Boost Action VisuStella MZ

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System

This is a plugin created for RPG Maker MZ.

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Click here for help on how to install plugins and an explanation on the Tier Hierarchy System.

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Masterarbeit Writer


BoostAction Ani Full.gif

Required Plugins

The following plugins are required in order to use this plugin.

Place the following plugins above this plugin located in the Plugin Manager.


VisuStella MZ

This plugin is a part of the VisuStella MZ Plugin Library.

Click here if you want to help support VisuStella on Patreon.

Introduction

BoostAction Ani Sequence.gif

This plugin adds Boost Points, a mechanic which augments the potency of skills and/or items based on the type of notetag they have. The newly added mechanic allows actors and/or enemies to temporarily power themselves up for the current turn by using the Boost Points resource. Boost Points are gained at the end of each turn if the battler did not use any Boost Points. While Boosted, actions can deal more damage, hit more times, make buffs/debuffs or states last longer, and more!

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

  • Add a new battle resource to your game: Boost Points!
  • Determine how many Boost Points can be stored at a time!
  • Also determine how many Boost Points can be used at a time!
  • Determine how Boosting affects skills and items through the different kinds of notetags provided through this plug.
  • Enemies can Boost, too! As long as the proper notetags are in place!
  • Utilize Shortcut Keys to quickly Boost skills and/or items.
  • Boosting skills and/or items can also affect the text displayed in the Help Window, too!

Requirements

This plugin is made for RPG Maker MZ. This will not work in other iterations of RPG Maker.

Required Plugin List

This plugin requires the above listed plugins to be installed inside your game's Plugin Manager list in order to work. You cannot start your game with this plugin enabled without the listed plugins.


Tier 3

This plugin is a Tier 3 plugin. Place it under other plugins of lower tier value on your Plugin Manager list (ie: 0, 1, 2, 3, 4, 5).

This is to ensure that your plugins will have the best compatibility with the rest of the VisuStella MZ Plugin library.


Extra Features

There are some extra features found if other VisuStella MZ plugins are found present in the Plugin Manager list.

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Weakness Display VisuStella MZ

The "Analyze" ability in the VisuStella MZ Weakness Display can be Boosted through this plugin and reveal multiple weaknesses at a time.

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VisuStella MZ Compatibility

While this plugin is compatible with the majority of the VisuStella MZ plugin library, it is not compatible with specific plugins or specific features. This section will highlight the main plugins/features that will not be compatible with this plugin or put focus on how the make certain features compatible.

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Battle Core VisuStella MZ

When using Action Sequences, Boost effects for damage, turn extensions, analyze, etc. will not occur for anything other than the Action Sequence: "MECH: Action Effect" in order to maintain controlled effects. However, if you do want to apply bonuses for Boosts, utilize "MECH: Boost Store Data" to store inside a variable how many times Boosts were used. This can be used however which way you want it to as long as it is manageable through events and Common Events.

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Battle System - BTB VisuStella MZ

The Boost Actions plugin cannot be used together with Battle System - BTB. If the Battle System is switched to using Battle System - BTB, then the Boost Actions plugin will shut itself off.

The reason why these plugins cannot work together is because their mechanics play off too similarly to each other and cause conflicts. We, the plugin developer team, highly recommend that you utilize Battle System - BTB's Brave system instead of the Boost system to make the best use of the battle system in effect.

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Notetags

RPG Maker MZ's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.

Here is a list of Notetag(s) that you may use.


The following are notetags that have been added through this plugin. These notetags will not work with your game if this plugin is OFF or not present.

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Boost Effect-Related Notetags

BoostAction Ani Full.gif

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<Boost Damage>

- Used for: Skill, Item Notetags
- Boosts will alter the damage dealt by this skill/item.
- The amount of damage increased will be determined by the Plugin Parameter
  Mechanical settings for Damage Multipliers and Addition.
- When using Action Sequences, this will have no effect outside of the
  MECH: Action Effect command.

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<Boost Turns>

- Used for: Skill, Item Notetags
- Boosts will alter the duration of skills, buffs, and debuffs added by
  this skill/item.
- The amount of turns increased will be determined by the Plugin Parameter
  Mechanical settings for Turn Multipliers and Addition.
- When using Action Sequences, this will have no effect outside of the
  MECH: Action Effect command.

