Core Engine VisuStella MZ
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
Contents
- 1 Download
- 2 System
- 3 VisuStella MZ
- 4 Introduction
- 5 Requirements
- 6 Important Changes: Bug Fixes
- 7 Major Changes: New Hard-Coded Features
- 8 Notetags
- 9 Plugin Commands
- 10 Plugin Parameters: Quality of Life Settings
- 11 Plugin Parameters: Color Settings
- 12 Plugin Parameters: Gold Settings
- 13 Plugin Parameters: Image Loading
- 14 Plugin Parameters: Menu Background Settings
- 15 Plugin Parameters: Menu Button Assist Window
- 16 Plugin Parameters: Menu Layout Settings
- 17 Plugin Parameters: Parameter Settings
- 18 Plugin Parameters: UI Settings
- 19 Plugin Parameters: Window Settings
- 20 Terms of Use
- 21 Credits
- 22 Changelog
Download
| ||
SystemThis is a plugin created for RPG Maker MZ. | ||
Click here for help on how to install plugins and an explanation on the Tier Hierarchy System. |
Click here to learn how to update plugins. |
Click here for how to troubleshoot plugins if you get an error. |
VisuStella MZThis plugin is a part of the VisuStella MZ Plugin Library. Click here if you want to help support VisuStella on Patreon. IntroductionThe Core Engine plugin is designed to fix any bugs that may have slipped past RPG Maker MZ's source code and to give game devs more control over RPG Maker MZ's various features, ranging from mechanics to aesthetics to quality of life improvements. Features include all (but not limited to) the following:
RequirementsThis plugin is made for RPG Maker MZ. This will not work in other iterations of RPG Maker.
This plugin is a Tier 0 plugin. Place it under other plugins of lower tier value on your Plugin Manager list (ie: 0, 1, 2, 3, 4, 5). This is to ensure that your plugins will have the best compatibility with the rest of the VisuStella MZ Plugin library.
Important Changes: Bug FixesThis plugin also serves to fix various bugs found in RPG Maker MZ that have been unaddressed or not yet taken care of. The following is a list of bugs that have been fixed by this plugin: --- Attack Skill Trait - Enemies are unaffected by the Attack Skill Trait. This means if they have an Attack action, they will always use Attack over and over even if their Attack Skill Trait has been changed. This plugin will change it up so that the Attack skill will comply with whatever their Attack Skill Trait's skill is set to. --- Auto Battle Actor Skill Usage - If an actor with Auto Battle has access to a skill but not have any access to that skill's type, that actor will still be able to use the skill during Auto Battle despite the fact that the actor cannot use that skill during manual input. --- Move Picture, Origin Differences - If a Show Picture event command is made with an Origin setting of "Upper Left" and a Move Picture event command is made afterwards with an Origin setting of "Center", RPG Maker MZ would originally have it instantly jump into the new origin setting without making a clean transition between them. This plugin will create that clean transition between origins. --- Major Changes: New Hard-Coded FeaturesThis plugin adds some new hard-coded features to RPG Maker MZ's functions. The following is a list of them. --- Scroll-Linked Pictures - If a Parallax has a ! at the start of its filename, it is bound to the map scrolling. The same thing now happens with pictures. If a Picture has a ! at the start of its filename, it is bound to the map's scrolling as well. --- Movement Route Scripts - If code in a Movement Route Script command fails, instead of crashing the game, it will now act as if nothing happened except to display the cause of the error inside the console. --- Script Call Failsafes - If code found in Conditional Branches, Control Variables, and/or Script Calls fail to activate, instead of crashing the game, it will now act as if nothing happened except to display the cause of the error inside the console. --- NotetagsThe following are notetags that have been added through this plugin. These notetags will not work with your game if this plugin is OFF or not present. ActorsParameter limits can be adjusted in the Plugin Parameters, but this won't lift the ability to change the values of an actor's initial or max level past the editor's limits. Instead, this must be done through the usage of notetags to accomplish the feat. --- <Max Level: x> - Used for: Actor Notetags - Replace 'x' with an integer to determine the actor's max level. - This allows you to go over the database limit of 99. - If this notetag isn't used, default to the actor's database value. --- <Initial Level: x> - Used for: Actor Notetags - Replace 'x' with an integer to determine the actor's initial level. - This allows you to go over the database limit of 99. - If this notetag isn't used, default to the actor's database value. --- === Classes === As actor levels can now surpass 99 due to the notetag system, there may be some skills you wish certain classes can learn upon reaching higher levels past 99, too. --- <Learn At Level: x> - Used for: Class Skill Learn Notetags - Replace 'x' with an integer to determine the level this class will learn the associated skill at. - This allows you to go over the database limit of 99. - If this notetag isn't used, default to the class's database value. --- EnemiesEnemies are now given levels. The levels don't do anything except to serve as a container for a number value. This way, levels can be used in damage formulas (ie. a.atk - b.level) without causing any errors. To give enemies levels, use the notetags below. These notetags also allow you to adjust the base parameters, EXP, and Gold past the database limitations. --- <Level: x> - Used for: Enemy Notetags - Replace 'x' with an integer to determine the