Grid Window<br />
<br />
Background Type:<br />
- Select background type for this window.<br />
<br />
Graphic Type:<br />
- Choose how the actor graphics appear in tactics menu.<br />
- None<br />
- Face<br />
- Map Sprite<br />
- Sideview Battler<br />
<br />
Switching:<br />
<br />
Switching BG Color 1:<br />
Switching BG Color 2:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Switching Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Party Leader:<br />
- Text used for the tactics banner for the party leader.<br />
- Do not use Text Codes.<br />
<br />
Leader Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Party Member:<br />
- Text used for the tactics banner for party member.<br />
- %1 - Party Member Slot ID.<br />
- Do not use Text Codes.<br />
<br />
Member Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Empty Node:<br />
- Text used for the tactics banner for empty node.<br />
- Do not use Text Codes.<br />
<br />
Empty Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for this window.<br />
<br />
JS: Draw Empty Node:<br />
- Code used to draw the contents of an empty node.<br />
<br />
JS: Draw Actor Node:<br />
- Code used to draw the contents of a node with an actor.<br />
<br />
---<br />
<br />
<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
<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 />
<br />
<br />
== Changelog ==<br />
<br />
Version 1.00 Official Release Date: March 29, 2024<br />
* Finished Plugin!<br />
<br />
<br />
<br />
== See Also ==<br />
<br />
* [[Inspiration Behind Grande]]<br />
<br />
<br />
<br />
== End of Helpfile ==<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>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestUpdates&diff=16353Template:MainPageLatestUpdates2024-02-24T01:56:24Z<p>Yanfly: </p>
<hr />
<div><noinclude>__NOTOC__ <!-- Make sure there are only seven entries visible at a given time, everything after archive --><br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
|<br />
</noinclude><br />
{| style="width: 100%;" cellspacing="5" cellpadding="0"<br />
<br />
{{NewsEntry<br />
|date = 2024 February 24<br />
|align = center<br />
|content = <br />
; [[Inspiration Behind Grande]]<br />
; by Yanfly<br />
: [[File:Grande.jpg|300px|center|link=Inspiration Behind Grande]]<br />
: This series, the '''Grande''' plugins, is the grand finale for [[VisuStella MZ]]. Its main focus is to provide the extra customization options for actors and battles while being compatible with everything else in the library. In a way, it's not far off to say that it's more of a "wrap up" series than a cohesively themed one, but nonetheless, that's what '''Grande''' is.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2024 January 29<br />
|align = center<br />
|content = <br />
; [[Inspiration Behind Wanderlust Volume 2]]<br />
; by Team VisuStella MZ<br />
: [[File:WanderlustVol2.jpg|300px|center|link=Inspiration Behind Wanderlust Volume 2]]<br />
: We did not expect to make another Wanderlust volume, but here we are. We decided there's more ways to add wonder and emotion to the game through these plugins.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2024 January 25<br />
|align = center<br />
|content = <br />
; [[Timed Hits with Action Sequences]]<br />
; by [[Arisu]]<br />
: [[File:VisuMZ.142.jpg|300px|center|link=Timed Hits with Action Sequences]]<br />
: Here's how you can create '''Timed Hits''' using the VisuStella MZ [[Battle Core VisuStella MZ|Battle Core]] and [[QTE and Trigger System VisuStella MZ|QTE and Trigger System]] plugins through '''Action Sequences'''! Includes ways for both the player to attack enemies with and to defend from enemies with.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2024 January 17<br />
|align = center<br />
|content = <br />
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.8.0!]]<br />
; by [[Yanfly]]<br />
: [[File:RMMZ_Update_180.png|228px|center|link=RMMZ Changelog]]<br />
: [[RMMZ Changelog|Read the base code changelog here]].<br />
: RPG Maker MZ has updated to version 1.8.0. Things look stable so far from what I can see (haven't checked TileD). You should be good to go to update your corescripts from 1.7.0 to 1.8.0.<br />
: [https://steamcommunity.com/app/1096900/eventcomments/7119694909426620627 View the Steam update page here!]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2024 January 6<br />
|align = center<br />
|content = <br />
; [http://www.akashics.moe/uncategorized/how-librarium-will-work-and-operate-in-2024-and-onwards/ Librarium's Operation in 2024 and onwards!!]<br />
; by [[Ækashics_Librarium]]<br />
: <html><center><a class="centered-img" href="http://www.akashics.moe/uncategorized/how-librarium-will-work-and-operate-in-2024-and-onwards/"><img src="https://i.gyazo.com/75017046a68b0842ac76094255f9c0ea.png" width="300px"></a></center></html><br />
: A consie explanation in how Librarium will be releasing new assets during 2024 and how its patreon will deliver this content!<br />
}}<br />
<br />
<br />
{{NewsEntry<br />
|date = 2024 January 2<br />
|align = center<br />
|content = <br />
; [[Inspiration Behind Custom Construct Volume 4]]<br />
; by [[Irina]]<br />
: [[File:CustomConstructVol4.jpg|300px|center|link=Inspiration Behind Custom Construct Volume 4]]<br />
: '''Custom Construct''' Volume 4 closes out the '''Custom Construct''' series, a series about creating your own custom systems for your game(s) in creative ways. '''QTE & Trigger System''' allow for more gameplay aspects to utilize, '''Event Signals''' adds new ways to proc event actions, and '''Dice Rolls & RNG Seeds''' allow your players and you to have control over the random nature of your games.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 December 15<br />
|align = center<br />
|content = <br />
; [[Event Popup Tips and Tricks]]<br />
; by [[Arisu]]<br />
: [[File:EventPopupTut_4.gif|300px|center|link=Event Popup Tips and Tricks]]<br />
: Since the version 1.55 update of [[Events and Movement Core VisuStella MZ|Events and Movement Core]], you can use the new Plugin Command called "Event Popup", which creates text above specific targets like the player character or an event, and move it. This feature is made by none other than yours truly, [[Arisu]]! There's many applications in which this can be used, but only if you change the way it's used. Let's take a look at them! This article will show you how to use popups to display Quick Messages, indicate Obtained Items, giving gifts to NPC's, and throwing items across the map.<br />
}}<br />
<br />
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<noinclude>== Archived ==<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
|<br />
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<br />
{{NewsEntry<br />
|date = 2023 November 7<br />
|align = center<br />
|content = <br />
; [[Most Popular VisuStella MZ Plugins]]<br />
; by [[Yanfly]]<br />
: [[File:MostPopular.png|300px|link=Most Popular VisuStella MZ Plugins]]<br />
: Ever wondered which plugins are VisuStella MZ's most popular plugins?<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 October 30<br />
|align = center<br />
|content = <br />
; [[Inspiration Behind Merchant Manager Volume 4]]<br />
; by [[VisuStella MZ]]<br />
: [[File:MerchantManagerVol4.jpg|300px|center|link=Inspiration Behind Merchant Manager Volume 4]]<br />
: '''Merchant Manager Volume 4''' is the final volume of the '''Merchant Manager''' series and is focused around adding new features and aesthetics for your game's shop keepers.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 October 4<br />
|align = center<br />
|content = <br />
; [[Inspiration Behind Combat Crusaders Volume 2]]<br />
; by [[VisuStella MZ]]<br />
: [[File:CombatCrusadersVol2.jpg|300px|center|link=Inspiration Behind Combat Crusaders Volume 2]]<br />
: The '''Combat Crusaders''' Volume 2 plugins, like with volume 1, are centered around making combat more interactive! Only this time, we aim this interaction at using skills in conjunction with items! Item Throw Skills, Item Concoction Skills, and Item Amplify Skills all focus around having items interact with skills to produce new effects!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 September 10<br />
|align = center<br />
|content = <br />
; [https://www.patreon.com/aekashics/membership Dragon Tier pledge over at patreon receives another upgrade!]<br />
; by [[Ækashics_Librarium]]<br />
: <html><center><a class="centered-img" href="https://www.patreon.com/aekashics/membership"><img src="https://i.gyazo.com/5d1978f6352dce34fb0f1ddf2c8867c9.png" width="300px"></a></center></html><br />
: Starting with [https://aekashics.itch.io/legendary-knight-michael Legendary Knight Michael's] release, Librarium Dragon Tier asset packs will now include Icon sets and weapon sheets directly related to the featured release! <br />
: This comes at no cost increase in the pledge increase, but resulting in much more versatile packs! Thanks for your support!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 September 2<br />
|align = center<br />
|content = <br />
; [[Inspiration Behind Dungeon Divers Volume 2]]<br />
; by [[VisuStella MZ]]<br />
: [[File:DungeonDiversVol2.jpg|300px|center|link=Inspiration Behind Dungeon Divers Volume 2]]<br />
: The '''Dungeon Divers Volume 2''' plugins, like with volume 1, are centered around dungeon diving. This time, we focus more on the more mechanical aspects alongside replayability. Replayability here means either subsequent playthroughs or even revisiting already completed content. Also, these focus on providing a different experience for each player, so that whether you're playing or watching someone else stream these games, the experience will be unique.<br />
}}<br />
<br />
<br />
<br />
{{NewsEntry<br />
|date = 2023 August 9<br />
|align = center<br />
|content = <br />
; [https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0 Librarium Full Release Master List now available!]<br />
; by [[Ækashics_Librarium]]<br />
: <html><center><a class="centered-img" href="https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0"><img src="https://i.gyazo.com/05e4eb432c37450ee26c170d5c250b37.png" width="300px"></a></center></html><br />
: The backlog master list of current era Librarium sets is now available!<br />
: You can browse it [https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0 here]!<br />
: Get every post-2021 release plus a continuous supply of high quality assets on a regular basis by joining Aekashics's [https://www.patreon.com/aekashics Librarium patreon community] or buy what you need individually on demand over at [https://aekashics.itch.io/ Aekashics's itch.io]!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 July 29<br />
|align = center<br />
|content = <br />
; [[Inspiration Behind Visual Novel Volume 4]]<br />
; by [[VisuStella MZ]]<br />
: [[File:VisualNovelVol4.jpg|300px|center|link=Visual Novel Volume 4]]<br />
: The fourth volume of the '''Visual Novel''' series focuses on adding voice acting to your games. These is via [[Voice Acting Control VisuStella MZ|Voice Acting Control]], [[Battle Voices VisuStella MZ|Battle Voices]], and [[Side Chatter VisuStella MZ|Side Chatter]] to add that extra audio layer of immersion.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 July 1<br />
|align = center<br />
|content = <br />
; [[Inspiration Behind Enchanted Explorers Volume 2]]<br />
; by [[VisuStella MZ]]<br />
: [[File:EnchantedExplorersVol2.jpg|300px|center|link=Inspiration Behind Enchanted Explorers Volume 2]]<br />
: We wanted to do more plugins that add life to the adventurer and allow developers to express creativity through their maps, events, and characters. This lead to the creation of the plugins made for the Enchanted Explorers volume 2. Sometimes, being able to convey intent through passive means, either through visuals or text, can do a lot to bring out the wonders of a game's world.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 June 26<br />
|align = center<br />
|content = <br />
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.7.0!]]<br />
; by [[Yanfly]]<br />
: [[File:rmmz_update_170.png|300px|center|link=RMMZ Changelog]]<br />
: [[RMMZ Changelog|Read the base code changelog here]].<br />
: RPG Maker MZ has updated to version 1.7.0. As far as I can tell, everything should be working (haven't checked TileD). Therefore, if you are using TileD and it's a major part of your project (which it will be if you are using it), I suggest not updating the corescripts of that project.<br />
: [https://steamcommunity.com/app/1096900 View the Steam update page here!]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 May 27<br />
|align = center<br />
|content = <br />
; [[Inspiration Behind Battle Technician Volume 4]]<br />
; by [[VisuStella MZ]]<br />
: [[File:BattleTechnicianVol4.jpg|300px|center|link=Inspiration Behind Battle Technician Volume 4]]<br />
: Yanfly talks about the inspiration behind each of the plugins made for this plugin series.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 May 22<br />
|align = center<br />
|content = <br />
; [[The Future of VisuStella MZ Plugins]]<br />
; by [[Irina]]<br />
: [[File:FutureOfVisuMZ.png|300px|center|link=The Future of VisuStella MZ Plugins]]<br />
: RPG Maker Unite has released a few weeks ago and many of you have questions and/or concerns about the future of VisuStella MZ. This article will answer some of those questions and concerns.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 May 16<br />
|align = center<br />
|content = <br />
; [[RPG Maker Unite First Impressions Review]]<br />
; by [[Irina]]<br />
: [[File:RpgMakerUniteReview.jpg|300px|center|link=RPG Maker Unite First Impressions Review]]<br />
: tl;dr RPG Maker Unite is not ready to be used as a tool. Treat it as an early-access release due to all the problems present.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 April 27<br />
|align = left<br />
|content = <br />
; [https://store.steampowered.com/app/1899060/Pocket_Mirror__GoldenerTraum/ Wishlist Pocket Mirror on Steam!]<br />
: <html><center><a class="centered-img" href="https://store.steampowered.com/app/1899060/Pocket_Mirror__GoldenerTraum/"><img src="https://cdn.akamai.steamstatic.com/steam/apps/1899060/header.jpg?t=1682644650" width="300px"></a></center></html><br />
: Delve into the enthralling world of Pocket Mirror ~ GoldenerTraum, the acclaimed RPG Maker gothic horror game that'll take you on a moving journey of self-discovery.<br />
; '''Coming May 18, 2023'''<br />
: Wishlist it on Steam today!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 March 17<br />
|align = center<br />
|content = <br />
; [[YEP Freebies vs VisuMZ Freebies]]<br />
: [[File:YEPvsVS-Freebies.png|300px|center|link=YEP Freebies vs VisuMZ Freebies]]<br />
: To answer why [[Yanfly Engine Plugins]] offers 40 freebies while [[VisuStella MZ]] ''only'' offers 10.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 March 9<br />
|align = center<br />
|content = <br />
; [[RPG Developer Bakin Editor Early Access Review]]<br />
; by [[Yanfly]] Score Change<br />
: [[File:RpgDevBakinCover.png|300px|center|link=RPG Developer Bakin Editor Early Access Review]]<br />
: Changed the initial score from 5.9/10 to 7.45/10 for me.<br />
: Reasons listed inside.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 December 9<br />
|align = center<br />
|content = <br />
; [https://store.steampowered.com/news/app/1096900/view/3628242853592210482?l=english RPG Maker MZ Updated to V1.6.1!]<br />
: [[File:RMMZ_Update_160.png|center|link=RMMZ Changelog]]<br />
: [[RMMZ Changelog|Read the base code changelog here]].<br />
: The problem with the version 1.6.0 update has now been fixed. The NodeJS version has been reverted to a previous version.<br />
: However, in the event that an infinite loading screen occurs, follow the instructions on the [https://store.steampowered.com/news/app/1096900/view/3628242853592210482?l=english Steam page].<br />
: Our recommended course of action is to wait until our next plugin batch update before seeing if updating to v1.6.1 is a wise move yet.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 December 7<br />
|align = center<br />
|content = <br />
; Do NOT Update to RMMZ 1.6.0 Yet!<br />
: [[File:Warning.jpg|300px|center]]<br />
: I repeat, do NOT Update to RMMZ 1.6.0 Yet!<br />
: At the moment, there's a lot of mentions where games simply don't load anymore until they reverted back to a previous version.<br />
: [https://forums.rpgmakerweb.com/index.php?threads/games-no-longer-load-as-of-just-now.153151/ Source 1] [https://steamcommunity.com/app/1096900/eventcomments/3719440592184958999/ Source 2] [https://store.steampowered.com/news/app/1096900/view/3628242785987748389 Source 3]<br />
: Update: Upon further inspection, these errors aren't plugin related either. Playtest doesn't work even in vanilla projects for some devices. Once again, don't update to version 1.6.0 until they have everything fixed and squared away.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 November 24<br />
|align = center<br />
|content = <br />
; [[Updates Changing to Monthly]]<br />
: [[File:VisuMZSupport.jpg|300px|center|link=Updates Changing to Monthly]]<br />
: We'll be changing our update schedule from weekly updates to monthly.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 October 18<br />
|align = center<br />
|content = <br />
; [[RPG Developer Bakin Editor Early Access Review]] by [[Yanfly]]<br />
: [[File:RpgDevBakinCover.png|300px|center|link=RPG Developer Bakin Editor Early Access Review]]<br />
: These are Yanfly's thoughts on the Early Access for [https://store.steampowered.com/app/1036640/RPG_Developer_Bakin/ RPG Developer Bakin], the new game engine on the block.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 June 2<br />
|align = center<br />
|content = <br />
; [http://www.akashics.moe/librarium-animated/hello-again-everyone/ Hello Again everyone!]<br />
: <html><center><a href="http://www.akashics.moe/librarium-animated/hello-again-everyone/"><img src="https://i0.wp.com/www.akashics.moe/wp-content/uploads/2022/07/36.gif?resize=276%2C173"></a></center></html><br />
: '''1590+ Character and Monster designs, 288 of them Animated, and counting''', Thanks for your support during a tough period! <br />
: Read about the road ahead for Librarium and get ready for www.akashics.moe to update regularly again!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 June 2<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-5-0-patch-notes.148146/ RPG Maker MZ Updated to V1.5.0!]<br />
: [[File:RMMZ_Update_150.png|center|link=RMMZ Changelog]]<br />
: [[RMMZ Changelog|Read the base code changelog here]].<br />
: From what we can tell at '''first glance''', it should be safe to update to 1.5.0 and not jeopardize plugin compatibility.<br />
: We have not fully tested out the capabilities of different tile sizes yet, so experiment with those at your own risk.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 April 30<br />
|align = center<br />
|content = <br />
; [https://www.youtube.com/watch?v=ByaJYokU8L0 Making a Game in RPG Maker: How to Get Started]<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=ByaJYokU8L0</youtube><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 April 14<br />
|align = center<br />
|content = <br />
<br />
<br />
; [[Battle System Differences VisuStella MZ]]<br />
: [[File:battlebegin.jpg|300px|center|link=Battle System Differences VisuStella MZ]]<br />
: This is an article for the battle system nerds (like me) and want to see the differences among them.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 March 13<br />
|content =<br />
; [https://cazwolf.itch.io/caz-pixel-1-20 Pixel Fantasy RPG Icons: Packs 1-20 can now be downloaded as one complete sheet!]<br />
: <html><center><a href="https://cazwolf.itch.io/caz-pixel-1-20"><img src="https://img.itch.zone/aW1nLzg0MDUxMTEucG5n/315x250%23c/ieFS1A.png"></a></center></html><br />
<br />
<br />
<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 February 25<br />
|content =<br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-4-patch-notes.145233/ RPG Maker MZ Updated to V1.4.4!]<br />
: [[File:RMMZ_Update_144.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]].<br />
: From what I can see, it should be safe to update without having plugins break.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 January 17<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-3-patch-notes.144047/ RPG Maker MZ Updated to V1.4.3!]<br />
: [[File:RMMZ_Update_143.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]].<br />
: One of the changes to the BattleManager may prove to be troublesome.<br />
: VisuStella MZ should be fine due to our code structure, but we will still be on the lookout for any plugin incompatibilities.<br />
: But from what I can see, there should be little to no compatibility issues from updating.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 December 9<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-0-update.142845/ RPG Maker MZ Updated to V1.4.0!]<br />
: [[File:RMMZ_Update_140.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]].<br />
: We will be on the lookout for any plugin incompatibilities.<br />
: But from what I can see, there should be little to no compatibility issues from updating.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 November 7<br />
|align = center<br />
|content = <br />
; [[An Argument Against Requiring IIFEs]]<br />
: [[File:Nah_IIFE.jpg|300px|center|link=An Argument Against Requiring IIFEs]]<br />
: An article explaining why I don't agree with the RPG Maker Community saying that IIFE's are '''required''' for plugins.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 September 30<br />
|align = center<br />
|content = <br />
; [[Why Extension Plugins Are Not Standalone]]<br />
: [[File:ExtStandalone_Extension.jpg|300px|center|link=Why Extension Plugins Are Not Standalone]]<br />
: Explanation of why we do Extension Plugins and not make them as Standalone Plugins.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 September 14<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-3-update.140440/ RPG Maker MZ Updated to V1.3.3!]<br />
: [[File:RMMZ_Update_133.png|300px|center]]<br />
: [[RMMZ Changelog|Read the base code changelog here]]. There are some major changes done to how gauge sprites operate.<br />
: These updates may cause some visual bugs for plugins in regards to gauge sprites.<br />
: Plugin compatibility updates will be coming this Friday on September 17, 2021.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 September 3<br />
|align = center<br />
|content = <br />
; [https://www.youtube.com/watch?v=AVK-P1uatwM Should You Make A Game With RPG Maker?]<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=AVK-P1uatwM</youtube><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 August 15<br />
|align = center<br />
|content = <br />
The free download for the Dragonbones library is now updated with the proper license terms.<br />
<br />
Please delete the old versions from your projects and use the new ones.<br />
<br />
Thank you!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 August 6<br />
|align = center<br />
|content = <br />
; [[Why Certain Plugins Wont Be Ported|Why Certain Plugins Won't Be Ported]]<br />
<br />
: [[File:VisuMZ_NoPort.png|center|link=Why Certain Plugins Wont Be Ported]]<br />
: An explanation on why certain plugins don't have plans of being ported over from MV to MZ.<br />
: Yes, I realize this thumbnail looks like a T-shirt.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 July 23<br />
|content =<br />
; [https://linktr.ee/rpg_maker_cola RPG Maker Cola Podcast Episode 19]<br />
<html><center><a href="https://linktr.ee/rpg_maker_cola"><img src="https://cdn.discordapp.com/attachments/836747838658576431/868052766566809670/unknown.png" width="300pix"></a></center></html><br />
: Guests featuring [[Archeia]], [[Caz Wolf]], and [[Yanfly]]!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 July 12<br />
|align = center<br />
|content = <br />
; <html><center><a href="https://cazwolf.itch.io/pixel-fantasy-tiles-mz"><br />
PIXEL FANTASY TILES - RMMZ RTP Update! <br />
<br><br />
Outside and Inside tiles available to download for free on itch.io!<br />
<br><br />
<img src="https://img.itch.zone/aW1hZ2UvOTc3OTAzLzY0OTk0NzAucG5n/original/iDRkcD.png" width="300"><br />
</a><br />
</html><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 June 22<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ RPG Maker MZ Updated to V1.3.1!]<br />
[[File:RMMZ_130.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]]. There aren't any changes made to the code base, but there are for the editor.<br />
: The aforementioned bugs are now fixed and the lag is now gone. Hooray! Go wild, download, '''back up your game''', and update!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 June 21<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ RPG Maker MZ Updated to V1.3.0!]<br />
[[File:RMMZ_130.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]]<br />
: '''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 May 28<br />
|align = center<br />
|content = <br />
; '''[https://itch.io/s/49127/dragbun-item-icons-bundle-1 50% Sale on Dragonbun Asset Packs!!!]'''<br />
<br />
: <html><iframe frameborder="0" src="https://itch.io/embed/957287?bg_color=1d2129&amp;fg_color=ffffff&amp;link_color=1ca852&amp;border_color=494d55" width="208" height="167"><a href="https://marimo.itch.io/dragonbun-icons2">DRAGONBUN ITEM ICONS - PACK 2 by Mimo, Caz</a></iframe><br />
<br><br />
<a href="https://marimo.itch.io/dragonbun-icons2">Dragonbun Pack 2 free update, now with 319 beautiful 250x250 HD item icons! Includes Iconset for 32x32 icons compatible with RPG Maker MV/MZ! Half price sale on now! <3</a></center></html><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 May 27<br />
|align = center<br />
|content = <br />
; '''[https://itch.io/s/49127/dragbun-item-icons-bundle-1 50% Sale on Dragonbun Asset Packs!!!]'''<br />
<br />
: <html><iframe frameborder="0" src="https://itch.io/embed/915430?bg_color=1d2129&amp;fg_color=ffffff&amp;link_color=13a7f2&amp;border_color=494d55" width="208" height="167"><a href="https://marimo.itch.io/dragonbun-icons1">DRAGONBUN ITEM ICONS - PACK 1 by Mimo, Caz</a></iframe><br />
<br><br />
<a href="https://marimo.itch.io/dragonbun-icons1">Dragonbun Pack 1 free update, now with 114 beautiful 250x250 HD item icons! Includes Iconset for 32x32 icons compatible with RPG Maker MV/MZ! Half price sale on now! <3</a></center></html><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 May 21<br />
|align = center<br />
|content = <br />
[[File:BunnyTeamBye.png|300px|center|link=A Change in Bunny Team]]<br />
<br />
[[A Change in Bunny Team]]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 May 19<br />
|content =<br />
; <html><center><a href='https://www.rpgmakerweb.com/blog/visustella-action-sequence-series-basic-skill-setup-target-all' target='_blank'><img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/609346986fa738a6e6f7484c_BlogBanner3.png' width='300'></a></center></html><br />
<br />
: [https://www.rpgmakerweb.com/blog/visustella-action-sequence-series-basic-skill-setup-target-all VisuStella MZ Action Sequence Series: Basic Skill Setup & Target All]<br />
<br />
: A series of blog entries focused on showing just what users of Visustella's Battle Core, among other plugins, can do using the Action Sequences functions.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 April 28<br />
|align = center<br />
|content = <br />
; <html><center><a href='https://www.rpgmakerweb.com/blog/build-your-community-through-your-game-with-visustella' target='_blank'><img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/606d31225d8bee4b49c1e094_BlogBanner2.png' width='300'></a></center></html><br />
<br />
: [https://www.rpgmakerweb.com/blog/build-your-community-through-your-game-with-visustella Build Your Community Through Your Game]<br />
<br />
: Give access to your community through your game's title screen.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 April 24<br />
|align = center<br />
|content = <br />
; [[File:VisuStellaMZ_Cost.png|300px|center|link=Why does VisuStella MZ cost more than RPG Maker MZ]]<br />
<br />
: [[Why does VisuStella MZ cost more than RPG Maker MZ]]?<br />
<br />
: I figured we'd touch base on this question since it's asked so often.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 April 14<br />
|align = center<br />
|content = <br />
; <html><center><a href='https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella' target='_blank'><img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/606d2abfaac2512ae5a96a57_BlogBanner1.png' width='300'></a></center></html><br />
<br />
: [https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella Play Test Common Event] with VisuStella<br />
<br />
: Ever get those times you wish it was easier to debug your game? What if there was a simpler way?<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 March 4<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-2-0-update.134067/ RPG Maker MZ Updated to V1.2.0!]<br />
[[File:RMMZ_120.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]]<br />
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 February 25<br />
|align = center<br />
|content = <br />
; [https://rpgtkool.hatenablog.com/entry/2021/02/25/135545 Official Notice: Support for Older RPG Makers Will End]<br />
<br />
: Explanation:<br />
: Starting March 31, 2021, support for the following RPG Maker titles will end:<br />
: * RPG Maker 2000<br />
: * RPG Maker XP<br />
: * RPG Maker VX<br />
: * RPG Maker VX Ace<br />
: The [https://tkool.jp/support/index.html Terms of Use] will be updated at a later date.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 January 25<br />
|align = center<br />
|content = <br />
; [[File:MechanicsInsideDamageFormulas_Example1_No.png|center|link=Stop Putting Mechanics in Damage Formulas]]<br />
<br />
; [[Stop Putting Mechanics in Damage Formulas]]<br />
: article written by [[Yanfly]]<br />
: <br />
: Explains the problems and side effects of putting game mechanics inside damage formulas.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 December 16<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ RPG Maker MZ Updated to V1.1.1!]<br />
: [[File:RMMZ_111.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]]<br />
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 November 11<br />
|align = center<br />
|content = <br />
; [https://itch.io/s/38865/1111-visustella-sale 11/11 VisuStella Sale]<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=X4GlUNKRTQs&feature=emb_title</youtube><br />
: 20% OFF!<br />
: Do you know that 11/11 is Singles' Day in Asia? Celebrate friendship with us, as we offer 20% off some of our favorite products this week! First up on show is the Stella Character Generator, down to only $15.99. :><br />
<br />
; [https://itch.io/s/38866/1111-visustella-sale 11/11 VisuStella Sale]<br />
: <html><center><a href='https://itch.io/s/38866/1111-visustella-sale'><img src='https://pbs.twimg.com/media/EmnIk-wXcAIN1Z4?format=png&name=small' width='300'></a></center></html><br />
: 20% OFF!<br />
: Here's another great 11/11 offer for you all - 20% off VisuStella's Modern City and School Horror pack! We really don't shout enough about how beautiful these pixel assets are...<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 October 12<br />
|align = center<br />
|content = <br />
; [https://visustellamz.itch.io/access-key-visustella-mz VisuStella MZ All Waves Bundle is now available!]<br />
: <html><iframe frameborder="0" src="https://itch.io/embed/733546" width="208" height="167"><a href="https://visustellamz.itch.io/access-key-visustella-mz">[Access Key] All Waves Collection VisuStella MZ by VisuStellaMZ</a></iframe></html><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 August 28<br />
|align = center<br />
|content = <br />
; [https://twitter.com/Visustella/status/1299453513001562123 VisuStella Twitter]<br />
<br />
: 私たちのライセンス形態についてですが、GPLではございません。ただいま利用規約の日本語訳を用意しておりますので、少々お待ちください。<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 August 23<br />
|align = center<br />
|content = <br />
; [[Official Statement from Yanfly Regarding Porting of Plugins]]<br />
<br />
: People outside of the VisuStella team are forbidden from porting over plugins from the Yanfly Engine Plugins library for RPG Maker MV to RPG Maker MZ. This is a direct violation of the [http://www.yanfly.moe/wiki/Category:Yanfly_Engine_Plugins#Terms_of_Use Terms of Service found here]. Read more in the article linked above.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 November 17<br />
|align = center<br />
|content = <br />
; [https://store.steampowered.com/app/1096900/RPG_Maker_MZ/ RPG Maker MZ is 20% Off!]<br />
: <html><center><a href='https://store.steampowered.com/app/1096900/RPG_Maker_MZ/'><img src='https://cdn.cloudflare.steamstatic.com/steam/apps/1096900/header.jpg?t=1605569976' width='300'></a></center></html><br />
: RPG Maker MZ is 20% off until December 1st!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 October 29<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-0-update.129288/ RPG Maker MZ Updated to V1.1.0!]<br />
: [[File:RMMZ_110.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]]<br />
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = Notice!<br />
|align = center<br />
|content = <br />
; [[Yanfly Engine Plugins]] Terms of Use Update<br />
: The following clause has been added to the Terms of Use<br />
: <pre>For context on what is considered "the scope of game projects", this means anything that is made with the intention of it being played by players for all sorts. If it is a "game template" made only for RPG Maker users to learn from, that does NOT qualify as a game project, and the plugins from the Yanfly Engine Plugins library cannot be redistributed as a result of that.</pre><br />
: If you have a game template project for redistribution that currently contains the Yanfly Engine Plugin library's contents, remove the Yanfly Engine Plugins from that game template project.<br />
<br />
; [[VisuStella MZ Terms of Use Article 4]]<br />
: The above in-depth explanation is now linked from the VisuStella MZ Terms of Use.<br />
<br />
For those wondering why these updates have been added, it's because some users are attempting to breach the redistribution clause by creating a loophole with "game templates" when their main intent is the redistribution of the plugins themselves.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 August 20<br />
|align = center<br />
|content = <br />
; [https://visustella.itch.io/visumz-sample VisuStella Sample Project]<br />
<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=qqnL1kUQ-vo</youtube><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 August 10<br />
|align = center<br />
|content = <br />
; [[How to Install Plugins (RPG Maker MZ)|How to Install Plugins]]<br />
<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=2Pj9zyiTQcQ</youtube><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 June 26<br />
|align = center<br />
|content = <br />
; [[MZ Plans for Plugins & Ports]]<br />
<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=qocdNMI9qHM</youtube><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 June 6<br />
|align = center<br />
|content = <br />
; Itch.io plugin pages down<br />
: Thanks for alerting us that some of the pages for the YEP plugins are down on itch.io.<br />
: We'll be looking into the matter. --><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 June 4<br />
|align = center<br />
|content = <br />
; Dragonbones Map Sprites Plugin + Animactors Vol I Bundle!<br />
: <html><center><a href='https://itch.io/b/517/dragonbones-battler-map-sprites'><img src='https://img.itch.zone/aW1nLzM1NjI3NjEuZ2lm/original/XFe51L.gif' width='300'></a></center></html><br />
: '''[https://itch.io/b/517/dragonbones-battler-map-sprites 20% off useful materials!]'''<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 May 6<br />
|align = center<br />
|content = <br />
; [[Stella Character Generator (Visustella)|Stella Character Generator]]<br />
<br />
<html><center><a href='http://www.yanfly.moe/wiki/Stella_Character_Generator_(Visustella)'><img src='https://img.itch.zone/aW1nLzI3MzI2ODkucG5n/original/Eb0sCx.png' width='300'></a></center></html><br />
<br />
: '''[[Stella Character Generator (Visustella)|Stella Character Generator]] has been released!'''<br />
<br />
<!-- [https://forms.gle/s6FpQ2evPRiPoWu69 Application Questionnaire] --><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 May 2<br />
|align = center<br />
|content = <br />
; Spring Sale<br />
<br />
: <html><center><a href='https://itch.io/s/28209/spring-sale'><img src='https://www.travelmarketingllc.com/wp-content/uploads/2020/01/Spring-Sale-3-Converted.jpg' width='300'></a></center></html><br />
: '''[https://itch.io/s/30110/spring-sale Arisu's Dollhouse Plugin Library is 10% off!]''' or $20 for ''Everything''!<br />
: '''[https://itch.io/s/28208/spring-sale Fallen Angel Olivia's Plugin Library is 20% off!]''' or $50 for ''Everything''!<br />
: '''[https://itch.io/s/28209/spring-sale Atelier Irina's Plugin Library is 20% off!]''' or $50 for ''Everything''!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 April 12<br />
|align = center<br />
|content = <br />
; Chocolate Egg Day Sale<br />
: <html><center><a href='https://itch.io/b/479/chocolate-egg-day-sale'><img src='https://img.itch.zone/aW1nLzMyMzYwMjAucG5n/original/%2BG62FR.png'></a></center></html><br />
: '''[https://itch.io/b/479/chocolate-egg-day-sale Get 51% off beautiful graphics!]'''<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 April 5<br />
|align = center<br />
|content = <br />
; RPG Maker New Horizons Bundle Sale<br />
: <html><center><a href='https://itch.io/b/476/rpg-maker-new-horizons'><img src='https://img.itch.zone/aW1nLzMxOTQ4NjEucG5n/original/oA3Oby.png' width='300'></a></center></html><br />
: '''[https://itch.io/b/476/rpg-maker-new-horizons Get 50% off a huge bundle of graphics and plugins!]'''<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 March 11<br />
|align = center<br />
|content = <br />
; Retro Nostalgia Bundle Sale<br />
<br />
: <html><center><a href='https://itch.io/s/28511/retro-nostalgia'><img src='https://img.itch.zone/aW1nLzI5MzA3NjIucG5n/180x143%23c/lQIia1.png' width='300'></a></center></html><br />
: '''[https://itch.io/s/28511/retro-nostalgia Oceans Dream 20% to 30% off!]'''<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 February 22<br />
|align = center<br />
|content = <br />
; Wiki - Dark Mode<br />
: The wiki theme is now dark mode.<br />
: This is purely experimental and we are unsure if we'll keep it.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Nov 20<br />
|align = center<br />
|content = <br />
; Black Friday 2019!<br />
<br />
: <html><center><a href='https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle'><img src='https://cdn.discordapp.com/attachments/513496301078315012/646727688064860190/VS_BlackFridaySale.png' width='300'></a></center></html><br />
: It's that time of the year again! Time to empower your game making potential with these royalty free assets and plugins for your project! You won't see massive discounts like this for a long, long time!<br />
<br />
: [https://itch.io/b/399/black-friday-2019-rpg-maker-assets-silver-bundle Silver Bundle]<br />
: <html><center><a href='https://itch.io/b/399/black-friday-2019-rpg-maker-assets-silver-bundle'><img src='https://img.itch.zone/aW1nLzI2OTU2NDYucG5n/original/Fk%2Bml5.png' width='300'></a></center></html><br />
: A bundle with content from Archeia, Arisu, Caz, Oceans Dream, Olivia!<br />
: '''Buy 5 items for $40 Regularly $66.96 Save 40%!'''<br />
<br />
: [https://itch.io/b/400/black-friday-2019-rpg-maker-assets-gold-bundle Gold Bundle]<br />
: <html><center><a href='https://itch.io/b/400/black-friday-2019-rpg-maker-assets-gold-bundle'><img src='https://img.itch.zone/aW1nLzI2OTU2NzgucG5n/original/xLlVzR.png' width='300'></a></center></html><br />
: A bundle with content from Aekashics, Archeia, Arisu, Caz, Irina, Oceans Dream, Olivia<br />
: '''Buy 10 items for $60 Regularly $143.91 Save 58%!'''<br />
<br />
: [https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle Diamond Bundle]<br />
: <html><center><a href='https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle'><img src='https://img.itch.zone/aW1nLzI2OTU2OTUucG5n/original/WkVJ9r.png' width='300'></a></center></html><br />
: A bundle with content from Aekashics, Archeia, Arisu, Caz, Irina, Oceans Dream, Olivia<br />
: '''Buy 15 items for $90 Regularly $252.86 Save 64%!'''<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Oct 31<br />
|align = center<br />
|content = <br />
; [https://www.patreon.com/posts/retirement-and-31197644 Yanfly's Retirement Announcement and plans for the future]<br />
<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=KmFp9DkzjPY</youtube><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Oct 28<br />
|align = center<br />
|content = <br />
<html><center><a href='https://www.patreon.com/posts/decisions-on-of-31080063'><img src='https://c10.patreonusercontent.com/3/eyJwIjoxfQ%3D%3D/patreon-media/p/post/31080063/f14ddf9141574a21946719bdccbc78a0/1.jpg?token-time=1573430400&token-hash=DRgVYPAWnPB4iUoBS9iAEE2ARkdsjAuHBZsMQBig7bs%3D' width='400'></a></center></html><br />
<br />
; [https://www.patreon.com/posts/decisions-on-of-31080063 Regarding why the links to YEP Library Plugins are down, please click here to read.]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Oct 26<br />
|align = center<br />
|content = <br />
; [[Beware of Shady Plugin Seller/Thief]]<br />
<br />
: [[File:NoIsabella.png|400px|center|link=Beware of Shady Plugin Seller/Thief]]<br />
: Avoid a "plugin dev" named Isabella Ava (aka master2015hp) who is highly suspected to be a code thief.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Oct 9<br />
|align = center<br />
|content = <br />
; Humble Bundle Sale - RPG Maker Returns<br />
<br />
: <html><center><a href='https://www.humblebundle.com/software/rpg-maker-returns-software'><img src='https://hb.imgix.net/04434620143b6b48347c2956790e9dc169199f8a.png?auto=compress,format&h=630&w=1200&s=04242c72b8964487fd32b8c19c4f642b' width='300'></a></center></html><br />
<br />
: Degica returns to Humble with a bundle of software, music packs, tilesets, and resource packs you can use you bring your game idea to life! Boot up RPG Maker MV or Visual Novel Maker + Live2D and let your imagination run wild.<br />
: [https://www.humblebundle.com/software/rpg-maker-returns-software Check it out here!]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Oct 8<br />
|align = center<br />
|content = <br />
: [[A Stranger's Tips: The Game Designer's Manifesto]] article added to the Wiki<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Oct 1<br />
|align = center<br />
|content = <br />
: <html><center><a href='https://itch.io/s/20448/fall-sale'><img src='https://dappered.com/wp-content/uploads/2018/11/nordstrom-fall-sale-2018-header.jpg' width='320'></a></center></html><br />
<br />
: [https://itch.io/s/20448/fall-sale Fallen Angel Olivia's End of Summer Plugin Sale] is up! 10% off every item!<br />
: [https://itch.io/s/20447/fall-sale Atelier Irina's End of Summer Plugin Sale] is up! 10% off every item!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Aug 29<br />
|align = center<br />
|content = <br />
; [[Luna Engine MV (Visustella)|Luna Engine MV]] Full Release by [[Visustella]]<br />
<br />
: <html><center><a href='https://archeia.itch.io/luna-engine-mv'><img src='https://img.itch.zone/aW1nLzIxNjQ5MTkuZ2lm/original/IGNDo7.gif' width='320'></a></center></html><br />
<br />
: [[Luna Engine MV (Visustella)|View it here]].<br />
: [https://archeia.itch.io/luna-engine-mv Purchase it here].<br />
: This plugin is a part of the [[Visustella]] library.<br />
<br />
; [https://itch.io/b/349/battle-enhancers-plugin-bundle Battle Enhancers Plugin Bundle]<br />
<br />
<br />
<br />
: [[File:201908Bundle.png|360px]]<br />
<br />
[https://itch.io/b/349/battle-enhancers-plugin-bundle Buy 6 items for $49.99 Regularly $66.94 Save 25%!]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 July 26<br />
|align = center<br />
|content = <br />
; [https://itch.io/s/17576/pixel-fantasy-rpg-icons-discount-bundle Pixel Fantasy RPG Icons Bundle]<br />
<br />