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<Boost Repeat>

- Used for: Skill, Item Notetags
- Boosts will alter the number of repeated hits dealt by this skill/item.
- The amount of hits increased will be determined by the Plugin Parameter
  Mechanical settings for Repeated Hits Multipliers and Addition.
- When using Action Sequences, this will have no effect outside of the
  MECH: Action Effect command.

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<Boost Effect Gain>

- Used for: Skill, Item Notetags
- Boosts will alter the number of Boost Points acquired through the
  <Target Boost Points: +x> and <User Boost Points: +x> notetags.
- The power of the effect will be determined by the Plugin Parameter
  Mechanical settings for Effect Multipliers and Addition.
- When using Action Sequences, this will have no effect outside of the
  MECH: Action Effect command.

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<Boost Analyze>

- Used for: Skill, Item Notetags
- Requires VisuMZ_3_WeaknessDisplay!
- Boosts will alter the number of revealed weaknesses by this skill/item.
- The amount of weaknesses revealed will be determined by the Plugin
  Parameter Mechanical settings for Analyze Multipliers and Addition.
- When using Action Sequences, this will have no effect outside of the
  MECH: Action Effect command.

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Boost Points Gain/Loss-Related Notetags

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<User Boost Points: +x>
<User Boost Points: -x>

<Target Boost Points: +x>
<Target Boost Points: -x>

- Used for: Skill, Item Notetags
- The user/target will gain/lose Boost Points if this skill/item connects.
- Replace 'x' with a number representing the number of Boost Points for the
  user/target to gain/lose.

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<Boost Points Battle Start: x%>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Determines how many extra (or less) Boost Points the battler will start
  a new battle with.
- Replace 'x' with a number representing the amount of Boost Points to
  increase or decrease the starting Boost Points value by multiplicatively.

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<Boost Points Battle Start: +x>
<Boost Points Battle Start: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Determines how many extra (or less) Boost Points the battler will start
  a new battle with.
- Replace 'x' with a number representing the amount of Boost Points to
  increase or decrease the starting Boost Points value by additively.

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Boost Point Requirements-Related Notetags

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The following are notetags that make skills/items require a certain amount of Boost Points to be in "use" before they can become enabled.

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<Require x Boost Points>

- Used for: Skill, Item Notetags
- This causes the skill to require at least x Boost Points to be spent.
- Replace 'x' with a number value representing the Boost Points to be spent.

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<Require >= x Boost Points>

- Used for: Skill, Item Notetags
- This causes the skill to require at least x Boost Points to be spent.
- Replace 'x' with a number value representing the Boost Points to be spent.

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<Require > x Boost Points>

- Used for: Skill, Item Notetags
- This causes the skill to require more than x Boost Points to be spent.
- Replace 'x' with a number value representing the Boost Points to be spent.

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<Require = x Boost Points>

- Used for: Skill, Item Notetags
- This causes the skill to require exactly x Boost Points to be spent.
- Replace 'x' with a number value representing the Boost Points to be spent.

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<Require < x Boost Points>

- Used for: Skill, Item Notetags
- This causes the skill to require less than x Boost Points to be spent.
- Replace 'x' with a number value representing the Boost Points to be spent.

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<Require <= x Boost Points>

- Used for: Skill, Item Notetags
- This causes the skill to require at most x Boost Points to be spent.
- Replace 'x' with a number value representing the Boost Points to be spent.

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Boosting-Related Notetags

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<Boost Sealed>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- As long as the battler is affected by a trait object with this notetag,
  the battler cannot Boost.

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Enemy-Related Notetags

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<Boost Skill id: Full>
<Boost name: Full>

- Used for: Enemy Notetags
- Determines which skills the notetag'd enemy will Boost and their range
  for Boosting it.
- When the enemy Boosts for this skill, the enemy will use as many Boost
  Points as it can to cast it.
- Replace 'id' with a number representing the skill ID to Boost.
- Replace 'name' with the skill's name to Boost.

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<Boost Skill id: At Least x>
<Boost name: At Least x>

- Used for: Enemy Notetags
- Determines which skills the notetag'd enemy will Boost and their range
  for Boosting it.
- When the enemy Boosts for this skill, the enemy will only use Boost Points
  after reaching 'x' Boost Points and will use as much as it can.
- Replace 'id' with a number representing the skill ID to Boost.
- Replace 'name' with the skill's name to Boost.