enemy's level. - If no level is declared, the level will default to 1. --- <param: x> - Used for: Enemy Notetags - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to determine which parameter to alter. - Replace 'x' with an integer to set an enemy's 'param' base value. - This will overwrite the enemy's database value and can exceed the original value limitation in the database. - If these notetags aren't used, default to the enemy's database value. --- <EXP: x> <Gold: x> - Used for: Enemy Notetags - Replace 'x' with an integer to determine the enemy's EXP or Gold values. - This will overwrite the enemy's database value and can exceed the original value limitation in the database. - If these notetags aren't used, default to the enemy's database value. --- Quality of LifeBy default, RPG Maker MZ does not offer an encounter step minimum after a random encounter has finished. This means that one step immediately after finishing a battle, the player can immediately enter another battle. The Quality of Life improvement: Minimum Encounter Steps allows you to set a buffer range between battles for the player to have some breathing room. --- <Minimum Encounter Steps: x> - Used for: Map Notetags - Replace 'x' with the minimum number of steps before the player enters a random encounter on that map. - If this notetag is not used, then the minimum encounter steps for the map will default to Quality of Life Settings => Encounter Rate Min. --- Tile shadows are automatically added to certain tiles in the map editor. These tile shadows may or may not fit some types of maps. You can turn them on/off with the Quality of Life Plugin Parameters or you can override the settings with the following notetags: --- <Show Tile Shadows> <Hide Tile Shadows> - Used for: Map Notetags - Use the respective notetag for the function you wish to achieve. - If this notetag is not used, then the minimum encounter steps for the map will default to Quality of Life Settings => No Tile Shadows. --- Basic, X, and S ParametersA battler's parameters, or stats as some devs know them as, are the values that determine how a battler performs. These settings allow you to alter behaviors and give boosts to trait objects in a more controlled manner. --- <param Plus: +x> <param Plus: -x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Adds or subtracts 'x' to 'param' plus value when calculating totals. - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to determine which parameter to modify. - Replace 'x' with an integer on how much to adjust the parameter by. - This is used to calculate the 'plus' portion in the Parameter Settings => Basic Parameter => Formula. --- <param Rate: x%> <param Rate: x.x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Changes 'param' rate to 'x' to alter the total 'param' value. - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to determine which parameter to modify. - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5). - This is used to calculate the 'paramRate' portion in Parameter Settings => Basic Parameter => Formula. --- <param Flat: +x> <param Flat: -x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Adds or subtracts 'x' to 'param' plus value when calculating totals. - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to determine which parameter to modify. - Replace 'x' with an integer on how much to adjust the parameter by. - This is used to calculate the 'flatBonus' portion in Parameter Settings => Basic Parameter => Formula. --- <param Max: x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Sets max caps for the 'param' to be 'x'. If there are multiple max caps available to the unit, then the highest will be selected. - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to determine which parameter to modify. - Replace 'x' with an integer to determine what the max cap should be. --- <xparam Plus: +x%> <xparam Plus: -x%> <xparam Plus: +x.x> <xparam Plus: -x.x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Adds or subtracts 'x' to 'xparam' plus value when calculating totals. - Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', 'HRG', 'MRG', 'TRG' to determine which X parameter to modify. - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5). - This is used to calculate the 'plus' portion in the Parameter Settings => X Parameter => Formula. --- <xparam Rate: x%> <xparam Rate: x.x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Changes 'param' rate to 'x' to alter the total 'xparam' value. - Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', 'HRG', 'MRG', 'TRG' to determine which X parameter to modify. - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5). - This is used to calculate the 'paramRate' portion in Parameter Settings => X Parameter => Formula. --- <xparam Flat: +x%> <xparam Flat: -x%> <xparam Flat: +x.x> <xparam Flat: -x.x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Adds or subtracts 'x' to 'xparam' plus value when calculating totals. - Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', 'HRG', 'MRG', 'TRG' to determine which X parameter to modify. - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5). - This is used to calculate the 'flatBonus' portion in Parameter Settings => X Parameter => Formula. --- <sparam Plus: +x%> <sparam Plus: -x%> <sparam Plus: +x.x> <sparam Plus: -x.x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Adds or subtracts 'x' to 'sparam' plus value when calculating totals. - Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', 'MDR', 'FDR', 'EXR' to determine which S parameter to modify. - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5). - This is used to calculate the 'plus' portion in the Parameter Settings => S Parameter => Formula. --- <sparam Rate: x%> <sparam Rate: x.x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Changes 'param' rate to 'x' to alter the total 'sparam' value. - Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', 'MDR', 'FDR', 'EXR' to determine which S parameter to modify. - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5). - This is used to calculate the 'paramRate' portion in Parameter Settings => S Parameter => Formula. --- <sparam Flat: +x%> <sparam Flat: -x%> <sparam Flat: +x.x> <sparam Flat: -x.x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Adds or subtracts 'x' to 'sparam' plus value when calculating totals. - Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', 'MDR', 'FDR', 'EXR' to determine which S parameter to modify. - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5). - This is used to calculate the 'flatBonus' portion in Parameter Settings => S Parameter => Formula. --- JavaScript Notetags: Basic, X, and S ParametersThe following are notetags made for users with JavaScript knowledge. These notetags are primarily aimed at Basic, X, and S Parameters. --- <JS param Plus: code> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Runs 'code' to change the 'param' plus value. - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to determine which parameter to modify. - Replace 'code' with JavaScript code to determine how much to change the plus amount for the parameter's total calculation. - This is used to calculate the 'plus' portion in the Parameter Settings => Basic Parameter => Formula. --- <JS param Rate: code> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Runs 'code' to change the 'param' rate value. - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to determine which parameter to modify. - Replace 'code' with JavaScript code to determine how much to change the param rate amount for the parameter's total calculation. - This is used to calculate the 'paramRate' portion in Parameter Settings => Basic Parameter => Formula. --- <JS param Flat: code> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Runs 'code' to change the 'param' flat value. - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to determine which parameter to modify. - Replace 'code' with JavaScript code to determine how much to change the flat bonus amount for the parameter's total calculation. - This is used to calculate the 'flatBonus' portion in Parameter Settings => Basic Parameter => Formula. --- <JS param Max: code> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Runs 'code' to determine what the max cap for 'param' should be. If there are multiple max caps available to the unit, then the highest is selected. - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to determine which parameter to modify. - Replace 'code' with JavaScript code to determine the max cap for the desired parameter. --- <JS xparam Plus: code> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Runs 'code' to change the 'xparam' plus value. - Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', 'HRG', 'MRG', 'TRG' to determine which X parameter to modify. - Replace 'code' with JavaScript code to determine how much to change the plus amount for the X parameter's total calculation. - This is used to calculate the 'plus' portion in the Parameter Settings => X Parameter => Formula. --- <JS xparam Rate: code> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Runs 'code' to change the 'xparam' rate value. - Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', 'HRG', 'MRG', 'TRG' to determine which X parameter to modify. - Replace 'code' with JavaScript code to determine how much to change the param rate amount for the X parameter's total calculation. - This is used to calculate the 'paramRate' portion in Parameter Settings => X Parameter => Formula. --- <JS xparam Flat: code> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Runs 'code' to change the 'xparam' flat value. - Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', 'HRG', 'MRG', 'TRG' to determine which X parameter to modify. - Replace 'code' with JavaScript code to determine how much to change the flat bonus amount for the X parameter's total calculation. - This is used to calculate the 'flatBonus' portion in Parameter Settings => X Parameter => Formula. --- <JS sparam Plus: code> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Runs 'code' to change the 'sparam' plus value. - Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', 'MDR', 'FDR', 'EXR' to determine which S parameter to modify. - Replace 'code' with JavaScript code to determine how much to change the plus amount for the S parameter's total calculation. - This is used to calculate the 'plus' portion in the Parameter Settings => S Parameter => Formula. --- <JS sparam Rate: code> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Runs 'code' to change the 'sparam' rate value. - Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', 'MDR', 'FDR', 'EXR' to determine which S parameter to modify. - Replace 'code' with JavaScript code to determine how much to change the param rate amount for the S parameter's total calculation. - This is used to calculate the 'paramRate' portion in Parameter Settings => S Parameter => Formula. --- <JS sparam Flat: code> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Runs 'code' to change the 'sparam' flat value. - Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', 'MDR', 'FDR', 'EXR' to determine which S parameter to modify. - Replace 'code' with JavaScript code to determine how much to change the flat bonus amount for the S parameter's total calculation. - This is used to calculate the 'flatBonus' portion in Parameter Settings => S Parameter => Formula. --- Plugin CommandsThe