: [[File:20190726Bundle.png|360px]]<br />
<br />
: [https://itch.io/s/17576/pixel-fantasy-rpg-icons-discount-bundle Buy everything for $59.99! Regularly $77.95 Save 23%!]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Aug 1<br />
|align = center<br />
|content = <br />
; [https://archeia.itch.io/luna-engine-mv Luna Engine MV (Early Access)]<br />
<br />
: <html><center><a href='https://archeia.itch.io/luna-engine-mv'><img src='https://img.itch.zone/aW1nLzIxMTk5ODYucG5n/original/32PInR.png' width='360px'></a></center></html><br />
<br />
[[Luna Engine MV (Visustella)|Learn more about Luna Engine MV!]]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 July 15<br />
|align = center<br />
|content = <br />
; [[Story Writing Basics]] article added.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 July 10<br />
|align = center<br />
|content = <br />
; [[Yanfly.moe has changed from WordPress to MediaWiki!]]<br />
<br />
: Hey, all!<br />
: Yanfly.moe is now changing away from WordPress to MediaWiki!<br />
: There's a number of reasons behind this change.<br />
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{{NewsEntry<br />
|date = 2019 July 1.2<br />
|align = center<br />
|content = <br />
; [https://itch.io/s/17735/june-sale Fallen Angel Olivia Summer Sale]<br />
<br />
: [[File:OctoPackBattlerBundleSale.png|360px]]<br />
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: [[Fallen Angel Olivia]] is having a plugin sale for her [[OctoPack Battler (Olivia)|OctoPack Battler]] plugin bundle as well as her other plugins.<br />
<br />
: [https://fallenangelolivia.itch.io/ Check them out here!]<br />
}}<br />
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{{NewsEntry<br />
|date = 2019 July 1.1<br />
|align = center<br />
|content = <br />
; [https://itch.io/s/17736/june-sale Atelier Irina Summer Sale]<br />
<br />
: [[File:AtelierIrinaSummerSale.png|360px]]<br />
<br />
: [[Atelier Irina]] is having a plugin sale for her plugin collection.<br />
<br />
: [https://atelieririna.itch.io/ Check them out here!]<br />
}}<br />
[[Category:Display templates|MainPageLatestUpdates]]<br />
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<noinclude>|}</noinclude></div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Template:Featured_Article_-_Inspiration_Behind_Grande&diff=16352Template:Featured Article - Inspiration Behind Grande2024-02-24T01:55:00Z<p>Yanfly: Created page with "{{Featured Article |link = Inspiration Behind Grande |title = Inspiration Behind Grande |author = Yanfly |date = 2024 February 24 |image = Grande.jpg |content = This series, t..."</p>
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<div>{{Featured Article<br />
|link = Inspiration Behind Grande<br />
|title = Inspiration Behind Grande<br />
|author = Yanfly<br />
|date = 2024 February 24<br />
|image = Grande.jpg<br />
|content = This series, the '''Grande''' plugins, is the grand finale for [[VisuStella MZ]]. Its main focus is to provide the extra customization options for actors and battles while being compatible with everything else in the library. In a way, it's not far off to say that it's more of a "wrap up" series than a cohesively themed one, but nonetheless, that's what '''Grande''' is.<br />
}}</div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Template:Featured_Article_Automated&diff=16351Template:Featured Article Automated2024-02-24T01:54:44Z<p>Yanfly: </p>
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| 0 = Inspiration Behind Battle Technician Series<br />
| 1 = Inspiration Behind Combat Crusaders Series<br />
| 2 = Inspiration Behind Custom Construct Series<br />
| 3 = Inspiration Behind Dungeon Divers Series<br />
| 4 = Inspiration Behind Enchanted Explorers Series<br />
| 5 = Inspiration Behind Merchant Manager Series<br />
| 6 = Inspiration Behind The Waves Plugins<br />
| 7 = Inspiration Behind Visual Novel Series<br />
| 8 = Inspiration Behind Wanderlust Series<br />
| 9 = Most Popular VisuStella MZ Plugins<br />
| 10 = Battle System Differences (VisuMZ)<br />
| 11 = Event Popup Tips and Tricks<br />
| 12 = Action Sequence Basic Skill Setup and Target All<br />
| 13 = Timed Hits with Action Sequences<br />
| 14 = Inspiration Behind Grande<br />
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</noinclude></div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Main_Page&diff=16350Main Page2024-02-24T01:54:11Z<p>Yanfly: </p>
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|link = Inspiration Behind Grande<br />
|title = Inspiration Behind Grande<br />
|author = Yanfly<br />
|date = 2024 February 24<br />
|image = Grande.jpg<br />
|content = This series, the '''Grande''' plugins, is the grand finale for [[VisuStella MZ]]. Its main focus is to provide the extra customization options for actors and battles while being compatible with everything else in the library. In a way, it's not far off to say that it's more of a "wrap up" series than a cohesively themed one, but nonetheless, that's what '''Grande''' is.<br />
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[https://forms.gle/c9pbrqGbJCzWETC97 Suggestion Box (Graphics)]<br />
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[https://forms.gle/73bPT3nfXZFRn6BNA Suggestion Box (Plugins)]<br />
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[[How to Install Plugins (RPG Maker MZ)|Click here]] for help on how to install plugins<br>and an explanation on the Tier Hierarchy System.<br />
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[[File:UpdatePlugins.png|x150px|link=How to Update Plugins RPG Maker MZ]]<br />
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[[How to Update Plugins RPG Maker MZ|Click here]] to learn how to update plugins.<br />
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[[Troubleshooting Plugins (RPG_Maker_MZ)|Click here]] for how to troubleshoot plugins if you get an error.<br />
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[[Atelier Irina|👓Atelier Irina (MV)]]<br />
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[[Arisu's Dollhouse|🎎Arisu's Dollhouse (MV)]]<br />
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<html><script type="text/javascript" src="https://www.free-counters.org/count/dg89"></script><br><br />
<a href='https://www.acadoo.de/'>Masterarbeit Writer</a> <script type='text/javascript' src='https://whomania.com/ctr?id=6bff02d7f5f798a6aa28f3a03024fdfe889d95d5'></script></html><br />
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<div style="margin-right: 10px; text-align: right; font-style: italic; font-size: 85%;">Happy RPG Making!<br />
<br><br>[[Sandbox]]</div><br />
<br />
|}</div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Featured_Articles&diff=16349Featured Articles2024-02-24T01:53:58Z<p>Yanfly: </p>
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{{Featured Article<br />
|link = Inspiration Behind Grande<br />
|title = Inspiration Behind Grande<br />
|author = Yanfly<br />
|date = 2024 February 24<br />
|image = Grande.jpg<br />
|content = This series, the '''Grande''' plugins, is the grand finale for [[VisuStella MZ]]. Its main focus is to provide the extra customization options for actors and battles while being compatible with everything else in the library. In a way, it's not far off to say that it's more of a "wrap up" series than a cohesively themed one, but nonetheless, that's what '''Grande''' is.<br />
}}<br />
<br />
{{Featured Article<br />
|link = Inspiration Behind Wanderlust Volume 2<br />
|title = Inspiration Behind Wanderlust Volume 2<br />
|author = VisuStella MZ<br />
|date = 2024 January 29<br />
|image = WanderlustVol2.jpg<br />
|content = We did not expect to make another Wanderlust volume, but here we are. We decided there's more ways to add wonder and emotion to the game through these plugins.<br />
}}<br />
<br />
{{Featured Article<br />
|link = Timed Hits with Action Sequences<br />
|title = Timed Hits with Action Sequences<br />
|author = Arisu<br />
|date = 2024 January 25<br />
|image = VisuMZ.142.jpg<br />
|content = Here's how you can create '''Timed Hits''' using the VisuStella MZ [[Battle Core VisuStella MZ|Battle Core]] and [[QTE and Trigger System VisuStella MZ|QTE and Trigger System]] plugins through '''Action Sequences'''! Includes ways for both the player to attack enemies with and to defend from enemies with.<br />
}}<br />
<br />
{{Featured Article<br />
|link = Inspiration Behind Custom Construct Volume 4<br />
|title = Inspiration Behind Custom Construct Volume 4<br />
|author = VisuStella MZ<br />
|date = 2024 January 2<br />
|image = CustomConstructVol4.jpg<br />
|content = '''Custom Construct''' Volume 4 closes out the '''Custom Construct''' series, a series about creating your own custom systems for your game(s) in creative ways. '''QTE & Trigger System''' allow for more gameplay aspects to utilize, '''Event Signals''' adds new ways to proc event actions, and '''Dice Rolls & RNG Seeds''' allow your players and you to have control over the random nature of your games.<br />
}}<br />
<br />
{{Featured Article<br />
|link = Event Popup Tips and Tricks<br />
|title = Event Popup Tips and Tricks<br />
|author = Arisu<br />
|date = 2023 December 15<br />
|image = EventPopupTut_4.gif<br />
|content = Since the version 1.55 update of [[Events and Movement Core VisuStella MZ|Events and Movement Core]], you can use the new Plugin Command called "Event Popup", which creates text above specific targets like the player character or an event, and move it. This feature is made by none other than yours truly, [[Arisu]]! There's many applications in which this can be used, but only if you change the way it's used. Let's take a look at them! This article will show you how to use popups to display Quick Messages, indicate Obtained Items, giving gifts to NPC's, and throwing items across the map.<br />
}}<br />
<br />
{{Featured Article<br />
|link = Most Popular VisuStella MZ Plugins<br />
|title = Most Popular VisuStella MZ Plugins<br />
|author = Yanfly<br />
|date = 2023 November 7<br />
|image = MostPopular.png<br />
|content = Have you ever wondered which plugins are [[VisuStella MZ]]'s most popular plugins? And possibly, how this popularity changed from [[Yanfly Engine Plugins]]? Well, I figured that since it's been years since [[RPG Maker MZ]]'s and [[VisuStella MZ]]'s launch, we can do some number comparisons. <br />
}}<br />
<br />
{{Featured Article<br />
|link = Inspiration Behind Merchant Manager Volume 4<br />
|title = Inspiration Behind Merchant Manager Volume 4<br />
|author = VisuStella MZ<br />
|date = 2023 October 30<br />
|image = MerchantManagerVol4.jpg<br />
|content = '''Merchant Manager Volume 4''' is the final volume of the '''Merchant Manager''' series and is focused around adding new features and aesthetics for your game's shop keepers.<br />
}}<br />
<br />
{{Featured Article<br />
|link = Inspiration Behind Combat Crusaders Series<br />
|title = Inspiration Behind Combat Crusaders Volume 2<br />
|author = VisuStella MZ<br />
|date = 2023 October 4<br />
|image = CombatCrusadersVol2.jpg<br />
|content = The '''Combat Crusaders Volume 2''' plugins, like with volume 1, are centered around making combat more interactive! Only this time, we aim this interaction at using skills in conjunction with items! Item Throw Skills, Item Concoction Skills, and Item Amplify Skills all focus around having items interact with skills to produce new effects!<br />
}}<br />
<br />
{{Featured Article<br />
|link = Inspiration Behind Dungeon Divers Series<br />
|title = Inspiration Behind Dungeon Divers Volume 2<br />
|author = VisuStella MZ<br />
|date = 2023 September 2<br />
|image = DungeonDiversVol2.jpg<br />
|content = The '''Dungeon Divers Volume 2''' plugins, like with volume 1, are centered around dungeon diving. This time, we focus more on the more mechanical aspects alongside replayability. Replayability here means either subsequent playthroughs or even revisiting already completed content. Also, these focus on providing a different experience for each player, so that whether you're playing or watching someone else stream these games, the experience will be unique.<br />
}}<br />
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|-<br />
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{{Featured Article<br />
|link = Inspiration Behind Visual Novel Series<br />
|title = Inspiration Behind Visual Novel Volume 4<br />
|author = VisuStella MZ<br />
|date = 2023 July 29<br />
|image = VisualNovelVol4.jpg<br />
|content = The fourth volume of the '''Visual Novel''' series focuses on adding voice acting to your games. These is via [[Voice Acting Control VisuStella MZ|Voice Acting Control]], [[Battle Voices VisuStella MZ|Battle Voices]], and [[Side Chatter VisuStella MZ|Side Chatter]] to add that extra audio layer of immersion.<br />
}}<br />
<br />
|-<br />
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<br />
{{Featured Article<br />
|link = Inspiration Behind Enchanted Explorers Volume 2<br />
|title = Inspiration Behind Enchanted Explorers Volume 2<br />
|author = VisuStella MZ<br />
|date = 2023 July 1<br />
|image = EnchantedExplorersVol2.jpg<br />
|content = We wanted to do more plugins that add life to the adventurer and allow developers to express creativity through their maps, events, and characters. This lead to the creation of the plugins made for the Enchanted Explorers volume 2. Sometimes, being able to convey intent through passive means, either through visuals or text, can do a lot to bring out the wonders of a game's world.<br />
}}<br />
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|-<br />
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{{Featured Article<br />
|link = Inspiration Behind Battle Technician Volume 4<br />
|title = Inspiration Behind Battle Technician Volume 4<br />
|author = VisuStella MZ<br />
|date = 2023 May 27<br />
|image = BattleTechnicianVol4.jpg<br />
|content = The plugins found in '''Battle Technician Volume 4''' all center around skills. 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. These plugins have been repurposed by the VisuStella Bunny Team to be remade for RPG Maker MZ. 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 />
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{{Featured Article<br />
|link = The Future of VisuStella MZ Plugins<br />
|title = The Future of VisuStella MZ Plugins<br />
|author = Irina<br />
|date = 2023 May 22<br />
|image = FutureOfVisuMZ.png<br />
|content = RPG Maker Unite has released a few weeks ago and many of you have questions and/or concerns about the future of VisuStella MZ. This article will answer some of those questions and concerns.<br />
}}<br />
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|-<br />
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{{Featured Article<br />
|link = Inspiration Behind Merchant Manager Volume 3<br />
|title = Inspiration Behind Merchant Manager Volume 3<br />
|author = VisuStella MZ<br />
|date = 2023 April 18<br />
|image = MerchantManagerVol3.jpg<br />
|content = '''Merchant Manager Volume 3''' had a lot of plugins that focused on providing alternative uses for gold. Usually, gold is a resource that's mainly used to purchase items, equipment, and a place to sleep with nothing else in mind. This plugin adds three more gold sinks for players to dump their hard earned digital gold into.<br />
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{{Featured Article<br />
|link = YEP Freebies vs VisuMZ Freebies<br />
|title = YEP Freebies vs VisuMZ Freebies<br />
|author = Yanfly<br />
|date = 2023 March 17<br />
|image = YEPvsVS-Freebies.png<br />
|content = I have been getting a lot of questions lately about why the [[Yanfly Engine Plugins]] library offers 40 free plugins and the [[VisuStella MZ]] plugin ''only'' offers 10, ie the "Cores". I also see this question living rent-free in the heads of specific individuals of the community. This wiki article is made to draw comparisons between what the plugins do offer and what is actually in the [[VisuStella MZ]] Cores.<br />
}}<br />
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{{Featured Article<br />
|link = Inspiration Behind Battle Technician Volume 3<br />
|title = Inspiration Behind Battle Technician Volume 3<br />
|author = VisuStella MZ<br />
|date = 2023 March 6<br />
|image = BattleTechVol3.jpg<br />
|content = 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 />
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{{Featured Article<br />
|link = Inspiration Behind Visual Novel Series<br />
|title = Inspiration Behind Visual Novel Volume 3<br />
|author = VisuStella MZ<br />
|date = 2023 January 21<br />
|image = VisualNovelVol3.jpg<br />
|content = The third volume of the '''Visual Novel''' series focuses on adding other tools used in visual novels or story-driven games that add feeling to a game.<br />
}}<br />
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<br />
{{Featured Article<br />
|link = Inspiration Behind Custom Construct Volume 3<br />
|title = Inspiration Behind Custom Construct Volume 3<br />
|author = VisuStella MZ<br />
|date = 2022 December 12<br />
|image = CustomConstructVol3.jpg<br />
|content = '''Custom Construct''' Volume 3 aims to add more mechanics to the map scene, a place where there's seldom many unique mechanics available to explore in many JRPGs. The map, for all intents and purposes, have a base purpose of transitioning the player from one area to another while allowing them access to NPCs, monsters to fight, points of interests to view, and not much more. These plugins aim to change all of that up with what they're meant to do.<br />
}}<br />
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{{Featured Article<br />
|link = Inspiration Behind Dungeon Divers Volume 1<br />
|title = Inspiration Behind Dungeon Divers Volume 1<br />
|author = VisuStella MZ<br />
|date = 2022 November 7<br />
|image = DungeonDiversVol1.jpg<br />
|content = The '''Dungeon Divers Volume 1''' plugins are innovative additions to RPG Maker MZ that enhance the gameplay experience and address specific gameplay needs. Inspired by the desire for a user interface compatible with frontview battle systems, the '''Frontview Battle UI''' plugin bridges the gap and provides more options for frontview battles. The plugin offers a versatile and aesthetically pleasing UI that seamlessly tracks important player stats. Meanwhile, the '''Field Skills''' plugin introduces a unique feature that allows players to activate skills from the map, streamlining navigation and adding depth to the game world. Lastly, the '''Full Field Recovery''' plugin tackles item management issues by enabling players to easily access a healing menu and utilize their abundance of healing items effectively. Together, these plugins enrich the RPG Maker MZ experience and empower game developers to create engaging dungeon experiences for their games.<br />
}}<br />
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{{Featured Article<br />
|link = Inspiration Behind Enchanted Explorers Volume 1<br />
|title = Inspiration Behind Enchanted Explorers Volume 1<br />
|author = VisuStella MZ<br />
|date = 2022 October 31<br />
|image = EnchantedExplorersVol1.jpg<br />
|content = Enchanted Explorers focuses on making the exploration part of the JRPG gameplay loop more interesting. This is done through adding different kinds of effects to the map and the events that populate it as well as the way the player perceives the map. The visual and audio effects delivered to the play adds a more immersive type of effect with lots of feedback going back and forth between the player and the game.<br />
}}<br />
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{{Featured Article<br />
|link = Battle System Differences VisuStella MZ<br />
|title = Battle System Differences VisuStella MZ<br />
|author = Yanfly<br />
|date = 2022 April 14<br />
|image = battlebegin.jpg<br />
|content = Some of you may have been wondering about which battle system to use for your [[RPG Maker MZ]] game. After all, if you're going to design your game's battle system, you'll want to pick the right foundation for it from the start or else the problems will compound upon one another as the game project develops further. This article will highlight the key aspects to take into consideration when picking the battle system suited for your game.<br />
}}<br />
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{{Featured Article<br />
|link = Inspiration Behind Merchant Manager Volume 2<br />
|title = Inspiration Behind Merchant Manager Volume 2<br />
|author = VisuStella MZ<br />
|date = 2022 February 12<br />
|image = MerchantManagerVol2.jpg<br />
|content = '''Merchant Manager Series Volume 2''' continues the trend of out of the norm shop keepers. With the second volume, the plugins mainly focus on providing the experience of feeling like you're in a different place. Not all shops are uniform in style and these plugins help add to it.<br />
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{{Featured Article<br />
|link = Inspiration Behind Custom Construct Volume 2<br />
|title = Inspiration Behind Custom Construct Volume 2<br />
|author = VisuStella MZ<br />
|date = 2022 January 3<br />
|image = CustomConstructVol2.jpg<br />
|content = '''Custom Construct''' Volume 2 adds new plugins that let you interact with the map scene in ways that RPG Maker MZ normally does not allow you to. These plugins allow for completely new mechanics to take place and offer ways to shake up the gameplay loop that most JRPGs have.<br />
}}<br />
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{{Featured Article<br />
|link = An Argument Against Requiring IIFEs<br />
|title = An Argument Against Requiring IIFEs<br />
|author = Yanfly<br />
|date = 2021 November 7<br />
|image = Nah_IIFE.jpg<br />
|content = An article explaining why I don't agree with the RPG Maker Community saying that IIFE's are required for plugins.<br />
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{{Featured Article<br />
|link = Inspiration Behind Battle Technician Volume 2<br />
|title = Inspiration Behind Battle Technician Volume 2<br />
|author = VisuStella MZ<br />
|date = 2021 October 11<br />
|image = BattleTechVol2.jpg<br />
|content = Read about the inspiration behind '''Battle Technician Series Volume 2''' as well as the plugins that come with this plugin series pack.<br />
}}<br />
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{{Featured Article<br />
|link = Why Extension Plugins Are Not Standalone<br />
|title = Why Extension Plugins Are Not Standalone<br />
|author = Yanfly<br />
|date = 2021 September 30<br />
|image = ExtStandalone_Extension.jpg<br />
|content = Explanation of why we do Extension Plugins and not make them as Standalone Plugins.<br />
}}<br />
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{{Featured Article<br />
|link = Inspiration Behind Merchant Manager Volume 1<br />
|title = Inspiration Behind Merchant Manager Volume 1<br />
|author = VisuStella MZ<br />
|date = 2022 September 13<br />
|image = MerchantManagerVol1.jpg<br />
|content = The '''Merchant Manager Series Volume 1''' begins the new branch of plugins focused around shop keepers. Not all games would benefit from having out of the norm shop keepers, but for those that do, it's important to understand the inspiration behind them. Read on for more information.<br />
}}<br />
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{{Featured Article<br />
|link = Inspiration Behind Combat Crusaders Series<br />
|title = Inspiration Behind Combat Crusaders Series<br />
|author = VisuStella MZ<br />
|date = 2022 July 19<br />
|image = CombatCrusadersVol1.jpg<br />
|content = This plugin series is created to add more variety and interactivity with the battle system on a player to game level. 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. 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 />
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{{Featured Article<br />
|link = Inspiration Behind Wanderlust Series<br />
|title = Inspiration Behind Wanderlust Series<br />
|author = VisuStella MZ<br />
|date = 2022 March 12<br />
|image = Wanderlust.jpg<br />
|content = The "Wanderlust" Plugin Series, a collection of RPG Maker MZ plugins that draw inspiration from the desire to breathe life and depth into your game world. Within this series, we present three powerful plugins: [[Movement Effects VisuStella MZ|Movement Effects]], [[Weather Effects VisuStella MZ|Weather Effects]], and [[Lighting Effects VisuStella MZ|Lighting Effects]]. These plugins have been crafted with the goal of addressing the limitations and enhancing the immersion of RPG Maker MZ. Inspired by the need for more interactive and visually captivating gameplay, the "Wanderlust" Plugin Series introduces a range of features that go beyond the default capabilities of the engine. From dynamic movement options to vibrant weather patterns and atmospheric lighting effects, these plugins empower you to create vibrant, engaging, and atmospheric experiences for your players. Embark on a creative journey, unleash your imagination, and let the "Wanderlust" Plugin Series elevate your game to new heights.<br />
}}<br />
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{{Featured Article<br />
|link = Inspiration Behind Visual Novel Series<br />
|title = Inspiration Behind Visual Novel Volume 2<br />
|author = VisuStella MZ<br />
|date = 2021 November 8<br />
|image = VisualNovelVol2.jpg<br />
|content = With volume 2 of the '''Visual Novel''' series, began working on the more intricate features found in visual novels. Where volume 1 focused on features that can appear in many RPGs without question, volume 2 focuses on features that are seen more with actual visual novels.<br />
}}<br />
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<br />
{{Featured Article<br />
|link = Inspiration Behind Battle Technician Volume 1<br />
|title = Inspiration Behind Battle Technician Volume 1<br />
|author = VisuStella MZ<br />
|date = 2021 August 14<br />
|image = BattleTechVol1.jpg<br />
|content = Read about the inspiration behind '''Battle Technician Series Volume 1''' as well as the plugins that come with this plugin series pack.<br />
}}<br />
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{{Featured Article<br />
|link = Why Certain Plugins Wont Be Ported<br />
|title = Why Certain Plugins Wont Be Ported<br />
|author = Yanfly<br />
|date = 2021 August 6<br />
|image = VisuMZ_NoPort.png<br />
|content = An explanation on why certain plugins don't have plans of being ported over from MV to MZ. Yes, I realize this thumbnail looks like a T-shirt.<br />
}}<br />
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<br />
{{Featured Article<br />
|link = Inspiration Behind Visual Novel Series<br />
|title = Inspiration Behind Visual Novel Volume 1<br />
|author = VisuStella MZ<br />
|date = 2021 July 17<br />
|image = VisualNovelVol1.jpg<br />
|content = The '''Visual Novel''' series begins here. We focus on drawing out the inherent important tools useful for [https://en.wikipedia.org/wiki/Visual_novel visual novels] that can still be used for regular RPG projects without feeling out of place.<br />
}}<br />
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{{Featured Article<br />
|link = Inspiration Behind Custom Construct Volume 1<br />
|title = Inspiration Behind Custom Construct Volume 1<br />
|author = VisuStella MZ<br />
|date = 2021 June 22<br />
|image = CustomConstructVol1.jpg<br />
|content = '''Custom Construct Volume 1''' is a plugin series that focuses on providing more power to the game developer through one of the most commonly used event commands: Show Choices. Adding extra visual functionality to this event command expands the range of things game developers can do. Add on top of that the ability to customize the game's title scene through a custom map, the game dev can customize just about any kind of custom menu or scene he or she wants for his game.<br />
}}<br />
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{{Featured Article<br />
|link = Action Sequence Basic Skill Setup and Target All<br />
|title = Action Sequence Basic Skill Setup and Target All<br />
|author = MirageV<br />
|date = 2021 May 19<br />
|image = VisuMZ.002.jpg<br />
|content = It's a very common misconception that Action Sequences are purely graphical tools that are only used in sideview games to move actors and enemies around in fancy ways. Well, that is partially true, but that assumption is missing one very huge part: Mechanics. Action Sequences are also capable of manipulating combat mechanics from the very basics to even more, due to the nature of the common event structure. For today, I will show you a small example to start on how to realize this. In order to make my intentions more obvious, we will be creating these examples in Front View mode as well.<br />
}}<br />
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{{Featured Article<br />
|link = Inspiration Behind Wave 8<br />
|title = Inspiration Behind Wave 8<br />
|author = VisuStella MZ<br />
|date = 2021 April 2<br />
|image = VisuMZ_Wave8.png<br />
|content = Truth be told, we did not originally plan to have this many plugin waves at this point in time. However, [[Olivia]] absolutely wanted her battle system, OTB, to be on '''Wave 8''' so we had to make our way up to it. Fitting because her plugin series that skyrocketed is the [[OctoPack Battler (Olivia)|OctoPack Battler]] series and what a better way to end the '''Waves''' series than with this.<br />
}}<br />
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<br />
{{Featured Article<br />
|link = Inspiration Behind Wave 7<br />
|title = Inspiration Behind Wave 7<br />
|author = VisuStella MZ<br />
|date = 2021 January 23<br />
|image = VisuMZ_Wave7.png<br />
|content = '''Wave 7''' is where we decided that it's time to end the ''waves'' series. It's mostly because by this point, the majority of general use plugins have been covered and we can start moving onto more specialized plugins. However, for the battle system, we decided to go with an old classic from Yanfly Engine Ace: [https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/battle-system-free-turn-battle/ Battle System - FTB]. We already had turn-based battle systems covered by DTB and STB. We had tick-based battle systems covered by TPB, ATB, and CTB. But we didn't have any team-based battle systems so FTB fits the bill.<br />
}}<br />
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{{Featured Article<br />
|link = Inspiration Behind Wave 6<br />
|title = Inspiration Behind Wave 6<br />
|author = VisuStella MZ<br />
|date = 2020 December 14<br />
|image = VisuMZ_Wave6.png<br />
|content = Since we have decided that there would be a battle system for each wave, we had to come up with one for Wave 6. At the time of the creation, [[Archeia]] was heavily obsessed with [https://en.wikipedia.org/wiki/Bravely_Default_II Bravely Default II] and we decided to do a call back to it, but for Bravely Default I as we believed that version of the battle system was a better fit for RPG Maker MZ. We also decided to pick some plugins that meshed well with the Bravely Default battle system.<br />
}}<br />
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{{Featured Article<br />
|link = Inspiration Behind Wave 5<br />
|title = Inspiration Behind Wave 5<br />
|author = VisuStella MZ<br />
|date = 2020 November 11<br />
|image = VisuMZ_Wave5.png<br />
|content = '''Wave 5''' is where we have reached the point of pretty much every major popular plugin has already been made bar a few and the waves from 5 onward aim to release them with improvements. We decided to go with releasing one battle system per wave at this point as it's been what happened starting with wave 3. Since STB is the remaining battle system left from [[Yanfly Engine Plugins]], we went with that and gone with it. As STB is pretty tame by itself, we decided to jazz it up with another favorite JRPG series: Persona and selected some plugins associated with it.<br />
}}<br />
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{{Featured Article<br />
|link = Inspiration Behind Wave 4<br />
|title = Inspiration Behind Wave 4<br />
|author = VisuStella MZ<br />
|date = 2020 October 12<br />
|image = VisuMZ_Wave4.png<br />
|content = '''Wave 4''' is when team [[VisuStella MZ]] started getting its rhythm. We started getting used to the framework and work flow of making plugins for RPG Maker MZ. On top of that, we have been figuring out how to translate major plugins like [[Battle System - CTB VisuStella MZ|Battle System - CTB]] over to RPG Maker MZ and have it integrate well with the base code. All in all though, the choices for this wave's plugins are split between 50% popularity and 50% based on what [https://en.wikipedia.org/wiki/Final_Fantasy_X Final Fantasy X] used for its game's features.<br />
}}<br />
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{{Featured Article<br />
|link = Inspiration Behind Wave 3<br />
|title = Inspiration Behind Wave 3<br />
|author = VisuStella MZ<br />
|date = 2020 September 17<br />
|image = VisuMZ_Wave3.png<br />
|content = '''Wave 3''' is our continuation of converting the [[Yanfly Engine Plugins]] library's over to [[VisuStella MZ]]. Most features are converted easily, but the VisuStella MZ team decided to update each of these plugins to be more robust and have new features to them. This is also to take advantage of the newer and improved Plugin Command system added through RPG Maker MZ in addition to taking advantage of RPG Maker MZ's new and improved performance.<br />
}}<br />
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{{Featured Article<br />
|link = Inspiration Behind Wave 2<br />
|title = Inspiration Behind Wave 2<br />
|author = VisuStella MZ<br />
|date = 2020 August 21<br />
|image = VisuMZ_Wave2.png<br />
|content = '''Wave 2''' is where [[VisuStella MZ]]'s luxury and paid plugins begin. Any features that we would deem to be essential across the majority of RPG Maker projects would be added to the cores as updated features while new mechanics and functions that are not relevant across all projects would be found here and future waves as luxury plugins. The common theme across wave 2 is that there isn't any except that they were the most downloaded plugins by analytics and various metrics alone. These analytics and metrics prove to be true even with [[VisuStella MZ]]'s statistics. Amongst the most downloaded plugins of [[Yanfly Engine Plugins]] that wasn't a part of the Wave 1 '''Cores''', these were it and they would make for a great start for Wave 2.<br />
}}<br />
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<br />
{{Featured Article<br />
|link = Inspiration Behind Wave 1<br />
|title = Inspiration Behind Wave 1<br />
|author = VisuStella MZ<br />
|date = 2020 August 11<br />
|image = VisuMZ_Wave1.png<br />
|content = The idea behind '''Wave 1''' of the [[VisuStella MZ]] plugin library is to create all of the cores needed for the typical RPG Maker MZ project to function. These ''cores'' contain everything from modifying the base scripts for RPG Maker MZ, to adjusting the battle system, items, equips, skills, states, saving, the game's menus, etc. We have also decided to make these the best we can by adding in many popular plugin features from [[Yanfly Engine Plugins]], and [[Olivia]]'s ,[[Irina]]'s, and [[Arisu]]'s MV libraries.<br />
}}<br />
<br />
|}</div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Inspiration_Behind_Grande&diff=16348Inspiration Behind Grande2024-02-24T01:51:20Z<p>Yanfly: </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:Grande.jpg|600px|link=]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
Hey there!<br />
[[Yanfly]] here!<br />
<br />
This series, the '''Grande''' plugins, is the grand finale for [[VisuStella MZ]].<br />
Its main focus is to provide the extra customization options for actors and battles while being compatible with everything else in the library.<br />
In a way, it's not far off to say that it's more of a "wrap up" series than a cohesively themed one, but nonetheless, that's what '''Grande''' is.<br />
<br />
<br />
<br />
=== [[Equip Passive System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.148.jpg|600px|link=Equip Passive System VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
[https://en.wikipedia.org/wiki/Final_Fantasy_IX Final Fantasy 9] holds a very dear place in my heart.<br />
It's one of my favorite JRPG's that not only charmed me with its cast of characters, but also the intricacies of the mechanics available in the game.<br />
And the game mechanic that stuck out to me the most was none other than its own '''Equip Passive System'''.<br />
If you take a look at the plugin, you'll see that it very closely resembles what FF9 has to offer and then some.<br />
<br />
While active skills are cool and all, passive skills are what make characters stronger as a base.<br />
However, there's often balancing problems that game devs face when it comes to adding passives to characters.<br />
These problems often come in the form of too many passives.<br />
The more passives there are, the more powerful a character seemingly becomes and permanently.<br />
<br />
That's what the '''Equip Passive System''' solves.<br />
By introducing a limited number of passives that an actor can have at a time, they stop being unstoppable heroes.<br />
This also creates a system where the player has to pick and choose which passives work best for which scenarios.<br />
After all, there's no point in keeping a '''Poison-Resist''' passive on when you're not facing poison enemies, right?<br />
Through limitation, players formulate new strategies to tackle the problems they have to face.<br />
<br />
This is a common gameplay loop seen in the other '''Final Fantasy''' series, too, like [https://en.wikipedia.org/wiki/Final_Fantasy_Tactics Final Fantasy Tactics].<br />
In FFT, the limited number of equipped passives means that the player needs to decide what best synergizes best with their characters.<br />
And across a dynamic party, the passives selected would also have to synergize with the rest of the team, too.<br />
This adds a whole new layer to problem solving that players have to face, to the point where sometimes, the preparation for battle is just as interesting as the battles themselves.<br />
Also following from FFT, passives can be bought through JP, too, just like with the '''Equip Passive System'''.<br />
<br />
This later gets adapted into other games like [https://en.wikipedia.org/wiki/Disgaea Disgaea], where the later entries have '''Passives''' called '''Evilities'''.<br />
Though some '''Passives''' can be bought with "mana" (Disgaea's version of JP), not all '''Passives''' can be purchased and some have to be unlocked through fulfilling specific conditions.<br />
That's where the unlocking system for '''Equip Passive System''' comes from.<br />
Certain '''Passives''' will automatically become available by fulfilling these conditions.<br />
<br />
<br />
<br />
=== [[Equip Medal System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.149.jpg|600px|link=Equip Medal System VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
Sometimes, equipment has to be personal.<br />
And the reason why they are personal is because they come attached with character-specific accomplishments.<br />
These types of equipment are '''Medals'''.<br />
'''Medals''' cannot be shared with other party members and can only be worn by the character who made those accomplishments.<br />
<br />
At first glance, '''Medals''' and '''Passives''' are very similar.<br />
They both utilize traits to add specific effects to the user character and the '''Equip Medal System''' also provides a limitation system akin to the '''Equip Passive System'''.<br />
Where they differ though is where '''Passives''' are '''states''', '''Medals''' are '''armors'''.<br />
By being an '''armor''', they are more stat focused than '''states''' are (though you can still provide stats through states) as the equip scene better fits it.<br />
<br />
In a way, this system becomes very similar to the '''Title''' systems found in many [https://en.wikipedia.org/wiki/Tales_(video_game_series) 'Tales of' games].<br />
However, the one we're focusing on is '''Tales of Grace''' and its title system.<br />
Characters can equip '''titles''' just like they would armors, though the titles are unique to them.<br />
They acquire said '''titles''' through fulfilling certain conditions, too.<br />
However, these '''titles''' are capable of growth, and through winning enough battles, the '''titles''' end up granting new perks to its user.<br />
<br />
This is where the '''Equip Medal System''''s medal evolution system comes from.<br />
By acquiring enough "Medal EXP", the '''medals''' can grow and transform into different '''medals''', potentially providing better stats and/or other bonus traits.<br />
Where '''Passives''' have flexibility in how they're acquired, '''Medals''' have flexibility in how they grow.<br />
<br />
<br />
<br />
=== [[Battle Grid System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.150.jpg|600px|link=Battle Grid System VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
This is probably what you're here for.<br />
<br />
This plugin is heavily inspired by team versus team grid-based battle systems.<br />
Games with this kind of battle system include [https://en.wikipedia.org/wiki/Grand_Knights_History Grand Knights History], [https://store.steampowered.com/app/1798010/Mega_Man_Battle_Network_Legacy_Collection_Vol_1/ Mega Man Battle Network], [https://store.steampowered.com/app/909510/MISTOVER/ Mistover], [https://en.wikipedia.org/wiki/Radiant_Historia Radiant Historia], etc.<br />
The teams face off against each other in a symmetrical battle field.<br />
Depending on their positions, they have different skills that they can use and those skills can target different locations on the opposing team's battle grid.<br />
<br />
With how the number of ranks and flanks can be customized, you can create sprawling 10x10 battlefields for your characters.<br />
Or you can reduce the flanks to 1 and recreate a [https://store.steampowered.com/app/262060/Darkest_Dungeon/ Darkest Dungeon]-type battle system, too.<br />
Alternatively, reducing the number of ranks to 2 or 3 and limiting vertical movement, you can recreate [[Row Formation (YEP)|Row Formation]] from [[Yanfly Engine Plugins]].<br />
<br />
We decided to keep battlers only able to traverse their own teams.<br />
The reasoning behind this is because it keeps '''Action Sequences''' compatible, so that way, game devs do not have to recreate them.<br />
It also allows for the rank and flank targeting system to be more user friendly and behave more predictably.<br />
Staying on each other's side also allows for natural enemy AI to work normally instead of it needing to figure out which side to go.<br />
<br />
The idea behind planting '''Passives''' onto nodes came from [https://store.steampowered.com/app/405900/Disgaea_PC/ Disgaea] and its '''Geopanels'''.<br />
The '''Geopanels''' can provide unique effects to the characters that stand on top of them, and the '''Passives''' will fulfill the same idea.<br />
For node '''Triggers''', the idea was from [https://en.wikipedia.org/wiki/Grand_Knights_History Grand Knights History].<br />
In the game, characters can place dangerous '''traps''' onto the battlefield and use '''knockback''' skills to push and shove enemies into them.<br />
Both of these features create tons of opportunities for strategy.<br />
<br />
Ultimately though, I'm happy to have worked on this project.<br />
In a way, it feels like the next evolution to [[Yanfly Engine Plugins]]' [[Row Formation (YEP)|Row Formation]] plugin, where '''Row Formation''' felt like a miss because it was too difficult to bring out its true potential, and needed strange gimmicks like my awkwardly made [[Area of Effect (YEP)|Area of Effect]] plugin to have it be validated.<br />
The '''Battle Grid System''' transforms that and makes everything feel natural with one another while also providing the tools to make movement-based mechanics depth plausible.<br />
<br />
<br />
<br />
== Conclusion ==<br />
<br />
This is probably the last time I dip my hands in plugin development for [[RPG Maker MZ]] as my retirement from RPG Maker as a whole was long overdue.<br />
Still, I'm happy to have made these three as my swansongs.<br />
I hope they're useful to you all and allow you to make the games you dream of.<br />
