Category:Plugin Commands (MZ)
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VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
Contents
- 1 Core Engine VisuStella MZ
- 2 Battle Core VisuStella MZ
- 2.1 Action Sequence - Action Sets
- 2.2 Action Sequences - Angle (Camera)
- 2.3 Action Sequences - Animations
- 2.4 Action Sequences - Battle Log
- 2.5 Action Sequences - Camera
- 2.6 Action Sequences - Dragonbones
- 2.7 Action Sequences - Elements
- 2.8 Action Sequences - Horror Effects
- 2.9 Action Sequences - Impact
- 2.10 Action Sequences - Mechanics
- 2.11 Action Sequences - Motion
- 2.12 Action Sequences - Movement
- 2.13 Action Sequences - Projectiles
- 2.14 Action Sequences - Skew (Camera)
- 2.15 Action Sequences - Target
- 2.16 Action Sequences - Weapon
- 2.17 Action Sequences - Zoom (Camera)
- 3 Battle System - ATB VisuStella MZ
- 4 Button Common Events VisuStella MZ
- 5 Dragonbones Union VisuStella MZ
- 6 Elements and Status Menu Core VisuStella MZ
- 7 Events and Movement Core VisuStella MZ
- 7.1 Auto Movement Plugin Commands
- 7.2 Call Event Plugin Commands
- 7.3 Dash Plugin Commands
- 7.4 Event Icon Plugin Commands
- 7.5 Event Label Plugin Commands
- 7.6 Event Location Plugin Commands
- 7.7 Follower Control Plugin Commands
- 7.8 Global Switch Plugin Commands
- 7.9 Global Variable Plugin Commands
- 7.10 Morph Event Plugin Commands
- 7.11 Player Icon Plugin Commands
- 7.12 Self Switch Plugin Commands
- 7.13 Self Variable Plugin Commands
- 7.14 Spawn Event Plugin Commands
- 8 Gab Window VisuStella MZ
- 9 Items and Equips Core VisuStella MZ
- 10 Main Menu Core VisuStella MZ
- 11 Message Core VisuStella MZ
- 12 Party System VisuStella MZ
- 13 Picture Common Events VisuStella MZ
- 14 Quest Journal System VisuStella MZ
- 15 Save Core VisuStella MZ
- 16 Skill Cooldowns VisuStella MZ
- 17 Victory Aftermath VisuStella MZ
- 18 End of List
Plugin Commands are event commands that are used to call upon functions added by a plugin that aren't inherently a part of RPG Maker MZ. Here is a list of Plugin Command(s) that you may use: --- Core Engine VisuStella MZThe following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command. --- Game Plugin Commands--- Game: Open URL - Opens a website URL from the game. URL: - Where do you want to take the player? --- Gold Plugin Commands--- 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 Plugin Commands--- 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. --- Screen Shake Plugin Commands--- Screen Shake: Custom: - Creates a custom screen shake effect and also sets the following uses of screen shake to this style. Shake Style: - Select shake style type. - Original - Random - Horizontal - Vertical Power: - Power level for screen shake. Speed: - Speed level for screen shake. Duration: - Duration of screenshake. - You can use code as well. Wait for Completion: - Wait until completion before moving onto the next event? --- System Plugin Commands--- System: Battle System Change - Switch to a different battle system in-game. Change To: - Choose which battle system to switch to. - Database Default (Use game database setting) - - - DTB: Default Turn Battle - TPB Active: Time Progress Battle (Active) - TPB Wait: Time Progress Battle (Wait) - - - BTB: Brave Turn Battle (Req VisuMZ_2_BattleSystemBTB) - CTB: Charge Turn Battle (Req VisuMZ_2_BattleSystemCTB) - OTB: Order Turn Battle (Req VisuMZ_2_BattleSystemOTB) - STB: Standard Turn Battle (Req VisuMZ_2_BattleSystemSTB) --- System: Load Images - Allows you to (pre) load up images ahead of time. img/animations/: img/battlebacks1/: img/battlebacks2/: img/enemies/: img/faces/: img/parallaxes/: img/pictures/: img/sv_actors/: img/sv_enemies/: img/system/: img/tilesets/: img/titles1/: img/titles2/: - Which files do you wish to load from this directory? --- 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: Window Padding - Change the game's window padding amount. Change To: - Change the game's standard window padding to this value. --- Battle Core VisuStella MZSkills and items, when used in battle, have a pre-determined series of actions to display to the player as a means of representing what's going on with the action. For some game devs, this may not be enough and they would like to get more involved with the actions themselves. Action Sequences, added through this plugin, enable this. To give a skill or item a Custom Action Sequence, a couple of steps must be followed: --- 1. Insert the <Custom Action Sequence> notetag into the skill or item's notebox (or else this would not work as intended). 