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<Boost Skill id: At Most x>
<Boost name: At Most x>

- Used for: Enemy Notetags
- Determines which skills the notetag'd enemy will Boost and their range
  for Boosting it.
- When the enemy Boosts for this skill, the enemy will only as many Boost
  Points as it can unless the Boost Points spent go over 'x'.
- Replace 'id' with a number representing the skill ID to Boost.
- Replace 'name' with the skill's name to Boost.

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<Boost Skill id: Exactly x>
<Boost name: Exactly x>

- Used for: Enemy Notetags
- Determines which skills the notetag'd enemy will Boost and their range
  for Boosting it.
- When the enemy Boosts for this skill, the enemy will only use 'x' Boost
  Points when Boosting for the skill.
- Replace 'id' with a number representing the skill ID to Boost.
- Replace 'name' with the skill's name to Boost.

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Regeneration-Related Notetags

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<Boost Points Regen: x%>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the amount of Boost Points gained when regenerating Boost Points
  (as long as the battler can).
- Replace 'x' with a number value representing the amount of Boost Points
  to increase or decrease the regenerated amount by multiplicatively.

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<Boost Points Regen: +x>
<Boost Points Regen: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the amount of Boost Points gained when regenerating Boost Points
  (as long as the battler can).
- Replace 'x' with a number value representing the amount of Boost Points
  to increase or decrease the regenerated amount by additively.

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Text Codes

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Text Codes are used in the Show Text event command. They are used to display things that text normally can't produce on its own, such as colors, get the name of a specific actor, change icons, and more.

RPG Maker MZ already comes with text codes of its own:

\V[n] Will be replaced with the value of the nth variable.
\N[n] Will be replaced with the name of the nth actor.
\P[n] Will be replaced by the name of the nth (arranged order) party member.
\G Will be replaced by the currency unit.
\C[n] Draw the subsequent text in the nth color. Text color conforms to the contents of the [Window.png] system image.
\I[n] Draws the nth icon.
\FS[n] Changes the text font size to 'n'.
\{ Increases the text by 1 step.
\} Decreases the text by 1 step.
\\ Replaced with the backslash character.
\$ Open the gold window.
\. Wait for 1/4 second.
\| Wait for 1 second.
\! Wait for button input.
\> Display remaining text on same line all at once.
\< Cancel the effect that displays text all at once.
\^ Do not wait for input after displaying the next.


The following are text codes that you may use with this plugin.

Boosting-Related Text Codes

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These text codes are used for Help Window descriptions. When Boosting, the text displayed in the Help Window can change to reflect the amount boosted.

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Text Code Effect (Help Window Text Only)
\boostDamage[x] This will apply damage modifiers to number x based on the actor's currently used Boost amount.
\boostTurn[x] This will apply turn modifiers to number x based on the actor's currently used Boost amount.
\boostRepeat[x] This will apply repeat hit modifiers to number x based on the actor's currently used Boost amount.
\boostEffect[x] This will apply Boost Point effect modifiers to number x based on the actor's currently used Boost amount.
\boostAnalyze[x] This will apply analyze modifiers to number x based on the actor's currently used Boost amount.

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Text Code Effect (Help Window Text Only)
\boost[text] The text inside the brackets won't appear unless at least 1 Boost is used.
\boost0[text] The text inside the brackets won't appear unless if any Boost is used.
\boost>=x[text] The text inside the brackets will only appear if at least x Boosts are used.
\boost>x[text] The text inside the brackets will only appear if more than x Boosts are used.
\boost=x[text] The text inside the brackets will only appear if exactly x Boosts are used.
\boost<x[text] The text inside the brackets will only appear if less than x Boosts are used.
\boost<=x[text] The text inside the brackets will only appear if at most x Boosts are used.

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Plugin Parameters

Mechanics Settings

BoostAction Ani Full.gif

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These Plugin Parameters govern the mechanics behind Boost Points and Boosting for this RPG Maker MZ plugin.