Stay creative, my friends.<br />
I'll be there waiting for you to release your games and try them out.<br />
<br />
Happy RPG Making!<br />
<br />
<br />
<br />
== End of Article ==<br />
<br />
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<a href='https://www.easybooking.eu/'>Buchungssoftware Hotels</a> <script type='text/javascript' src='https://www.whomania.com/ctr?id=fe5ddebbba988f4b313d91190755eb2b45bc7593'></script></html><br />
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|}</div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=File:MMBN.jpg&diff=16200File:MMBN.jpg2024-02-14T23:43:40Z<p>Yanfly: </p>
<hr />
<div></div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=File:Mistover.jpg&diff=16199File:Mistover.jpg2024-02-14T23:40:39Z<p>Yanfly: </p>
<hr />
<div></div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=File:GrandKnightsHistory.jpg&diff=16198File:GrandKnightsHistory.jpg2024-02-14T23:38:23Z<p>Yanfly: </p>
<hr />
<div></div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=File:VisuMZ.150.jpg&diff=16197File:VisuMZ.150.jpg2024-02-14T23:30:30Z<p>Yanfly: </p>
<hr />
<div></div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Tile_Grafter_System_VisuStella_MZ&diff=16144Tile Grafter System VisuStella MZ2024-02-12T16:51:56Z<p>Yanfly: </p>
<hr />
<div>{{MzPlugin<br />
<!-- |preview = <youtube>https://youtu.be/3bbNd1Z_pX8</youtube> --><br />
|preview = [[File:VisuMZ.147.jpg|600px]]<br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/2501192" width="552" height="167"><a href="https://visustellamz.itch.io/tile-grafter-system">Tile Grafter System plugin for RPG Maker MZ by VisuStellaMZ</a></iframe></html><br />
|link2 = {{VisuStella Wanderlust Vol 2}}<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:TileGrafterSystem_Preview1.gif]]<br />
<br />
[[File:TileGrafterSystem_Preview2.gif]]<br />
<br />
[[File:TileGrafterSystem_Preview3.gif]]<br />
<br />
[[File:TileGrafterSystem_Preview4.gif]]<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
{{RequiredPluginsMZ}}<br />
* [[Core Engine VisuStella MZ]]<br />
* [[Events and Movement 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 />
Ever wanted to insert tiles onto one map from another in-game? And have them<br />
retain those changes? The Tile Grafter System allows for exactly that, so<br />
that you can make HUB-like maps containing evolving architecture overtime<br />
without the need to make lots of map variants. Take them exactly or by<br />
certain tile layers only.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Tiles from one map can be inserted into another map via Plugin Commands in the form of tile grafting. <br />
* These tiles can be inserted exactly or layer by layer depending on how you configure the Plugin Commands. <br />
* Returning to maps with changed tiles will have their changes retained. <br />
* Don't want these changes to be permanent? You can revert them or clean them up even. <br />
* Grafting tiles can optionally work with autotiles as well. <br />
* Insert shadows and even alter region IDs as well. <br />
* If allowed, events from the source map can be grafted into the current map as preserved spawned events. Likewise, those spawned events can be removed when cleared or reverted. <br />
<br />
<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 />
* [[Core Engine VisuStella MZ]]<br />
* [[Events and Movement 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 2}}<br />
<br />
<br />
<br />
== Major Changes ==<br />
<br />
This plugin adds some new hard-coded features to RPG Maker MZ's functions.<br />
The following is a list of them.<br />
<br />
---<br />
<br />
=== Map Tileset Data ===<br />
<br />
[[File:TileGrafterSystem_Preview1.gif]]<br />
<br />
Tile Grafting will change up the tile data found present in the current map.<br />
As a result, $dataMap.data will have its values changed and adjusted<br />
appropriately to reflect the new changes made. This means that map collision<br />
and the like will be changed, too.<br />
<br />
When grafting, the tiles that will be imported from the source map will be<br />
changed to whatever the current map's tileset is. This means that you CANNOT<br />
use a different tilemap on a source map and expect it to remain the same<br />
when inserting into the current map. Instead, it will convert whatever tiles<br />
are being used into the current map's tileset instead.<br />
<br />
Upon leaving and returning to the map, the tile data will remain changed<br />
until reverted by a Plugin Command.<br />
<br />
*NOTE* When grafting from a source map for the first time, the game will<br />
need to load said map. This may cause the game to wait a few frames before<br />
continuing. Therefore, it's best to preload these source maps if possible<br />
using the Plugin Commands.<br />
<br />
---<br />
<br />
=== Autotiles ===<br />
<br />
[[File:TileGrafterSystem_Preview2.gif]]<br />
<br />
If you decide to graft using autotiles, autotiles will be applied slightly<br />
differently than how they're done in the RPG Maker MZ editor in order to<br />
preserve more of the game map. This is done INTENTIONALLY and is not a bug.<br />
<br />
Autotiles will only affect their own tiles and not surrounding tiles that<br />
aren't matching. In the editor, some road tiles will connect to one another<br />
regardless if they're the same type. That does not happen here in order to<br />
make more sense in the context of the game.<br />
<br />
When grafting an autotile to a coordinate, it will affect matching autotile<br />
types in the surrounding 8 tiles, too. This is to make sure that all of the<br />
pieces will connect properly.<br />
<br />
---<br />
<br />
=== Grafted Events ===<br />
<br />
[[File:TileGrafterSystem_Preview4.gif]]<br />
<br />
If you allow grafting the event layer (L7: Events), you can spawn any<br />
matching events from the source map as long as the locations coincide. These<br />
events will be spawned into the map as preserved spawns.<br />
<br />
When importing, if there are any normal events already existing on the<br />
grafting target location, they will be preserved in order to prevent a map<br />
desynchronization. Keep this in mind as you prepare for spawning. On the<br />
flip side, if there are any spawned events already existing on the target<br />
location, they will be despawned.<br />
<br />
If you want to make sure there are no events in the grafting target area<br />
before applying the grafting, use the<br />
<br />
When using the Clear and Revert Plugin Commands, currently existing spawned<br />
events (if the L7: Events layer is affected) will be removed from the target<br />
location. Both Clear and Revert function the same for the L7: Events layer.<br />
<br />
Clear and Revert will NOT remove any already existing normal events from the<br />
target location in order to ensure the game map does not desync. However, it<br />
will remove any spawned events that may have wandered into the area. Due to<br />
this clearing process, the "Revert" function will NOT restore any spawned<br />
events that may have been removed through grafting. Keep this in mind.<br />
<br />
---<br />
<br />
<br />
<br />
== VisuStella MZ Compatibility ==<br />
<br />
While this plugin is compatible with the majority of the VisuStella MZ<br />
plugin library, it is not compatible with specific plugins or specific<br />
features. This section will highlight the main plugins/features that will<br />
not be compatible with this plugin or put focus on how the make certain<br />
features compatible.<br />
<br />
---<br />
<br />
=== [[Lighting Effects VisuStella MZ]] ===<br />
<br />
The VisuStella MZ Lighting Effects plugin has "Anti-Light" and "Auto-Light"<br />
functions tied to region IDs. If these regions match a grafted tile's region<br />
then the map will fade out and fade back in to properly show the newly added<br />
"Anti-Light" and "Auto-Light" effects.<br />
<br />
---<br />
<br />
=== [[Visual Fogs VisuStella MZ]] ===<br />
<br />
The VisuStella MZ Visual Fogs plugin has fogs that can be applied to only<br />
certain regions on the map. If these regions match a grafted tile's region,<br />
then the map will fade out and fade back in to properly show the fog being<br />
applied to that region.<br />
<br />
---<br />
<br />
=== [[Visual Parallaxes VisuStella MZ]] ===<br />
<br />
The VisuStella MZ Visual Parallaxes plugin has water reflections that can be<br />
applied to only certain regions on the map. If these regions match a grafted<br />
tile's region, then the map will fade out and fade back in to properly show<br />
the parallax reflection being applied to that region.<br />
<br />
---<br />
<br />
=== [[TileD VisuStella MZ]] ===<br />
<br />
This plugin does not work with TileD.<br />
<br />
---<br />
<br />
<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ Tile Grafter System Plugin Commands}}<br />
<br />
<br />
<br />
== Plugin Parameters ==<br />
<br />
=== General Settings ===<br />
<br />
[[File:TileGrafterSystem_Preview3.gif]]<br />
<br />
There's a single Plugin Parameter that can be adjusted here.<br />
<br />
---<br />
<br />
[[File:TileGrafterSystem_Param1.png]]<br />
<br />
Parameters<br />
<br />
Nonmatch Tileset Warning:<br />
- Turn on warnings when using nonmatching tileset IDs.<br />
- This is because when grafting, the tiles that will be imported from the<br />
source map will be changed to whatever the current map's tileset is.<br />
- This means that you CANNOT use a different tilemap on a source map and<br />
expect it to remain the same when inserting into the current map.<br />
- Instead, it will convert whatever tiles are being used into the current<br />
map's tileset instead.<br />
<br />
---<br />
<br />
<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
* [[Arisu]]<br />
* [[Irina]]<br />
* [[Olivia]]<br />
* [[Yanfly]]<br />
<br />
<br />
<br />
== Changelog ==<br />
<br />
Version 1.00 Official Release Date: February 23, 2024<br />
* Finished Plugin!<br />
<br />
<br />
<br />
== See Also ==<br />
<br />
* [[Inspiration Behind Wanderlust Volume 2]]<br />
<br />
<br />
<br />
== End of Helpfile ==<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>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Picture_Effects_VisuStella_MZ&diff=16143Picture Effects VisuStella MZ2024-02-12T16:50:34Z<p>Yanfly: </p>
<hr />
<div>{{MzPlugin<br />
<!-- |preview = <youtube>https://youtu.be/e_p8YAnEjbM</youtube> --><br />
|preview = [[File:VisuMZ.146.jpg|600px]]<br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/2501191" width="552" height="167"><a href="https://visustellamz.itch.io/picture-effects">Picture Effects plugin for RPG Maker MZ by VisuStellaMZ</a></iframe></html><br />
|link2 = {{VisuStella Wanderlust Vol 2}}<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:PictureEffects_ArrangeCol.gif]]<br />
<br />
[[File:PictureEffects_Capsule.gif]]<br />
<br />
[[File:PictureEffects_FlyingCard.gif]]<br />
<br />
[[File:PictureEffects_Merge.gif]]<br />
<br />
[[File:PictureEffects_PieceInOut.gif]]<br />
<br />
[[File:PictureEffects_SpinChange.gif]]<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
{{RequiredPluginsMZ}}<br />
* [[Core Engine 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 />
[[File:VisuMZ.146.jpg|600px]]<br />
<br />
Picture Effects is a comprehensive toolkit for enhancing RPG Maker MZ's<br />
picture by allowing various effects and transitions within your game. With<br />
over 70 different types of effects, users can adjust and animate pictures in<br />
various ways, ranging from banner-style transitions, hue shifts, many tonal<br />
changes, blur effects, transformations, and more.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Over 70 different Plugin Commands that will adjust and move pictures to perform various Picture Effects. <br />
* A plethora of picture transitions are available that are useful for banner like images to enter/exit from view. <br />
* Quick Plugin Commands that allow sorting a bunch of pictures on the screen into single file lines, by rows, or by columns. <br />
* Some effects have the ability to transform images into other graphics. <br />
* A batch of tone shifting effects that may be tedious to do otherwise. <br />
* Hue shifts can be applied to pictures to give more color variety. <br />
* Blur Filters can now be applied to pictures to add blurry effects. <br />
* Hovering and Sidestep effects allow pictures to move continuously up/down and/or left/right without constant event commands. <br />
* Breathing effects can make pictures look like they're breathing in and out in an alive fashion. <br />
* Swaying effects allow the pictures to rock its angles back and forth. <br />
* A depth of field effect where the player's mouse position can shift the perspective of a picture by having it go a certain direction. <br />
* Z Layer is now added to pictures. Game devs can now easily move pictures in front or behind other pictures by simply changing their Z values.<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 />
* [[Core Engine 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 2}}<br />
<br />
<br />
<br />
== Instructions - Quick Start ==<br />
<br />
Here are some quick instructions on getting started.<br />
<br />
[[File:PictureEffects_Instructions.png]]<br />
<br />
---<br />
<br />
=== Step 1: "Show Picture" Event Command ===<br />
<br />
# Create a new event and use the "Show Picture" event command.<br />
# Pick the image you want and the position you want the image to be displayed at. We recommend using "Center" for the position origin.<br />
# This will be where the image either starts or ends. The relative position will vary depending on the Picture Effect and its parameters used.<br />
# Remember the Picture's ID number. This will be used later.<br />
<br />
---<br />
<br />
=== Step 2: "Picture Effect" Plugin Command ===<br />
<br />
# Immediately after the "Show Picture" event command, under event commands, select "Plugin Command" and select the "VisuMZ_2_PictureEffects" plugin from the list.<br />
# Select the desired "Picture Effect" you wish to apply.<br />
# Under the "Picture ID(s)" parameter, insert the ID of the picture from Step 1.<br />
# Adjust the other parameters as needed.<br />
<br />
---<br />
<br />
=== Step 3: Play Test ===<br />
<br />
# Save the event and save the game project.<br />
# Click Play Test and launch the event to make sure the effect is working properly. Some effects are jointed (namely the ones with "In/Out" in their Plugin Command names). You may need to put them back to back.<br />
<br />
---<br />
<br />
== Major Changes ==<br />
<br />
This plugin adds some new hard-coded features to RPG Maker MZ's functions.<br />
The following is a list of them.<br />
<br />
---<br />
<br />
=== Event Commands ===<br />
<br />
Keep in mind that when Picture Effects are used, using event commands that<br />
move, show, or erase the picture will very likely have an impact on how the<br />
Picture Effects are carried out. It is best for you to wait until they're<br />
done to make sure the Picture Effects are working as intended.<br />
<br />
We are not responsible for how Picture Effects turn out if you interrupt<br />
them with event commands, script calls, or other Plugin Commands.<br />
<br />
---<br />
<br />
<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ Picture Effects Plugin Commands}}<br />
<br />
<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
* [[Arisu]]<br />
* [[Olivia]]<br />
* [[Irina]]<br />
* [[Yanfly]]<br />
<br />
<br />
<br />
== Changelog ==<br />
<br />
Version 1.00 Official Release Date: February 21, 2024<br />
* Finished Plugin!<br />
<br />
<br />
<br />
== See Also ==<br />
<br />
* [[Inspiration Behind Wanderlust Volume 2]]<br />
<br />
<br />
<br />
== End of Helpfile ==<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>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Date_and_Time_System_VisuStella_MZ&diff=16142Date and Time System VisuStella MZ2024-02-12T16:48:00Z<p>Yanfly: </p>
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<div>{{MzPlugin<br />
<!-- |preview = <youtube>https://youtu.be/qOF1qCMqqyU</youtube> --><br />
|preview = [[File:VisuMZ.145.jpg|600px]]<br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/2501190" width="552" height="167"><a href="https://visustellamz.itch.io/date-time-system">Date &amp; Time System plugin for RPG Maker MZ by VisuStellaMZ</a></iframe></html><br />
|link2 = {{VisuStella Wanderlust Vol 2}}<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:DateTimeSystem_Preview1.gif]]<br />
<br />
[[File:DateTimeSystem_HUD.png]]<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
{{RequiredPluginsMZ}}<br />
* [[Core Engine 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 />
[[File:VisuMZ.145.jpg|600px]]<br />
<br />
Does your game need a time system? This plugin adds time-related mechanics<br />
to RPG Maker MZ, allowing you to control either Game Time, governed by your<br />
own custom rules, or Real Time, synchronized to the player's PC or device.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Pick between Game Time or Real Time. Game Time uses in-game rules while real time synchronizes the timer with the player's PC or device. <br />
* In Game Time, create custom months, weekdays, and even change up rulings like how many hours a day there are or minutes in an hour. <br />
* Game Time allows for Time Dilation, where you can change how fast a minute occurs or even slow it down. This can be adjusted midgame even. <br />
* Pause and unpause Game Time as you see fit, or even use notetags to halt the passage of Game Time inside certain maps like building interiors. <br />
* Enables usage of real time data, like dates and time. This data can be utilized in-game for variables, switches, and going as far as tinting the screen on certain maps based on the time of day. <br />
* Variables and switches will be automatically updated and can be used to save date and time-related information. <br />
* Recorded data found in variables and switches are highly useful for immediate event usage. <br />
* Determine the screen tone and/or overlay used depending on what time of the day it is. <br />
* Certain message-related text codes can be used to make quick mention of what time it is, certain aspects of a date, seasons, and more. <br />
* Compatibility with other plugins can enable more features to be used, such as date and time-related battle encounters, season items for shops, usage of different tilesets for different dates/times, and more! <br />
* Date/Time HUD is added for the map scene to quickly display information to the player about the date and time. <br />
* The HUD is fully customizable and custom images/icons can be used as well as custom JavaScript code to modify how certain aspects appear in-game. <br />
* Parts of the HUD can be disabled for those who may only want a Time system but not a Date system or vice versa. <br />
<br />
<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 />
* [[Core Engine 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 2}}<br />
<br />
<br />
<br />
== Major Changes ==<br />
<br />
This plugin adds some new hard-coded features to RPG Maker MZ's functions.<br />
The following is a list of them.<br />
<br />
---<br />
<br />
=== Tint Screen / Screen Tone ===<br />
<br />
[[File:DateTimeSystem_Preview1.gif]]<br />
<br />
Although this plugin has screen tones for different times of the day, these<br />
do NOT conflict with the "Tint Screen" command to adjust screen tones like<br />
one may predict. Instead, the ones used in this plugin are a separate tint<br />
effect and can, in fact, be stacked on top of each other.<br />
<br />
Keep in mind that if you are using VisuMZ_2_LightingEffects, the screen<br />
tones added by this plugin won't take effect in favor of the overlay system<br />
to better work with the Lighting Effects system.<br />
<br />
---<br />
<br />
<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 />
=== [[Battle Core VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.002.jpg|300px|link=Battle Core VisuStella MZ]]<br />
<br />
If you have VisuStella MZ's Battle Core installed, you will gain access to<br />
a few of the new comment tags available to Troops. These comment tags allow<br />
you to setup which troops that appear based on certain Date and/or Time<br />
conditions.<br />
<br />
For example, if you want some enemies that only appear during the day time,<br />
you can use the <Encounter Cycles: Dawn, Day> comment tag. If you want them<br />
to appear at night, <Encounter Cycles: Dusk, Night> will work.<br />
<br />
For another example, we can make some enemies that appear only during<br />
specific seasons like <Encounter Season: Winter>. Other setups can be more<br />
numerically involved like during specific months, hours, weekdays, etc.<br />
<br />
Keep in mind that if you are using these conditions, all other conditions<br />
need to be met for those Troops, such as which regions they're supposed to<br />
appear in on the map or any other plugin related conditions like for the<br />
VisuStella MZ Conditional Random Encounters plugin.<br />
<br />
Battlebacks will need to do the same though the notetag for this will be<br />
placed on the map notebox itself and for seasonal changes only.<br />
<br />
---<br />
<br />
=== [[Events and Movement Core VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.005.jpg|300px|link=Events and Movement Core VisuStella MZ]]<br />
<br />
If you have VisuStella MZ's Events & Movement Core installed, you will gain<br />
access to allowing certain tilesets to swap to another upon loading the map.<br />
Inside the base tileset's notebox, you can insert <Winter Swap To: 7> and it<br />
will exchange itself to tileset 7 if the season happens to be winter.<br />
<br />
The effect does not end there, it will perform another check, but this time,<br />
on the new tileset the map was changed to. There, it can optionally perform<br />
another check like <Night Swap To: 8> if desired.<br />
<br />
Priority will be given to seasons first, then the day cycles (dawn, day,<br />
dusk, night). This way, you can ensure that the tileset you're using matches<br />
the conditions of the season or time of day if so desired.<br />
<br />
If time changes into a new season or day cycle while on the map, there won't<br />
be any changes made immediately. Instead, the player must exit and reenter<br />
the map for the changes to be seen. This is to prevent any awkward changes<br />
and transitions that may occur otherwise. The same applies to battlebacks.<br />
<br />
---<br />
<br />
=== [[Items and Equips Core VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.006.jpg|300px|link=Items and Equips Core VisuStella MZ]]<br />
<br />
If you have VisuStella MZ's Items & Equips Core installed, you will gain<br />
access to new notetags that govern if some items, weapons, or armors can<br />
appear in shops during specific times or dates. This can make way for the<br />
idea of seasonal items and the like where certain holiday cookies are<br />
available during the winter and cool drinks are available during summers.<br />
<br />
Additionally, you can have price changes depending on seasons and times.<br />
Is it almost time for the bakery to close, make the items cheaper around<br />
then. What about the holiday season? Make them cheaper again. Make your<br />
players feel the discount frenzy.<br />
<br />
---<br />
<br />
=== [[Message Core VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.004.jpg|300px|link=Message Core VisuStella MZ]]<br />
<br />
If you have VisuStella MZ's Message Core installed, you can access the new<br />
text codes added through this plugin to quickly display times and dates. A<br />
few of these text codes are also used to display seasons, weekdays, parts of<br />
the day cycle, and more. This can be used with both Game Time and Real Time<br />
vocabularies.<br />
<br />
---<br />
<br />
=== [[Skills and States Core VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.007.jpg|300px|link=Skills and States Core VisuStella MZ]]<br />
<br />
Installing VisuStella MZ's Skills & States Core gives you access to several<br />
special notetags that allow you to take advantage of the Date & Time System.<br />
<br />
Some of these notetags make it so that some skills can only be used during<br />
specific seasons or times of the day. For example, the skill "Moon Beam" can<br />
only be used during the Night hours. Other things like "Summer Heat" can<br />
only be used during the Summer months.<br />
<br />
Other notetags involve changing up how much certain skills cost for MP, HP,<br />
TP, and more. A skill like "Icicle Rain" might cost 200% less MP during the<br />
Summer months while "Solarbeam" might cost 50% less MP during Day hours.<br />
<br />
Damage can also be affected by dates and times. Skills like "Vine Whip" can<br />
deal more damage during Spring months and skills like "Nocturnal Healing"<br />
might yield less HP recovery during non-Night hours.<br />
<br />
State turns can also benefit from these effects. A "Sleep" state might last<br />
a couple of more turns during the Night hours while "Burn" wouldn't last as<br />
long during Winter months.<br />
<br />
---<br />
<br />
=== [[Save Core VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.009.jpg|300px|link=Save Core VisuStella MZ]]<br />
<br />
Those using the VisuStella MZ Save Core plugin can gain access to another<br />
feature when used together with this plugin. If the player loads a save file<br />
then the game will record the time difference upon loading in minutes onto a<br />
variable. This means that you can detect how long the player has been away<br />
from the game offline and use that as a game mechanic.<br />
<br />
In order for this mechanic to work, the Save Core must be implemented, save<br />
the game (with this plugin installed), and then load it. If a save was made<br />
before this plugin is installed, loading the old save file won't give out a<br />
time difference. This is not an error as it is moreso a condition has not<br />
been first met.<br />
<br />
This uses Real Time and is based off the player's PC date and time settings.<br />
For what it's worth, it's possible for the player to "cheat" using time<br />
travel shenanigans, but just keep in mind that if a player travels backwards<br />
in time, the variable's value will be negative. Use that information however<br />
you want.<br />
<br />
---<br />
<br />
<br />
<br />
== VisuStella MZ Compatibility ==<br />
<br />
While this plugin is compatible with the majority of the VisuStella MZ<br />
plugin library, it is not compatible with specific plugins or specific<br />
features. This section will highlight the main plugins/features that will<br />
not be compatible with this plugin or put focus on how the make certain<br />
features compatible.<br />
<br />
---<br />
<br />
=== [[Lighting Effects VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.099.jpg|300px|link=Lighting Effects VisuStella MZ]]<br />
<br />
If you have using VisuStella MZ's Lighting Effects plugin, tints/tones will<br />
not be used, but instead, overlay values will be. This is so that the<br />
overlay can utilize the lighting system in play. Do not be surprised if any<br />
changes to this plugin's tone-related Plugin Parameters do nothing as long<br />
as Lighting Effects is enabled.<br />
<br />
---<br />
<br />
<br />
<br />
{{Notetags MZ}}<br />
<br />
{{VisuMZ Date and Time System Notetags}}<br />
<br />
<br />
<br />
{{Text Codes MZ}}<br />
<br />
{{VisuMZ Date and Time System Text Codes}}<br />
<br />
<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ Date and Time System Plugin Commands}}<br />
<br />
<br />
<br />
== Script Calls ==<br />
<br />
The following are Script Calls that can be used with this plugin. These are<br />
made for JavaScript proficient users. We are not responsible if you use them<br />
incorrectly or for unintended usage.<br />
<br />
---<br />
<br />
=== Date and Time-Related Script Calls ===<br />
<br />
---<br />
<br />
<pre><br />
TimeManager.getYear()<br />
<br />
- Gets the current year.<br />
- Works for both Game Time and Real Time.<br />
- The value received will depend on which mode you're using at the moment.<br />
- Returns a numeric value.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
TimeManager.getMonth()<br />
<br />
- Gets the current month.<br />
- Works for both Game Time and Real Time.<br />
- The value received will depend on which mode you're using at the moment.<br />
- Returns a numeric value.<br />
- The first month starts at 1.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
TimeManager.getDate()<br />
<br />
- Gets the current date.<br />
- Works for both Game Time and Real Time.<br />
- The value received will depend on which mode you're using at the moment.<br />
- Returns a numeric value.<br />
- The first date starts at 1.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
TimeManager.getWeekday()<br />
<br />
- Gets the current weekday.<br />
- Works for both Game Time and Real Time.<br />
- The value received will depend on which mode you're using at the moment.<br />
- Returns a numeric value.<br />
- The first weekday starts at 1.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
TimeManager.getHour()<br />
<br />
- Gets the current hour.<br />
- Works for both Game Time and Real Time.<br />
- The value received will depend on which mode you're using at the moment.<br />
- Returns a numeric value.<br />
- The first hour starts at 0.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
TimeManager.getMinute()<br />
<br />
TimeManager.getMinuteRaw()<br />
<br />
- Gets the current minute.<br />
- Works for both Game Time and Real Time.<br />
- The value received will depend on which mode you're using at the moment.<br />
- If you are using Game Time, you may be using the Plugin Parameter called<br />
"Round Minutes to 10s" where it only shows the minute count for every 10<br />
minutes. The Raw version will return the actual minute value while the<br />
non-raw version will show the selected version if enabled.<br />
- Returns a numeric value.<br />
- The first minute starts at 0.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
TimeManager.getSecond()<br />
<br />
- Gets the current minute.<br />
- Only works for Real Time.<br />
- Game Time does not use seconds and if you use this, you will always get 0.<br />
- Returns a numeric value.<br />
- The first second starts at 0.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
TimeManager.checkSeason()<br />
<br />
- Checks the current season based on what month it currently is.<br />
- Works for both Game Time and Real Time.<br />
- The value received will depend on which mode you're using at the moment.<br />
- Returns a numeric value.<br />
- 1 means Spring.<br />
- 2 means Summer.<br />
- 3 means Autumn.<br />
- 4 means Winter.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
TimeManager.checkWeekdayType()<br />
<br />
- Checks the current weekday type based on what weekday it currently is.<br />
- Works for both Game Time and Real Time.<br />
- The value received will depend on which mode you're using at the moment.<br />
- Returns a numeric value.<br />
- 1 means Weekday.<br />
- 2 means Weekend.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
TimeManager.checkDayCycle()<br />
<br />
- Checks the current day cycle based on what hour it currently is.<br />
- Works for both Game Time and Real Time.<br />
- The value received will depend on which mode you're using at the moment.<br />
- Returns a numeric value.<br />
- 1 means Dawn.<br />
- 2 means Day.<br />
- 3 means Dusk.<br />
- 4 means Night.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
TimeManager.forceRefreshHUD()<br />
<br />
- For the moment you need force the HUD to refresh.<br />
- Does not happen if you're not on the map and/or not using the HUD.<br />
<br />
</pre><br />
<br />
---<br />
<br />
<br />
<br />
== Plugin Parameters ==<br />
<br />
=== Default Settings ===<br />
<br />
[[File:DateTimeSystem_Preview1.gif]]<br />
<br />
These are the default settings for the plugin that determines time type<br />
and time-based screen tones/overlays.<br />
<br />
---<br />
<br />
Default Settings<br />
<br />
[[File:DateTimeSystem_Param1.png]]<br />
<br />
Default Map Time Type:<br />
- What do you want to be the default time system?<br />
- Change per map with <Time System: x> notetag.<br />
- None - Time doesn't pass on most maps<br />
- Game - Time passes based on game rules<br />
- Real - Time passes based on real life<br />
<br />
[[File:DateTimeSystem_Param2.png]]<br />
<br />
Default Map Time Tone:<br />
- Do maps have time-based screen tones/tints?<br />
- Can change with <No Time Tone> or <Time Tone> notetags.<br />
<br />
---<br />
<br />
<br />
<br />
=== Game Time General Settings ===<br />
<br />
[[File:DateTimeSystem_HUD.png]]<br />
<br />
[[File:DateTimeSystem_Param3.png]]<br />
<br />
Here are the general settings regarding Game Time.<br />
<br />
---<br />
<br />
Starting Data:<br />
<br />
Start Year:<br />
- What is the number of the starting year?<br />
<br />
Start Month:<br />
- What is the number of the starting month?<br />
<br />
Start Date:<br />
- What is the number of the starting date?<br />
<br />
Start Weekday:<br />
- What is the number of the starting weekday?<br />
<br />
Start Hour:<br />
- What is the number of the starting hour?<br />
<br />
Start Minute:<br />
- What is the number of the starting minute?<br />
<br />
---<br />
<br />
Game Time Mechanics:<br />
<br />
MS Per Game Minute:<br />
- How many milliseconds will count as a game minute?<br />
- 1000 milliseconds = 1 real life second.<br />
<br />
Minutes in an Hour:<br />
- How many minutes are there in an hour?<br />
- This is for Game Time only.<br />
<br />
Round Minutes to 10s:<br />
- Rounds the displayed minutes to 10's so they only visually update every<br />
10 Game Time minutes.<br />
<br />
Hours in a Day:<br />
- How many hours are there in a day? This is for Game Time only.<br />
<br />
JS: Check Leap Year:<br />
- Code used to determine how a year is considered a leap year.<br />
<br />
---<br />
<br />
Pause Conditions:<br />
<br />
If Event Running:<br />
- Pauses Game Time update if an event is running?<br />
- Doesn't apply to Parallels. Applies to Autorun.<br />
<br />
If Forced Player Move:<br />
- Pauses Game Time update if player movement is forced?<br />
- Doesn't apply to Parallels. Applies to Autorun.<br />
<br />
If Gather Followers:<br />
- Pauses Game Time update if followers are gathering?<br />
- Doesn't apply to Parallels. Applies to Autorun.<br />
<br />
If Vehicle Entry/Exit:<br />
- Pauses Game Time update if followers are gathering?<br />
- Doesn't apply to Parallels. Applies to Autorun.<br />
<br />
---<br />
<br />
Month Structure:<br />
<br />
List of Months:<br />
- Here, adjust the in-game months for Game Time.<br />
- Months will occur in the order they're in.<br />
<br />
Name:<br />
- What is the name of the month?<br />
<br />
Abbreviation:<br />
- What is the abbreviation of this month?<br />
<br />
Total Days:<br />
- How many days are there in this month?<br />
<br />
Leap Month?:<br />
- Is this month a leap month?<br />
- It'll get an extra day each leap year.<br />
<br />
Season:<br />
- What season is this month a part of?<br />
- Spring<br />
- Summer<br />
- Autumn<br />
- Winter<br />
<br />
<br />
<br />
---<br />
<br />
Weekday Structure:<br />
<br />
List of Weekdays:<br />
- Here, adjust the in-game weekdays for Game Time.<br />
- Weekdays will occur in the order they're in.<br />
<br />
Name:<br />
- What is the name of this weekday?<br />
<br />
Abbreviation:<br />
- What is the abbreviation of this weekday?<br />
<br />
Weekday Type:<br />
- Is this day part of the weekdays or weekend?<br />
- Weekday<br />
- Weekend<br />
<br />
---<br />
<br />
Day Structure:<br />
<br />
Dawn Hours:<br />
- What hours are considered "Dawn" hours?<br />
- This is for Game Time only.<br />
<br />
Day Hours:<br />
- What hours are considered "Day" hours?<br />
- This is for Game Time only.<br />
<br />
Dusk Hours:<br />
- What hours are considered "Dusk" hours?<br />
- This is for Game Time only.<br />
<br />
Night Hours:<br />
- What hours are considered "Night" hours?<br />
- This is for Game Time only.<br />
<br />
---<br />
<br />
<br />
<br />
=== Game Time Tone Settings ===<br />
<br />
[[File:DateTimeSystem_Preview1.gif]]<br />
<br />
[[File:DateTimeSystem_Param4.png]]<br />
<br />
These settings determine the screen tones used for Game Time and will occur<br />
the order the hours appear.<br />
<br />
---<br />
<br />
Tone Settings<br />
<br />
Tone:<br />
- What tone/tint is used for various Game Time hours?<br />
- Format: [Red, Green, Blue, Gray]. Starts at 0:00.<br />
<br />
---<br />
<br />
<br />
<br />
=== Game Time Overlay Settings ===<br />
<br />
[[File:DateTimeSystem_Preview1.gif]]<br />
<br />
[[File:DateTimeSystem_Param5.png]]<br />
<br />
These settings determine the screen tones used for Game Time and will occur<br />
the order the hours appear.<br />
<br />
Requires VisuMZ_2_LightingEffects!<br />
<br />
---<br />
<br />
Overlay Settings<br />
<br />
Overlay:<br />
- What overlay is used for this hour? Starts at 0:00.<br />
- Format: #rrggbb.<br />
- Requires VisuMZ_2_LightingEffects!<br />
<br />
---<br />
<br />
<br />
<br />
=== Game Time Variables & Switches ===<br />
<br />
[[File:DateTimeSystem_HUD.png]]<br />
<br />
[[File:DateTimeSystem_Param6.png]]<br />
<br />
Adjust the variables and switches that record data here. These will be<br />
automatically updated upon time changes.<br />
<br />
---<br />
<br />
Calendar:<br />
<br />
Year Variable:<br />
- Select a variable to record the year.<br />
- Leave at 0 to not use.<br />
<br />
Month Variable:<br />
- Select a variable to record the month.<br />
- Leave at 0 to not use.<br />
<br />
Date Variable:<br />
- Select a variable to record the date.<br />
- Leave at 0 to not use.<br />
<br />
Full Date Variable:<br />
- Select a variable to record the full date.<br />
- Leave at 0 to not use.<br />
- Result is year + month (2 digits) + date (2 digits)<br />
- For example, Year 2, Month 4, Date 12 will yield 20412<br />
<br />
---<br />
<br />
Weekday:<br />
<br />
Weekday Variable:<br />
- Select a variable to record the weekday.<br />
- Leave at 0 to not use.<br />
<br />
---<br />
<br />
Time:<br />
<br />
Hour Variable:<br />
- Select a variable to record the hour.<br />
- Leave at 0 to not use.<br />
<br />
Minute Variable:<br />
- Select a variable to record the minute.<br />
- Leave at 0 to not use.<br />
<br />
Second Variable:<br />
- Select a variable to record the second.<br />
- Leave at 0 to not use.<br />
- Not available for Game Time.<br />
<br />
Full Time Variable:<br />
- Select a variable to record the full time.<br />
- Leave at 0 to not use.<br />
- Result is hour + minutes (2 digits) + seconds (2 digits)<br />
- For example, Hour 16, Minute 8, Seconds 0 will yield 160800<br />
<br />
---<br />
<br />
Seasons:<br />
<br />
Spring Switch:<br />
- Turns on when season is a "Spring" month.<br />
- Leave at 0 to not use.<br />
<br />
Summer Switch:<br />
- Turns on when season is a "Summer" month.<br />
- Leave at 0 to not use.<br />
<br />
Autumn Switch:<br />
- Turns on when season is a "Autumn" month.<br />
- Leave at 0 to not use.<br />
<br />
Winter Switch:<br />
- Turns on when season is a "Winter" month.<br />
- Leave at 0 to not use.<br />
<br />
---<br />
<br />
Days:<br />
<br />
Weekday Switch:<br />
- Turns on when day is "Weekday". Leave at 0 to not use.<br />
<br />
Weekend Switch:<br />
- Turns on when day is "Weekend". Leave at 0 to not use.<br />
<br />
---<br />
<br />
Hours:<br />
<br />
Dawn Switch:<br />
- Turns on when time is "Dawn" hours. Leave at 0 to not use.<br />
<br />
Day Switch:<br />
- Turns on when time is "Day" hours. Leave at 0 to not use.<br />
<br />
Dusk Switch:<br />
- Turns on when time is "Dusk" hours. Leave at 0 to not use.<br />
<br />
Night Switch:<br />
- Turns on when time is "Night" hours. Leave at 0 to not use.<br />
<br />
---<br />
<br />
<br />
<br />
=== Game Time Vocabulary Settings ===<br />
<br />
[[File:DateTimeSystem_HUD.png]]<br />
<br />
[[File:DateTimeSystem_Param7.png]]<br />
<br />
Here are the vocabulary-related terms involving Game Time.<br />
<br />
---<br />
<br />
Seasons:<br />
<br />
Spring:<br />
- How "Spring" is displayed.<br />
<br />
Summer:<br />
- How "Summer" is displayed.<br />
<br />
Autumn:<br />
- How "Autumn" is displayed.<br />
<br />
Winter:<br />
- How "Winter" is displayed.<br />
<br />
---<br />
<br />
Weekday Type:<br />
<br />
Weekday:<br />
- How "Weekday" is displayed.<br />
<br />
Weekend:<br />
- how "Weekend" is displayed.<br />
<br />
---<br />
<br />
Time-Related:<br />
<br />
Meridiem:<br />
<br />
Ante Meridiem:<br />
- How "Ante Meridiem" is displayed.<br />
<br />
Post Meridiem:<br />
- How "Post Meridiem" is displayed.<br />
<br />
---<br />
<br />
Day Cycle:<br />
<br />
Dawn:<br />
- How "Dawn" is displayed.<br />
<br />
Day:<br />
- How "Day" is displayed.<br />
<br />
Dusk:<br />
- How "Dusk" is displayed.<br />
<br />
Night:<br />
- How "Night" is displayed.<br />
<br />
---<br />
<br />
<br />
<br />
=== Real Time General Settings ===<br />
<br />
[[File:DateTimeSystem_Preview1.gif]]<br />
<br />
[[File:DateTimeSystem_Param8.png]]<br />
<br />
Here are the general settings regarding Real Time.<br />
<br />
---<br />
<br />
Seasonal Months:<br />
<br />
Spring Months:<br />
- Which Real Time months are Spring months for this game?<br />
<br />
Summer Months:<br />
- Which Real Time months are Summer months for this game?<br />
<br />
Autumn Months:<br />
- Which Real Time months are Autumn months for this game?<br />
<br />
Winter Months:<br />
- Which Real Time months are Winter months for this game?<br />
<br />
---<br />
<br />
Week Structure:<br />
<br />
Weekdays:<br />
- Which Real Time weekdays are considered "Weekdays"?<br />
<br />
Weekends:<br />
- Which Real Time weekdays are considered "Weekends"?<br />
<br />
---<br />
<br />
Day Structure:<br />
<br />
Dawn Hours:<br />
- What hours are considered "Dawn" hours?<br />
- Use military time.<br />
<br />
Day Hours:<br />
- What hours are considered "Day" hours?<br />
- Use military time.<br />
<br />
Dusk Hours:<br />
- What hours are considered "Dusk" hours?<br />
- Use military time.<br />
<br />
Night Hours:<br />
- What hours are considered "Night" hours?<br />
- Use military time.<br />
<br />
---<br />
<br />
VisuMZ_1_SaveCore:<br />
<br />
Difference Variable:<br />
- Select a variable that records the time difference from the last save<br />
game and the current load game in minutes.<br />
<br />
---<br />
<br />
<br />
<br />
=== Real Time Tones & Overlay Settings ===<br />
<br />
[[File:DateTimeSystem_Preview1.gif]]<br />
<br />
[[File:DateTimeSystem_Param9.png]]<br />
<br />
Adjust the tones and overlay settings to change what color the screen will<br />
appear based on the time of day.<br />
<br />
---<br />
<br />
Screen Tones/Tints<br />
<br />
00:00 / 12 AM to 23:00 / 11 PM:<br />
- What tone/tint is used for this hour?<br />
- Format: [Red, Green, Blue, Gray]<br />
<br />
---<br />
<br />
Screen Overlay<br />
<br />
00:00 / 12 AM to 23:00 / 11 PM:<br />
- What overlay is used for this hour?<br />
- Format: #rrggbb.<br />
- Requires VisuMZ_2_LightingEffects!<br />
<br />
---<br />
<br />
<br />
<br />
=== Real Time Variables & Switches ===<br />
<br />
[[File:DateTimeSystem_HUD.png]]<br />
<br />
[[File:DateTimeSystem_Param10.png]]<br />
<br />
Adjust the variables and switches that record data here. These will be<br />
automatically updated upon time changes.<br />
<br />
---<br />
<br />
Calendar:<br />
<br />
Year Variable:<br />
- Select a variable to record the year.<br />
- Leave at 0 to not use.<br />
<br />
Month Variable:<br />
- Select a variable to record the month.<br />
- Leave at 0 to not use.<br />
<br />
Date Variable:<br />
- Select a variable to record the date.<br />
- Leave at 0 to not use.<br />
<br />
Full Date Variable:<br />
- Select a variable to record the full date.<br />
- Leave at 0 to not use.<br />
- Result is year + month (2 digits) + date (2 digits)<br />
- For example, Year 2, Month 4, Date 12 will yield 20412<br />
<br />
---<br />
<br />
Weekday:<br />
<br />
Weekday Variable:<br />
- Select a variable to record the weekday.<br />
- Leave at 0 to not use.<br />
<br />
---<br />
<br />
Time:<br />
<br />