following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command. --- Game: Open URL - Opens a website URL from the game. URL: - Where do you want to take the player? --- Gold: Gain/Lose - Allows you to give/take more gold than the event editor limit. Value: - How much gold should the player gain/lose? - Use negative values to remove gold. --- Picture: Easing Type - Changes the easing type to a number of options. Picture ID: - Which picture do you wish to apply this easing to? Easing Type: - Select which easing type you wish to apply. Instructions: - Insert this Plugin Command after a "Move Picture" event command. - Turn off "Wait for Completion" in the "Move Picture" event. - You may have to add in your own "Wait" event command after. --- System: Main Font Size - Set the game's main font size. Change To: - Change the font size to this number. --- System: Side View Battle - Switch between Front View or Side View for battle. Change To: - Choose which view type to switch to. --- System: Time Progress Battle - Switch between Default or Time Progress battle system. Change To: - Choose which battle system to switch to. --- System: Window Padding - Change the game's window padding amount. Change To: - Change the game's standard window padding to this value. --- Plugin Parameters: Quality of Life SettingsA variety of (optional) settings and changes are added with the Core Engine to improve the quality of life for both the game devs and players alike. --- Play Test New Game on Boot: - Automatically start a new game on Play Test? - Only enabled during Play Test. No Play Test Mode: - Force the game to be out of Play Test mode when play testing. Open Console on Boot: - Open the Debug Console upon booting up your game? - Only enabled during Play Test. F6: Toggle Sound: - F6 Key Function: Turn on all sound to 100% or to 0%, toggling between the two. - Only enabled during Play Test. F7: Toggle Fast Mode: - F7 Key Function: Toggle fast mode. - Only enabled during Play Test. NewGame > CommonEvent: - Runs a common event each time a new game is started. - Only enabled during Play Test. --- Digit Grouping Standard Text: - Make numbers like 1234567 appear like 1,234,567 for standard text inside windows? Ex Text: - Make numbers like 1234567 appear like 1,234,567 for ex text, written through drawTextEx (like messages)? Damage Sprites: - Make numbers like 1234567 appear like 1,234,567 for in-battle damage sprites? Gauge Sprites: - Make numbers like 1234567 appear like 1,234,567 for visible gauge sprites such as HP, MP, and TP gauges? --- Player Benefit Encounter Rate Min: - Minimum number of steps the player can take without any random encounters. Escape Always: - If the player wants to escape a battle, let them escape the battle with 100% chance. Accuracy Formula: - Accuracy formula calculation change to Skill Hit% * (User HIT - Target EVA) for better results. Accuracy Boost: - Boost HIT and EVA rates in favor of the player. Level Up -> Full HP: Level Up -> Full MP: - Recovers full HP or MP when an actor levels up. --- Misc Anti-Zoom Pictures: - If on, prevents pictures from being affected by zoom. Font Shadows: - If on, text uses shadows instead of outlines. Font Smoothing: - If on, smoothes fonts shown in-game. Key Item Protection: - If on, prevents Key Items from being able to be sold and from being able to be consumed. Modern Controls: - If on, allows usage of the Home/End buttons. - Home would scroll to the first item on a list. - End would scroll to the last item on a list. - Shift + Up would page up. - Shift + Down would page down. No Tile Shadows: - Removes tile shadows from being displayed in-game. Pixel Image Rendering: - If on, pixelates the image rendering (for pixel games). Require Focus? - Requires the game to be focused? If the game isn't focused, it will pause if it's not the active window. Smart Event Collision: - Makes events only able to collide with one another if they're 'Same as characters' priority. --- Plugin Parameters: Color SettingsThese settings allow you, the game dev, to have more control over which colors appear for what conditions found in the game. You can use regular numbers to use the colors predetermined by the game's Window Skin or you can use the #rrggbb format for a hex color code. You can find out what hex codes belong to which color from this website: https://htmlcolorcodes.com/ --- Basic Colors - These are colors that almost never change and are used globally throughout the in-game engine. Normal: System: Crisis: Death: Gauge Back: HP Gauge: MP Gauge: MP Cost: Power Up: Power Down: CT Gauge: TP Gauge: Pending Color: EXP Gauge: MaxLv Gauge: - Use #rrggbb for custom colors or regular numbers for text colors from the Window Skin. --- Alpha Colors: - These are colors that have a bit of transparency to them and are specified by the 'rgba(red, green, blue, alpha)' format. - Replace 'red' with a number between 0-255 (integer). - Replace 'green' with a number between 0-255 (integer). - Replace 'blue' with a number between 0-255 (integer). - Replace 'alpha' with a number between 0 and 1 (decimal). Outline Color: Dim Color: Item Back Color: - Colors with a bit of alpha settings. - Format rgba(0-255, 0-255, 0-255, 0-1) --- Conditional Colors: - These require a bit of JavaScript knowledge. These determine what colors to use under which situations and uses such as different values of HP, MP, TP, for comparing equipment, and determine damage popup colors. JS: Actor HP Color: JS: Actor MP Color: JS: Actor TP Color: - Code used for determining what HP, MP, or TP color to use for actors. JS: Parameter Change: - Code used for determining whatcolor to use for parameter changes. JS: Damage Colors: - Code used for determining what color to use for damage types. --- |