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Boost Points

 Max Stored:
 - Maximum Boost Points that can be stored at any time.
 Max Usable:
 - How many Boost Points can be usable at a time?
 Start Battle:
 - How many Boost Points as a base do you want battlers to start
   battles with?
 Regeneration:
 - How many Boost Points do you want battlers to regenerate each
   turn applicable?
   Always Regen?:
   - Always regenerate Boost Points each turn?
   - Otherwise, regenerate on turns when Boost Points weren't used.
   Death Regen?:
   - Regenerate Boost Points while dead?
   - Otherwise, don't.
 Death Removal?:
 - Remove all stored Boost Points on death?
 - Otherwise, keep them.

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BoostAction Ani Sequence.gif

BoostAction Param2.png

Boost Animations

 Animation ID's:
 - Animation IDs start from 0 Boosts to max.
 - These animations play when Boosting/Unboosting.
 Animation Delay:
 - How many milliseconds to play between animations when enemies
   Boost actions?

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Boost Modifiers

 Damage:
   Multipliers:
   - Damage multipliers start from 0 Boosts to max.
   - Affects skills/items with <Boost Damage> notetag.
   Addition:
   - Damage addition start from 0 Boosts to max.
   - Affects skills/items with <Boost Damage> notetag.
 State/Buff Turns:
   Multipliers:
   - Turn multipliers start from 0 Boosts to max.
   - Affects skills/items with <Boost Turns> notetag.
   Addition:
   - Turn addition start from 0 Boosts to max.
   - Affects skills/items with <Boost Turns> notetag.
 Repeated Hits:
   Multipliers:
   - Repeat multipliers start from 0 Boosts to max.
   - Affects skills/items with <Boost Repeat> notetag.
   Addition:
   - Repeat addition start from 0 Boosts to max.
   - Affects skills/items with <Boost Repeat> notetag.
 Effect:
   Multipliers:
   - Effect multipliers start from 0 Boosts to max.
   - Affects skills/items with <Boost Effect Gain> notetag.
   Addition:
   - Effect addition start from 0 Boosts to max.
   - Affects skills/items with <Boost Effect Gain> notetag.
 Analyze:
   Multipliers:
   - Analyze multipliers start from 0 Boosts to max.
   - Affects skills/items with <Boost Analyze> notetag.
   Addition:
   - Analyze addition start from 0 Boosts to max.
   - Affects skills/items with <Boost Analyze> notetag.

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UI Settings

BoostAction Ui1.png

BoostAction Ui2.png

These Plugin Parameter settings govern the visual elements related to Boost Points and Boosting.

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Icons

 Boost Icon:
 - What icon do you wish to represent Boosting and
   Boost Point availability?
 Empty Icon:
 - What icon do you wish to represent Unboosting and
   Boost Point absence?
 Icon Size Rate:
 - What size do you wish the icons to be displayed at?
 - Use a number between 0 and 1 for the best results.
 Smooth Icons?:
 - Do you wish to smooth out the icons or pixelate them?

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Vocab

 Boost Command:
 - This is the text used for the "Boost" command displayed in the
   Actor Command Window.
   Show?:
   - Show this command in the Actor Command Window?
 Unboost Command:
 - This is the text used for the "Unboost" command displayed in the
   Actor Command Window.
   Show?:
   - Show this command in the Actor Command Window?

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Shortcut Controls

 Page Up/Dn Shortcuts?:
 - Enable Page Up/Down keys to adjust Boost points as a shortcut?
 Bypassed Windows:
 - These are constructor names for windows that the shortcut key will not
   work on.

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Battle Status

 Show Boost Points?:
 - Show Boost Points in the Battle Status Window?
 Auto-Position?:
 - Automatically position the Boost Points?
 - If not, it'll position it to the upper left.
 Offset X/Y:
 - How much to offset the Boost icons X/Y position by?
 - For X: Negative goes left. Positive goes right.
 - For Y: Negative goes up. Positive goes down.

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Terms of Use

1. These plugins may be used in free or commercial games provided that they have been acquired through legitimate means at VisuStella.com and/or any other official approved VisuStella sources. Exceptions and special circumstances that may prohibit usage will be listed on VisuStella.com.

2. All of the listed coders found in the Credits section of this plugin must be given credit in your games or credited as a collective under the name: "VisuStella".

3. You may edit the source code to suit your needs, so long as you do not claim the source code belongs to you. VisuStella also does not take responsibility for the plugin if any changes have been made to the plugin's code, nor does VisuStella take responsibility for user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow custom JavaScript code.