Hour Variable:<br />
- Select a variable to record the hour.<br />
- Leave at 0 to not use.<br />
<br />
Minute Variable:<br />
- Select a variable to record the minute.<br />
- Leave at 0 to not use.<br />
<br />
Second Variable:<br />
- Select a variable to record the second.<br />
- Leave at 0 to not use.<br />
- Not available for Game Time.<br />
<br />
Full Time Variable:<br />
- Select a variable to record the full time.<br />
- Leave at 0 to not use.<br />
- Result is hour + minutes (2 digits) + seconds (2 digits)<br />
- For example, Hour 16, Minute 8, Seconds 0 will yield 160800<br />
<br />
---<br />
<br />
Seasons:<br />
<br />
Spring Switch:<br />
- Turns on when season is a "Spring" month.<br />
- Leave at 0 to not use.<br />
<br />
Summer Switch:<br />
- Turns on when season is a "Summer" month.<br />
- Leave at 0 to not use.<br />
<br />
Autumn Switch:<br />
- Turns on when season is a "Autumn" month.<br />
- Leave at 0 to not use.<br />
<br />
Winter Switch:<br />
- Turns on when season is a "Winter" month.<br />
- Leave at 0 to not use.<br />
<br />
---<br />
<br />
Days:<br />
<br />
Weekday Switch:<br />
- Turns on when day is "Weekday". Leave at 0 to not use.<br />
<br />
Weekend Switch:<br />
- Turns on when day is "Weekend". Leave at 0 to not use.<br />
<br />
---<br />
<br />
Hours:<br />
<br />
Dawn Switch:<br />
- Turns on when time is "Dawn" hours. Leave at 0 to not use.<br />
<br />
Day Switch:<br />
- Turns on when time is "Day" hours. Leave at 0 to not use.<br />
<br />
Dusk Switch:<br />
- Turns on when time is "Dusk" hours. Leave at 0 to not use.<br />
<br />
Night Switch:<br />
- Turns on when time is "Night" hours. Leave at 0 to not use.<br />
<br />
---<br />
<br />
<br />
<br />
=== Real Time Vocabulary Settings ===<br />
<br />
[[File:DateTimeSystem_HUD.png]]<br />
<br />
[[File:DateTimeSystem_Param11.png]]<br />
<br />
Here are the vocabulary-related terms involving Real Time.<br />
<br />
---<br />
<br />
Month Names:<br />
<br />
Full Names:<br />
<br />
Month 1 to 12:<br />
- Name of this month.<br />
<br />
Abbreviations:<br />
<br />
Month 1 to 12:<br />
- Abbreviation of this month.<br />
<br />
---<br />
<br />
Seasons:<br />
<br />
Spring:<br />
Summer:<br />
Autumn:<br />
Winter:<br />
- How this season is displayed.<br />
<br />
---<br />
<br />
Weekday Names:<br />
<br />
Full Names:<br />
<br />
Weekday 1 to Weekday 7:<br />
- Name of this weekday.<br />
<br />
Abbreviation:<br />
<br />
Weekday 1 to Weekday 7:<br />
- Abbreviation of this weekday.<br />
<br />
Weekday Type:<br />
<br />
Weekday:<br />
Weekend:<br />
- How "Weekday/end" is displayed.<br />
<br />
---<br />
<br />
Time-Related:<br />
<br />
Meridiem:<br />
<br />
Ante Meridiem:<br />
Post Meridiem:<br />
- How "Ante/Post Meridiem" is displayed.<br />
<br />
Day Cycle:<br />
<br />
Dawn:<br />
Day:<br />
Dusk:<br />
Night:<br />
- How "Dawn", "Day", "Dusk", "Night" is displayed.<br />
<br />
---<br />
<br />
<br />
<br />
=== Date/Time HUD Sprites ===<br />
<br />
[[File:DateTimeSystem_HUD.png]]<br />
<br />
[[File:DateTimeSystem_Param12.png]]<br />
<br />
These settings let you adjust the HUD sprites displayed for this plugin.<br />
<br />
---<br />
<br />
General:<br />
<br />
Enabled?:<br />
- Enables usage of the Date/Time HUD.<br />
<br />
Show by Default:<br />
- Sets up default visibility of the Date/Time HUD.<br />
- Individual maps can be adjusted by notetags.<br />
<br />
Opacity Speed:<br />
- How fast does fade in/out work?<br />
- Lower is slower. Higher is faster.<br />
<br />
---<br />
<br />
Position:<br />
<br />
Position X:<br />
- How much to position the HUD's X by.<br />
- Negative: left. Positive: right.<br />
<br />
Position Y:<br />
- How much to position the HUD's Y by.<br />
- Negative: up. Positive: down.<br />
<br />
---<br />
<br />
Season Sprite:<br />
<br />
Enabled?:<br />
- Enables usage of this sprite.<br />
<br />
Opacity:<br />
- What is the default opacity for this sprite?<br />
- Use a value between 0 and 255.<br />
<br />
Anchor:<br />
<br />
Anchor X:<br />
- Anchor X value for this sprite.<br />
- 0.0 - left; 0.5 - center; 1.0 - right<br />
<br />
Anchor Y:<br />
- Anchor Y value for this sprite.<br />
- 0.0 - top; 0.5 - middle; 1.0 - bottom<br />
<br />
Offset:<br />
<br />
Offset X:<br />
- How much to offset this sprite's X by.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- How much to offset this sprite's Y by.<br />
- Negative: up. Positive: down.<br />
<br />
Scale:<br />
<br />
Scale X:<br />
- What is the scale used for this sprite icon's X?<br />
- 0.0 - 0%; 0.5 - 50%; 1.0 - 100%; 1.5 - 150%; 2.0 - 200%<br />
<br />
Scale Y:<br />
- What is the scale used for this sprite icon's Y?<br />
- 0.0 - 0%; 0.5 - 50%; 1.0 - 100%; 1.5 - 150%; 2.0 - 200%<br />
<br />
Icons:<br />
<br />
Spring Icon:<br />
Summer Icon:<br />
Autumn Icon:<br />
Winter Icon:<br />
- What icon is used for this months?<br />
- Ignore if there is an image equivalent.<br />
<br />
Images:<br />
<br />
Spring Image:<br />
Summer Image:<br />
Autumn Image:<br />
Winter Image:<br />
- What image is used for spring months?<br />
- Ignores any icon equivalents.<br />
<br />
---<br />
<br />
DayCycle Sprite:<br />
<br />
Enabled?:<br />
- Enables usage of this sprite.<br />
<br />
Opacity:<br />
- What is the default opacity for this sprite?<br />
- Use a value between 0 and 255.<br />
<br />
Anchor:<br />
<br />
Anchor X:<br />
- Anchor X value for this sprite.<br />
- 0.0 - left; 0.5 - center; 1.0 - right<br />
<br />
Anchor Y:<br />
- Anchor Y value for this sprite.<br />
- 0.0 - top; 0.5 - middle; 1.0 - bottom<br />
<br />
Offset:<br />
<br />
Offset X:<br />
- How much to offset this sprite's X by.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- How much to offset this sprite's Y by.<br />
- Negative: up. Positive: down.<br />
<br />
Scale:<br />
<br />
Scale X:<br />
- What is the scale used for this sprite icon's X?<br />
- 0.0 - 0%; 0.5 - 50%; 1.0 - 100%; 1.5 - 150%; 2.0 - 200%<br />
<br />
Scale Y:<br />
- What is the scale used for this sprite icon's Y?<br />
- 0.0 - 0%; 0.5 - 50%; 1.0 - 100%; 1.5 - 150%; 2.0 - 200%<br />
<br />
Icons:<br />
<br />
Dawn Icon:<br />
Day Icon:<br />
Dusk Icon:<br />
Night Icon:<br />
- What icon is used for these day cycle hours?<br />
- Ignore if there is an image equivalent.<br />
<br />
Images:<br />
<br />
Dawn Image:<br />
Day Image:<br />
Dusk Image:<br />
Night Image:<br />
- What image is used for these day cycle hours?<br />
- Ignores any icon equivalents.<br />
<br />
---<br />
<br />
Weekday Type Sprite:<br />
<br />
Enabled?:<br />
- Enables usage of this sprite.<br />
<br />
Opacity:<br />
- What is the default opacity for this sprite?<br />
- Use a value between 0 and 255.<br />
<br />
Anchor:<br />
<br />
Anchor X:<br />
- Anchor X value for this sprite.<br />
- 0.0 - left; 0.5 - center; 1.0 - right<br />
<br />
Anchor Y:<br />
- Anchor Y value for this sprite.<br />
- 0.0 - top; 0.5 - middle; 1.0 - bottom<br />
<br />
Offset:<br />
<br />
Offset X:<br />
- How much to offset this sprite's X by.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- How much to offset this sprite's Y by.<br />
- Negative: up. Positive: down.<br />
<br />
Scale:<br />
<br />
Scale X:<br />
- What is the scale used for this sprite icon's X?<br />
- 0.0 - 0%; 0.5 - 50%; 1.0 - 100%; 1.5 - 150%; 2.0 - 200%<br />
<br />
Scale Y:<br />
- What is the scale used for this sprite icon's Y?<br />
- 0.0 - 0%; 0.5 - 50%; 1.0 - 100%; 1.5 - 150%; 2.0 - 200%<br />
<br />
Icons:<br />
<br />
Weekday Icon:<br />
Weekend Icon:<br />
- What icon is used for weekdays?<br />
- Ignore if there is an image equivalent.<br />
<br />
Images:<br />
<br />
Weekday Image:<br />
Weekend Image:<br />
- What image is used for weekdays?<br />
- Ignores any icon equivalents.<br />
<br />
---<br />
<br />
Year Sprite:<br />
<br />
Enabled?:<br />
- Enables usage of this sprite.<br />
<br />
Angle:<br />
- What is the angle used for this sprite?<br />
- Value is written in degrees.<br />
<br />
Year Format:<br />
- How is the year written when it's less than 4 digits?<br />
- %1 - Current Year<br />
<br />
Size:<br />
<br />
Width:<br />
- What is the width of this sprite in pixels?<br />
<br />
Height:<br />
- What is the height of this sprite in pixels?<br />
<br />
Anchor:<br />
<br />
Anchor X:<br />
- Anchor X value for this sprite.<br />
- 0.0 - left; 0.5 - center; 1.0 - right<br />
<br />
Anchor Y:<br />
- Anchor Y value for this sprite.<br />
- 0.0 - top; 0.5 - middle; 1.0 - bottom<br />
<br />
Offset:<br />
<br />
Offset X:<br />
- How much to offset this sprite's X by.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- How much to offset this sprite's Y by.<br />
- Negative: up. Positive: down.<br />
<br />
JS: Draw Text:<br />
- Code used to draw the text for this sprite.<br />
<br />
---<br />
<br />
Month Sprite:<br />
<br />
Enabled?:<br />
- Enables usage of this sprite.<br />
<br />
Angle:<br />
- What is the angle used for this sprite?<br />
- Value is written in degrees.<br />
<br />
Size:<br />
<br />
Width:<br />
- What is the width of this sprite in pixels?<br />
<br />
Height:<br />
- What is the height of this sprite in pixels?<br />
<br />
Anchor:<br />
<br />
Anchor X:<br />
- Anchor X value for this sprite.<br />
- 0.0 - left; 0.5 - center; 1.0 - right<br />
<br />
Anchor Y:<br />
- Anchor Y value for this sprite.<br />
- 0.0 - top; 0.5 - middle; 1.0 - bottom<br />
<br />
Offset:<br />
<br />
Offset X:<br />
- How much to offset this sprite's X by.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- How much to offset this sprite's Y by.<br />
- Negative: up. Positive: down.<br />
<br />
JS: Draw Text:<br />
- Code used to draw the text for this sprite.<br />
<br />
---<br />
<br />
Date Sprite:<br />
<br />
Enabled?:<br />
- Enables usage of this sprite.<br />
<br />
Angle:<br />
- What is the angle used for this sprite?<br />
- Value is written in degrees.<br />
<br />
Size:<br />
<br />
Width:<br />
- What is the width of this sprite in pixels?<br />
<br />
Height:<br />
- What is the height of this sprite in pixels?<br />
<br />
Anchor:<br />
<br />
Anchor X:<br />
- Anchor X value for this sprite.<br />
- 0.0 - left; 0.5 - center; 1.0 - right<br />
<br />
Anchor Y:<br />
- Anchor Y value for this sprite.<br />
- 0.0 - top; 0.5 - middle; 1.0 - bottom<br />
<br />
Offset:<br />
<br />
Offset X:<br />
- How much to offset this sprite's X by.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- How much to offset this sprite's Y by.<br />
- Negative: up. Positive: down.<br />
<br />
JS: Draw Text:<br />
- Code used to draw the text for this sprite.<br />
<br />
---<br />
<br />
Weekday Sprite:<br />
<br />
Enabled?:<br />
- Enables usage of this sprite.<br />
<br />
Angle:<br />
- What is the angle used for this sprite?<br />
- Value is written in degrees.<br />
<br />
Size:<br />
<br />
Width:<br />
- What is the width of this sprite in pixels?<br />
<br />
Height:<br />
- What is the height of this sprite in pixels?<br />
<br />
Anchor:<br />
<br />
Anchor X:<br />
- Anchor X value for this sprite.<br />
- 0.0 - left; 0.5 - center; 1.0 - right<br />
<br />
Anchor Y:<br />
- Anchor Y value for this sprite.<br />
- 0.0 - top; 0.5 - middle; 1.0 - bottom<br />
<br />
Offset:<br />
<br />
Offset X:<br />
- How much to offset this sprite's X by.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- How much to offset this sprite's Y by.<br />
- Negative: up. Positive: down.<br />
<br />
JS: Draw Text:<br />
- Code used to draw the text for this sprite.<br />
<br />
---<br />
<br />
Time Sprite:<br />
<br />
Enabled?:<br />
- Enables usage of this sprite.<br />
<br />
Angle:<br />
- What is the angle used for this sprite?<br />
- Value is written in degrees.<br />
<br />
Size:<br />
<br />
Width:<br />
- What is the width of this sprite in pixels?<br />
<br />
Height:<br />
- What is the height of this sprite in pixels?<br />
<br />
Anchor:<br />
<br />
Anchor X:<br />
- Anchor X value for this sprite.<br />
- 0.0 - left; 0.5 - center; 1.0 - right<br />
<br />
Anchor Y:<br />
- Anchor Y value for this sprite.<br />
- 0.0 - top; 0.5 - middle; 1.0 - bottom<br />
<br />
Offset:<br />
<br />
Offset X:<br />
- How much to offset this sprite's X by.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- How much to offset this sprite's Y by.<br />
- Negative: up. Positive: down.<br />
<br />
JS: Draw Text:<br />
- Code used to draw the text for this sprite.<br />
<br />
---<br />
<br />
<br />
<br />
=== Date/Time HUD Options Settings ===<br />
<br />
[[File:DateTimeSystem_HUD.png]]<br />
<br />
[[File:DateTimeSystem_Param13.png]]<br />
<br />
Options settings for the Date & Time System.<br />
<br />
---<br />
<br />
Options:<br />
<br />
Add Option?:<br />
- Add the 'Date Time HUD' 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 />
<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
* [[Irina]]<br />
* [[Arisu]]<br />
* [[Olivia]]<br />
* [[Yanfly]]<br />
<br />
<br />
<br />
== Changelog ==<br />
<br />
Version 1.00 Official Release Date: February 19, 2024<br />
* Finished Plugin!<br />
<br />
<br />
<br />
== See Also ==<br />
<br />
* [[Inspiration Behind Wanderlust Volume 2]]<br />
<br />
<br />
<br />
== End of Helpfile ==<br />
<br />
|}<br />
<br />
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<!-- [[Category: Text Codes (MZ)]] --></div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=RMMZ_Changelog&diff=15808RMMZ Changelog2024-01-17T09:04:07Z<p>Yanfly: /* Update #13: 1.7.0 to 1.8.0 */</p>
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<div>{{TOCright}}<br />
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<br />
[[File:RMMZ_CoreScript_Update.png]]<br />
<br />
This is the changelog for the version differences in the base code for RPG Maker MZ across the versions.<br />
<br />
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== Update #13: 1.7.0 to 1.8.0 ==<br />
<br />
[[File:RMMZ_Update_180.png|228px]]<br />
<br />
[https://steamcommunity.com/app/1096900/eventcomments/7119694909426620627 Official Steam Update Notice Link]<br />
<br />
'''Changelog'''<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** BattleManager.isActionForced function added extra conditions to make sure no win or lose conditions are fulfilled<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
** Scene_Boot.prototype.startNormalGame function exchanged a SceneManager.goto from Scene_Title to Scene_Splash<br />
** Scene_Splash added<br />
** Scene_Message.prototype.cancelMessageWait added<br />
*** Related to the new ability to fast forward the <nowiki>\|</nowiki> wait timer<br />
** Scene_Map.prototype.updateMainMultiply added cancelMessageWait() to its fastforward mode<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
** Window_EventItem.prototype.initialize added new flag for _canRepeat <br />
** Window_Message.prototype.cancelWait added<br />
*** Linked to the added Scene_Message.prototype.cancelMessageWait function<br />
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== Update #12: 1.6.1 to 1.7.0 ==<br />
<br />
[[File:RMMZ_Update_170.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Tilemap.prototype._createLayers function updated to use Tilemap.CombinedLayer() instead of Tilemap.Layer()<br />
** New Function: Tilemap.Layer.prototype.size<br />
** New Class: Tilemap.CombinedLayer<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** New Function: DataManager.isTitleSkip<br />
** BattleManager.forceAction updated to check to see if there's existing actions before forcing the battler to perform a forced action<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
** Scene_Boot.prototype.start updated to utilize the new Title Skip functionality<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
** Window_ScrollText.prototype.refresh updated to calculate the y position in reference to the scroll position of the window<br />
** Window_ScrollText.prototype.contentsHeight updated to check if allTextHeight variable is larger than 1 before returning a value<br />
** Window_ScrollText.prototype.updateMessage updated to utilize the new scrollY check<br />
<br />
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== Update #11: 1.6.0 to 1.6.1 ==<br />
<br />
The core scripts are identical to 1.6.0.<br />
<br />
Not even the version numbers are changed to v1.6.1.<br />
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== Update #10: 1.5.0 to 1.6.0 ==<br />
<br />
[[File:RMMZ_Update_160.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Graphics._updateErrorPrinter updated to show errors more relative to window scale<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
** Scene_Boot.prototype.adjustWindow updated to utilize new ScreenScale calculation<br />
** New function: Scene_Boot.prototype.screenScale<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
** Window_Base.prototype.convertEscapeCharacters updated to fully convert all \v[x] variables even when embedded.<br />
<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-5-0-patch-notes.148146/ Update #9: 1.4.4 to 1.5.0] ==<br />
<br />
[[File:RMMZ_Update_150.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** The following functions have _tileWidth and _tileHeight variables changed to tileWidth and tileHeight without the underscore _<br />
*** Tilemap.prototype.initialize <br />
*** Tilemap.prototype.updateTransform<br />
*** Tilemap.prototype._addAllSpots<br />
*** Tilemap.prototype._addSpot<br />
*** Tilemap.prototype._addNormalTile<br />
*** Tilemap.prototype._addAutotile<br />
*** Tilemap.prototype._addTableEdge<br />
*** Tilemap.prototype._addShadow<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** SceneManager.terminate now changed to detect if running a NodeJS client to close the app instead (just like what VisuMZ Core Engine does)<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
** Game_Map.prototype.tileWidth updated to grab the new $dataSystem.tileSize property<br />
** Game_Map.prototype.tileHeight now replicates Game_Map.prototype.tileWidth's result<br />
** Game_Map.prototype.bushDepth new function added<br />
** Game_CharacterBase.prototype.refreshBushDepth updated to utilize new bushDepth function<br />
** Game_Interpreter.prototype.command109 added<br />
*** Supposedly, this is for an Event Command that will be called "Skip" but I looked inside the RMMZ event editor and there's nothing there so it's probably not implemented yet.<br />
*** Oh, this is what it is for:<br />
*** [[File:RMMZ_Skip.png]]<br />
*** You highlight the code you want to "comment out", right click, and click Toggle Skip<br />
*** This is good for testing purposes and streamlining your events during testing so that you don't have to go through entire cutscenes to see if a switch was properly turned on at the end.<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
** Scene_Map.prototype.create updated to no longer check for a non-existent $dataMap or a changed $gameMap.mapId() (since it's results in the same thing anyway)<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Character.prototype.updateFrame no longer checks to see if the sprite's bitmap is loaded and ready<br />
*** Sprite_Enemy.prototype.initMembers updated the _battlerName variable to start with null instead of "" to avoid conflict<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-4-patch-notes.145233/ Update #8: 1.4.3 to 1.4.4] ==<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Character.prototype.updateFrame updated<br />
*** Now checks to see if the bitmap is loaded and ready before making changes to the tile frame, presumably to avoid updating into errors when there is either no bitmap or the bitmap is in the middle of transitioning into some other image.<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-3-patch-notes.144047 Update #7: 1.4.0 to 1.4.3] ==<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** BattleManager.updateTurnEnd updated to remove '''this.startInput()''' and replaced it with '''this._phase = "start"'''<br />
*** This might be potentially troublesome<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Spriteset_Map.prototype.updateParallax updated to scale better for mobile devices<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-0-update.142845/ Update #6: 1.3.3 to 1.4.0] ==<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Bitmap.prototype.measureTextWidth returns width value, no longer rounded upwards<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** SceneManager.updateEffekseer will now only update if the game is currently active, too<br />
** Function endAllBattlersTurn() is removed from BattleManager.endTurn and placed into BattleManager.updateTurnEnd<br />
** BattleManager.checkAbort now checks if all party members are escaped before aborting to prevent a game over<br />
** New Function added: BattleManager.processPartyEscape<br />
** BattleManager.endBattle now clears any reserved common events<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
** New function added: Game_Temp.prototype.clearCommonEventReservation<br />
** New function added: Game_Timer.prototype.frames<br />
** Game_Party.prototype.battleMembers function updated to use new functions:<br />
** New function added: Game_Party.prototype.hiddenBattleMembers<br />
** New function added: Game_Party.prototype.allBattleMembers<br />
** New function added: Game_Party.prototype.isEscaped<br />
** Game_Interpreter.prototype.command111 (Conditional Branch) updated to utilize the Game Timer frames function<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Animation.prototype.shouldWaitForPrevious function is now completely disabled<br />
** Sprite_Gauge.measureLabelWidth now rounds up the returned value<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-3-update.140440/ Update #5: 1.3.2 to 1.3.3] ==<br />
<br />
[[File:RMMZ_Update_133.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** New function added: Utils.extractFileName<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** Updated functions:<br />
*** ImageManager.isObjectCharacter<br />
*** ImageManager.isBigCharacter<br />
*** ImageManager.isZeroParallax<br />
*** PluginManager.setup<br />
**** To utilize the Utils.extractFileName for parsing extended filepaths<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
** Updated function:<br />
*** Scene_Item.prototype.createItemWindow<br />
**** Removed this._itemWindow.createContents()<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Updated functions:<br />
*** Sprite_Animation.prototype.initMembers<br />
**** Removed this._originalViewport = null<br />
*** Sprite_Animation.prototype._render<br />
**** Removed this.saveViewport(renderer)<br />
*** Sprite_Animation.prototype.resetViewport<br />
**** Updated code to renderer.gl.viewport(0, 0, renderer.view.width, renderer.view.height)<br />
*** Sprite_Gauge.prototype.bitmapHeight<br />
**** Changed value from 24 to 32<br />
*** Sprite_Gauge.prototype.drawLabel<br />
*** Sprite_Gauge.prototype.drawValue<br />
**** Changed a line to const height = this.textHeight() from const height = this.bitmapHeight()<br />
** Added function:<br />
*** Sprite_Gauge.prototype.textHeight<br />
**** With a value of 24<br />
** Removed function:<br />
*** Sprite_Animation.prototype.saveViewport<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-2-update.138130/ Update #4: 1.3.1 to 1.3.2] ==<br />
<br />
Changes will be included in the next update list.<br />
<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #3: 1.3.0 to 1.3.1] ==<br />
<br />
There aren't any changes made to the code base, but there are for the editor.<br />
<br />
The aforementioned bugs are now fixed and the lag is now gone. Hooray! Go wild, download, back up your game, and update!<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #2: 1.2.0 to 1.3.0] ==<br />
<br />
[[File:RMMZ_130.png]]<br />
<br />
[https://dl.degica.com/rpgmakerweb/trial-download/RPGMZ_Setup_EN.exe Download Standalone Update Here]<br />
<br />
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Graphics.resize function updated with app.renderer.resize line added<br />
** Tilemap.Renderer.prototype._createShader updated uSampler1 and uSampler2's values from 1 and 2 to 0 (both)<br />
** Window.prototype._refreshBack calculations for tiling sprite are now different (and will most likely be fixed compared to before)<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
<br />
* rmmz_objects<br />
** Version Number Update<br />
** Game_System.prototype.windowOpacity function added<br />
** Game_Character.prototype.processRouteEnd updated to set forced movement success to false<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Actor.prototype.setBattler updated so that when no battler is set, the battler name cache is cleared, too<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
** Window_Base.prototype.updateBackOpacity updated to now take in the new database entry<br />
** Window_ChoiceList.prototype.start updated to automatically scroll back to the top<br />
** Window_Message.prototype.updateMessage and Window_Message.prototype.shouldBreakHere updated to use the new function:<br />
** Window_Message.prototype.isWaiting new function added to determine waiting<br />
<br />
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.<br />
<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #2: 1.1.1 to 1.2.0] ==<br />
<br />
[[File:RMMZ_120.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Graphics._createEffekseerContext function updated with setRestorationOfStatesFlag function<br />
** Window.prototype._refreshBack updated to use a value of 95 instead of 96 to avoid blurring edges<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
*** Scene_Item.prototype.createItemWindow<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
*** Sprite_Animation.prototype.onAfterRender removed contextChange function<br />
*** Sprite_Gauge.prototype.measureLabelWidth updated to take global widths of HP, MP, and TP for visual consistency<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #1: 1.1.0 to 1.1.1] ==<br />
<br />
[[File:RMMZ_111.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Bitmap.prototype.measureTextWidth now returns a rounded value<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
** Game_Interpreter.prototype.command119 aka Jump to Label now breaks upon finding a match instead of a return.<br />
*** This results in saving a frame count.<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
** Window_Base.prototype.drawFace now uses a rounded value for sx and sy<br />
** Window_MenuStatus.prototype.drawItemStatus now uses a rounded value for y<br />
** Window_ScrollText.prototype.startMessage checks if there is text first<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-0-update.129288/ Update #1: 1.0.0 to 1.1.0] ==<br />
<br />
[[File:RMMZ_110.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** StorageManager.saveToForage updated to arrow function<br />
** StorageManager.removeForage updated to arrow function<br />
** EffectManager.startLoading arguments added for onError<br />
** BattleManager.startAction now cancels the subject's motion refresh<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
** Game_Battler.prototype.cancelMotionRefresh function added<br />
** Game_Actor.prototype.makeAutoBattleActions updated from Number.MIN_VALUE to -Number.MAX_VALUE<br />
** Game_Map.prototype.screenTileX rounds to the nearest whole number<br />
** Game_Map.prototype.screenTileY rounds to the nearest whole number<br />
** Game_Player.prototype.centerX is now calculated using the $gameMap.screenTileX() function<br />
** Game_Player.prototype.centerY is now calculated using the $gameMap.screenTileY() function<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Animation.prototype.targetSpritePosition can now align to bottom<br />
** Sprite_Gauge.prototype.gaugeX is now calculated using measureLabelWidth function for generic gauges<br />
** Sprite_Gauge.prototype.measureLabelWidth function added<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
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== End of Page ==<br />
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|}</div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=RMMZ_Changelog&diff=15807RMMZ Changelog2024-01-17T09:03:10Z<p>Yanfly: /* End of Page */</p>
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[[File:RMMZ_CoreScript_Update.png]]<br />
<br />
This is the changelog for the version differences in the base code for RPG Maker MZ across the versions.<br />
<br />
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<br />
== Update #13: 1.7.0 to 1.8.0 ==<br />
<br />
[[File:RMMZ_Update_180.png|228px]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** BattleManager.isActionForced function added extra conditions to make sure no win or lose conditions are fulfilled<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
** Scene_Boot.prototype.startNormalGame function exchanged a SceneManager.goto from Scene_Title to Scene_Splash<br />
** Scene_Splash added<br />
** Scene_Message.prototype.cancelMessageWait added<br />
*** Related to the new ability to fast forward the <nowiki>\|</nowiki> wait timer<br />
** Scene_Map.prototype.updateMainMultiply added cancelMessageWait() to its fastforward mode<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
** Window_EventItem.prototype.initialize added new flag for _canRepeat <br />
** Window_Message.prototype.cancelWait added<br />
*** Linked to the added Scene_Message.prototype.cancelMessageWait function<br />
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== Update #12: 1.6.1 to 1.7.0 ==<br />
<br />
[[File:RMMZ_Update_170.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Tilemap.prototype._createLayers function updated to use Tilemap.CombinedLayer() instead of Tilemap.Layer()<br />
** New Function: Tilemap.Layer.prototype.size<br />
** New Class: Tilemap.CombinedLayer<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** New Function: DataManager.isTitleSkip<br />
** BattleManager.forceAction updated to check to see if there's existing actions before forcing the battler to perform a forced action<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
** Scene_Boot.prototype.start updated to utilize the new Title Skip functionality<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
** Window_ScrollText.prototype.refresh updated to calculate the y position in reference to the scroll position of the window<br />
** Window_ScrollText.prototype.contentsHeight updated to check if allTextHeight variable is larger than 1 before returning a value<br />
** Window_ScrollText.prototype.updateMessage updated to utilize the new scrollY check<br />
<br />
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== Update #11: 1.6.0 to 1.6.1 ==<br />
<br />
The core scripts are identical to 1.6.0.<br />
<br />
Not even the version numbers are changed to v1.6.1.<br />
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== Update #10: 1.5.0 to 1.6.0 ==<br />
<br />
[[File:RMMZ_Update_160.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Graphics._updateErrorPrinter updated to show errors more relative to window scale<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
** Scene_Boot.prototype.adjustWindow updated to utilize new ScreenScale calculation<br />
** New function: Scene_Boot.prototype.screenScale<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
** Window_Base.prototype.convertEscapeCharacters updated to fully convert all \v[x] variables even when embedded.<br />
<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-5-0-patch-notes.148146/ Update #9: 1.4.4 to 1.5.0] ==<br />
<br />
[[File:RMMZ_Update_150.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** The following functions have _tileWidth and _tileHeight variables changed to tileWidth and tileHeight without the underscore _<br />
*** Tilemap.prototype.initialize <br />
*** Tilemap.prototype.updateTransform<br />
*** Tilemap.prototype._addAllSpots<br />
*** Tilemap.prototype._addSpot<br />
*** Tilemap.prototype._addNormalTile<br />
*** Tilemap.prototype._addAutotile<br />
*** Tilemap.prototype._addTableEdge<br />
*** Tilemap.prototype._addShadow<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** SceneManager.terminate now changed to detect if running a NodeJS client to close the app instead (just like what VisuMZ Core Engine does)<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
** Game_Map.prototype.tileWidth updated to grab the new $dataSystem.tileSize property<br />
** Game_Map.prototype.tileHeight now replicates Game_Map.prototype.tileWidth's result<br />
** Game_Map.prototype.bushDepth new function added<br />
** Game_CharacterBase.prototype.refreshBushDepth updated to utilize new bushDepth function<br />
** Game_Interpreter.prototype.command109 added<br />
*** Supposedly, this is for an Event Command that will be called "Skip" but I looked inside the RMMZ event editor and there's nothing there so it's probably not implemented yet.<br />
*** Oh, this is what it is for:<br />
*** [[File:RMMZ_Skip.png]]<br />
*** You highlight the code you want to "comment out", right click, and click Toggle Skip<br />
*** This is good for testing purposes and streamlining your events during testing so that you don't have to go through entire cutscenes to see if a switch was properly turned on at the end.<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
** Scene_Map.prototype.create updated to no longer check for a non-existent $dataMap or a changed $gameMap.mapId() (since it's results in the same thing anyway)<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Character.prototype.updateFrame no longer checks to see if the sprite's bitmap is loaded and ready<br />
*** Sprite_Enemy.prototype.initMembers updated the _battlerName variable to start with null instead of "" to avoid conflict<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-4-patch-notes.145233/ Update #8: 1.4.3 to 1.4.4] ==<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Character.prototype.updateFrame updated<br />
*** Now checks to see if the bitmap is loaded and ready before making changes to the tile frame, presumably to avoid updating into errors when there is either no bitmap or the bitmap is in the middle of transitioning into some other image.<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-3-patch-notes.144047 Update #7: 1.4.0 to 1.4.3] ==<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** BattleManager.updateTurnEnd updated to remove '''this.startInput()''' and replaced it with '''this._phase = "start"'''<br />
*** This might be potentially troublesome<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Spriteset_Map.prototype.updateParallax updated to scale better for mobile devices<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-0-update.142845/ Update #6: 1.3.3 to 1.4.0] ==<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Bitmap.prototype.measureTextWidth returns width value, no longer rounded upwards<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** SceneManager.updateEffekseer will now only update if the game is currently active, too<br />
** Function endAllBattlersTurn() is removed from BattleManager.endTurn and placed into BattleManager.updateTurnEnd<br />
** BattleManager.checkAbort now checks if all party members are escaped before aborting to prevent a game over<br />
** New Function added: BattleManager.processPartyEscape<br />
** BattleManager.endBattle now clears any reserved common events<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
** New function added: Game_Temp.prototype.clearCommonEventReservation<br />
** New function added: Game_Timer.prototype.frames<br />
** Game_Party.prototype.battleMembers function updated to use new functions:<br />
** New function added: Game_Party.prototype.hiddenBattleMembers<br />
** New function added: Game_Party.prototype.allBattleMembers<br />
** New function added: Game_Party.prototype.isEscaped<br />
** Game_Interpreter.prototype.command111 (Conditional Branch) updated to utilize the Game Timer frames function<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Animation.prototype.shouldWaitForPrevious function is now completely disabled<br />
** Sprite_Gauge.measureLabelWidth now rounds up the returned value<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-3-update.140440/ Update #5: 1.3.2 to 1.3.3] ==<br />
<br />
[[File:RMMZ_Update_133.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** New function added: Utils.extractFileName<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** Updated functions:<br />
*** ImageManager.isObjectCharacter<br />
*** ImageManager.isBigCharacter<br />
*** ImageManager.isZeroParallax<br />
*** PluginManager.setup<br />
**** To utilize the Utils.extractFileName for parsing extended filepaths<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
** Updated function:<br />
*** Scene_Item.prototype.createItemWindow<br />
**** Removed this._itemWindow.createContents()<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Updated functions:<br />
*** Sprite_Animation.prototype.initMembers<br />
**** Removed this._originalViewport = null<br />
*** Sprite_Animation.prototype._render<br />
**** Removed this.saveViewport(renderer)<br />
*** Sprite_Animation.prototype.resetViewport<br />
**** Updated code to renderer.gl.viewport(0, 0, renderer.view.width, renderer.view.height)<br />
*** Sprite_Gauge.prototype.bitmapHeight<br />
**** Changed value from 24 to 32<br />
*** Sprite_Gauge.prototype.drawLabel<br />
*** Sprite_Gauge.prototype.drawValue<br />
**** Changed a line to const height = this.textHeight() from const height = this.bitmapHeight()<br />
** Added function:<br />
*** Sprite_Gauge.prototype.textHeight<br />
**** With a value of 24<br />
** Removed function:<br />
*** Sprite_Animation.prototype.saveViewport<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-2-update.138130/ Update #4: 1.3.1 to 1.3.2] ==<br />
<br />
Changes will be included in the next update list.<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #3: 1.3.0 to 1.3.1] ==<br />
<br />
There aren't any changes made to the code base, but there are for the editor.<br />
<br />
The aforementioned bugs are now fixed and the lag is now gone. Hooray! Go wild, download, back up your game, and update!<br />
<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #2: 1.2.0 to 1.3.0] ==<br />
<br />
[[File:RMMZ_130.png]]<br />
<br />
[https://dl.degica.com/rpgmakerweb/trial-download/RPGMZ_Setup_EN.exe Download Standalone Update Here]<br />
<br />
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Graphics.resize function updated with app.renderer.resize line added<br />
** Tilemap.Renderer.prototype._createShader updated uSampler1 and uSampler2's values from 1 and 2 to 0 (both)<br />
** Window.prototype._refreshBack calculations for tiling sprite are now different (and will most likely be fixed compared to before)<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
<br />
* rmmz_objects<br />
** Version Number Update<br />
** Game_System.prototype.windowOpacity function added<br />
** Game_Character.prototype.processRouteEnd updated to set forced movement success to false<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Actor.prototype.setBattler updated so that when no battler is set, the battler name cache is cleared, too<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
** Window_Base.prototype.updateBackOpacity updated to now take in the new database entry<br />
** Window_ChoiceList.prototype.start updated to automatically scroll back to the top<br />
** Window_Message.prototype.updateMessage and Window_Message.prototype.shouldBreakHere updated to use the new function:<br />
** Window_Message.prototype.isWaiting new function added to determine waiting<br />
<br />
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #2: 1.1.1 to 1.2.0] ==<br />
<br />
[[File:RMMZ_120.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Graphics._createEffekseerContext function updated with setRestorationOfStatesFlag function<br />
** Window.prototype._refreshBack updated to use a value of 95 instead of 96 to avoid blurring edges<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
*** Scene_Item.prototype.createItemWindow<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
*** Sprite_Animation.prototype.onAfterRender removed contextChange function<br />
*** Sprite_Gauge.prototype.measureLabelWidth updated to take global widths of HP, MP, and TP for visual consistency<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #1: 1.1.0 to 1.1.1] ==<br />
<br />
[[File:RMMZ_111.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Bitmap.prototype.measureTextWidth now returns a rounded value<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
** Game_Interpreter.prototype.command119 aka Jump to Label now breaks upon finding a match instead of a return.<br />
*** This results in saving a frame count.<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
** Window_Base.prototype.drawFace now uses a rounded value for sx and sy<br />
** Window_MenuStatus.prototype.drawItemStatus now uses a rounded value for y<br />
** Window_ScrollText.prototype.startMessage checks if there is text first<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-0-update.129288/ Update #1: 1.0.0 to 1.1.0] ==<br />
<br />
[[File:RMMZ_110.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** StorageManager.saveToForage updated to arrow function<br />
** StorageManager.removeForage updated to arrow function<br />
** EffectManager.startLoading arguments added for onError<br />
** BattleManager.startAction now cancels the subject's motion refresh<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
** Game_Battler.prototype.cancelMotionRefresh function added<br />
** Game_Actor.prototype.makeAutoBattleActions updated from Number.MIN_VALUE to -Number.MAX_VALUE<br />
** Game_Map.prototype.screenTileX rounds to the nearest whole number<br />
** Game_Map.prototype.screenTileY rounds to the nearest whole number<br />
** Game_Player.prototype.centerX is now calculated using the $gameMap.screenTileX() function<br />
** Game_Player.prototype.centerY is now calculated using the $gameMap.screenTileY() function<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Animation.prototype.targetSpritePosition can now align to bottom<br />
** Sprite_Gauge.prototype.gaugeX is now calculated using measureLabelWidth function for generic gauges<br />
** Sprite_Gauge.prototype.measureLabelWidth function added<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
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== End of Page ==<br />
<br />
<html><script type="text/javascript" src="https://www.free-counters.org/count/dnyy"></script><br><br />
<a href='https://www.easybooking.eu/produkte/julia-hotelsoftware'>Hotelsoftware mit Channelmanager</a> <script type='text/javascript' src='https://www.whomania.com/ctr?id=cc28662c449788c1a0c958c86722e66b6ac782e9'></script></html><br />
<br />
|}</div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=RMMZ_Changelog&diff=15806RMMZ Changelog2024-01-17T09:02:32Z<p>Yanfly: </p>
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<div>{{TOCright}}<br />
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{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
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[[File:RMMZ_CoreScript_Update.png]]<br />
<br />
This is the changelog for the version differences in the base code for RPG Maker MZ across the versions.<br />
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== Update #13: 1.7.0 to 1.8.0 ==<br />
<br />
[[File:RMMZ_Update_180.png|228px]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** BattleManager.isActionForced function added extra conditions to make sure no win or lose conditions are fulfilled<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
** Scene_Boot.prototype.startNormalGame function exchanged a SceneManager.goto from Scene_Title to Scene_Splash<br />
** Scene_Splash added<br />
** Scene_Message.prototype.cancelMessageWait added<br />
*** Related to the new ability to fast forward the <nowiki>\|</nowiki> wait timer<br />
** Scene_Map.prototype.updateMainMultiply added cancelMessageWait() to its fastforward mode<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
** Window_EventItem.prototype.initialize added new flag for _canRepeat <br />
** Window_Message.prototype.cancelWait added<br />
*** Linked to the added Scene_Message.prototype.cancelMessageWait function<br />
<br />
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<br />
== Update #12: 1.6.1 to 1.7.0 ==<br />
<br />
[[File:RMMZ_Update_170.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Tilemap.prototype._createLayers function updated to use Tilemap.CombinedLayer() instead of Tilemap.Layer()<br />
** New Function: Tilemap.Layer.prototype.size<br />
** New Class: Tilemap.CombinedLayer<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** New Function: DataManager.isTitleSkip<br />
** BattleManager.forceAction updated to check to see if there's existing actions before forcing the battler to perform a forced action<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
** Scene_Boot.prototype.start updated to utilize the new Title Skip functionality<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
** Window_ScrollText.prototype.refresh updated to calculate the y position in reference to the scroll position of the window<br />
** Window_ScrollText.prototype.contentsHeight updated to check if allTextHeight variable is larger than 1 before returning a value<br />
** Window_ScrollText.prototype.updateMessage updated to utilize the new scrollY check<br />
<br />
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== Update #11: 1.6.0 to 1.6.1 ==<br />
<br />
The core scripts are identical to 1.6.0.<br />
<br />
Not even the version numbers are changed to v1.6.1.<br />
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== Update #10: 1.5.0 to 1.6.0 ==<br />
<br />
[[File:RMMZ_Update_160.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Graphics._updateErrorPrinter updated to show errors more relative to window scale<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
** Scene_Boot.prototype.adjustWindow updated to utilize new ScreenScale calculation<br />
** New function: Scene_Boot.prototype.screenScale<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
** Window_Base.prototype.convertEscapeCharacters updated to fully convert all \v[x] variables even when embedded.<br />
<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-5-0-patch-notes.148146/ Update #9: 1.4.4 to 1.5.0] ==<br />
<br />
[[File:RMMZ_Update_150.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** The following functions have _tileWidth and _tileHeight variables changed to tileWidth and tileHeight without the underscore _<br />
*** Tilemap.prototype.initialize <br />
*** Tilemap.prototype.updateTransform<br />
*** Tilemap.prototype._addAllSpots<br />
*** Tilemap.prototype._addSpot<br />
*** Tilemap.prototype._addNormalTile<br />
*** Tilemap.prototype._addAutotile<br />
*** Tilemap.prototype._addTableEdge<br />
*** Tilemap.prototype._addShadow<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** SceneManager.terminate now changed to detect if running a NodeJS client to close the app instead (just like what VisuMZ Core Engine does)<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
** Game_Map.prototype.tileWidth updated to grab the new $dataSystem.tileSize property<br />
** Game_Map.prototype.tileHeight now replicates Game_Map.prototype.tileWidth's result<br />
** Game_Map.prototype.bushDepth new function added<br />
** Game_CharacterBase.prototype.refreshBushDepth updated to utilize new bushDepth function<br />
** Game_Interpreter.prototype.command109 added<br />
*** Supposedly, this is for an Event Command that will be called "Skip" but I looked inside the RMMZ event editor and there's nothing there so it's probably not implemented yet.<br />
*** Oh, this is what it is for:<br />
*** [[File:RMMZ_Skip.png]]<br />
*** You highlight the code you want to "comment out", right click, and click Toggle Skip<br />
*** This is good for testing purposes and streamlining your events during testing so that you don't have to go through entire cutscenes to see if a switch was properly turned on at the end.<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
** Scene_Map.prototype.create updated to no longer check for a non-existent $dataMap or a changed $gameMap.mapId() (since it's results in the same thing anyway)<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Character.prototype.updateFrame no longer checks to see if the sprite's bitmap is loaded and ready<br />
*** Sprite_Enemy.prototype.initMembers updated the _battlerName variable to start with null instead of "" to avoid conflict<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-4-patch-notes.145233/ Update #8: 1.4.3 to 1.4.4] ==<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Character.prototype.updateFrame updated<br />
*** Now checks to see if the bitmap is loaded and ready before making changes to the tile frame, presumably to avoid updating into errors when there is either no bitmap or the bitmap is in the middle of transitioning into some other image.<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-3-patch-notes.144047 Update #7: 1.4.0 to 1.4.3] ==<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** BattleManager.updateTurnEnd updated to remove '''this.startInput()''' and replaced it with '''this._phase = "start"'''<br />
*** This might be potentially troublesome<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Spriteset_Map.prototype.updateParallax updated to scale better for mobile devices<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-0-update.142845/ Update #6: 1.3.3 to 1.4.0] ==<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Bitmap.prototype.measureTextWidth returns width value, no longer rounded upwards<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** SceneManager.updateEffekseer will now only update if the game is currently active, too<br />
** Function endAllBattlersTurn() is removed from BattleManager.endTurn and placed into BattleManager.updateTurnEnd<br />
** BattleManager.checkAbort now checks if all party members are escaped before aborting to prevent a game over<br />
** New Function added: BattleManager.processPartyEscape<br />
** BattleManager.endBattle now clears any reserved common events<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
** New function added: Game_Temp.prototype.clearCommonEventReservation<br />
** New function added: Game_Timer.prototype.frames<br />
** Game_Party.prototype.battleMembers function updated to use new functions:<br />
** New function added: Game_Party.prototype.hiddenBattleMembers<br />
** New function added: Game_Party.prototype.allBattleMembers<br />
** New function added: Game_Party.prototype.isEscaped<br />
** Game_Interpreter.prototype.command111 (Conditional Branch) updated to utilize the Game Timer frames function<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Animation.prototype.shouldWaitForPrevious function is now completely disabled<br />
** Sprite_Gauge.measureLabelWidth now rounds up the returned value<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-3-update.140440/ Update #5: 1.3.2 to 1.3.3] ==<br />
<br />
[[File:RMMZ_Update_133.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** New function added: Utils.extractFileName<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** Updated functions:<br />
*** ImageManager.isObjectCharacter<br />
*** ImageManager.isBigCharacter<br />
*** ImageManager.isZeroParallax<br />
*** PluginManager.setup<br />
**** To utilize the Utils.extractFileName for parsing extended filepaths<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
** Updated function:<br />
*** Scene_Item.prototype.createItemWindow<br />
**** Removed this._itemWindow.createContents()<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Updated functions:<br />
*** Sprite_Animation.prototype.initMembers<br />
**** Removed this._originalViewport = null<br />
*** Sprite_Animation.prototype._render<br />
**** Removed this.saveViewport(renderer)<br />
*** Sprite_Animation.prototype.resetViewport<br />
**** Updated code to renderer.gl.viewport(0, 0, renderer.view.width, renderer.view.height)<br />
*** Sprite_Gauge.prototype.bitmapHeight<br />
**** Changed value from 24 to 32<br />
*** Sprite_Gauge.prototype.drawLabel<br />
*** Sprite_Gauge.prototype.drawValue<br />
**** Changed a line to const height = this.textHeight() from const height = this.bitmapHeight()<br />
** Added function:<br />
*** Sprite_Gauge.prototype.textHeight<br />
**** With a value of 24<br />
** Removed function:<br />
*** Sprite_Animation.prototype.saveViewport<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-2-update.138130/ Update #4: 1.3.1 to 1.3.2] ==<br />
<br />
Changes will be included in the next update list.<br />
<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #3: 1.3.0 to 1.3.1] ==<br />
<br />
There aren't any changes made to the code base, but there are for the editor.<br />
<br />
The aforementioned bugs are now fixed and the lag is now gone. Hooray! Go wild, download, back up your game, and update!<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #2: 1.2.0 to 1.3.0] ==<br />
<br />
[[File:RMMZ_130.png]]<br />
<br />
[https://dl.degica.com/rpgmakerweb/trial-download/RPGMZ_Setup_EN.exe Download Standalone Update Here]<br />
<br />
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Graphics.resize function updated with app.renderer.resize line added<br />
** Tilemap.Renderer.prototype._createShader updated uSampler1 and uSampler2's values from 1 and 2 to 0 (both)<br />
** Window.prototype._refreshBack calculations for tiling sprite are now different (and will most likely be fixed compared to before)<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
<br />
* rmmz_objects<br />
** Version Number Update<br />
** Game_System.prototype.windowOpacity function added<br />
** Game_Character.prototype.processRouteEnd updated to set forced movement success to false<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Actor.prototype.setBattler updated so that when no battler is set, the battler name cache is cleared, too<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
** Window_Base.prototype.updateBackOpacity updated to now take in the new database entry<br />
** Window_ChoiceList.prototype.start updated to automatically scroll back to the top<br />
** Window_Message.prototype.updateMessage and Window_Message.prototype.shouldBreakHere updated to use the new function:<br />
** Window_Message.prototype.isWaiting new function added to determine waiting<br />
<br />
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #2: 1.1.1 to 1.2.0] ==<br />
<br />
[[File:RMMZ_120.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Graphics._createEffekseerContext function updated with setRestorationOfStatesFlag function<br />
** Window.prototype._refreshBack updated to use a value of 95 instead of 96 to avoid blurring edges<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
*** Scene_Item.prototype.createItemWindow<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
*** Sprite_Animation.prototype.onAfterRender removed contextChange function<br />
*** Sprite_Gauge.prototype.measureLabelWidth updated to take global widths of HP, MP, and TP for visual consistency<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #1: 1.1.0 to 1.1.1] ==<br />
<br />
[[File:RMMZ_111.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Bitmap.prototype.measureTextWidth now returns a rounded value<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
** Game_Interpreter.prototype.command119 aka Jump to Label now breaks upon finding a match instead of a return.<br />
*** This results in saving a frame count.<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
** Window_Base.prototype.drawFace now uses a rounded value for sx and sy<br />
** Window_MenuStatus.prototype.drawItemStatus now uses a rounded value for y<br />
** Window_ScrollText.prototype.startMessage checks if there is text first<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-0-update.129288/ Update #1: 1.0.0 to 1.1.0] ==<br />
<br />
[[File:RMMZ_110.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** StorageManager.saveToForage updated to arrow function<br />
** StorageManager.removeForage updated to arrow function<br />
** EffectManager.startLoading arguments added for onError<br />
** BattleManager.startAction now cancels the subject's motion refresh<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
** Game_Battler.prototype.cancelMotionRefresh function added<br />
** Game_Actor.prototype.makeAutoBattleActions updated from Number.MIN_VALUE to -Number.MAX_VALUE<br />
** Game_Map.prototype.screenTileX rounds to the nearest whole number<br />
** Game_Map.prototype.screenTileY rounds to the nearest whole number<br />
** Game_Player.prototype.centerX is now calculated using the $gameMap.screenTileX() function<br />
** Game_Player.prototype.centerY is now calculated using the $gameMap.screenTileY() function<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Animation.prototype.targetSpritePosition can now align to bottom<br />
** Sprite_Gauge.prototype.gaugeX is now calculated using measureLabelWidth function for generic gauges<br />
** Sprite_Gauge.prototype.measureLabelWidth function added<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
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== End of Page ==<br />
<br />
|}</div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestUpdates&diff=15805Template:MainPageLatestUpdates2024-01-17T09:01:16Z<p>Yanfly: </p>
<hr />
<div><noinclude>__NOTOC__ <!-- Make sure there are only seven entries visible at a given time, everything after archive --><br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
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{| style="width: 100%;" cellspacing="5" cellpadding="0"<br />
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{{NewsEntry<br />
|date = 2024 January 17<br />
|align = center<br />
|content = <br />
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.8.0!]]<br />
; by [[Yanfly]]<br />
: [[File:RMMZ_Update_180.png|228px|center|link=RMMZ Changelog]]<br />
: [[RMMZ Changelog|Read the base code changelog here]].<br />
: RPG Maker MZ has updated to version 1.8.0. Things look stable so far from what I can see (haven't checked TileD). You should be good to go to update your corescripts from 1.7.0 to 1.8.0.<br />
: [https://steamcommunity.com/app/1096900/eventcomments/7119694909426620627 View the Steam update page here!]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2024 January 6<br />
|align = center<br />
|content = <br />
; [http://www.akashics.moe/uncategorized/how-librarium-will-work-and-operate-in-2024-and-onwards/ Librarium's Operation in 2024 and onwards!!]<br />
; by [[Ækashics_Librarium]]<br />
: <html><center><a class="centered-img" href="http://www.akashics.moe/uncategorized/how-librarium-will-work-and-operate-in-2024-and-onwards/"><img src="https://i.gyazo.com/75017046a68b0842ac76094255f9c0ea.png" width="300px"></a></center></html><br />
: A consie explanation in how Librarium will be releasing new assets during 2024 and how its patreon will deliver this content!<br />
}}<br />
<br />
<br />
{{NewsEntry<br />
|date = 2024 January 2<br />
|align = center<br />
|content = <br />
; [[Inspiration Behind Custom Construct Volume 4]]<br />
; by [[Irina]]<br />
: [[File:CustomConstructVol4.jpg|300px|center|link=Inspiration Behind Custom Construct Volume 4]]<br />
: '''Custom Construct''' Volume 4 closes out the '''Custom Construct''' series, a series about creating your own custom systems for your game(s) in creative ways. '''QTE & Trigger System''' allow for more gameplay aspects to utilize, '''Event Signals''' adds new ways to proc event actions, and '''Dice Rolls & RNG Seeds''' allow your players and you to have control over the random nature of your games.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 December 15<br />
|align = center<br />
|content = <br />
; [[Event Popup Tips and Tricks]]<br />
; by [[Arisu]]<br />
: [[File:EventPopupTut_4.gif|300px|center|link=Event Popup Tips and Tricks]]<br />
: Since the version 1.55 update of [[Events and Movement Core VisuStella MZ|Events and Movement Core]], you can use the new Plugin Command called "Event Popup", which creates text above specific targets like the player character or an event, and move it. This feature is made by none other than yours truly, [[Arisu]]! There's many applications in which this can be used, but only if you change the way it's used. Let's take a look at them! This article will show you how to use popups to display Quick Messages, indicate Obtained Items, giving gifts to NPC's, and throwing items across the map.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 November 7<br />
|align = center<br />
|content = <br />
; [[Most Popular VisuStella MZ Plugins]]<br />
; by [[Yanfly]]<br />
: [[File:MostPopular.png|300px|link=Most Popular VisuStella MZ Plugins]]<br />
: Ever wondered which plugins are VisuStella MZ's most popular plugins?<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 October 30<br />
|align = center<br />
|content = <br />
; [[Inspiration Behind Merchant Manager Volume 4]]<br />
; by [[VisuStella MZ]]<br />
: [[File:MerchantManagerVol4.jpg|300px|center|link=Inspiration Behind Merchant Manager Volume 4]]<br />
: '''Merchant Manager Volume 4''' is the final volume of the '''Merchant Manager''' series and is focused around adding new features and aesthetics for your game's shop keepers.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 October 4<br />
|align = center<br />
|content = <br />
; [[Inspiration Behind Combat Crusaders Volume 2]]<br />
; by [[VisuStella MZ]]<br />
: [[File:CombatCrusadersVol2.jpg|300px|center|link=Inspiration Behind Combat Crusaders Volume 2]]<br />
: The '''Combat Crusaders''' Volume 2 plugins, like with volume 1, are centered around making combat more interactive! Only this time, we aim this interaction at using skills in conjunction with items! Item Throw Skills, Item Concoction Skills, and Item Amplify Skills all focus around having items interact with skills to produce new effects!<br />
}}<br />
<br />
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<noinclude>== Archived ==<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
|<br />
<!-- Insert archived stuff below here. ================================================================================================================================= --><br />
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<br />
{{NewsEntry<br />
|date = 2023 September 10<br />
|align = center<br />
|content = <br />
; [https://www.patreon.com/aekashics/membership Dragon Tier pledge over at patreon receives another upgrade!]<br />
; by [[Ækashics_Librarium]]<br />
: <html><center><a class="centered-img" href="https://www.patreon.com/aekashics/membership"><img src="https://i.gyazo.com/5d1978f6352dce34fb0f1ddf2c8867c9.png" width="300px"></a></center></html><br />
: Starting with [https://aekashics.itch.io/legendary-knight-michael Legendary Knight Michael's] release, Librarium Dragon Tier asset packs will now include Icon sets and weapon sheets directly related to the featured release! <br />
: This comes at no cost increase in the pledge increase, but resulting in much more versatile packs! Thanks for your support!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 September 2<br />
|align = center<br />
|content = <br />
; [[Inspiration Behind Dungeon Divers Volume 2]]<br />
; by [[VisuStella MZ]]<br />
: [[File:DungeonDiversVol2.jpg|300px|center|link=Inspiration Behind Dungeon Divers Volume 2]]<br />
: The '''Dungeon Divers Volume 2''' plugins, like with volume 1, are centered around dungeon diving. This time, we focus more on the more mechanical aspects alongside replayability. Replayability here means either subsequent playthroughs or even revisiting already completed content. Also, these focus on providing a different experience for each player, so that whether you're playing or watching someone else stream these games, the experience will be unique.<br />
}}<br />
<br />
<br />
<br />
{{NewsEntry<br />
|date = 2023 August 9<br />
|align = center<br />
|content = <br />
; [https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0 Librarium Full Release Master List now available!]<br />
; by [[Ækashics_Librarium]]<br />
: <html><center><a class="centered-img" href="https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0"><img src="https://i.gyazo.com/05e4eb432c37450ee26c170d5c250b37.png" width="300px"></a></center></html><br />
: The backlog master list of current era Librarium sets is now available!<br />
: You can browse it [https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0 here]!<br />
: Get every post-2021 release plus a continuous supply of high quality assets on a regular basis by joining Aekashics's [https://www.patreon.com/aekashics Librarium patreon community] or buy what you need individually on demand over at [https://aekashics.itch.io/ Aekashics's itch.io]!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 July 29<br />
|align = center<br />
|content = <br />
; [[Inspiration Behind Visual Novel Volume 4]]<br />
; by [[VisuStella MZ]]<br />
: [[File:VisualNovelVol4.jpg|300px|center|link=Visual Novel Volume 4]]<br />
: The fourth volume of the '''Visual Novel''' series focuses on adding voice acting to your games. These is via [[Voice Acting Control VisuStella MZ|Voice Acting Control]], [[Battle Voices VisuStella MZ|Battle Voices]], and [[Side Chatter VisuStella MZ|Side Chatter]] to add that extra audio layer of immersion.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 July 1<br />
|align = center<br />
|content = <br />
; [[Inspiration Behind Enchanted Explorers Volume 2]]<br />
; by [[VisuStella MZ]]<br />
: [[File:EnchantedExplorersVol2.jpg|300px|center|link=Inspiration Behind Enchanted Explorers Volume 2]]<br />
: We wanted to do more plugins that add life to the adventurer and allow developers to express creativity through their maps, events, and characters. This lead to the creation of the plugins made for the Enchanted Explorers volume 2. Sometimes, being able to convey intent through passive means, either through visuals or text, can do a lot to bring out the wonders of a game's world.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 June 26<br />
|align = center<br />
|content = <br />
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.7.0!]]<br />
; by [[Yanfly]]<br />
: [[File:rmmz_update_170.png|300px|center|link=RMMZ Changelog]]<br />
: [[RMMZ Changelog|Read the base code changelog here]].<br />
: RPG Maker MZ has updated to version 1.7.0. As far as I can tell, everything should be working (haven't checked TileD). Therefore, if you are using TileD and it's a major part of your project (which it will be if you are using it), I suggest not updating the corescripts of that project.<br />
: [https://steamcommunity.com/app/1096900 View the Steam update page here!]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 May 27<br />
|align = center<br />
|content = <br />
; [[Inspiration Behind Battle Technician Volume 4]]<br />
; by [[VisuStella MZ]]<br />
: [[File:BattleTechnicianVol4.jpg|300px|center|link=Inspiration Behind Battle Technician Volume 4]]<br />
: Yanfly talks about the inspiration behind each of the plugins made for this plugin series.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 May 22<br />
|align = center<br />
|content = <br />
; [[The Future of VisuStella MZ Plugins]]<br />
; by [[Irina]]<br />
: [[File:FutureOfVisuMZ.png|300px|center|link=The Future of VisuStella MZ Plugins]]<br />
: RPG Maker Unite has released a few weeks ago and many of you have questions and/or concerns about the future of VisuStella MZ. This article will answer some of those questions and concerns.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 May 16<br />
|align = center<br />
|content = <br />
; [[RPG Maker Unite First Impressions Review]]<br />
; by [[Irina]]<br />
: [[File:RpgMakerUniteReview.jpg|300px|center|link=RPG Maker Unite First Impressions Review]]<br />
: tl;dr RPG Maker Unite is not ready to be used as a tool. Treat it as an early-access release due to all the problems present.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 April 27<br />
|align = left<br />
|content = <br />
; [https://store.steampowered.com/app/1899060/Pocket_Mirror__GoldenerTraum/ Wishlist Pocket Mirror on Steam!]<br />
: <html><center><a class="centered-img" href="https://store.steampowered.com/app/1899060/Pocket_Mirror__GoldenerTraum/"><img src="https://cdn.akamai.steamstatic.com/steam/apps/1899060/header.jpg?t=1682644650" width="300px"></a></center></html><br />
: Delve into the enthralling world of Pocket Mirror ~ GoldenerTraum, the acclaimed RPG Maker gothic horror game that'll take you on a moving journey of self-discovery.<br />
; '''Coming May 18, 2023'''<br />
: Wishlist it on Steam today!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 March 17<br />
|align = center<br />
|content = <br />
; [[YEP Freebies vs VisuMZ Freebies]]<br />
: [[File:YEPvsVS-Freebies.png|300px|center|link=YEP Freebies vs VisuMZ Freebies]]<br />
: To answer why [[Yanfly Engine Plugins]] offers 40 freebies while [[VisuStella MZ]] ''only'' offers 10.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 March 9<br />
|align = center<br />
|content = <br />
; [[RPG Developer Bakin Editor Early Access Review]]<br />
; by [[Yanfly]] Score Change<br />
: [[File:RpgDevBakinCover.png|300px|center|link=RPG Developer Bakin Editor Early Access Review]]<br />
: Changed the initial score from 5.9/10 to 7.45/10 for me.<br />
: Reasons listed inside.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 December 9<br />
|align = center<br />
|content = <br />
; [https://store.steampowered.com/news/app/1096900/view/3628242853592210482?l=english RPG Maker MZ Updated to V1.6.1!]<br />
: [[File:RMMZ_Update_160.png|center|link=RMMZ Changelog]]<br />
: [[RMMZ Changelog|Read the base code changelog here]].<br />
: The problem with the version 1.6.0 update has now been fixed. The NodeJS version has been reverted to a previous version.<br />
: However, in the event that an infinite loading screen occurs, follow the instructions on the [https://store.steampowered.com/news/app/1096900/view/3628242853592210482?l=english Steam page].<br />
: Our recommended course of action is to wait until our next plugin batch update before seeing if updating to v1.6.1 is a wise move yet.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 December 7<br />
|align = center<br />
|content = <br />
; Do NOT Update to RMMZ 1.6.0 Yet!<br />
: [[File:Warning.jpg|300px|center]]<br />
: I repeat, do NOT Update to RMMZ 1.6.0 Yet!<br />
: At the moment, there's a lot of mentions where games simply don't load anymore until they reverted back to a previous version.<br />
: [https://forums.rpgmakerweb.com/index.php?threads/games-no-longer-load-as-of-just-now.153151/ Source 1] [https://steamcommunity.com/app/1096900/eventcomments/3719440592184958999/ Source 2] [https://store.steampowered.com/news/app/1096900/view/3628242785987748389 Source 3]<br />
: Update: Upon further inspection, these errors aren't plugin related either. Playtest doesn't work even in vanilla projects for some devices. Once again, don't update to version 1.6.0 until they have everything fixed and squared away.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 November 24<br />
|align = center<br />
|content = <br />
; [[Updates Changing to Monthly]]<br />
: [[File:VisuMZSupport.jpg|300px|center|link=Updates Changing to Monthly]]<br />
: We'll be changing our update schedule from weekly updates to monthly.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 October 18<br />
|align = center<br />
|content = <br />
; [[RPG Developer Bakin Editor Early Access Review]] by [[Yanfly]]<br />
: [[File:RpgDevBakinCover.png|300px|center|link=RPG Developer Bakin Editor Early Access Review]]<br />
: These are Yanfly's thoughts on the Early Access for [https://store.steampowered.com/app/1036640/RPG_Developer_Bakin/ RPG Developer Bakin], the new game engine on the block.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 June 2<br />
|align = center<br />
|content = <br />
; [http://www.akashics.moe/librarium-animated/hello-again-everyone/ Hello Again everyone!]<br />
: <html><center><a href="http://www.akashics.moe/librarium-animated/hello-again-everyone/"><img src="https://i0.wp.com/www.akashics.moe/wp-content/uploads/2022/07/36.gif?resize=276%2C173"></a></center></html><br />
: '''1590+ Character and Monster designs, 288 of them Animated, and counting''', Thanks for your support during a tough period! <br />
: Read about the road ahead for Librarium and get ready for www.akashics.moe to update regularly again!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 June 2<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-5-0-patch-notes.148146/ RPG Maker MZ Updated to V1.5.0!]<br />
: [[File:RMMZ_Update_150.png|center|link=RMMZ Changelog]]<br />
: [[RMMZ Changelog|Read the base code changelog here]].<br />
: From what we can tell at '''first glance''', it should be safe to update to 1.5.0 and not jeopardize plugin compatibility.<br />
: We have not fully tested out the capabilities of different tile sizes yet, so experiment with those at your own risk.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 April 30<br />
|align = center<br />
|content = <br />
; [https://www.youtube.com/watch?v=ByaJYokU8L0 Making a Game in RPG Maker: How to Get Started]<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=ByaJYokU8L0</youtube><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 April 14<br />
|align = center<br />
|content = <br />
<br />
<br />
; [[Battle System Differences VisuStella MZ]]<br />
: [[File:battlebegin.jpg|300px|center|link=Battle System Differences VisuStella MZ]]<br />
: This is an article for the battle system nerds (like me) and want to see the differences among them.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 March 13<br />
|content =<br />
; [https://cazwolf.itch.io/caz-pixel-1-20 Pixel Fantasy RPG Icons: Packs 1-20 can now be downloaded as one complete sheet!]<br />
: <html><center><a href="https://cazwolf.itch.io/caz-pixel-1-20"><img src="https://img.itch.zone/aW1nLzg0MDUxMTEucG5n/315x250%23c/ieFS1A.png"></a></center></html><br />
<br />
<br />
<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 February 25<br />
|content =<br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-4-patch-notes.145233/ RPG Maker MZ Updated to V1.4.4!]<br />
: [[File:RMMZ_Update_144.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]].<br />
: From what I can see, it should be safe to update without having plugins break.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 January 17<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-3-patch-notes.144047/ RPG Maker MZ Updated to V1.4.3!]<br />
: [[File:RMMZ_Update_143.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]].<br />
: One of the changes to the BattleManager may prove to be troublesome.<br />
: VisuStella MZ should be fine due to our code structure, but we will still be on the lookout for any plugin incompatibilities.<br />
: But from what I can see, there should be little to no compatibility issues from updating.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 December 9<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-0-update.142845/ RPG Maker MZ Updated to V1.4.0!]<br />
: [[File:RMMZ_Update_140.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]].<br />
: We will be on the lookout for any plugin incompatibilities.<br />
: But from what I can see, there should be little to no compatibility issues from updating.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 November 7<br />
|align = center<br />
|content = <br />
; [[An Argument Against Requiring IIFEs]]<br />
: [[File:Nah_IIFE.jpg|300px|center|link=An Argument Against Requiring IIFEs]]<br />
: An article explaining why I don't agree with the RPG Maker Community saying that IIFE's are '''required''' for plugins.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 September 30<br />
|align = center<br />
|content = <br />
; [[Why Extension Plugins Are Not Standalone]]<br />
: [[File:ExtStandalone_Extension.jpg|300px|center|link=Why Extension Plugins Are Not Standalone]]<br />
: Explanation of why we do Extension Plugins and not make them as Standalone Plugins.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 September 14<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-3-update.140440/ RPG Maker MZ Updated to V1.3.3!]<br />
: [[File:RMMZ_Update_133.png|300px|center]]<br />
: [[RMMZ Changelog|Read the base code changelog here]]. There are some major changes done to how gauge sprites operate.<br />
: These updates may cause some visual bugs for plugins in regards to gauge sprites.<br />
: Plugin compatibility updates will be coming this Friday on September 17, 2021.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 September 3<br />
|align = center<br />
|content = <br />
; [https://www.youtube.com/watch?v=AVK-P1uatwM Should You Make A Game With RPG Maker?]<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=AVK-P1uatwM</youtube><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 August 15<br />
|align = center<br />
|content = <br />
The free download for the Dragonbones library is now updated with the proper license terms.<br />
<br />
Please delete the old versions from your projects and use the new ones.<br />
<br />
Thank you!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 August 6<br />
|align = center<br />
|content = <br />
; [[Why Certain Plugins Wont Be Ported|Why Certain Plugins Won't Be Ported]]<br />
<br />
: [[File:VisuMZ_NoPort.png|center|link=Why Certain Plugins Wont Be Ported]]<br />
: An explanation on why certain plugins don't have plans of being ported over from MV to MZ.<br />
: Yes, I realize this thumbnail looks like a T-shirt.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 July 23<br />
|content =<br />
; [https://linktr.ee/rpg_maker_cola RPG Maker Cola Podcast Episode 19]<br />
<html><center><a href="https://linktr.ee/rpg_maker_cola"><img src="https://cdn.discordapp.com/attachments/836747838658576431/868052766566809670/unknown.png" width="300pix"></a></center></html><br />
: Guests featuring [[Archeia]], [[Caz Wolf]], and [[Yanfly]]!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 July 12<br />
|align = center<br />
|content = <br />
; <html><center><a href="https://cazwolf.itch.io/pixel-fantasy-tiles-mz"><br />
PIXEL FANTASY TILES - RMMZ RTP Update! <br />
<br><br />
Outside and Inside tiles available to download for free on itch.io!<br />
<br><br />
<img src="https://img.itch.zone/aW1hZ2UvOTc3OTAzLzY0OTk0NzAucG5n/original/iDRkcD.png" width="300"><br />
</a><br />
</html><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 June 22<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ RPG Maker MZ Updated to V1.3.1!]<br />
[[File:RMMZ_130.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]]. There aren't any changes made to the code base, but there are for the editor.<br />
: The aforementioned bugs are now fixed and the lag is now gone. Hooray! Go wild, download, '''back up your game''', and update!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 June 21<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ RPG Maker MZ Updated to V1.3.0!]<br />
[[File:RMMZ_130.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]]<br />
: '''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 May 28<br />
|align = center<br />
|content = <br />
; '''[https://itch.io/s/49127/dragbun-item-icons-bundle-1 50% Sale on Dragonbun Asset Packs!!!]'''<br />
<br />
: <html><iframe frameborder="0" src="https://itch.io/embed/957287?bg_color=1d2129&amp;fg_color=ffffff&amp;link_color=1ca852&amp;border_color=494d55" width="208" height="167"><a href="https://marimo.itch.io/dragonbun-icons2">DRAGONBUN ITEM ICONS - PACK 2 by Mimo, Caz</a></iframe><br />
<br><br />
<a href="https://marimo.itch.io/dragonbun-icons2">Dragonbun Pack 2 free update, now with 319 beautiful 250x250 HD item icons! Includes Iconset for 32x32 icons compatible with RPG Maker MV/MZ! Half price sale on now! <3</a></center></html><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 May 27<br />
|align = center<br />
|content = <br />
; '''[https://itch.io/s/49127/dragbun-item-icons-bundle-1 50% Sale on Dragonbun Asset Packs!!!]'''<br />
<br />
: <html><iframe frameborder="0" src="https://itch.io/embed/915430?bg_color=1d2129&amp;fg_color=ffffff&amp;link_color=13a7f2&amp;border_color=494d55" width="208" height="167"><a href="https://marimo.itch.io/dragonbun-icons1">DRAGONBUN ITEM ICONS - PACK 1 by Mimo, Caz</a></iframe><br />
<br><br />
<a href="https://marimo.itch.io/dragonbun-icons1">Dragonbun Pack 1 free update, now with 114 beautiful 250x250 HD item icons! Includes Iconset for 32x32 icons compatible with RPG Maker MV/MZ! Half price sale on now! <3</a></center></html><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 May 21<br />
|align = center<br />
|content = <br />
[[File:BunnyTeamBye.png|300px|center|link=A Change in Bunny Team]]<br />
<br />
[[A Change in Bunny Team]]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 May 19<br />
|content =<br />
; <html><center><a href='https://www.rpgmakerweb.com/blog/visustella-action-sequence-series-basic-skill-setup-target-all' target='_blank'><img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/609346986fa738a6e6f7484c_BlogBanner3.png' width='300'></a></center></html><br />
<br />
: [https://www.rpgmakerweb.com/blog/visustella-action-sequence-series-basic-skill-setup-target-all VisuStella MZ Action Sequence Series: Basic Skill Setup & Target All]<br />
<br />
: A series of blog entries focused on showing just what users of Visustella's Battle Core, among other plugins, can do using the Action Sequences functions.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 April 28<br />
|align = center<br />
|content = <br />
; <html><center><a href='https://www.rpgmakerweb.com/blog/build-your-community-through-your-game-with-visustella' target='_blank'><img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/606d31225d8bee4b49c1e094_BlogBanner2.png' width='300'></a></center></html><br />
<br />
: [https://www.rpgmakerweb.com/blog/build-your-community-through-your-game-with-visustella Build Your Community Through Your Game]<br />
<br />
: Give access to your community through your game's title screen.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 April 24<br />
|align = center<br />
|content = <br />
; [[File:VisuStellaMZ_Cost.png|300px|center|link=Why does VisuStella MZ cost more than RPG Maker MZ]]<br />
<br />
: [[Why does VisuStella MZ cost more than RPG Maker MZ]]?<br />
<br />
: I figured we'd touch base on this question since it's asked so often.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 April 14<br />
|align = center<br />
|content = <br />
; <html><center><a href='https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella' target='_blank'><img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/606d2abfaac2512ae5a96a57_BlogBanner1.png' width='300'></a></center></html><br />
<br />
: [https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella Play Test Common Event] with VisuStella<br />
<br />
: Ever get those times you wish it was easier to debug your game? What if there was a simpler way?<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 March 4<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-2-0-update.134067/ RPG Maker MZ Updated to V1.2.0!]<br />
[[File:RMMZ_120.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]]<br />
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 February 25<br />
|align = center<br />
|content = <br />
; [https://rpgtkool.hatenablog.com/entry/2021/02/25/135545 Official Notice: Support for Older RPG Makers Will End]<br />
<br />
: Explanation:<br />
: Starting March 31, 2021, support for the following RPG Maker titles will end:<br />
: * RPG Maker 2000<br />
: * RPG Maker XP<br />
: * RPG Maker VX<br />
: * RPG Maker VX Ace<br />
: The [https://tkool.jp/support/index.html Terms of Use] will be updated at a later date.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 January 25<br />
|align = center<br />
|content = <br />
; [[File:MechanicsInsideDamageFormulas_Example1_No.png|center|link=Stop Putting Mechanics in Damage Formulas]]<br />
<br />
; [[Stop Putting Mechanics in Damage Formulas]]<br />
: article written by [[Yanfly]]<br />
: <br />
: Explains the problems and side effects of putting game mechanics inside damage formulas.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 December 16<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ RPG Maker MZ Updated to V1.1.1!]<br />
: [[File:RMMZ_111.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]]<br />
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 November 11<br />
|align = center<br />
|content = <br />
; [https://itch.io/s/38865/1111-visustella-sale 11/11 VisuStella Sale]<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=X4GlUNKRTQs&feature=emb_title</youtube><br />
: 20% OFF!<br />
: Do you know that 11/11 is Singles' Day in Asia? Celebrate friendship with us, as we offer 20% off some of our favorite products this week! First up on show is the Stella Character Generator, down to only $15.99. :><br />
<br />
; [https://itch.io/s/38866/1111-visustella-sale 11/11 VisuStella Sale]<br />
: <html><center><a href='https://itch.io/s/38866/1111-visustella-sale'><img src='https://pbs.twimg.com/media/EmnIk-wXcAIN1Z4?format=png&name=small' width='300'></a></center></html><br />
: 20% OFF!<br />
: Here's another great 11/11 offer for you all - 20% off VisuStella's Modern City and School Horror pack! We really don't shout enough about how beautiful these pixel assets are...<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 October 12<br />
|align = center<br />
|content = <br />
; [https://visustellamz.itch.io/access-key-visustella-mz VisuStella MZ All Waves Bundle is now available!]<br />
: <html><iframe frameborder="0" src="https://itch.io/embed/733546" width="208" height="167"><a href="https://visustellamz.itch.io/access-key-visustella-mz">[Access Key] All Waves Collection VisuStella MZ by VisuStellaMZ</a></iframe></html><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 August 28<br />
|align = center<br />
|content = <br />
; [https://twitter.com/Visustella/status/1299453513001562123 VisuStella Twitter]<br />
<br />
: 私たちのライセンス形態についてですが、GPLではございません。ただいま利用規約の日本語訳を用意しておりますので、少々お待ちください。<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 August 23<br />
|align = center<br />
|content = <br />
; [[Official Statement from Yanfly Regarding Porting of Plugins]]<br />
<br />
: People outside of the VisuStella team are forbidden from porting over plugins from the Yanfly Engine Plugins library for RPG Maker MV to RPG Maker MZ. This is a direct violation of the [http://www.yanfly.moe/wiki/Category:Yanfly_Engine_Plugins#Terms_of_Use Terms of Service found here]. Read more in the article linked above.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 November 17<br />
|align = center<br />
|content = <br />
; [https://store.steampowered.com/app/1096900/RPG_Maker_MZ/ RPG Maker MZ is 20% Off!]<br />
: <html><center><a href='https://store.steampowered.com/app/1096900/RPG_Maker_MZ/'><img src='https://cdn.cloudflare.steamstatic.com/steam/apps/1096900/header.jpg?t=1605569976' width='300'></a></center></html><br />
: RPG Maker MZ is 20% off until December 1st!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 October 29<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-0-update.129288/ RPG Maker MZ Updated to V1.1.0!]<br />
: [[File:RMMZ_110.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]]<br />
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = Notice!<br />
|align = center<br />
|content = <br />
; [[Yanfly Engine Plugins]] Terms of Use Update<br />
: The following clause has been added to the Terms of Use<br />
: <pre>For context on what is considered "the scope of game projects", this means anything that is made with the intention of it being played by players for all sorts. If it is a "game template" made only for RPG Maker users to learn from, that does NOT qualify as a game project, and the plugins from the Yanfly Engine Plugins library cannot be redistributed as a result of that.</pre><br />
: If you have a game template project for redistribution that currently contains the Yanfly Engine Plugin library's contents, remove the Yanfly Engine Plugins from that game template project.<br />
<br />
; [[VisuStella MZ Terms of Use Article 4]]<br />
: The above in-depth explanation is now linked from the VisuStella MZ Terms of Use.<br />
<br />
For those wondering why these updates have been added, it's because some users are attempting to breach the redistribution clause by creating a loophole with "game templates" when their main intent is the redistribution of the plugins themselves.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 August 20<br />