4. You may NOT redistribute these plugins nor take code from this plugin to use as your own. These plugins and their code are only to be downloaded from VisuStella.com and other official/approved VisuStella sources. A list of official/approved sources can also be found on VisuStella.com.

5. VisuStella is not responsible for problems found in your game due to unintended usage, incompatibility problems with plugins outside of the VisuStella MZ library, plugin versions that aren't up to date, nor responsible for the proper working of compatibility patches made by any third parties. VisuStella is not responsible for errors caused by any user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow JavaScript code.

6. If a compatibility patch needs to be made through a third party that is unaffiliated with VisuStella that involves using code from the VisuStella MZ library, contact must be made with a member from VisuStella and have it approved. The patch would be placed on VisuStella.com as a free download to the public. Such patches cannot be sold for monetary gain, including commissions, crowdfunding, and/or donations.

7. If this VisuStella MZ plugin is a paid product, all project team members must purchase their own individual copies of the paid product if they are to use it. Usage includes working on related game mechanics, managing related code, and/or using related Plugin Commands and features. Redistribution of the plugin and/or its code to other members of the team is NOT allowed unless they own the plugin itself as that conflicts with Article 4.

8. Any extensions and/or addendums made to this plugin's Terms of Use can be found on VisuStella.com and must be followed.

Terms of Use: Japanese


『VisuStella MZ』利用規約

1. これらのプラグインは、VisuStella.comおよび/または公式に承認されたVisuStellaのソースから合法的な手段で入手したものである限り、フリーゲームや商用ゲームに使用することができます。例外的に使用が禁止される場合については、VisuStella.comの記載をご確認ください。

2. 本プラグインの「クレジット」部分に記載されているすべてのコーダーの名前は、ゲーム内にクレジット表記を行うか、もしくは「VisuStella」という名前の下にまとめて表記する必要があります。

3. ソースコードを自分のものだと主張しない限りは、必要に応じて編集することが可能です。ただしプラグインのコードに変更が加えられた場合、VisuStellaはそのプラグインに対して一切の責任を負いません。高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードについても、VisuStellaは一切の責任を負いません。

4. これらのプラグインやプラグイン内のコードを、「自分のもの」として再配布したり使用したりすることはできません。これらのプラグインとそのコードは、VisuStella.comおよび、その他の公式/承認済みVisuStellaソースからのみダウンロードすることができます。公式/承認済みのソースのリストは、VisuStella.comでご確認いただけます。

5. VisuStellaは、意図しない使用方法による問題、VisuStella MZライブラリ以外のプラグインとの非互換性の問題、プラグインのバージョンが最新でないことによる問題、第三者による互換性パッチが適切に動作していないことなどが原因でゲーム内で発生した問題については、一切の責任を負いません。VisuStellaは、高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードに起因するエラーについても、一切の責任を負いません。

6. VisuStella MZライブラリのコードを使用した互換性パッチをVisuStellaとは関係のない第三者を通じて作成する必要がある場合は、まずVisuStellaのメンバーと連絡を取り、承認を得る必要があります。パッチはVisuStella.comに公開され、誰でも無料でダウンロードすることができるようになります。このようなパッチを、制作発注やクラウドファンディングの対象にしたり、寄付などの金銭的な利益を得るために販売することはできません。

7. このVisuStella MZプラグインが商用製品である場合、プロジェクトチームのすべてのメンバーは、それを使用するため、それぞれ製品を購入しなければなりません。使用方法には、関連するゲームメカニクスの作業、関連するコードの管理、および/または関連するプラグインコマンドや機能の使用、が含まれます。プラグインそのものやそのコードをチームの他のメンバーに再配布することは第4項に抵触するため、そのメンバーがプラグインそのものを所有していない限りは許可されません。

8. このプラグインの利用規約の追加項目や補足については、VisuStella.comに掲載されていますので、それを参照し従ってください。

Credits

If you are using this plugin, credit the following people in your game:

Team VisuStella

Changelog

Version 1.01: April 9, 2021

  • Bug Fixes!
    • <User Boost Points: +x> notetag should now work properly. Fix by Olivia.


Version 1.00 Official Release Date: May 5, 2021

  • Finished Plugin!

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