|align = center<br />
|content = <br />
; [https://visustella.itch.io/visumz-sample VisuStella Sample Project]<br />
<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=qqnL1kUQ-vo</youtube><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 August 10<br />
|align = center<br />
|content = <br />
; [[How to Install Plugins (RPG Maker MZ)|How to Install Plugins]]<br />
<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=2Pj9zyiTQcQ</youtube><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 June 26<br />
|align = center<br />
|content = <br />
; [[MZ Plans for Plugins & Ports]]<br />
<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=qocdNMI9qHM</youtube><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 June 6<br />
|align = center<br />
|content = <br />
; Itch.io plugin pages down<br />
: Thanks for alerting us that some of the pages for the YEP plugins are down on itch.io.<br />
: We'll be looking into the matter. --><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 June 4<br />
|align = center<br />
|content = <br />
; Dragonbones Map Sprites Plugin + Animactors Vol I Bundle!<br />
: <html><center><a href='https://itch.io/b/517/dragonbones-battler-map-sprites'><img src='https://img.itch.zone/aW1nLzM1NjI3NjEuZ2lm/original/XFe51L.gif' width='300'></a></center></html><br />
: '''[https://itch.io/b/517/dragonbones-battler-map-sprites 20% off useful materials!]'''<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 May 6<br />
|align = center<br />
|content = <br />
; [[Stella Character Generator (Visustella)|Stella Character Generator]]<br />
<br />
<html><center><a href='http://www.yanfly.moe/wiki/Stella_Character_Generator_(Visustella)'><img src='https://img.itch.zone/aW1nLzI3MzI2ODkucG5n/original/Eb0sCx.png' width='300'></a></center></html><br />
<br />
: '''[[Stella Character Generator (Visustella)|Stella Character Generator]] has been released!'''<br />
<br />
<!-- [https://forms.gle/s6FpQ2evPRiPoWu69 Application Questionnaire] --><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 May 2<br />
|align = center<br />
|content = <br />
; Spring Sale<br />
<br />
: <html><center><a href='https://itch.io/s/28209/spring-sale'><img src='https://www.travelmarketingllc.com/wp-content/uploads/2020/01/Spring-Sale-3-Converted.jpg' width='300'></a></center></html><br />
: '''[https://itch.io/s/30110/spring-sale Arisu's Dollhouse Plugin Library is 10% off!]''' or $20 for ''Everything''!<br />
: '''[https://itch.io/s/28208/spring-sale Fallen Angel Olivia's Plugin Library is 20% off!]''' or $50 for ''Everything''!<br />
: '''[https://itch.io/s/28209/spring-sale Atelier Irina's Plugin Library is 20% off!]''' or $50 for ''Everything''!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 April 12<br />
|align = center<br />
|content = <br />
; Chocolate Egg Day Sale<br />
: <html><center><a href='https://itch.io/b/479/chocolate-egg-day-sale'><img src='https://img.itch.zone/aW1nLzMyMzYwMjAucG5n/original/%2BG62FR.png'></a></center></html><br />
: '''[https://itch.io/b/479/chocolate-egg-day-sale Get 51% off beautiful graphics!]'''<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 April 5<br />
|align = center<br />
|content = <br />
; RPG Maker New Horizons Bundle Sale<br />
: <html><center><a href='https://itch.io/b/476/rpg-maker-new-horizons'><img src='https://img.itch.zone/aW1nLzMxOTQ4NjEucG5n/original/oA3Oby.png' width='300'></a></center></html><br />
: '''[https://itch.io/b/476/rpg-maker-new-horizons Get 50% off a huge bundle of graphics and plugins!]'''<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 March 11<br />
|align = center<br />
|content = <br />
; Retro Nostalgia Bundle Sale<br />
<br />
: <html><center><a href='https://itch.io/s/28511/retro-nostalgia'><img src='https://img.itch.zone/aW1nLzI5MzA3NjIucG5n/180x143%23c/lQIia1.png' width='300'></a></center></html><br />
: '''[https://itch.io/s/28511/retro-nostalgia Oceans Dream 20% to 30% off!]'''<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 February 22<br />
|align = center<br />
|content = <br />
; Wiki - Dark Mode<br />
: The wiki theme is now dark mode.<br />
: This is purely experimental and we are unsure if we'll keep it.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Nov 20<br />
|align = center<br />
|content = <br />
; Black Friday 2019!<br />
<br />
: <html><center><a href='https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle'><img src='https://cdn.discordapp.com/attachments/513496301078315012/646727688064860190/VS_BlackFridaySale.png' width='300'></a></center></html><br />
: It's that time of the year again! Time to empower your game making potential with these royalty free assets and plugins for your project! You won't see massive discounts like this for a long, long time!<br />
<br />
: [https://itch.io/b/399/black-friday-2019-rpg-maker-assets-silver-bundle Silver Bundle]<br />
: <html><center><a href='https://itch.io/b/399/black-friday-2019-rpg-maker-assets-silver-bundle'><img src='https://img.itch.zone/aW1nLzI2OTU2NDYucG5n/original/Fk%2Bml5.png' width='300'></a></center></html><br />
: A bundle with content from Archeia, Arisu, Caz, Oceans Dream, Olivia!<br />
: '''Buy 5 items for $40 Regularly $66.96 Save 40%!'''<br />
<br />
: [https://itch.io/b/400/black-friday-2019-rpg-maker-assets-gold-bundle Gold Bundle]<br />
: <html><center><a href='https://itch.io/b/400/black-friday-2019-rpg-maker-assets-gold-bundle'><img src='https://img.itch.zone/aW1nLzI2OTU2NzgucG5n/original/xLlVzR.png' width='300'></a></center></html><br />
: A bundle with content from Aekashics, Archeia, Arisu, Caz, Irina, Oceans Dream, Olivia<br />
: '''Buy 10 items for $60 Regularly $143.91 Save 58%!'''<br />
<br />
: [https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle Diamond Bundle]<br />
: <html><center><a href='https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle'><img src='https://img.itch.zone/aW1nLzI2OTU2OTUucG5n/original/WkVJ9r.png' width='300'></a></center></html><br />
: A bundle with content from Aekashics, Archeia, Arisu, Caz, Irina, Oceans Dream, Olivia<br />
: '''Buy 15 items for $90 Regularly $252.86 Save 64%!'''<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Oct 31<br />
|align = center<br />
|content = <br />
; [https://www.patreon.com/posts/retirement-and-31197644 Yanfly's Retirement Announcement and plans for the future]<br />
<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=KmFp9DkzjPY</youtube><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Oct 28<br />
|align = center<br />
|content = <br />
<html><center><a href='https://www.patreon.com/posts/decisions-on-of-31080063'><img src='https://c10.patreonusercontent.com/3/eyJwIjoxfQ%3D%3D/patreon-media/p/post/31080063/f14ddf9141574a21946719bdccbc78a0/1.jpg?token-time=1573430400&token-hash=DRgVYPAWnPB4iUoBS9iAEE2ARkdsjAuHBZsMQBig7bs%3D' width='400'></a></center></html><br />
<br />
; [https://www.patreon.com/posts/decisions-on-of-31080063 Regarding why the links to YEP Library Plugins are down, please click here to read.]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Oct 26<br />
|align = center<br />
|content = <br />
; [[Beware of Shady Plugin Seller/Thief]]<br />
<br />
: [[File:NoIsabella.png|400px|center|link=Beware of Shady Plugin Seller/Thief]]<br />
: Avoid a "plugin dev" named Isabella Ava (aka master2015hp) who is highly suspected to be a code thief.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Oct 9<br />
|align = center<br />
|content = <br />
; Humble Bundle Sale - RPG Maker Returns<br />
<br />
: <html><center><a href='https://www.humblebundle.com/software/rpg-maker-returns-software'><img src='https://hb.imgix.net/04434620143b6b48347c2956790e9dc169199f8a.png?auto=compress,format&h=630&w=1200&s=04242c72b8964487fd32b8c19c4f642b' width='300'></a></center></html><br />
<br />
: Degica returns to Humble with a bundle of software, music packs, tilesets, and resource packs you can use you bring your game idea to life! Boot up RPG Maker MV or Visual Novel Maker + Live2D and let your imagination run wild.<br />
: [https://www.humblebundle.com/software/rpg-maker-returns-software Check it out here!]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Oct 8<br />
|align = center<br />
|content = <br />
: [[A Stranger's Tips: The Game Designer's Manifesto]] article added to the Wiki<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Oct 1<br />
|align = center<br />
|content = <br />
: <html><center><a href='https://itch.io/s/20448/fall-sale'><img src='https://dappered.com/wp-content/uploads/2018/11/nordstrom-fall-sale-2018-header.jpg' width='320'></a></center></html><br />
<br />
: [https://itch.io/s/20448/fall-sale Fallen Angel Olivia's End of Summer Plugin Sale] is up! 10% off every item!<br />
: [https://itch.io/s/20447/fall-sale Atelier Irina's End of Summer Plugin Sale] is up! 10% off every item!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Aug 29<br />
|align = center<br />
|content = <br />
; [[Luna Engine MV (Visustella)|Luna Engine MV]] Full Release by [[Visustella]]<br />
<br />
: <html><center><a href='https://archeia.itch.io/luna-engine-mv'><img src='https://img.itch.zone/aW1nLzIxNjQ5MTkuZ2lm/original/IGNDo7.gif' width='320'></a></center></html><br />
<br />
: [[Luna Engine MV (Visustella)|View it here]].<br />
: [https://archeia.itch.io/luna-engine-mv Purchase it here].<br />
: This plugin is a part of the [[Visustella]] library.<br />
<br />
; [https://itch.io/b/349/battle-enhancers-plugin-bundle Battle Enhancers Plugin Bundle]<br />
<br />
<br />
<br />
: [[File:201908Bundle.png|360px]]<br />
<br />
[https://itch.io/b/349/battle-enhancers-plugin-bundle Buy 6 items for $49.99 Regularly $66.94 Save 25%!]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 July 26<br />
|align = center<br />
|content = <br />
; [https://itch.io/s/17576/pixel-fantasy-rpg-icons-discount-bundle Pixel Fantasy RPG Icons Bundle]<br />
<br />
: [[File:20190726Bundle.png|360px]]<br />
<br />
: [https://itch.io/s/17576/pixel-fantasy-rpg-icons-discount-bundle Buy everything for $59.99! Regularly $77.95 Save 23%!]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Aug 1<br />
|align = center<br />
|content = <br />
; [https://archeia.itch.io/luna-engine-mv Luna Engine MV (Early Access)]<br />
<br />
: <html><center><a href='https://archeia.itch.io/luna-engine-mv'><img src='https://img.itch.zone/aW1nLzIxMTk5ODYucG5n/original/32PInR.png' width='360px'></a></center></html><br />
<br />
[[Luna Engine MV (Visustella)|Learn more about Luna Engine MV!]]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 July 15<br />
|align = center<br />
|content = <br />
; [[Story Writing Basics]] article added.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 July 10<br />
|align = center<br />
|content = <br />
; [[Yanfly.moe has changed from WordPress to MediaWiki!]]<br />
<br />
: Hey, all!<br />
: Yanfly.moe is now changing away from WordPress to MediaWiki!<br />
: There's a number of reasons behind this change.<br />
: [[Yanfly.moe has changed from WordPress to MediaWiki!|Click here to read more.]]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 July 1.2<br />
|align = center<br />
|content = <br />
; [https://itch.io/s/17735/june-sale Fallen Angel Olivia Summer Sale]<br />
<br />
: [[File:OctoPackBattlerBundleSale.png|360px]]<br />
<br />
: [[Fallen Angel Olivia]] is having a plugin sale for her [[OctoPack Battler (Olivia)|OctoPack Battler]] plugin bundle as well as her other plugins.<br />
<br />
: [https://fallenangelolivia.itch.io/ Check them out here!]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 July 1.1<br />
|align = center<br />
|content = <br />
; [https://itch.io/s/17736/june-sale Atelier Irina Summer Sale]<br />
<br />
: [[File:AtelierIrinaSummerSale.png|360px]]<br />
<br />
: [[Atelier Irina]] is having a plugin sale for her plugin collection.<br />
<br />
: [https://atelieririna.itch.io/ Check them out here!]<br />
}}<br />
[[Category:Display templates|MainPageLatestUpdates]]<br />
</noinclude><br />
<noinclude>|}</noinclude></div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestUpdates&diff=15804Template:MainPageLatestUpdates2024-01-17T09:00:55Z<p>Yanfly: </p>
<hr />
<div><noinclude>__NOTOC__ <!-- Make sure there are only seven entries visible at a given time, everything after archive --><br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
|<br />
</noinclude><br />
{| style="width: 100%;" cellspacing="5" cellpadding="0"<br />
<br />
{{NewsEntry<br />
|date = 2024 January 17<br />
|align = center<br />
|content = <br />
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.8.0!]]<br />
; by [[Yanfly]]<br />
: [[File:rmmz_update_170.png|300px|center|link=RMMZ Changelog]]<br />
: [[RMMZ Changelog|Read the base code changelog here]].<br />
: RPG Maker MZ has updated to version 1.8.0. Things look stable so far from what I can see (haven't checked TileD). You should be good to go to update your corescripts from 1.7.0 to 1.8.0.<br />
: [https://steamcommunity.com/app/1096900/eventcomments/7119694909426620627 View the Steam update page here!]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2024 January 6<br />
|align = center<br />
|content = <br />
; [http://www.akashics.moe/uncategorized/how-librarium-will-work-and-operate-in-2024-and-onwards/ Librarium's Operation in 2024 and onwards!!]<br />
; by [[Ækashics_Librarium]]<br />
: <html><center><a class="centered-img" href="http://www.akashics.moe/uncategorized/how-librarium-will-work-and-operate-in-2024-and-onwards/"><img src="https://i.gyazo.com/75017046a68b0842ac76094255f9c0ea.png" width="300px"></a></center></html><br />
: A consie explanation in how Librarium will be releasing new assets during 2024 and how its patreon will deliver this content!<br />
}}<br />
<br />
<br />
{{NewsEntry<br />
|date = 2024 January 2<br />
|align = center<br />
|content = <br />
; [[Inspiration Behind Custom Construct Volume 4]]<br />
; by [[Irina]]<br />
: [[File:CustomConstructVol4.jpg|300px|center|link=Inspiration Behind Custom Construct Volume 4]]<br />
: '''Custom Construct''' Volume 4 closes out the '''Custom Construct''' series, a series about creating your own custom systems for your game(s) in creative ways. '''QTE & Trigger System''' allow for more gameplay aspects to utilize, '''Event Signals''' adds new ways to proc event actions, and '''Dice Rolls & RNG Seeds''' allow your players and you to have control over the random nature of your games.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 December 15<br />
|align = center<br />
|content = <br />
; [[Event Popup Tips and Tricks]]<br />
; by [[Arisu]]<br />
: [[File:EventPopupTut_4.gif|300px|center|link=Event Popup Tips and Tricks]]<br />
: Since the version 1.55 update of [[Events and Movement Core VisuStella MZ|Events and Movement Core]], you can use the new Plugin Command called "Event Popup", which creates text above specific targets like the player character or an event, and move it. This feature is made by none other than yours truly, [[Arisu]]! There's many applications in which this can be used, but only if you change the way it's used. Let's take a look at them! This article will show you how to use popups to display Quick Messages, indicate Obtained Items, giving gifts to NPC's, and throwing items across the map.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 November 7<br />
|align = center<br />
|content = <br />
; [[Most Popular VisuStella MZ Plugins]]<br />
; by [[Yanfly]]<br />
: [[File:MostPopular.png|300px|link=Most Popular VisuStella MZ Plugins]]<br />
: Ever wondered which plugins are VisuStella MZ's most popular plugins?<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 October 30<br />
|align = center<br />
|content = <br />
; [[Inspiration Behind Merchant Manager Volume 4]]<br />
; by [[VisuStella MZ]]<br />
: [[File:MerchantManagerVol4.jpg|300px|center|link=Inspiration Behind Merchant Manager Volume 4]]<br />
: '''Merchant Manager Volume 4''' is the final volume of the '''Merchant Manager''' series and is focused around adding new features and aesthetics for your game's shop keepers.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 October 4<br />
|align = center<br />
|content = <br />
; [[Inspiration Behind Combat Crusaders Volume 2]]<br />
; by [[VisuStella MZ]]<br />
: [[File:CombatCrusadersVol2.jpg|300px|center|link=Inspiration Behind Combat Crusaders Volume 2]]<br />
: The '''Combat Crusaders''' Volume 2 plugins, like with volume 1, are centered around making combat more interactive! Only this time, we aim this interaction at using skills in conjunction with items! Item Throw Skills, Item Concoction Skills, and Item Amplify Skills all focus around having items interact with skills to produce new effects!<br />
}}<br />
<br />
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<noinclude>== Archived ==<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
|<br />
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<br />
{{NewsEntry<br />
|date = 2023 September 10<br />
|align = center<br />
|content = <br />
; [https://www.patreon.com/aekashics/membership Dragon Tier pledge over at patreon receives another upgrade!]<br />
; by [[Ækashics_Librarium]]<br />
: <html><center><a class="centered-img" href="https://www.patreon.com/aekashics/membership"><img src="https://i.gyazo.com/5d1978f6352dce34fb0f1ddf2c8867c9.png" width="300px"></a></center></html><br />
: Starting with [https://aekashics.itch.io/legendary-knight-michael Legendary Knight Michael's] release, Librarium Dragon Tier asset packs will now include Icon sets and weapon sheets directly related to the featured release! <br />
: This comes at no cost increase in the pledge increase, but resulting in much more versatile packs! Thanks for your support!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 September 2<br />
|align = center<br />
|content = <br />
; [[Inspiration Behind Dungeon Divers Volume 2]]<br />
; by [[VisuStella MZ]]<br />
: [[File:DungeonDiversVol2.jpg|300px|center|link=Inspiration Behind Dungeon Divers Volume 2]]<br />
: The '''Dungeon Divers Volume 2''' plugins, like with volume 1, are centered around dungeon diving. This time, we focus more on the more mechanical aspects alongside replayability. Replayability here means either subsequent playthroughs or even revisiting already completed content. Also, these focus on providing a different experience for each player, so that whether you're playing or watching someone else stream these games, the experience will be unique.<br />
}}<br />
<br />
<br />
<br />
{{NewsEntry<br />
|date = 2023 August 9<br />
|align = center<br />
|content = <br />
; [https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0 Librarium Full Release Master List now available!]<br />
; by [[Ækashics_Librarium]]<br />
: <html><center><a class="centered-img" href="https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0"><img src="https://i.gyazo.com/05e4eb432c37450ee26c170d5c250b37.png" width="300px"></a></center></html><br />
: The backlog master list of current era Librarium sets is now available!<br />
: You can browse it [https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0 here]!<br />
: Get every post-2021 release plus a continuous supply of high quality assets on a regular basis by joining Aekashics's [https://www.patreon.com/aekashics Librarium patreon community] or buy what you need individually on demand over at [https://aekashics.itch.io/ Aekashics's itch.io]!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 July 29<br />
|align = center<br />
|content = <br />
; [[Inspiration Behind Visual Novel Volume 4]]<br />
; by [[VisuStella MZ]]<br />
: [[File:VisualNovelVol4.jpg|300px|center|link=Visual Novel Volume 4]]<br />
: The fourth volume of the '''Visual Novel''' series focuses on adding voice acting to your games. These is via [[Voice Acting Control VisuStella MZ|Voice Acting Control]], [[Battle Voices VisuStella MZ|Battle Voices]], and [[Side Chatter VisuStella MZ|Side Chatter]] to add that extra audio layer of immersion.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 July 1<br />
|align = center<br />
|content = <br />
; [[Inspiration Behind Enchanted Explorers Volume 2]]<br />
; by [[VisuStella MZ]]<br />
: [[File:EnchantedExplorersVol2.jpg|300px|center|link=Inspiration Behind Enchanted Explorers Volume 2]]<br />
: We wanted to do more plugins that add life to the adventurer and allow developers to express creativity through their maps, events, and characters. This lead to the creation of the plugins made for the Enchanted Explorers volume 2. Sometimes, being able to convey intent through passive means, either through visuals or text, can do a lot to bring out the wonders of a game's world.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 June 26<br />
|align = center<br />
|content = <br />
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.7.0!]]<br />
; by [[Yanfly]]<br />
: [[File:rmmz_update_170.png|300px|center|link=RMMZ Changelog]]<br />
: [[RMMZ Changelog|Read the base code changelog here]].<br />
: RPG Maker MZ has updated to version 1.7.0. As far as I can tell, everything should be working (haven't checked TileD). Therefore, if you are using TileD and it's a major part of your project (which it will be if you are using it), I suggest not updating the corescripts of that project.<br />
: [https://steamcommunity.com/app/1096900 View the Steam update page here!]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 May 27<br />
|align = center<br />
|content = <br />
; [[Inspiration Behind Battle Technician Volume 4]]<br />
; by [[VisuStella MZ]]<br />
: [[File:BattleTechnicianVol4.jpg|300px|center|link=Inspiration Behind Battle Technician Volume 4]]<br />
: Yanfly talks about the inspiration behind each of the plugins made for this plugin series.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 May 22<br />
|align = center<br />
|content = <br />
; [[The Future of VisuStella MZ Plugins]]<br />
; by [[Irina]]<br />
: [[File:FutureOfVisuMZ.png|300px|center|link=The Future of VisuStella MZ Plugins]]<br />
: RPG Maker Unite has released a few weeks ago and many of you have questions and/or concerns about the future of VisuStella MZ. This article will answer some of those questions and concerns.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 May 16<br />
|align = center<br />
|content = <br />
; [[RPG Maker Unite First Impressions Review]]<br />
; by [[Irina]]<br />
: [[File:RpgMakerUniteReview.jpg|300px|center|link=RPG Maker Unite First Impressions Review]]<br />
: tl;dr RPG Maker Unite is not ready to be used as a tool. Treat it as an early-access release due to all the problems present.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 April 27<br />
|align = left<br />
|content = <br />
; [https://store.steampowered.com/app/1899060/Pocket_Mirror__GoldenerTraum/ Wishlist Pocket Mirror on Steam!]<br />
: <html><center><a class="centered-img" href="https://store.steampowered.com/app/1899060/Pocket_Mirror__GoldenerTraum/"><img src="https://cdn.akamai.steamstatic.com/steam/apps/1899060/header.jpg?t=1682644650" width="300px"></a></center></html><br />
: Delve into the enthralling world of Pocket Mirror ~ GoldenerTraum, the acclaimed RPG Maker gothic horror game that'll take you on a moving journey of self-discovery.<br />
; '''Coming May 18, 2023'''<br />
: Wishlist it on Steam today!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 March 17<br />
|align = center<br />
|content = <br />
; [[YEP Freebies vs VisuMZ Freebies]]<br />
: [[File:YEPvsVS-Freebies.png|300px|center|link=YEP Freebies vs VisuMZ Freebies]]<br />
: To answer why [[Yanfly Engine Plugins]] offers 40 freebies while [[VisuStella MZ]] ''only'' offers 10.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2023 March 9<br />
|align = center<br />
|content = <br />
; [[RPG Developer Bakin Editor Early Access Review]]<br />
; by [[Yanfly]] Score Change<br />
: [[File:RpgDevBakinCover.png|300px|center|link=RPG Developer Bakin Editor Early Access Review]]<br />
: Changed the initial score from 5.9/10 to 7.45/10 for me.<br />
: Reasons listed inside.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 December 9<br />
|align = center<br />
|content = <br />
; [https://store.steampowered.com/news/app/1096900/view/3628242853592210482?l=english RPG Maker MZ Updated to V1.6.1!]<br />
: [[File:RMMZ_Update_160.png|center|link=RMMZ Changelog]]<br />
: [[RMMZ Changelog|Read the base code changelog here]].<br />
: The problem with the version 1.6.0 update has now been fixed. The NodeJS version has been reverted to a previous version.<br />
: However, in the event that an infinite loading screen occurs, follow the instructions on the [https://store.steampowered.com/news/app/1096900/view/3628242853592210482?l=english Steam page].<br />
: Our recommended course of action is to wait until our next plugin batch update before seeing if updating to v1.6.1 is a wise move yet.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 December 7<br />
|align = center<br />
|content = <br />
; Do NOT Update to RMMZ 1.6.0 Yet!<br />
: [[File:Warning.jpg|300px|center]]<br />
: I repeat, do NOT Update to RMMZ 1.6.0 Yet!<br />
: At the moment, there's a lot of mentions where games simply don't load anymore until they reverted back to a previous version.<br />
: [https://forums.rpgmakerweb.com/index.php?threads/games-no-longer-load-as-of-just-now.153151/ Source 1] [https://steamcommunity.com/app/1096900/eventcomments/3719440592184958999/ Source 2] [https://store.steampowered.com/news/app/1096900/view/3628242785987748389 Source 3]<br />
: Update: Upon further inspection, these errors aren't plugin related either. Playtest doesn't work even in vanilla projects for some devices. Once again, don't update to version 1.6.0 until they have everything fixed and squared away.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 November 24<br />
|align = center<br />
|content = <br />
; [[Updates Changing to Monthly]]<br />
: [[File:VisuMZSupport.jpg|300px|center|link=Updates Changing to Monthly]]<br />
: We'll be changing our update schedule from weekly updates to monthly.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 October 18<br />
|align = center<br />
|content = <br />
; [[RPG Developer Bakin Editor Early Access Review]] by [[Yanfly]]<br />
: [[File:RpgDevBakinCover.png|300px|center|link=RPG Developer Bakin Editor Early Access Review]]<br />
: These are Yanfly's thoughts on the Early Access for [https://store.steampowered.com/app/1036640/RPG_Developer_Bakin/ RPG Developer Bakin], the new game engine on the block.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 June 2<br />
|align = center<br />
|content = <br />
; [http://www.akashics.moe/librarium-animated/hello-again-everyone/ Hello Again everyone!]<br />
: <html><center><a href="http://www.akashics.moe/librarium-animated/hello-again-everyone/"><img src="https://i0.wp.com/www.akashics.moe/wp-content/uploads/2022/07/36.gif?resize=276%2C173"></a></center></html><br />
: '''1590+ Character and Monster designs, 288 of them Animated, and counting''', Thanks for your support during a tough period! <br />
: Read about the road ahead for Librarium and get ready for www.akashics.moe to update regularly again!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 June 2<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-5-0-patch-notes.148146/ RPG Maker MZ Updated to V1.5.0!]<br />
: [[File:RMMZ_Update_150.png|center|link=RMMZ Changelog]]<br />
: [[RMMZ Changelog|Read the base code changelog here]].<br />
: From what we can tell at '''first glance''', it should be safe to update to 1.5.0 and not jeopardize plugin compatibility.<br />
: We have not fully tested out the capabilities of different tile sizes yet, so experiment with those at your own risk.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 April 30<br />
|align = center<br />
|content = <br />
; [https://www.youtube.com/watch?v=ByaJYokU8L0 Making a Game in RPG Maker: How to Get Started]<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=ByaJYokU8L0</youtube><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 April 14<br />
|align = center<br />
|content = <br />
<br />
<br />
; [[Battle System Differences VisuStella MZ]]<br />
: [[File:battlebegin.jpg|300px|center|link=Battle System Differences VisuStella MZ]]<br />
: This is an article for the battle system nerds (like me) and want to see the differences among them.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 March 13<br />
|content =<br />
; [https://cazwolf.itch.io/caz-pixel-1-20 Pixel Fantasy RPG Icons: Packs 1-20 can now be downloaded as one complete sheet!]<br />
: <html><center><a href="https://cazwolf.itch.io/caz-pixel-1-20"><img src="https://img.itch.zone/aW1nLzg0MDUxMTEucG5n/315x250%23c/ieFS1A.png"></a></center></html><br />
<br />
<br />
<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 February 25<br />
|content =<br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-4-patch-notes.145233/ RPG Maker MZ Updated to V1.4.4!]<br />
: [[File:RMMZ_Update_144.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]].<br />
: From what I can see, it should be safe to update without having plugins break.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2022 January 17<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-3-patch-notes.144047/ RPG Maker MZ Updated to V1.4.3!]<br />
: [[File:RMMZ_Update_143.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]].<br />
: One of the changes to the BattleManager may prove to be troublesome.<br />
: VisuStella MZ should be fine due to our code structure, but we will still be on the lookout for any plugin incompatibilities.<br />
: But from what I can see, there should be little to no compatibility issues from updating.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 December 9<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-0-update.142845/ RPG Maker MZ Updated to V1.4.0!]<br />
: [[File:RMMZ_Update_140.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]].<br />
: We will be on the lookout for any plugin incompatibilities.<br />
: But from what I can see, there should be little to no compatibility issues from updating.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 November 7<br />
|align = center<br />
|content = <br />
; [[An Argument Against Requiring IIFEs]]<br />
: [[File:Nah_IIFE.jpg|300px|center|link=An Argument Against Requiring IIFEs]]<br />
: An article explaining why I don't agree with the RPG Maker Community saying that IIFE's are '''required''' for plugins.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 September 30<br />
|align = center<br />
|content = <br />
; [[Why Extension Plugins Are Not Standalone]]<br />
: [[File:ExtStandalone_Extension.jpg|300px|center|link=Why Extension Plugins Are Not Standalone]]<br />
: Explanation of why we do Extension Plugins and not make them as Standalone Plugins.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 September 14<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-3-update.140440/ RPG Maker MZ Updated to V1.3.3!]<br />
: [[File:RMMZ_Update_133.png|300px|center]]<br />
: [[RMMZ Changelog|Read the base code changelog here]]. There are some major changes done to how gauge sprites operate.<br />
: These updates may cause some visual bugs for plugins in regards to gauge sprites.<br />
: Plugin compatibility updates will be coming this Friday on September 17, 2021.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 September 3<br />
|align = center<br />
|content = <br />
; [https://www.youtube.com/watch?v=AVK-P1uatwM Should You Make A Game With RPG Maker?]<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=AVK-P1uatwM</youtube><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 August 15<br />
|align = center<br />
|content = <br />
The free download for the Dragonbones library is now updated with the proper license terms.<br />
<br />
Please delete the old versions from your projects and use the new ones.<br />
<br />
Thank you!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 August 6<br />
|align = center<br />
|content = <br />
; [[Why Certain Plugins Wont Be Ported|Why Certain Plugins Won't Be Ported]]<br />
<br />
: [[File:VisuMZ_NoPort.png|center|link=Why Certain Plugins Wont Be Ported]]<br />
: An explanation on why certain plugins don't have plans of being ported over from MV to MZ.<br />
: Yes, I realize this thumbnail looks like a T-shirt.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 July 23<br />
|content =<br />
; [https://linktr.ee/rpg_maker_cola RPG Maker Cola Podcast Episode 19]<br />
<html><center><a href="https://linktr.ee/rpg_maker_cola"><img src="https://cdn.discordapp.com/attachments/836747838658576431/868052766566809670/unknown.png" width="300pix"></a></center></html><br />
: Guests featuring [[Archeia]], [[Caz Wolf]], and [[Yanfly]]!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 July 12<br />
|align = center<br />
|content = <br />
; <html><center><a href="https://cazwolf.itch.io/pixel-fantasy-tiles-mz"><br />
PIXEL FANTASY TILES - RMMZ RTP Update! <br />
<br><br />
Outside and Inside tiles available to download for free on itch.io!<br />
<br><br />
<img src="https://img.itch.zone/aW1hZ2UvOTc3OTAzLzY0OTk0NzAucG5n/original/iDRkcD.png" width="300"><br />
</a><br />
</html><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 June 22<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ RPG Maker MZ Updated to V1.3.1!]<br />
[[File:RMMZ_130.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]]. There aren't any changes made to the code base, but there are for the editor.<br />
: The aforementioned bugs are now fixed and the lag is now gone. Hooray! Go wild, download, '''back up your game''', and update!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 June 21<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ RPG Maker MZ Updated to V1.3.0!]<br />
[[File:RMMZ_130.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]]<br />
: '''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 May 28<br />
|align = center<br />
|content = <br />
; '''[https://itch.io/s/49127/dragbun-item-icons-bundle-1 50% Sale on Dragonbun Asset Packs!!!]'''<br />
<br />
: <html><iframe frameborder="0" src="https://itch.io/embed/957287?bg_color=1d2129&amp;fg_color=ffffff&amp;link_color=1ca852&amp;border_color=494d55" width="208" height="167"><a href="https://marimo.itch.io/dragonbun-icons2">DRAGONBUN ITEM ICONS - PACK 2 by Mimo, Caz</a></iframe><br />
<br><br />
<a href="https://marimo.itch.io/dragonbun-icons2">Dragonbun Pack 2 free update, now with 319 beautiful 250x250 HD item icons! Includes Iconset for 32x32 icons compatible with RPG Maker MV/MZ! Half price sale on now! <3</a></center></html><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 May 27<br />
|align = center<br />
|content = <br />
; '''[https://itch.io/s/49127/dragbun-item-icons-bundle-1 50% Sale on Dragonbun Asset Packs!!!]'''<br />
<br />
: <html><iframe frameborder="0" src="https://itch.io/embed/915430?bg_color=1d2129&amp;fg_color=ffffff&amp;link_color=13a7f2&amp;border_color=494d55" width="208" height="167"><a href="https://marimo.itch.io/dragonbun-icons1">DRAGONBUN ITEM ICONS - PACK 1 by Mimo, Caz</a></iframe><br />
<br><br />
<a href="https://marimo.itch.io/dragonbun-icons1">Dragonbun Pack 1 free update, now with 114 beautiful 250x250 HD item icons! Includes Iconset for 32x32 icons compatible with RPG Maker MV/MZ! Half price sale on now! <3</a></center></html><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 May 21<br />
|align = center<br />
|content = <br />
[[File:BunnyTeamBye.png|300px|center|link=A Change in Bunny Team]]<br />
<br />
[[A Change in Bunny Team]]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 May 19<br />
|content =<br />
; <html><center><a href='https://www.rpgmakerweb.com/blog/visustella-action-sequence-series-basic-skill-setup-target-all' target='_blank'><img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/609346986fa738a6e6f7484c_BlogBanner3.png' width='300'></a></center></html><br />
<br />
: [https://www.rpgmakerweb.com/blog/visustella-action-sequence-series-basic-skill-setup-target-all VisuStella MZ Action Sequence Series: Basic Skill Setup & Target All]<br />
<br />
: A series of blog entries focused on showing just what users of Visustella's Battle Core, among other plugins, can do using the Action Sequences functions.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 April 28<br />
|align = center<br />
|content = <br />
; <html><center><a href='https://www.rpgmakerweb.com/blog/build-your-community-through-your-game-with-visustella' target='_blank'><img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/606d31225d8bee4b49c1e094_BlogBanner2.png' width='300'></a></center></html><br />
<br />
: [https://www.rpgmakerweb.com/blog/build-your-community-through-your-game-with-visustella Build Your Community Through Your Game]<br />
<br />
: Give access to your community through your game's title screen.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 April 24<br />
|align = center<br />
|content = <br />
; [[File:VisuStellaMZ_Cost.png|300px|center|link=Why does VisuStella MZ cost more than RPG Maker MZ]]<br />
<br />
: [[Why does VisuStella MZ cost more than RPG Maker MZ]]?<br />
<br />
: I figured we'd touch base on this question since it's asked so often.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 April 14<br />
|align = center<br />
|content = <br />
; <html><center><a href='https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella' target='_blank'><img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/606d2abfaac2512ae5a96a57_BlogBanner1.png' width='300'></a></center></html><br />
<br />
: [https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella Play Test Common Event] with VisuStella<br />
<br />
: Ever get those times you wish it was easier to debug your game? What if there was a simpler way?<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 March 4<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-2-0-update.134067/ RPG Maker MZ Updated to V1.2.0!]<br />
[[File:RMMZ_120.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]]<br />
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 February 25<br />
|align = center<br />
|content = <br />
; [https://rpgtkool.hatenablog.com/entry/2021/02/25/135545 Official Notice: Support for Older RPG Makers Will End]<br />
<br />
: Explanation:<br />
: Starting March 31, 2021, support for the following RPG Maker titles will end:<br />
: * RPG Maker 2000<br />
: * RPG Maker XP<br />
: * RPG Maker VX<br />
: * RPG Maker VX Ace<br />
: The [https://tkool.jp/support/index.html Terms of Use] will be updated at a later date.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2021 January 25<br />
|align = center<br />
|content = <br />
; [[File:MechanicsInsideDamageFormulas_Example1_No.png|center|link=Stop Putting Mechanics in Damage Formulas]]<br />
<br />
; [[Stop Putting Mechanics in Damage Formulas]]<br />
: article written by [[Yanfly]]<br />
: <br />
: Explains the problems and side effects of putting game mechanics inside damage formulas.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 December 16<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ RPG Maker MZ Updated to V1.1.1!]<br />
: [[File:RMMZ_111.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]]<br />
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 November 11<br />
|align = center<br />
|content = <br />
; [https://itch.io/s/38865/1111-visustella-sale 11/11 VisuStella Sale]<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=X4GlUNKRTQs&feature=emb_title</youtube><br />
: 20% OFF!<br />
: Do you know that 11/11 is Singles' Day in Asia? Celebrate friendship with us, as we offer 20% off some of our favorite products this week! First up on show is the Stella Character Generator, down to only $15.99. :><br />
<br />
; [https://itch.io/s/38866/1111-visustella-sale 11/11 VisuStella Sale]<br />
: <html><center><a href='https://itch.io/s/38866/1111-visustella-sale'><img src='https://pbs.twimg.com/media/EmnIk-wXcAIN1Z4?format=png&name=small' width='300'></a></center></html><br />
: 20% OFF!<br />
: Here's another great 11/11 offer for you all - 20% off VisuStella's Modern City and School Horror pack! We really don't shout enough about how beautiful these pixel assets are...<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 October 12<br />
|align = center<br />
|content = <br />
; [https://visustellamz.itch.io/access-key-visustella-mz VisuStella MZ All Waves Bundle is now available!]<br />
: <html><iframe frameborder="0" src="https://itch.io/embed/733546" width="208" height="167"><a href="https://visustellamz.itch.io/access-key-visustella-mz">[Access Key] All Waves Collection VisuStella MZ by VisuStellaMZ</a></iframe></html><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 August 28<br />
|align = center<br />
|content = <br />
; [https://twitter.com/Visustella/status/1299453513001562123 VisuStella Twitter]<br />
<br />
: 私たちのライセンス形態についてですが、GPLではございません。ただいま利用規約の日本語訳を用意しておりますので、少々お待ちください。<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 August 23<br />
|align = center<br />
|content = <br />
; [[Official Statement from Yanfly Regarding Porting of Plugins]]<br />
<br />
: People outside of the VisuStella team are forbidden from porting over plugins from the Yanfly Engine Plugins library for RPG Maker MV to RPG Maker MZ. This is a direct violation of the [http://www.yanfly.moe/wiki/Category:Yanfly_Engine_Plugins#Terms_of_Use Terms of Service found here]. Read more in the article linked above.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 November 17<br />
|align = center<br />
|content = <br />
; [https://store.steampowered.com/app/1096900/RPG_Maker_MZ/ RPG Maker MZ is 20% Off!]<br />
: <html><center><a href='https://store.steampowered.com/app/1096900/RPG_Maker_MZ/'><img src='https://cdn.cloudflare.steamstatic.com/steam/apps/1096900/header.jpg?t=1605569976' width='300'></a></center></html><br />
: RPG Maker MZ is 20% off until December 1st!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 October 29<br />
|align = center<br />
|content = <br />
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-0-update.129288/ RPG Maker MZ Updated to V1.1.0!]<br />
: [[File:RMMZ_110.png]]<br />
: [[RMMZ Changelog|Read the base code changelog here]]<br />
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = Notice!<br />
|align = center<br />
|content = <br />
; [[Yanfly Engine Plugins]] Terms of Use Update<br />
: The following clause has been added to the Terms of Use<br />
: <pre>For context on what is considered "the scope of game projects", this means anything that is made with the intention of it being played by players for all sorts. If it is a "game template" made only for RPG Maker users to learn from, that does NOT qualify as a game project, and the plugins from the Yanfly Engine Plugins library cannot be redistributed as a result of that.</pre><br />
: If you have a game template project for redistribution that currently contains the Yanfly Engine Plugin library's contents, remove the Yanfly Engine Plugins from that game template project.<br />
<br />
; [[VisuStella MZ Terms of Use Article 4]]<br />
: The above in-depth explanation is now linked from the VisuStella MZ Terms of Use.<br />
<br />
For those wondering why these updates have been added, it's because some users are attempting to breach the redistribution clause by creating a loophole with "game templates" when their main intent is the redistribution of the plugins themselves.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 August 20<br />
|align = center<br />
|content = <br />
; [https://visustella.itch.io/visumz-sample VisuStella Sample Project]<br />
<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=qqnL1kUQ-vo</youtube><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 August 10<br />
|align = center<br />
|content = <br />
; [[How to Install Plugins (RPG Maker MZ)|How to Install Plugins]]<br />
<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=2Pj9zyiTQcQ</youtube><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 June 26<br />
|align = center<br />
|content = <br />
; [[MZ Plans for Plugins & Ports]]<br />
<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=qocdNMI9qHM</youtube><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 June 6<br />
|align = center<br />
|content = <br />
; Itch.io plugin pages down<br />
: Thanks for alerting us that some of the pages for the YEP plugins are down on itch.io.<br />
: We'll be looking into the matter. --><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 June 4<br />
|align = center<br />
|content = <br />
; Dragonbones Map Sprites Plugin + Animactors Vol I Bundle!<br />
: <html><center><a href='https://itch.io/b/517/dragonbones-battler-map-sprites'><img src='https://img.itch.zone/aW1nLzM1NjI3NjEuZ2lm/original/XFe51L.gif' width='300'></a></center></html><br />
: '''[https://itch.io/b/517/dragonbones-battler-map-sprites 20% off useful materials!]'''<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 May 6<br />
|align = center<br />
|content = <br />
; [[Stella Character Generator (Visustella)|Stella Character Generator]]<br />
<br />
<html><center><a href='http://www.yanfly.moe/wiki/Stella_Character_Generator_(Visustella)'><img src='https://img.itch.zone/aW1nLzI3MzI2ODkucG5n/original/Eb0sCx.png' width='300'></a></center></html><br />
<br />
: '''[[Stella Character Generator (Visustella)|Stella Character Generator]] has been released!'''<br />
<br />
<!-- [https://forms.gle/s6FpQ2evPRiPoWu69 Application Questionnaire] --><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 May 2<br />
|align = center<br />
|content = <br />
; Spring Sale<br />
<br />
: <html><center><a href='https://itch.io/s/28209/spring-sale'><img src='https://www.travelmarketingllc.com/wp-content/uploads/2020/01/Spring-Sale-3-Converted.jpg' width='300'></a></center></html><br />
: '''[https://itch.io/s/30110/spring-sale Arisu's Dollhouse Plugin Library is 10% off!]''' or $20 for ''Everything''!<br />
: '''[https://itch.io/s/28208/spring-sale Fallen Angel Olivia's Plugin Library is 20% off!]''' or $50 for ''Everything''!<br />
: '''[https://itch.io/s/28209/spring-sale Atelier Irina's Plugin Library is 20% off!]''' or $50 for ''Everything''!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 April 12<br />
|align = center<br />
|content = <br />
; Chocolate Egg Day Sale<br />
: <html><center><a href='https://itch.io/b/479/chocolate-egg-day-sale'><img src='https://img.itch.zone/aW1nLzMyMzYwMjAucG5n/original/%2BG62FR.png'></a></center></html><br />
: '''[https://itch.io/b/479/chocolate-egg-day-sale Get 51% off beautiful graphics!]'''<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 April 5<br />
|align = center<br />
|content = <br />
; RPG Maker New Horizons Bundle Sale<br />
: <html><center><a href='https://itch.io/b/476/rpg-maker-new-horizons'><img src='https://img.itch.zone/aW1nLzMxOTQ4NjEucG5n/original/oA3Oby.png' width='300'></a></center></html><br />
: '''[https://itch.io/b/476/rpg-maker-new-horizons Get 50% off a huge bundle of graphics and plugins!]'''<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 March 11<br />
|align = center<br />
|content = <br />
; Retro Nostalgia Bundle Sale<br />
<br />
: <html><center><a href='https://itch.io/s/28511/retro-nostalgia'><img src='https://img.itch.zone/aW1nLzI5MzA3NjIucG5n/180x143%23c/lQIia1.png' width='300'></a></center></html><br />
: '''[https://itch.io/s/28511/retro-nostalgia Oceans Dream 20% to 30% off!]'''<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2020 February 22<br />
|align = center<br />
|content = <br />
; Wiki - Dark Mode<br />
: The wiki theme is now dark mode.<br />
: This is purely experimental and we are unsure if we'll keep it.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Nov 20<br />
|align = center<br />
|content = <br />
; Black Friday 2019!<br />
<br />
: <html><center><a href='https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle'><img src='https://cdn.discordapp.com/attachments/513496301078315012/646727688064860190/VS_BlackFridaySale.png' width='300'></a></center></html><br />
: It's that time of the year again! Time to empower your game making potential with these royalty free assets and plugins for your project! You won't see massive discounts like this for a long, long time!<br />
<br />
: [https://itch.io/b/399/black-friday-2019-rpg-maker-assets-silver-bundle Silver Bundle]<br />
: <html><center><a href='https://itch.io/b/399/black-friday-2019-rpg-maker-assets-silver-bundle'><img src='https://img.itch.zone/aW1nLzI2OTU2NDYucG5n/original/Fk%2Bml5.png' width='300'></a></center></html><br />
: A bundle with content from Archeia, Arisu, Caz, Oceans Dream, Olivia!<br />
: '''Buy 5 items for $40 Regularly $66.96 Save 40%!'''<br />
<br />
: [https://itch.io/b/400/black-friday-2019-rpg-maker-assets-gold-bundle Gold Bundle]<br />
: <html><center><a href='https://itch.io/b/400/black-friday-2019-rpg-maker-assets-gold-bundle'><img src='https://img.itch.zone/aW1nLzI2OTU2NzgucG5n/original/xLlVzR.png' width='300'></a></center></html><br />
: A bundle with content from Aekashics, Archeia, Arisu, Caz, Irina, Oceans Dream, Olivia<br />
: '''Buy 10 items for $60 Regularly $143.91 Save 58%!'''<br />
<br />
: [https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle Diamond Bundle]<br />
: <html><center><a href='https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle'><img src='https://img.itch.zone/aW1nLzI2OTU2OTUucG5n/original/WkVJ9r.png' width='300'></a></center></html><br />
: A bundle with content from Aekashics, Archeia, Arisu, Caz, Irina, Oceans Dream, Olivia<br />
: '''Buy 15 items for $90 Regularly $252.86 Save 64%!'''<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Oct 31<br />
|align = center<br />
|content = <br />
; [https://www.patreon.com/posts/retirement-and-31197644 Yanfly's Retirement Announcement and plans for the future]<br />
<br />
: <youtube width="320" height="180">https://www.youtube.com/watch?v=KmFp9DkzjPY</youtube><br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Oct 28<br />
|align = center<br />
|content = <br />
<html><center><a href='https://www.patreon.com/posts/decisions-on-of-31080063'><img src='https://c10.patreonusercontent.com/3/eyJwIjoxfQ%3D%3D/patreon-media/p/post/31080063/f14ddf9141574a21946719bdccbc78a0/1.jpg?token-time=1573430400&token-hash=DRgVYPAWnPB4iUoBS9iAEE2ARkdsjAuHBZsMQBig7bs%3D' width='400'></a></center></html><br />
<br />
; [https://www.patreon.com/posts/decisions-on-of-31080063 Regarding why the links to YEP Library Plugins are down, please click here to read.]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Oct 26<br />
|align = center<br />
|content = <br />
; [[Beware of Shady Plugin Seller/Thief]]<br />
<br />
: [[File:NoIsabella.png|400px|center|link=Beware of Shady Plugin Seller/Thief]]<br />
: Avoid a "plugin dev" named Isabella Ava (aka master2015hp) who is highly suspected to be a code thief.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Oct 9<br />
|align = center<br />
|content = <br />
; Humble Bundle Sale - RPG Maker Returns<br />
<br />
: <html><center><a href='https://www.humblebundle.com/software/rpg-maker-returns-software'><img src='https://hb.imgix.net/04434620143b6b48347c2956790e9dc169199f8a.png?auto=compress,format&h=630&w=1200&s=04242c72b8964487fd32b8c19c4f642b' width='300'></a></center></html><br />
<br />
: Degica returns to Humble with a bundle of software, music packs, tilesets, and resource packs you can use you bring your game idea to life! Boot up RPG Maker MV or Visual Novel Maker + Live2D and let your imagination run wild.<br />
: [https://www.humblebundle.com/software/rpg-maker-returns-software Check it out here!]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Oct 8<br />
|align = center<br />
|content = <br />
: [[A Stranger's Tips: The Game Designer's Manifesto]] article added to the Wiki<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Oct 1<br />
|align = center<br />
|content = <br />
: <html><center><a href='https://itch.io/s/20448/fall-sale'><img src='https://dappered.com/wp-content/uploads/2018/11/nordstrom-fall-sale-2018-header.jpg' width='320'></a></center></html><br />
<br />
: [https://itch.io/s/20448/fall-sale Fallen Angel Olivia's End of Summer Plugin Sale] is up! 10% off every item!<br />
: [https://itch.io/s/20447/fall-sale Atelier Irina's End of Summer Plugin Sale] is up! 10% off every item!<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Aug 29<br />
|align = center<br />
|content = <br />
; [[Luna Engine MV (Visustella)|Luna Engine MV]] Full Release by [[Visustella]]<br />
<br />
: <html><center><a href='https://archeia.itch.io/luna-engine-mv'><img src='https://img.itch.zone/aW1nLzIxNjQ5MTkuZ2lm/original/IGNDo7.gif' width='320'></a></center></html><br />
<br />
: [[Luna Engine MV (Visustella)|View it here]].<br />
: [https://archeia.itch.io/luna-engine-mv Purchase it here].<br />
: This plugin is a part of the [[Visustella]] library.<br />
<br />
; [https://itch.io/b/349/battle-enhancers-plugin-bundle Battle Enhancers Plugin Bundle]<br />
<br />
<br />
<br />
: [[File:201908Bundle.png|360px]]<br />
<br />
[https://itch.io/b/349/battle-enhancers-plugin-bundle Buy 6 items for $49.99 Regularly $66.94 Save 25%!]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 July 26<br />
|align = center<br />
|content = <br />
; [https://itch.io/s/17576/pixel-fantasy-rpg-icons-discount-bundle Pixel Fantasy RPG Icons Bundle]<br />
<br />
: [[File:20190726Bundle.png|360px]]<br />
<br />
: [https://itch.io/s/17576/pixel-fantasy-rpg-icons-discount-bundle Buy everything for $59.99! Regularly $77.95 Save 23%!]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 Aug 1<br />
|align = center<br />
|content = <br />
; [https://archeia.itch.io/luna-engine-mv Luna Engine MV (Early Access)]<br />
<br />
: <html><center><a href='https://archeia.itch.io/luna-engine-mv'><img src='https://img.itch.zone/aW1nLzIxMTk5ODYucG5n/original/32PInR.png' width='360px'></a></center></html><br />
<br />
[[Luna Engine MV (Visustella)|Learn more about Luna Engine MV!]]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 July 15<br />
|align = center<br />
|content = <br />
; [[Story Writing Basics]] article added.<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 July 10<br />
|align = center<br />
|content = <br />
; [[Yanfly.moe has changed from WordPress to MediaWiki!]]<br />
<br />
: Hey, all!<br />
: Yanfly.moe is now changing away from WordPress to MediaWiki!<br />
: There's a number of reasons behind this change.<br />
: [[Yanfly.moe has changed from WordPress to MediaWiki!|Click here to read more.]]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 July 1.2<br />
|align = center<br />
|content = <br />
; [https://itch.io/s/17735/june-sale Fallen Angel Olivia Summer Sale]<br />
<br />
: [[File:OctoPackBattlerBundleSale.png|360px]]<br />
<br />
: [[Fallen Angel Olivia]] is having a plugin sale for her [[OctoPack Battler (Olivia)|OctoPack Battler]] plugin bundle as well as her other plugins.<br />
<br />
: [https://fallenangelolivia.itch.io/ Check them out here!]<br />
}}<br />
<br />
{{NewsEntry<br />
|date = 2019 July 1.1<br />
|align = center<br />
|content = <br />
; [https://itch.io/s/17736/june-sale Atelier Irina Summer Sale]<br />
<br />
: [[File:AtelierIrinaSummerSale.png|360px]]<br />
<br />
: [[Atelier Irina]] is having a plugin sale for her plugin collection.<br />
<br />
: [https://atelieririna.itch.io/ Check them out here!]<br />
}}<br />
[[Category:Display templates|MainPageLatestUpdates]]<br />
</noinclude><br />
<noinclude>|}</noinclude></div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=RMMZ_Changelog&diff=15803RMMZ Changelog2024-01-17T08:56:15Z<p>Yanfly: /* 1.7.0 to 1.8.0 */</p>
<hr />
<div>{{TOCright}}<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
[[File:RMMZ_CoreScript_Update.png]]<br />
<br />
This is the changelog for the version differences in the base code for RPG Maker MZ across the versions.<br />
<br />
<!-- =========================================================================================================================================================== --><br />
<!-- =========================================================================================================================================================== --><br />
<!-- =========================================================================================================================================================== --><br />
<!-- =========================================================================================================================================================== --><br />
<!-- =========================================================================================================================================================== --><br />
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<br />
== 1.7.0 to 1.8.0 ==<br />
<br />
[[File:RMMZ_Update_180.png|228px]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** BattleManager.isActionForced function added extra conditions to make sure no win or lose conditions are fulfilled<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
** Scene_Boot.prototype.startNormalGame function exchanged a SceneManager.goto from Scene_Title to Scene_Splash<br />
** Scene_Splash added<br />
** Scene_Message.prototype.cancelMessageWait added<br />
*** Related to the new ability to fast forward the <nowiki>\|</nowiki> wait timer<br />
** Scene_Map.prototype.updateMainMultiply added cancelMessageWait() to its fastforward mode<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
** Window_EventItem.prototype.initialize added new flag for _canRepeat <br />
** Window_Message.prototype.cancelWait added<br />
*** Linked to the added Scene_Message.prototype.cancelMessageWait function<br />
<br />
<br />
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<br />
== 1.6.1 to 1.7.0 ==<br />
<br />
[[File:RMMZ_Update_170.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Tilemap.prototype._createLayers function updated to use Tilemap.CombinedLayer() instead of Tilemap.Layer()<br />
** New Function: Tilemap.Layer.prototype.size<br />
** New Class: Tilemap.CombinedLayer<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** New Function: DataManager.isTitleSkip<br />
** BattleManager.forceAction updated to check to see if there's existing actions before forcing the battler to perform a forced action<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
** Scene_Boot.prototype.start updated to utilize the new Title Skip functionality<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
** Window_ScrollText.prototype.refresh updated to calculate the y position in reference to the scroll position of the window<br />
** Window_ScrollText.prototype.contentsHeight updated to check if allTextHeight variable is larger than 1 before returning a value<br />
** Window_ScrollText.prototype.updateMessage updated to utilize the new scrollY check<br />
<br />
<br />
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<br />
== 1.6.0 to 1.6.1 ==<br />
<br />
The core scripts are identical to 1.6.0.<br />
<br />
Not even the version numbers are changed to v1.6.1.<br />
<br />
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<br />
== 1.5.0 to 1.6.0 ==<br />
<br />
[[File:RMMZ_Update_160.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Graphics._updateErrorPrinter updated to show errors more relative to window scale<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
** Scene_Boot.prototype.adjustWindow updated to utilize new ScreenScale calculation<br />
** New function: Scene_Boot.prototype.screenScale<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
** Window_Base.prototype.convertEscapeCharacters updated to fully convert all \v[x] variables even when embedded.<br />
<br />
<br />
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<br />
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-5-0-patch-notes.148146/ Update #9: 1.4.4 to 1.5.0] ==<br />
<br />
[[File:RMMZ_Update_150.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** The following functions have _tileWidth and _tileHeight variables changed to tileWidth and tileHeight without the underscore _<br />
*** Tilemap.prototype.initialize <br />
*** Tilemap.prototype.updateTransform<br />
*** Tilemap.prototype._addAllSpots<br />
*** Tilemap.prototype._addSpot<br />
*** Tilemap.prototype._addNormalTile<br />
*** Tilemap.prototype._addAutotile<br />
*** Tilemap.prototype._addTableEdge<br />
*** Tilemap.prototype._addShadow<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** SceneManager.terminate now changed to detect if running a NodeJS client to close the app instead (just like what VisuMZ Core Engine does)<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
** Game_Map.prototype.tileWidth updated to grab the new $dataSystem.tileSize property<br />
** Game_Map.prototype.tileHeight now replicates Game_Map.prototype.tileWidth's result<br />
** Game_Map.prototype.bushDepth new function added<br />
** Game_CharacterBase.prototype.refreshBushDepth updated to utilize new bushDepth function<br />
** Game_Interpreter.prototype.command109 added<br />
*** Supposedly, this is for an Event Command that will be called "Skip" but I looked inside the RMMZ event editor and there's nothing there so it's probably not implemented yet.<br />
*** Oh, this is what it is for:<br />
*** [[File:RMMZ_Skip.png]]<br />
*** You highlight the code you want to "comment out", right click, and click Toggle Skip<br />
*** This is good for testing purposes and streamlining your events during testing so that you don't have to go through entire cutscenes to see if a switch was properly turned on at the end.<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
** Scene_Map.prototype.create updated to no longer check for a non-existent $dataMap or a changed $gameMap.mapId() (since it's results in the same thing anyway)<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Character.prototype.updateFrame no longer checks to see if the sprite's bitmap is loaded and ready<br />
*** Sprite_Enemy.prototype.initMembers updated the _battlerName variable to start with null instead of "" to avoid conflict<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
<br />
<br />
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<br />
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-4-patch-notes.145233/ Update #8: 1.4.3 to 1.4.4] ==<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Character.prototype.updateFrame updated<br />
*** Now checks to see if the bitmap is loaded and ready before making changes to the tile frame, presumably to avoid updating into errors when there is either no bitmap or the bitmap is in the middle of transitioning into some other image.<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
<br />
<br />
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<br />
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-3-patch-notes.144047 Update #7: 1.4.0 to 1.4.3] ==<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** BattleManager.updateTurnEnd updated to remove '''this.startInput()''' and replaced it with '''this._phase = "start"'''<br />
*** This might be potentially troublesome<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Spriteset_Map.prototype.updateParallax updated to scale better for mobile devices<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
<br />
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<br />
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-0-update.142845/ Update #6: 1.3.3 to 1.4.0] ==<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Bitmap.prototype.measureTextWidth returns width value, no longer rounded upwards<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** SceneManager.updateEffekseer will now only update if the game is currently active, too<br />
** Function endAllBattlersTurn() is removed from BattleManager.endTurn and placed into BattleManager.updateTurnEnd<br />
** BattleManager.checkAbort now checks if all party members are escaped before aborting to prevent a game over<br />
** New Function added: BattleManager.processPartyEscape<br />
** BattleManager.endBattle now clears any reserved common events<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
** New function added: Game_Temp.prototype.clearCommonEventReservation<br />
** New function added: Game_Timer.prototype.frames<br />
** Game_Party.prototype.battleMembers function updated to use new functions:<br />
** New function added: Game_Party.prototype.hiddenBattleMembers<br />
** New function added: Game_Party.prototype.allBattleMembers<br />
** New function added: Game_Party.prototype.isEscaped<br />
** Game_Interpreter.prototype.command111 (Conditional Branch) updated to utilize the Game Timer frames function<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Animation.prototype.shouldWaitForPrevious function is now completely disabled<br />
** Sprite_Gauge.measureLabelWidth now rounds up the returned value<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
<br />
<br />
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<br />
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-3-update.140440/ Update #5: 1.3.2 to 1.3.3] ==<br />
<br />
[[File:RMMZ_Update_133.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** New function added: Utils.extractFileName<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** Updated functions:<br />
*** ImageManager.isObjectCharacter<br />
*** ImageManager.isBigCharacter<br />
*** ImageManager.isZeroParallax<br />
*** PluginManager.setup<br />
**** To utilize the Utils.extractFileName for parsing extended filepaths<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
** Updated function:<br />
*** Scene_Item.prototype.createItemWindow<br />
**** Removed this._itemWindow.createContents()<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Updated functions:<br />
*** Sprite_Animation.prototype.initMembers<br />
**** Removed this._originalViewport = null<br />
*** Sprite_Animation.prototype._render<br />
**** Removed this.saveViewport(renderer)<br />
*** Sprite_Animation.prototype.resetViewport<br />
**** Updated code to renderer.gl.viewport(0, 0, renderer.view.width, renderer.view.height)<br />
*** Sprite_Gauge.prototype.bitmapHeight<br />
**** Changed value from 24 to 32<br />
*** Sprite_Gauge.prototype.drawLabel<br />
*** Sprite_Gauge.prototype.drawValue<br />
**** Changed a line to const height = this.textHeight() from const height = this.bitmapHeight()<br />
** Added function:<br />
*** Sprite_Gauge.prototype.textHeight<br />
**** With a value of 24<br />
** Removed function:<br />
*** Sprite_Animation.prototype.saveViewport<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
<br />
<br />
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<br />
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-2-update.138130/ Update #4: 1.3.1 to 1.3.2] ==<br />
<br />
Changes will be included in the next update list.<br />
<br />
<br />
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<br />
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #3: 1.3.0 to 1.3.1] ==<br />
<br />
There aren't any changes made to the code base, but there are for the editor.<br />
<br />
The aforementioned bugs are now fixed and the lag is now gone. Hooray! Go wild, download, back up your game, and update!<br />
<br />
<br />
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<br />
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #2: 1.2.0 to 1.3.0] ==<br />
<br />
[[File:RMMZ_130.png]]<br />
<br />
[https://dl.degica.com/rpgmakerweb/trial-download/RPGMZ_Setup_EN.exe Download Standalone Update Here]<br />
<br />
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Graphics.resize function updated with app.renderer.resize line added<br />
** Tilemap.Renderer.prototype._createShader updated uSampler1 and uSampler2's values from 1 and 2 to 0 (both)<br />
** Window.prototype._refreshBack calculations for tiling sprite are now different (and will most likely be fixed compared to before)<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
<br />
* rmmz_objects<br />
** Version Number Update<br />
** Game_System.prototype.windowOpacity function added<br />
** Game_Character.prototype.processRouteEnd updated to set forced movement success to false<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Actor.prototype.setBattler updated so that when no battler is set, the battler name cache is cleared, too<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
** Window_Base.prototype.updateBackOpacity updated to now take in the new database entry<br />
** Window_ChoiceList.prototype.start updated to automatically scroll back to the top<br />
** Window_Message.prototype.updateMessage and Window_Message.prototype.shouldBreakHere updated to use the new function:<br />
** Window_Message.prototype.isWaiting new function added to determine waiting<br />
<br />
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.<br />
<br />
<br />
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<br />
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #2: 1.1.1 to 1.2.0] ==<br />
<br />
[[File:RMMZ_120.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Graphics._createEffekseerContext function updated with setRestorationOfStatesFlag function<br />
** Window.prototype._refreshBack updated to use a value of 95 instead of 96 to avoid blurring edges<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
*** Scene_Item.prototype.createItemWindow<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
*** Sprite_Animation.prototype.onAfterRender removed contextChange function<br />
*** Sprite_Gauge.prototype.measureLabelWidth updated to take global widths of HP, MP, and TP for visual consistency<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
<br />
<br />
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<br />
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #1: 1.1.0 to 1.1.1] ==<br />
<br />
[[File:RMMZ_111.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Bitmap.prototype.measureTextWidth now returns a rounded value<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
** Game_Interpreter.prototype.command119 aka Jump to Label now breaks upon finding a match instead of a return.<br />
*** This results in saving a frame count.<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
** Window_Base.prototype.drawFace now uses a rounded value for sx and sy<br />
** Window_MenuStatus.prototype.drawItemStatus now uses a rounded value for y<br />
** Window_ScrollText.prototype.startMessage checks if there is text first<br />
<br />
<br />
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<br />
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-0-update.129288/ Update #1: 1.0.0 to 1.1.0] ==<br />
<br />
[[File:RMMZ_110.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** StorageManager.saveToForage updated to arrow function<br />
** StorageManager.removeForage updated to arrow function<br />
** EffectManager.startLoading arguments added for onError<br />
** BattleManager.startAction now cancels the subject's motion refresh<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
** Game_Battler.prototype.cancelMotionRefresh function added<br />
** Game_Actor.prototype.makeAutoBattleActions updated from Number.MIN_VALUE to -Number.MAX_VALUE<br />
** Game_Map.prototype.screenTileX rounds to the nearest whole number<br />
** Game_Map.prototype.screenTileY rounds to the nearest whole number<br />
** Game_Player.prototype.centerX is now calculated using the $gameMap.screenTileX() function<br />
** Game_Player.prototype.centerY is now calculated using the $gameMap.screenTileY() function<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Animation.prototype.targetSpritePosition can now align to bottom<br />
** Sprite_Gauge.prototype.gaugeX is now calculated using measureLabelWidth function for generic gauges<br />
** Sprite_Gauge.prototype.measureLabelWidth function added<br />
<br />
* rmmz_windows.js<br />
** Version Number Update<br />
<br />
<br />
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== End of Page ==<br />
<br />
|}</div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=File:RMMZ_Update_180.png&diff=15802File:RMMZ Update 180.png2024-01-17T08:55:42Z<p>Yanfly: </p>
<hr />
<div></div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=RMMZ_Changelog&diff=15801RMMZ Changelog2024-01-17T08:53:16Z<p>Yanfly: </p>
<hr />
<div>{{TOCright}}<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
[[File:RMMZ_CoreScript_Update.png]]<br />
<br />
This is the changelog for the version differences in the base code for RPG Maker MZ across the versions.<br />
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== 1.7.0 to 1.8.0 ==<br />
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[[File:RMMZ_Update_180.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
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* rmmz_managers.js<br />
** Version Number Update<br />
** BattleManager.isActionForced function added extra conditions to make sure no win or lose conditions are fulfilled<br />
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* rmmz_objects.js<br />
** Version Number Update<br />
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* rmmz_scenes.js<br />
** Version Number Update<br />
** Scene_Boot.prototype.startNormalGame function exchanged a SceneManager.goto from Scene_Title to Scene_Splash<br />
** Scene_Splash added<br />
** Scene_Message.prototype.cancelMessageWait added<br />
*** Related to the new ability to fast forward the <nowiki>\|</nowiki> wait timer<br />
** Scene_Map.prototype.updateMainMultiply added cancelMessageWait() to its fastforward mode<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
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* rmmz_windows.js<br />
** Version Number Update<br />
** Window_EventItem.prototype.initialize added new flag for _canRepeat <br />
** Window_Message.prototype.cancelWait added<br />
*** Linked to the added Scene_Message.prototype.cancelMessageWait function<br />
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== 1.6.1 to 1.7.0 ==<br />
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[[File:RMMZ_Update_170.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Tilemap.prototype._createLayers function updated to use Tilemap.CombinedLayer() instead of Tilemap.Layer()<br />
** New Function: Tilemap.Layer.prototype.size<br />
** New Class: Tilemap.CombinedLayer<br />
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* rmmz_managers.js<br />
** Version Number Update<br />
** New Function: DataManager.isTitleSkip<br />
** BattleManager.forceAction updated to check to see if there's existing actions before forcing the battler to perform a forced action<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
** Scene_Boot.prototype.start updated to utilize the new Title Skip functionality<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
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* rmmz_windows.js<br />
** Version Number Update<br />
** Window_ScrollText.prototype.refresh updated to calculate the y position in reference to the scroll position of the window<br />
** Window_ScrollText.prototype.contentsHeight updated to check if allTextHeight variable is larger than 1 before returning a value<br />
** Window_ScrollText.prototype.updateMessage updated to utilize the new scrollY check<br />
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== 1.6.0 to 1.6.1 ==<br />
<br />
The core scripts are identical to 1.6.0.<br />
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Not even the version numbers are changed to v1.6.1.<br />
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== 1.5.0 to 1.6.0 ==<br />
<br />
[[File:RMMZ_Update_160.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Graphics._updateErrorPrinter updated to show errors more relative to window scale<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
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* rmmz_objects.js<br />
** Version Number Update<br />
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* rmmz_scenes.js<br />
** Version Number Update<br />
** Scene_Boot.prototype.adjustWindow updated to utilize new ScreenScale calculation<br />
** New function: Scene_Boot.prototype.screenScale<br />
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* rmmz_sprites.js<br />
** Version Number Update<br />
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* rmmz_windows.js<br />
** Version Number Update<br />
** Window_Base.prototype.convertEscapeCharacters updated to fully convert all \v[x] variables even when embedded.<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-5-0-patch-notes.148146/ Update #9: 1.4.4 to 1.5.0] ==<br />
<br />
[[File:RMMZ_Update_150.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** The following functions have _tileWidth and _tileHeight variables changed to tileWidth and tileHeight without the underscore _<br />
*** Tilemap.prototype.initialize <br />
*** Tilemap.prototype.updateTransform<br />
*** Tilemap.prototype._addAllSpots<br />
*** Tilemap.prototype._addSpot<br />
*** Tilemap.prototype._addNormalTile<br />
*** Tilemap.prototype._addAutotile<br />
*** Tilemap.prototype._addTableEdge<br />
*** Tilemap.prototype._addShadow<br />
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* rmmz_managers.js<br />
** Version Number Update<br />
** SceneManager.terminate now changed to detect if running a NodeJS client to close the app instead (just like what VisuMZ Core Engine does)<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
** Game_Map.prototype.tileWidth updated to grab the new $dataSystem.tileSize property<br />
** Game_Map.prototype.tileHeight now replicates Game_Map.prototype.tileWidth's result<br />
** Game_Map.prototype.bushDepth new function added<br />
** Game_CharacterBase.prototype.refreshBushDepth updated to utilize new bushDepth function<br />
** Game_Interpreter.prototype.command109 added<br />
*** Supposedly, this is for an Event Command that will be called "Skip" but I looked inside the RMMZ event editor and there's nothing there so it's probably not implemented yet.<br />
*** Oh, this is what it is for:<br />
*** [[File:RMMZ_Skip.png]]<br />
*** You highlight the code you want to "comment out", right click, and click Toggle Skip<br />
*** This is good for testing purposes and streamlining your events during testing so that you don't have to go through entire cutscenes to see if a switch was properly turned on at the end.<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
** Scene_Map.prototype.create updated to no longer check for a non-existent $dataMap or a changed $gameMap.mapId() (since it's results in the same thing anyway)<br />
<br />
* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Character.prototype.updateFrame no longer checks to see if the sprite's bitmap is loaded and ready<br />
*** Sprite_Enemy.prototype.initMembers updated the _battlerName variable to start with null instead of "" to avoid conflict<br />
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* rmmz_windows.js<br />
** Version Number Update<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-4-patch-notes.145233/ Update #8: 1.4.3 to 1.4.4] ==<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
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* rmmz_managers.js<br />
** Version Number Update<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
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* rmmz_scenes.js<br />
** Version Number Update<br />
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* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Character.prototype.updateFrame updated<br />
*** Now checks to see if the bitmap is loaded and ready before making changes to the tile frame, presumably to avoid updating into errors when there is either no bitmap or the bitmap is in the middle of transitioning into some other image.<br />
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* rmmz_windows.js<br />
** Version Number Update<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-3-patch-notes.144047 Update #7: 1.4.0 to 1.4.3] ==<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
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* rmmz_managers.js<br />
** Version Number Update<br />
** BattleManager.updateTurnEnd updated to remove '''this.startInput()''' and replaced it with '''this._phase = "start"'''<br />
*** This might be potentially troublesome<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
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* rmmz_scenes.js<br />
** Version Number Update<br />
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* rmmz_sprites.js<br />
** Version Number Update<br />
** Spriteset_Map.prototype.updateParallax updated to scale better for mobile devices<br />
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* rmmz_windows.js<br />
** Version Number Update<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-0-update.142845/ Update #6: 1.3.3 to 1.4.0] ==<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Bitmap.prototype.measureTextWidth returns width value, no longer rounded upwards<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** SceneManager.updateEffekseer will now only update if the game is currently active, too<br />
** Function endAllBattlersTurn() is removed from BattleManager.endTurn and placed into BattleManager.updateTurnEnd<br />
** BattleManager.checkAbort now checks if all party members are escaped before aborting to prevent a game over<br />
** New Function added: BattleManager.processPartyEscape<br />
** BattleManager.endBattle now clears any reserved common events<br />
<br />
* rmmz_objects.js<br />
** Version Number Update<br />
** New function added: Game_Temp.prototype.clearCommonEventReservation<br />
** New function added: Game_Timer.prototype.frames<br />
** Game_Party.prototype.battleMembers function updated to use new functions:<br />
** New function added: Game_Party.prototype.hiddenBattleMembers<br />
** New function added: Game_Party.prototype.allBattleMembers<br />
** New function added: Game_Party.prototype.isEscaped<br />
** Game_Interpreter.prototype.command111 (Conditional Branch) updated to utilize the Game Timer frames function<br />
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* rmmz_scenes.js<br />
** Version Number Update<br />
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* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Animation.prototype.shouldWaitForPrevious function is now completely disabled<br />
** Sprite_Gauge.measureLabelWidth now rounds up the returned value<br />
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* rmmz_windows.js<br />
** Version Number Update<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-3-update.140440/ Update #5: 1.3.2 to 1.3.3] ==<br />
<br />
[[File:RMMZ_Update_133.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** New function added: Utils.extractFileName<br />
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* rmmz_managers.js<br />
** Version Number Update<br />
** Updated functions:<br />
*** ImageManager.isObjectCharacter<br />
*** ImageManager.isBigCharacter<br />
*** ImageManager.isZeroParallax<br />
*** PluginManager.setup<br />
**** To utilize the Utils.extractFileName for parsing extended filepaths<br />
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* rmmz_objects.js<br />
** Version Number Update<br />
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* rmmz_scenes.js<br />
** Version Number Update<br />
** Updated function:<br />
*** Scene_Item.prototype.createItemWindow<br />
**** Removed this._itemWindow.createContents()<br />
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* rmmz_sprites.js<br />
** Version Number Update<br />
** Updated functions:<br />
*** Sprite_Animation.prototype.initMembers<br />
**** Removed this._originalViewport = null<br />
*** Sprite_Animation.prototype._render<br />
**** Removed this.saveViewport(renderer)<br />
*** Sprite_Animation.prototype.resetViewport<br />
**** Updated code to renderer.gl.viewport(0, 0, renderer.view.width, renderer.view.height)<br />
*** Sprite_Gauge.prototype.bitmapHeight<br />
**** Changed value from 24 to 32<br />
*** Sprite_Gauge.prototype.drawLabel<br />
*** Sprite_Gauge.prototype.drawValue<br />
**** Changed a line to const height = this.textHeight() from const height = this.bitmapHeight()<br />
** Added function:<br />
*** Sprite_Gauge.prototype.textHeight<br />
**** With a value of 24<br />
** Removed function:<br />
*** Sprite_Animation.prototype.saveViewport<br />
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* rmmz_windows.js<br />
** Version Number Update<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-2-update.138130/ Update #4: 1.3.1 to 1.3.2] ==<br />
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Changes will be included in the next update list.<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #3: 1.3.0 to 1.3.1] ==<br />
<br />
There aren't any changes made to the code base, but there are for the editor.<br />
<br />
The aforementioned bugs are now fixed and the lag is now gone. Hooray! Go wild, download, back up your game, and update!<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #2: 1.2.0 to 1.3.0] ==<br />
<br />
[[File:RMMZ_130.png]]<br />
<br />
[https://dl.degica.com/rpgmakerweb/trial-download/RPGMZ_Setup_EN.exe Download Standalone Update Here]<br />
<br />
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.<br />
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* rmmz_core.js<br />
** Version Number Update<br />
** Graphics.resize function updated with app.renderer.resize line added<br />
** Tilemap.Renderer.prototype._createShader updated uSampler1 and uSampler2's values from 1 and 2 to 0 (both)<br />
** Window.prototype._refreshBack calculations for tiling sprite are now different (and will most likely be fixed compared to before)<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
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* rmmz_objects<br />
** Version Number Update<br />
** Game_System.prototype.windowOpacity function added<br />
** Game_Character.prototype.processRouteEnd updated to set forced movement success to false<br />
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* rmmz_scenes.js<br />
** Version Number Update<br />
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* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Actor.prototype.setBattler updated so that when no battler is set, the battler name cache is cleared, too<br />
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* rmmz_windows.js<br />
** Version Number Update<br />
** Window_Base.prototype.updateBackOpacity updated to now take in the new database entry<br />
** Window_ChoiceList.prototype.start updated to automatically scroll back to the top<br />
** Window_Message.prototype.updateMessage and Window_Message.prototype.shouldBreakHere updated to use the new function:<br />
** Window_Message.prototype.isWaiting new function added to determine waiting<br />
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'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #2: 1.1.1 to 1.2.0] ==<br />
<br />
[[File:RMMZ_120.png]]<br />
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* rmmz_core.js<br />
** Version Number Update<br />
** Graphics._createEffekseerContext function updated with setRestorationOfStatesFlag function<br />
** Window.prototype._refreshBack updated to use a value of 95 instead of 96 to avoid blurring edges<br />
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* rmmz_managers.js<br />
** Version Number Update<br />
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* rmmz_objects.js<br />
** Version Number Update<br />
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* rmmz_scenes.js<br />
** Version Number Update<br />
*** Scene_Item.prototype.createItemWindow<br />
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* rmmz_sprites.js<br />
** Version Number Update<br />
*** Sprite_Animation.prototype.onAfterRender removed contextChange function<br />
*** Sprite_Gauge.prototype.measureLabelWidth updated to take global widths of HP, MP, and TP for visual consistency<br />
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* rmmz_windows.js<br />
** Version Number Update<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #1: 1.1.0 to 1.1.1] ==<br />
<br />
[[File:RMMZ_111.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
** Bitmap.prototype.measureTextWidth now returns a rounded value<br />
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* rmmz_managers.js<br />
** Version Number Update<br />
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* rmmz_objects.js<br />
** Version Number Update<br />
** Game_Interpreter.prototype.command119 aka Jump to Label now breaks upon finding a match instead of a return.<br />
*** This results in saving a frame count.<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
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* rmmz_sprites.js<br />
** Version Number Update<br />
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* rmmz_windows.js<br />
** Version Number Update<br />
** Window_Base.prototype.drawFace now uses a rounded value for sx and sy<br />
** Window_MenuStatus.prototype.drawItemStatus now uses a rounded value for y<br />
** Window_ScrollText.prototype.startMessage checks if there is text first<br />
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== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-0-update.129288/ Update #1: 1.0.0 to 1.1.0] ==<br />
<br />
[[File:RMMZ_110.png]]<br />
<br />
* rmmz_core.js<br />
** Version Number Update<br />
<br />
* rmmz_managers.js<br />
** Version Number Update<br />
** StorageManager.saveToForage updated to arrow function<br />
** StorageManager.removeForage updated to arrow function<br />
** EffectManager.startLoading arguments added for onError<br />
** BattleManager.startAction now cancels the subject's motion refresh<br />
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* rmmz_objects.js<br />
** Version Number Update<br />
** Game_Battler.prototype.cancelMotionRefresh function added<br />
** Game_Actor.prototype.makeAutoBattleActions updated from Number.MIN_VALUE to -Number.MAX_VALUE<br />
** Game_Map.prototype.screenTileX rounds to the nearest whole number<br />
** Game_Map.prototype.screenTileY rounds to the nearest whole number<br />
** Game_Player.prototype.centerX is now calculated using the $gameMap.screenTileX() function<br />
** Game_Player.prototype.centerY is now calculated using the $gameMap.screenTileY() function<br />
<br />
* rmmz_scenes.js<br />
** Version Number Update<br />
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* rmmz_sprites.js<br />
** Version Number Update<br />
** Sprite_Animation.prototype.targetSpritePosition can now align to bottom<br />
** Sprite_Gauge.prototype.gaugeX is now calculated using measureLabelWidth function for generic gauges<br />
** Sprite_Gauge.prototype.measureLabelWidth function added<br />
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* rmmz_windows.js<br />
** Version Number Update<br />
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== End of Page ==<br />
<br />
|}</div>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Dice_Rolls_and_RNG_Seeds_VisuStella_MZ&diff=15728Dice Rolls and RNG Seeds VisuStella MZ2024-01-12T16:19:53Z<p>Yanfly: </p>
<hr />
<div>{{MzPlugin<br />
<!-- |preview = <youtube>https://youtu.be/EwwPnRvCrS4</youtube> --><br />
|preview = [[File:VisuMZ.144.jpg|600px]]<br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/2452276" width="552" height="167"><a href="https://visustellamz.itch.io/dice-rolls-rng-seeds">Dice Rolls &amp; RNG Seeds plugin for RPG Maker MZ by VisuStellaMZ</a></iframe></html><br />
|link2 = {{VisuStella Custom Construct Vol 4}}<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:DiceRolls_D20.gif]]<br />
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[[File:DiceRolls_Advantage.gif]]<br />
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[[File:DiceRolls_DiceCount.gif]]<br />
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[[File:DiceRolls_Ranks.gif]]<br />
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[[File:DiceRolls_Modifier.gif]]<br />
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{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
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<!--<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 />
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{{Visustella MZ}}<br />
<br />
== Introduction ==<br />
<br />
Games that use random elements in their game can benefit by using visualized<br />
Dice Rolls in order to give players an understanding of what kind of logic<br />
is happening behind the randomization. Various things like switches, items,<br />
and skills can also affect the roll values to give the player more control<br />
over the nature of RNG. However, to give the game developer more control,<br />
Random Number Seeds are also provided through this plugin. These seeds allow<br />
for games to function in a more controlled pattern and prevent things like<br />
save scumming for better results. Though the numbers themselves are still<br />
random, they will exhibit predetermined and predictable outcomes through the<br />
usage of Plugin Commands.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Visualized Dice Rolls can be called through Plugin Commands, using 4-sided dice, 6-sided dice, 8-sided, 10-sided, 12-sided, and 20-sided dice. <br />
* Dice Rolls can be modified through dice effects, either automatic or bonus effets using player input. <br />
* Dice effects include changing the number of Dice Rolled, the sides each dice has, and/or modifiers that affect the final roll. <br />
* Random Number Seeds allow for predetermined randomized outcomes when rolling for random numbers. <br />
* Custom Random Number Seeds can be numbers or text, allowing you to make truly unique cases for various random number batches. <br />
* Dice Rolls can also be controlled through Random Number Seeds. <br />
* Reset the custom seed state and begin the seed anew. <br />
* Notetags can allow skills and items to also utilize Random Number Seeds to give RNG-generated results. <br />
* "Daily" effect can affect and provide specialized Random Number Seeds for just that day. <br />
* "Unique" effect will affect and provide specialized Random Number Seed for that save game and any other branching saves made after. <br />
* Control these seeded random numbers through Plugin Commands or JavaScript script calls. <br />
<br />
<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 />
<br />
<br />
== Dice Rolls Visualized ==<br />
<br />
[[File:DiceRolls_D20.gif]]<br />
<br />
This section explains how visualized Dice Rolls work. These visualized Dice<br />
Rolls give a player a visual understanding of how the randomized numbers<br />
play out before them.<br />
<br />
---<br />
<br />
=== Dice Count, Advantage, Disadvantage ===<br />
<br />
[[File:DiceRolls_Advantage.gif]]<br />
<br />
[[File:DiceRolls_DiceCount.gif]]<br />
<br />
Depending on the type of Dice Roll you're making, dice count can mean<br />
different things. For the Plugin Command "Dice: Roll Value", the dice count<br />
refers to just the total number of Dice Rolled, and from there, the highest,<br />
lowest, average, or total amount calculated from the dice will be recorded.<br />
<br />
However, when using the Plugin Command "Dice: Target Value", the mechanics<br />
known as "Advantage" and "Disadvantage" are used.<br />
<br />
When in an "Advantage" state, the player throws multiple dice (anything<br />
above 1 dice). From there, the highest value is selected if going for<br />
"above/equal" target value. The lowest value is selected if the Plugin<br />
Command has the player aiming for below/equal target value.<br />
<br />
In a "Disadvantage" state, just like with the "Advantage" state, the player<br />
throws multiple dice. However, the opposite happens. When going for<br />
above/equal target value, instead of selecting the highest value, the lowest<br />
dice value is selected instead. When going for "below/equal" target value,<br />
the highest value is selected rather than the lowest.<br />
<br />
---<br />
<br />
=== Dice Sides ===<br />
<br />
[[File:DiceRolls_Ranks.gif]]<br />
<br />
The number of sides a dice has will be either 4, 6, 8, 10, 12, or 20 for the<br />
purpose of this plugin. While we can create more options, these are the most<br />
popular polyhedral dice that you will see, stemming from a variety of board<br />
games and tabletop RPG's. These dice will also be known as D4, D6, D8, D10,<br />
D12, and D20 each referring to the number of sides they have.<br />
<br />
The number of sides a dice has will determine its rank also. For the purpose<br />
of this plugin, there are six ranks to match the six types of dice we have<br />
available.<br />
<br />
Rank 1 - D4<br />
Rank 2 - D6<br />
Rank 3 - D8<br />
Rank 4 - D10<br />
Rank 5 - D12<br />
Rank 6 - D20<br />
<br />
Ranks are used in Dice Roll automatic effects and bonus effects. By raising<br />
a dice's rank, a D6 can transform into a D8 for example. Lowering a dice's<br />
rank can transform said D6 into a D4. For this plugin, ranks cannot go below<br />
Rank 1 (D4) and cannot go above Rank 6 (D20).<br />
<br />
---<br />
<br />
=== Dice Modifiers ===<br />
<br />
[[File:DiceRolls_Modifier.gif]]<br />
<br />
When rolls are decided, modifiers are then applied to the Dice Roll number.<br />
For example, if a player has "Modifier +3" and rolls a 10, the number adds<br />
the +3 modifier and becomes a 13. The 13 is then used to record the numeric<br />
value of the roll and/or determine if the roll is successful or not. The<br />
modified roll number can also exceed the number of sides on the dice.<br />
<br />
Negative modifiers can also exist and send the roll value going the other<br />
way. For example, if a player has "Modifier -2" and rolls a 10, the number<br />
applies the -2 modifier and becomes 8 instead. The 8 is then used to record<br />
the numeric value of the roll and/or determine if the roll is successful or<br />
not. The modified roll number can also go below 1 and reach 0 or negative<br />
numbers, too.<br />
<br />
Modifiers can also have a random element. This random element is calculated<br />
when the modifier is being applied and will utilize the Dice Roll's Random<br />
Number Seed if specified. As such, the display range for the modifier will<br />
show the modifier minimum with the potential maximum modifier.<br />
<br />
---<br />
<br />
=== Natural Rolls ===<br />
<br />
[[File:DiceRolls_Natural20.png|600px]]<br />
<br />
Regarding dice modifiers, there is a slight rule tweak if you are using the<br />
Plugin Command "Dice: Target Value" to roll dice. If the command option of<br />
"Allow Natural Rolls?" parameter is enabled and set to "true", then there<br />
are two special numbers that, when rolled, will ignore modifiers and will<br />
count as either an automatic success or an automatic failure. These numbers<br />
are 1 and whatever number is the maximum number of sides on the dice.<br />
<br />
For example, on a D20, a Natural 1 will result in instant failure while a<br />
Natural 20 will result in instant success regardless of the modifiers or<br />
whatever target value needs to be reached. If a target value needed to be<br />
reached happens to be 25, and the player rolls a Natural 20, it will still<br />
count as a success provided that the player is going for an "above/equal"<br />
target value.<br />
<br />
The opposite is true when going for a "below/equal" target value. Rolling a<br />
Natural 1 will count as an automatic success while rolling the max value of<br />
the dice will count as an automatic failure regardless of the target value.<br />
<br />
Natural rolls will still be recorded normally to variables and switches.<br />
There's no indicators suggesting that they are "critical successes" or<br />
"critical failures". Instead, just as "success" and "failure". If you wish<br />
to portray the "critical" nature of the roll, best use the variable to<br />
determine if anything 1 and below, or anything equal or higher than max to<br />
be considered "criticals" of either extreme.<br />
<br />
---<br />
<br />
=== Automatic Effects ===<br />
<br />
[[File:DiceRolls_AutoEffects.png|600px]]<br />
<br />
Automatic Effects are dice effects that are automatically applied at the<br />
start of a Dice Roll, from before the Dice Roll appears on screen. These<br />
effects can modify dice counts, alter advantage and disadvantage, raise or<br />
lower dice ranks, and adjust Dice Roll modifiers. The effects range from<br />
general effects that always occur or based off certain JavaScript conditions<br />
to other effects like if a certain actor has a skill available to use.<br />
<br />
If, for whatever reason, an Automatic Effect's conditions were to suddenly<br />
be enabled during the middle of the Dice Roll, it would not suddenly become<br />
active and grant the dice effects to the roll. Likewise, if an Automatic<br />
Effect's conditions were to suddenly be unmet during the middle of a Dice<br />
Roll, the dice effects would not be revoked either. The Automatic Effects to<br />
be used will always be determined at the start, before the Dice Roll even<br />
appears on screen.<br />
<br />
---<br />
<br />
=== Bonus Effects ===<br />
<br />
[[File:DiceRolls_BonusEffects.png|600px]]<br />
<br />
Unlike Automatic Effects, Bonus Effects are applied by the player manually.<br />
They can alter dice counts, advantage, disadvantage, ranks, and modifiers<br />
just like Automatic Effects can, but the player has the option of doing so.<br />
Some effects have a limited number of times they can be used while others.<br />
Other effects will not only require an actor to know a specific skill, but<br />
also to be able to pay for them.<br />
<br />
These Bonus Effects, once selected and activated, will grant their dice<br />
effects for the rest of the Dice Roll. Even if the conditions would be unmet<br />
later, the dice effects will remain until the Dice Roll finishes. However,<br />
the Bonus Effects that are available to be selected from the start will be<br />
the only ones available for selection at all during the Dice Roll. This<br />
means that even if a show condition (like switches or JS: Show) is met<br />
halfway through, it will not appear in the list unless it was there from the<br />
start. The same goes for variable, item, and skill conditions. This is to<br />
match the same enabling/visibility settings that Automatic Effects have.<br />
<br />
---<br />
<br />
== Random Number Seeds ==<br />
<br />
[[File:VisuMZ.144.jpg|600px]]<br />
<br />
This section explains how Random Number Seeds work.<br />
<br />
---<br />
<br />
=== Random Number Seeds ===<br />
<br />
[[File:DiceRollsRngSeeds_Command3.png]]<br />
<br />
Seeds will initialize a random number generator. Retrieving random numbers<br />
from this same seed will give the same sequence of random numbers when<br />
restarted or continued. If a different seed is used, then different number<br />
sequences will occur. It's useful for replication experiments or simulations<br />
while preventing things like save scumming for different randomized results.<br />
<br />
Let's take a look at how this works. If we use the Plugin Command to<br />
generate a random number between 0 and 100 using the seed "RpgTsukuru", then<br />
the numbers will appear in this order:<br />
<br />
11 82 25 2 16 44 69 41 87 97 43 99 2 21 15<br />
<br />
And so on. This will occur whenever you start a new game or reset the<br />
"RpgTsukuru" seed in that exact order when looking for numbers between 0 and<br />
100. This is because the algorithm used to solve for the Random Number Seed<br />
will always yield those results adding a level of predictability.<br />
<br />
*NOTE* Keep in mind that when you are using the script call, the value you<br />
will get will be a float (a decimal number between 0 and 1 like 0.123456789)<br />
and not a clean and clear integar like with the Plugin Commands. This is to<br />
replicate the "Math.random()" JavaScript function so all you have to do is<br />
simply replace "Math.random()" with "$rngSeed('RpgTsukuru')" to get the kind<br />
of randomized results you would with Math.random() except through a seed.<br />
<br />
Now, the reason why we would have multiple seed keys is so that you can have<br />
repeatable results for things that are totally different from one another.<br />
For instance, "SafeCombination" will have a different door locked than<br />
"HideAndSeek" for different simulations. This allows you to do them in any<br />
order and have the safe combinations and hide and seek locations be the same<br />
per the simulation you are doing things in.<br />
<br />
---<br />
<br />
=== Daily Marker ===<br />
<br />
For those who want certain puzzles to vary from day to day, but will always<br />
have the same starting pattern upon a reset, then apply the Daily Marker to<br />
the Random Number Seed either in the Plugin Command or script call. This<br />
will make it yield different results than from the non-version, so do NOT<br />
expect it to give the same number results.<br />
<br />
The daily marker will change at 12:00am on the dot based on the player's<br />
PC's current time zone and time/date settings.<br />
<br />
---<br />
<br />
=== Save-Unique Marker ===<br />
<br />
This plugin will drop a unique marker for each playthrough and that marker<br />
is the "Save-Unique" marker. It can be applied to a Random Number Seed to<br />
make it different from the pure seed and/or daily marker-applied seed. This<br />
way, the "RpgTsukuru" seed won't yield the same numbers as it did for a past<br />
playthrough.<br />
<br />
Keep in mind that since this is per save/playthrough, that means any<br />
branching saves will retain the same marker and provide the same results<br />
through seeded random numbers.<br />
<br />
*NOTE* If this plugin is installed after multiple saves have been made, then<br />
each of those saves will have their own "Save-Unique" marker regardless of<br />
their origins, shared or not. This is NOT a bug and it cannot be changed.<br />
<br />
---<br />
<br />
=== Potential Uses for Random Number Seeds ===<br />
<br />
Here are some potential uses for Random Number Seeds:<br />
<br />
* Randomized puzzles: Puzzles can have different randomized starting points, and by seeding them, it prevents the player from abusing the reset function to get a favorable starting point.<br />
* Randomized cutscenes: Sometimes, you want certain event cutscenes to trigger randomly. This allows for that to happen without the player save scumming to get the desired cutscene. Instead, the player will have to make do with whatever cutscene they found.<br />
* Randomized gambling: Does your game have a casino? Do you want to make sure your player has to live with the conequences of the risks taken? By using a Random Number Seed, reloading a save is no longer possible to let them escape their fate from chance.<br />
* Randomized choices: If you're using the VisuStella MZ Message Core and using the <Shuffle> text code for choices, you can use this plugin's text codes to add in Random Number Seeds to allow for randomized choices, too. By using the Random Number Seed, reloading a save won't let the player get new choices with the shuffled choices.<br />
<br />
---<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 />
=== [[Battle Core VisuStella MZ]] ===<br />
<br />
Those using VisuStella MZ's Battle Core can launch visualized Dice Roll<br />
Plugin Commands from this plugin during the middle of Action Sequences as<br />
long as there is not a conflicting effect during it.<br />
<br />
Conflict effects include Active Chain Skills, Input Combo Skills, or<br />
Evolution Matrix Skills. Dice-related Plugin Commands will not run at all<br />
while these skill mechanics are active.<br />
<br />
---<br />
<br />
=== [[Items and Equips Core VisuStella MZ]] ===<br />
<br />
During Dice Rolls, you can have certain Automatic Effects or Bonus Effects<br />
require the presence or usage of items, weapons, and/or armors. If those<br />
items have a <Color: x> notetag inside them, the VisuStella MZ Items &<br />
Equips Core will allow the color effect to go through. However, if the color<br />
notetag is <Color: #rrggbb>, extra help will be required from the VisuStella<br />
MZ Message Core for it to work.<br />
<br />
---<br />
<br />
<br />
<br />
{{Notetags MZ}}<br />
<br />
{{VisuMZ Dice Rolls and RNG Seeds Notetags}}<br />
<br />
<br />
<br />
{{Text Codes MZ}}<br />
<br />
{{VisuMZ Dice Rolls and RNG Seeds Text Codes}}<br />
<br />
<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ Dice Rolls and RNG Seeds Plugin Commands}}<br />
<br />
== Script Calls ==<br />
<br />
The following are Script Calls that can be used with this plugin. These are<br />
made for JavaScript proficient users. We are not responsible if you use them<br />
incorrectly or for unintended usage.<br />
<br />
---<br />
<br />
=== Dice Roll-Related Script Calls ===<br />
<br />
[[File:DiceRolls_Modifier.gif]]<br />
<br />
---<br />
<br />
<pre><br />
$addDiceCount(value)<br />
<br />
- Adds 'value' to the current Dice Count.<br />
- Use with "Dice: Roll Value". Adds 'value' to current dice count.<br />
- Best used with the "JS: On Select" parameter found within the bonus<br />
effects you can add to a Dice Roll Plugin Command.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
$addDiceAdvantage(value)<br />
$addDiceDisadvantage(value)<br />
<br />
- Adds 'value' to the current Dice Advantage/Disadvantage.<br />
- Use with "Dice: Target Value". Adds 'value' to dice advantage or<br />
disadvantage. Advantages and disadvantages offset each other.<br />
- Best used with the "JS: On Select" parameter found within the bonus<br />
effects you can add to a Dice Roll Plugin Command.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
$addDiceRank(value)<br />
<br />
- Adds 'value' to the current Dice Rank.<br />
- Ranks range from 1 to 6.<br />
- Rank 1 - D4<br />
- Rank 2 - D6<br />
- Rank 3 - D8<br />
- Rank 4 - D10<br />
- Rank 5 - D12<br />
- Rank 6 - D20<br />
- Best used with the "JS: On Select" parameter found within the bonus<br />
effects you can add to a Dice Roll Plugin Command.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
$addDiceModifier(value)<br />
$addDiceModRand(value)<br />
<br />
- Adds 'value' to the current Dice Modifier or the potential Dice Modifier<br />
Random Range.<br />
- Best used with the "JS: On Select" parameter found within the bonus<br />
effects you can add to a Dice Roll Plugin Command.<br />
</pre><br />
<br />
---<br />
<br />
=== Random Seed-Related Script Calls ===<br />
<br />
[[File:VisuMZ.144.jpg|600px]]<br />
<br />
---<br />
<br />
<pre><br />
$rngSeed(seed)<br />
$dailyRngSeed(seed)<br />
$uniqueRngSeed(seed)<br />
$dailyUniqueRngSeed(seed)<br />
<br />
- Returns a float (a decimal number between 0 and 1) randomized from 'seed'.<br />
- Replace 'seed' with a number or string representing the seed you wish to<br />
use to retrieve random numbers from.<br />
- This will bump up the seed state to the next random number.<br />
- Use the 'daily' variant for a customized seed based on the current date.<br />
- Use the 'unique' variant for a customized seed based on the current save<br />
that will differ from other saves.<br />
<br />
- Examples:<br />
<br />
- $rngSeed(12345)<br />
- $rngSeed("Don Miguel")<br />
<br />
- $dailyRngSeed(67890)<br />
- $dailyRngSeed("Yoji Ojima")<br />
<br />
- $uniqueRngSeed(246810)<br />
- $uniqueRngSeed("VisuStella")<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
$resetRngSeed(seed)<br />
$resetDailyRngSeed(seed)<br />
$resetUniqueRngSeed(seed)<br />
$resetDailyUniqueRngSeed(seed)<br />
<br />
- Resets the seed state for random number generator 'seed' set.<br />
- Replace 'seed' with a number or string representing the seed you wish to<br />
reset the seed state for.<br />
- Use the 'daily' variant to reset the customized seed based on the current<br />
date.<br />
- Use the 'unique' variant to reset the customized seed based on the current<br />
save that differs from other saves.<br />
<br />
- Examples:<br />
<br />
- $resetRngSeed(12345)<br />
- $resetRngSeed("Don Miguel")<br />
<br />
- $resetDailyRngSeed(67890)<br />
- $resetDailyRngSeed("Yoji Ojima")<br />
<br />
- $resetUniqueRngSeed(246810)<br />
- $resetUniqueRngSeed("VisuStella")<br />
</pre><br />
<br />
---<br />
<br />
== Plugin Parameters ==<br />
<br />
=== Dice Roll Settings ===<br />
<br />
[[File:DiceRolls_DiceCount.gif]]<br />
<br />
[[File:DiceRollsRngSeeds_Param1.png]]<br />
<br />
Adjust the Dice Roll settings to fit your game. These range from mechanics<br />
to how the many-sided dice appear in-game and how the rolling animation will<br />
play out.<br />
<br />
If you do not use images for the various sided-dice, do not worry. This<br />
plugin will use pre-rendered graphics to generate them for usage.<br />
<br />
---<br />
<br />
Mechanics:<br />
<br />
Max Dice Count:<br />
- What is the maximum number of dice that can be thrown at a time?<br />
<br />
---<br />
<br />
[[File:DiceRollsRngSeeds_Param1a.png]]<br />
<br />
Dice Appearances:<br />
<br />
D4 Appearance:<br />
D6 Appearance:<br />
D8 Appearance:<br />
D10 Appearance:<br />
D12 Appearance:<br />
D20 Appearance:<br />
- Adjust the Dice Appearance settings for the dice here.<br />
<br />
Image Filename(s):<br />
- Use custom images for this dice?<br />
- Priority over colors.<br />
- Location: img/pictures/<br />
<br />
Dice Colors(s):<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Number Settings:<br />
<br />
Font Size:<br />
- Font size used for dice number.<br />
<br />
Number Outline:<br />
- What width to use for number outline?<br />
- Use 0 to not use an outline.<br />
<br />
Offset X:<br />
- Offsets the number x position.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- Offsets the number y position.<br />
- Negative: up. Positive: down.<br />
<br />
Position Settings:<br />
<br />
Offset X:<br />
- Offsets the sprite x position.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- Offsets the sprite y position.<br />
- Negative: up. Positive: down.<br />
<br />
---<br />
<br />
Color Ratios<br />
<br />
Border Ratio:<br />
- Used for generated colors.<br />
- Darkness ratio for border color.<br />
<br />
Color 1 Ratio:<br />
- Used for generated colors.<br />
- Darkness ratio for darker color.<br />
<br />
Color 2 Ratio:<br />
- Used for generated colors.<br />
- Darkness ratio for middle color.<br />
<br />
Color 3 Ratio:<br />
- Used for generated colors.<br />
- Darkness ratio for main color.<br />
<br />
---<br />
<br />
Arrange Offset:<br />
<br />
Offset X:<br />
- Offsets the dice arrangement x position.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- Offsets the dice arrangement y position.<br />
- Negative: up. Positive: down.<br />
<br />
---<br />
<br />
Fade Settings:<br />
<br />
Fade In Duration:<br />
- How many frames it takes to fade in dice?<br />
- 60 frames = 1 second.<br />
<br />
Fade Out Duration:<br />
- How many frames it takes to fade out dice?<br />
- 60 frames = 1 second.<br />
<br />
Finalize Delay:<br />
- How many frames to wait before fading out?<br />
- 60 frames = 1 second.<br />
<br />
---<br />
<br />
Rolling Effect:<br />
<br />
Dice Roll Duration:<br />
- How many frames it takes to roll a dice?<br />
- 60 frames = 1 second.<br />
<br />
Between Roll Delay:<br />
- How many frames between multiple dice rolls?<br />
- 60 frames = 1 second.<br />
<br />
Dice Roll Height:<br />
- How high should the dice jump up for its roll in pixels?<br />
<br />
Dice Rotate Speed:<br />
- How many degrees does the dice rotate per frame while rolling?<br />
<br />
---<br />
<br />
Movement Settings:<br />
<br />
Move Duration:<br />
- How many frames it takes to move dice?<br />
- 60 frames = 1 second.<br />
<br />
Scaling Duration:<br />
- How many frames it takes to change dice scale?<br />
- 60 frames = 1 second.<br />
<br />
Number Climb Tick:<br />
- How many frames are there between number ticks?<br />
- 60 frames = 1 second.<br />
<br />
Max Number Duration:<br />
- Max number of frames to process number ticks?<br />
- 60 frames = 1 second.<br />
<br />
Number Color Shift:<br />
- Allow dice number colors to change due to modifiers?<br />
<br />
Pre-Modifier Delay:<br />
- Delay frames before applying modifiers?<br />
-60 frames = 1 second.<br />
<br />
---<br />
<br />
<br />
<br />
=== Random Seed Settings ===<br />
<br />
[[File:VisuMZ.144.jpg|600px]]<br />
<br />
[[File:DiceRollsRngSeeds_Param2.png]]<br />
<br />
Random Number Seeds are generated using the linear congruential generator<br />
(LCG) algorithm to yield a sequence of pseudo-randomized numbers calculated<br />
with a nearly predictable but non-repeating piecewise linear equation.<br />
<br />
More information regarding the algorithm can be found here:<br />
https://en.wikipedia.org/wiki/Linear_congruential_generator<br />
<br />
---<br />
<br />
Linear Congruential Generator<br />
<br />
Modulus:<br />
- The linear congruential generator modulus.<br />
- Do not change unless you know what you're doing.<br />
<br />
Multiplier:<br />
- The linear congruential generator multiplier.<br />
- Do not change unless you know what you're doing.<br />
<br />
Increment:<br />
- The linear congruential generator increment.<br />
- Do not change unless you know what you're doing.<br />
<br />
---<br />
<br />
Action Defaults<br />
<br />
Default RNG Seed?<br />
- Default seed used for actions.<br />
- Use 'auto' to automatically create the seed based off the item or<br />
skill's database name.<br />
- Leave empty or 'none' to not use.<br />
<br />
---<br />
<br />
<br />
<br />
=== Sound Settings ===<br />
<br />
[[File:DiceRolls_Ranks.gif]]<br />
<br />
[[File:DiceRollsRngSeeds_Param3.png]]<br />
<br />
These settings let you adjust the sound effects used for this plugin.<br />
<br />
---<br />
<br />
Sound Types<br />
<br />
Dice Throw Sound:<br />
Increment Tick Sound:<br />
Bonus Use Sound:<br />
Roll Success Sound:<br />
Roll Failure Sound:<br />
Critical Failure Sound:<br />
Critical Success Sound:<br />
<br />
Filename:<br />
- Filename of the sound effect played.<br />
<br />
Volume:<br />
- Volume of the sound effect played.<br />
<br />
Pitch:<br />
- Pitch of the sound effect played.<br />
<br />
Pan:<br />
- Pan of the sound effect played.<br />
<br />
---<br />
<br />
<br />
<br />
=== Vocabulary Settings ===<br />
<br />
[[File:DiceRolls_Modifier.gif]]<br />
<br />
[[File:DiceRollsRngSeeds_Param4.png]]<br />
<br />
These settings let you adjust the text displayed for this plugin.<br />
<br />
---<br />
<br />
Command Window:<br />
<br />
Roll Command:<br />
- Text used for the Roll Dice command.<br />
- Text codes allowed.<br />
<br />
Effects Command:<br />
- Text used for the View Effects command.<br />
- Text codes allowed.<br />
<br />
Bonus Command:<br />
- Text used for the Add Bonus command.<br />
-Text codes allowed.<br />
<br />
---<br />
<br />
Text Colors:<br />
<br />
Dice Count Up:<br />
Dice Count Down:<br />
Dice Rank Up:<br />
Dice Rank Down:<br />
Roll Modifier Up:<br />
Roll Modifier Down:<br />
- Text color used for this effect type.<br />
- Insert number for text colors from the Window Skin.<br />
<br />
---<br />
<br />
Data Window Labels:<br />
<br />
Dice Count:<br />
Advantage:<br />
Disadvantage:<br />
Dice Rank:<br />
Modifiers:<br />
- Text used to display this data label.<br />
- Text codes allowed.<br />
<br />
---<br />
<br />
Data Window Ranks:<br />
<br />
Rank 1: D4:<br />
Rank 2: D6:<br />
Rank 3: D8:<br />
Rank 4: D10:<br />
Rank 5: D12:<br />
Rank 6: D20:<br />
- Text used to display this dice rank.<br />
- Text codes allowed.<br />
<br />
---<br />
<br />
Dice Effects:<br />
<br />
Dice Display Format:<br />
- How the overall dice effect is displayed.<br />
- %1 - Effect<br />
<br />
Pre/Post-Effect:<br />
- How pre/post effect is displayed.<br />
- %1 - Prev; %2 - Post<br />
<br />
Order Format:<br />
- Order format used for dice effects.<br />
- %1 - Count; %2 - Rank; %3 - Modifier<br />
<br />
Positive Plus Sign?:<br />
- Show + sign for positive numbers?<br />
<br />
Dice Count Format:<br />
- Text format used for Dice Count effect.<br />
- %1 - Effect Number<br />
<br />
Advantage Format:<br />
- Text format used for Advantage effect.<br />
- %1 - Effect Number<br />
<br />
Disadvantage Format:<br />
- Text format used for Disdvantage effect.<br />
- %1 - Effect Number<br />
<br />
Dice Rank Format:<br />
- Text format used for Dice Rank effect.<br />
- %1 - Effect Number<br />
<br />
Roll Modifier Format:<br />
- Text format used for Roll Modifier effect.<br />
- %1 - Effect Number<br />
<br />
---<br />
<br />
Effect Costs:<br />
<br />
Cost Display Format:<br />
- How the overall cost is displayed.<br />
- %1 - Cost Text<br />
<br />
Pre/Post-Cost:<br />
- How pre/post cost text is displayed.<br />
- %1 - Prev; %2 - Post<br />
<br />
Used Up:<br />
- How a cost is displayed when its uses are spent.<br />
- Text codes allowed.<br />
<br />
Use Times Format:<br />
- How use times are formated.<br />
- %1 - Current; %2 - Max Uses; %3 - Remaining<br />
<br />
Show Max Use of 1?:<br />
- Show the use cost when there's only 1 max use?<br />
<br />
Unlimited Uses:<br />
- Text used to indicate unlimited usage.<br />
- Text codes allowed.<br />
<br />
Variable Cost Format:<br />
- How variable cost is displayed.<br />
- %1 - Cost; %2 - Quantity<br />
<br />
Item Cost Format:<br />
- How item cost is displayed.<br />
- %1 - Cost; %2 - Quantity<br />
<br />
Weapon Cost Format:<br />
- How weapon cost is displayed.<br />
- %1 - Cost; %2 - Quantity<br />
<br />
Variable Cost Format:<br />
- How variable cost is displayed.<br />
- %1 - Cost; %2 - Quantity<br />
<br />
Skill User's Name:<br />
- How the skill user's name is displayed.<br />
- %1 - Name<br />
<br />
User to Cost Format:<br />
- How the skill user's name is displayed to cost.<br />
- %1 - Name; %2 - Skill Cost<br />
<br />
---<br />
<br />
Subtitle Window:<br />
<br />
Roll for Total:<br />
- Subtitle text for a roll total.<br />
<br />
Roll for Highest:<br />
- Subtitle text to roll for highest.<br />
<br />
Roll for Average:<br />
- Subtitle text to roll for average.<br />
<br />
Roll for Lowest:<br />
- Subtitle text to roll for lowest.<br />
<br />
Roll: > Target:<br />
- Subtitle text to roll for above target.<br />
- %1 - Target Roll<br />
<br />
Roll: >= Target:<br />
- Subtitle text to roll for above/equal target.<br />
- %1 - Target Roll<br />
<br />
Roll: <= Target:<br />
- Subtitle text to roll for below/equal target.<br />
- %1 - Target Roll<br />
<br />
Roll: < Target:<br />
- Subtitle text to roll for below target.<br />
- %1 - Target Roll<br />
<br />
Critical Success:<br />
- Subtitle text for a Critical Success on a Natural Roll.<br />
<br />
Critical Failure:<br />
- Subtitle text for a Critical Failure on a Natural Roll.<br />
<br />
---<br />
<br />
<br />
<br />
=== Window Settings ===<br />
<br />
[[File:DiceRolls_Advantage.gif]]<br />
<br />
[[File:DiceRollsRngSeeds_Param5.png]]<br />
<br />
These settings let you adjust the windows displayed for this plugin.<br />
<br />
---<br />
<br />
Sprite Container:<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for this window.<br />
<br />
---<br />
<br />
Title Window:<br />
<br />
Background Type:<br />
- Select background type for this window.<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for this window.<br />
<br />
---<br />
<br />
Subtitle Window:<br />
<br />
Background Type:<br />
- Select background type for this window.<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for this window.<br />
<br />
---<br />
<br />
Data Windows:<br />
<br />
Dice Count: BG Type:<br />
- Select background type for this window.<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for this window.<br />
<br />
Dice Rank: BG Type:<br />
- Select background type for this window.<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for this window.<br />
<br />
Modifier: BG Type:<br />
- Select background type for this window.<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for this window.<br />
<br />
---<br />
<br />
Command Window:<br />
<br />
Background Type:<br />
- Select background type for this window.<br />
<br />
Show "View Effects"?:<br />
- Show "View Effects" command?<br />
<br />
Show "Add Bonus"?:<br />
- Show "Add Bonus" command?<br />
<br />
Text Align:<br />
- Text alignment for this window?<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for this window.<br />
<br />
---<br />
<br />
List Windows:<br />
<br />
Effect List: BG Type:<br />
- Select background type for this window.<br />
<br />
Bonus List: BG Type:<br />
- Select background type for this window.<br />
<br />
Window Columns:<br />
- How many columns are used for these windows?<br />
<br />
Column Spacing:<br />
- How much spacing is there between columns?<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for this window.<br />
<br />
---<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 />
* [[Arisu]]<br />
* [[Irina]]<br />
* [[Olivia]]<br />
* [[Yanfly]]<br />
<br />
[https://creazilla.com/pages/11-creazilla-open-source-license Creazilla Open-Source]<br />
<br />
* Many of the canvas drawings are made by various artists under Creazilla.<br />
* These are under the Creazilla Open-Source License.<br />
* They are free for personal and commercial use. No attribution required.<br />
<br />
<br />
<br />
== Changelog ==<br />
<br />
Version 1.00 Official Release Date: January 26, 2024<br />
* Finished Plugin!<br />
<br />
<br />
<br />
== See Also ==<br />
<br />
* [[Inspiration Behind Custom Construct Volume 4]]<br />
<br />
<br />
<br />
== End of Helpfile ==<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>Yanflyhttp://www.yanfly.moe/wiki/index.php?title=Event_Signals_VisuStella_MZ&diff=15727Event Signals VisuStella MZ2024-01-12T16:18:31Z<p>Yanfly: </p>
<hr />
<div>{{MzPlugin<br />
<!-- |preview = <youtube>https://youtu.be/lLCr7T93Ndw</youtube> --><br />
|preview = [[File:VisuMZ.143.jpg|600px]]<br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/2452275" width="552" height="167"><a href="https://visustellamz.itch.io/event-signals">Event Signals plugin for RPG Maker MZ by VisuStellaMZ</a></iframe></html><br />
|link2 = {{VisuStella Custom Construct Vol 4}}<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:EventSignals_Preview.gif]]<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
{{RequiredPluginsMZ}}<br />
* [[Events and Movement 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 />
Event Signals is a new way for events to trigger actions, either to or from<br />
one another. This will cause events to respond in certain ways based on the<br />
type of signals they receive provided that they have a response set up for<br />
those specific signals.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Emit signals from specific locations (ie the player's location) using a Plugin Command. <br />
* Any nearby events or events within the designated range can respond to them if they have the associated notetags. <br />
* Responding events will stop whatever it is that they're doing and perform the signal page's event commands as a parallel. <br />
* Optionally play an animation at the emitting tile location. <br />
* Once the signal page's event commands are finished, events will resume regular behavior. <br />
* This signal response setup allows for a more organic way for events to respond to various scenarios in-game. <br />
<br />
<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 />
* [[Events and Movement 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 />
<br />
<br />
== How Do Event Signals Work? ==<br />
<br />
[[File:EventSignals_Preview.gif]]<br />
<br />
This section explains how Event Signals Work.<br />
<br />
---<br />
<br />
=== Signal Emitters ===<br />
<br />
[[File:EventSignal_Command1.png]]<br />
<br />
Signal emitters are where it all begins. A signal is nothing more than a<br />
piece of "text" that is sent to nearby events or events within the<br />
designated range.<br />
<br />
To emit a signal, use either a Plugin Command or a Script Call. The Plugin<br />
Commands and Script Calls will determine the range and center of where the<br />
signal will be emitted from.<br />
<br />
---<br />
<br />
=== Signal Responses ===<br />
<br />
[[File:EventSignals_ResponsePage.png|600px]]<br />
<br />
Only events can respond to signals. In order to respond to a signal, they<br />
need to have a signal response comment tag applied to one of their pages.<br />
<br />
<Responds to Signal: text><br />
<br />
If this comment tag exists on a page, this page can NEVER be the active page<br />
on its own unless an emitted signal causes it to trigger. When it does<br />
trigger, the signal response page will take over as the active page, perform<br />
its event command actions as a parallel from start to finish, and then the<br />
event will resume its normal event behavior.<br />
<br />
This means that the event will need a valid event page OTHER than the signal<br />
response page. Otherwise, the event will be invisible until the signal<br />
response conditions are met, appear temporarily, and the return back to<br />
being invisible.<br />
<br />
Keep in mind that even if an event is the one launching the Plugin Command<br />
to emit a signal, it can respond to its own signal, too. However, you can<br />
bypass this by utilizing the Event variant of the plugin command and setting<br />
the designated event as its own exception.<br />
<br />
---<br />
<br />
=== Different Signal Responses ===<br />
<br />
If you want an event to be able to respond to different signals, make them<br />
separate pages for the event. For example:<br />
<br />
<Responds to Signal: Bomb><br />
<br />
<Responds to Signal: Fire><br />
<br />
These should be on different pages. Therefore, if the event receives a<br />
nearby "Bomb" signal, then the "Bomb" page will become the active event page<br />
until it is done. If a "Fire" signal is sent, then the "Fire" page will be<br />
active and performing and not the "Bomb" page.<br />
<br />
---<br />
<br />
=== Signal Immunity ===<br />
<br />
Sometimes, you don't want an event to respond to specific signals all the<br />
time. This can be achieved through this comment tag:<br />
<br />
<Immune to Signal: text><br />
<br />
This immunity will only last while the current event page is the active page<br />
and not a random page.<br />
<br />
Also, if an event is already responding to a signal, then it cannot respond<br />
to any other signals until the event signal response page is finished. From<br />
there, it will only respond to signals it receives after finishing.<br />
<br />
---<br />
<br />
=== Response Switch ===<br />
<br />
If you are emitting a signal through a Plugin Command, you can set up a<br />
"Response Switch ID" to turn ON/OFF a Switch if there are any events that<br />
have responded to the signals.<br />
<br />
---<br />
<br />
<br />
<br />
{{Notetags MZ}}<br />
<br />
{{VisuMZ Event Signals Notetags}}<br />
<br />
<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ Event Signals Plugin Commands}}<br />
<br />
<br />
<br />
== Script Calls ==<br />
<br />
[[File:EventSignals_Preview.gif]]<br />
<br />
The following are Script Calls that can be used with this plugin. These are<br />
made for JavaScript proficient users. We are not responsible if you use them<br />
incorrectly or for unintended usage.<br />
<br />
---<br />
<br />
=== Type-Related Script Calls ===<br />
<br />
---<br />
<br />
<pre><br />
$emitSignalAtSquare(signal, centerX, centerY, range, exceptions)<br />
$emitSignalAtCircle(signal, centerX, centerY, range, exceptions)<br />
$emitSignalAtDelta(signal, centerX, centerY, range, exceptions)<br />
$emitSignalAtRow(signal, centerX, centerY, range, exceptions)<br />
$emitSignalAtColumn(signal, centerX, centerY, range, exceptions)<br />
<br />
- Emits a 'signal' in a certain shape of a square with the center coordinate<br />
'centerX' and 'centerY' with a 'range' distance.<br />
- Replace 'signal' with a string indicating the signal.<br />
- Replace 'centerX' with a number representing the X map coordinate.<br />
- Replace 'centerY' with a number representing the Y map coordinate.<br />
- Replace 'range' to determine the range of the area to emit the signal.<br />
- OPTIONAL ARG. Replace 'exceptions' with an array including the ID's of the<br />
events to not send signals to. 0 does NOT work here for "this event"<br />
unlike the Plugin Command. Be sure to include the target ID manually.<br />
<br />
Example:<br />
<br />
$emitSignalAtSquare('panic', 5, 8, 3)<br />
$emitSignalAtCircle('aggro', $gamePlayer.x, $gamePlayer.y, 5, [2])<br />
$emitSignalAtDelta('toggle', $gameMap.event(1).x, $gameMap.event(1).y, 1)<br />
$emitSignalAtRow('beam', 5, 4, 2, [$gameVariables.value(8)])<br />
$emitSignalAtColumn('charm', 8, 6, 4, [1, 2, 3])<br />
</pre><br />
<br />
---<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 />
* [[Arisu]]<br />
* [[Irina]]<br />
* [[Olivia]]<br />
* [[Yanfly]]<br />
<br />
<br />
<br />
== Changelog ==<br />
<br />
Version 1.00 Official Release Date: January 24, 2024<br />
* Finished Plugin!<br />
<br />
<br />
<br />
== See Also ==<br />
<br />
* [[Inspiration Behind Custom Construct Volume 4]]<br />
<br />
<br />
<br />
== End of Helpfile ==<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>Yanfly