2. Give that skill/item a Common Event through the Effects box. The selected Common Event will contain all the Action Sequence data. 3. Create the Common Event with Action Sequence Plugin Commands and/or event commands to make the skill/item do what you want it to do. --- The Plugin Commands added through the Battle Core plugin focus entirely on Action Sequences. However, despite the fact that they're made for skills and items, some of these Action Sequence Plugin Commands can still be used for regular Troop events and Common Events. --- Action Sequence - Action SetsAction Sequence Action Sets are groups of commonly used Action Sequence Commands put together for more efficient usage. --- ACSET: Setup Action Set - The generic start to most actions. Display Action: Immortal: On: Battle Step: Wait For Movement: Cast Animation: Wait For Animation: - Use this part of the action sequence? --- ACSET: All Targets Action Set - Affects all targets simultaneously performing the following. Dual/Multi Wield? - Add times struck based on weapon quantity equipped? Perform Action: Wait Count: Action Animation: Wait For Animation: Action Effect: Immortal: Off: - Use this part of the action sequence? - Insert values for the Wait Count(s). --- ACSET: Each Target Action Set - Goes through each target one by one to perform the following. Dual/Multi Wield? - Add times struck based on weapon quantity equipped? Perform Action: Wait Count: Action Animation: Wait Count: Action Effect: Immortal: Off: - Use this part of the action sequence? - Insert values for the Wait Count(s). --- ACSET: Finish Action - The generic ending to most actions. Immortal: Off: Wait For New Line: Wait For Effects: Clear Battle Log: Home Reset: Wait For Movement: - Use this part of the action sequence? --- Action Sequences - Angle (Camera)These action sequences allow you to have control over the camera angle. Requires VisuMZ_3_ActSeqCamera! --- ANGLE: Change Angle - Changes the camera angle. - Requires VisuMZ_3_ActSeqCamera! Angle: - Change the camera angle to this many degrees. Duration: - Duration in frames to change camera angle. Angle Easing: - Select which easing type you wish to apply. - Requires VisuMZ_0_CoreEngine. Wait For Angle?: - Wait for angle changes to complete before performing next command? --- ANGLE: Reset Angle - Reset any angle settings. - Requires VisuMZ_3_ActSeqCamera! Duration: - Duration in frames to reset camera angle. Angle Easing: - Select which easing type you wish to apply. - Requires VisuMZ_0_CoreEngine. Wait For Angle?: - Wait for angle changes to complete before performing next command? --- ANGLE: Wait For Angle - Waits for angle changes to complete before performing next command. - Requires VisuMZ_3_ActSeqCamera! --- Action Sequences - AnimationsThese Action Sequences are related to the 'Animations' that can be found in the Animations tab of the Database. --- ANIM: Action Animation - Plays the animation associated with the action. Targets: - Select unit(s) to play the animation on. Mirror Animation: - Mirror the animation? Wait For Animation?: - Wait for animation to complete before performing next command? --- ANIM: Attack Animation - Plays the animation associated with the user's weapon. Targets: - Select unit(s) to play the animation on. Mirror Animation: - Mirror the animation? Wait For Animation?: - Wait for animation to complete before performing next command? --- ANIM: Attack Animation 2+ - Plays the animation associated with the user's other weapons. - Plays nothing if there is no other weapon equipped. Targets: - Select unit(s) to play the animation on. Slot: - Which weapon slot to get this data from? - Main-hand weapon is weapon slot 1. Mirror Animation: - Mirror the animation? Wait For Animation?: - Wait for animation to complete before performing next command? --- ANIM: Cast Animation - Plays the cast animation associated with the action. Targets: - Select unit(s) to play the animation on. Mirror Animation: - Mirror the animation? Wait For Animation?: - Wait for animation to complete before performing next command? --- ANIM: Change Battle Portrait - Changes the battle portrait of the actor (if it's an actor). - Can be used outside of battle/action sequences. Targets: - Select unit(s) to play the animation on. - Valid units can only be actors. Filename: - Select the file to change the actor's portrait to. --- ANIM: Show Animation - Plays the a specific animation on unit(s). Targets: - Select unit(s) to play the animation on. Animation ID: - Select which animation to play on unit(s). Mirror Animation: - Mirror the animation? Wait For Animation?: - Wait for animation to complete before performing next command? --- ANIM: Wait For Animation - Causes the interpreter to wait for any animation(s) to finish. --- Action Sequences - Battle LogThese Action Sequences are related to the Battle Log Window, the window found at the top of the battle screen. --- BTLOG: Add Text - Adds a new line of text into the Battle Log. Text: - Add this text into the Battle Log. - Text codes allowed. Copy to Combat Log?: - Copies text to the Combat Log. - Requires VisuMZ_4_CombatLog Combat Log Icon: - What icon would you like to bind to this entry? - Requires VisuMZ_4_CombatLog --- BTLOG: Clear Battle Log - Clears all the text in the Battle Log. --- BTLOG: Display Action - plays the current action in the Battle Log. --- BTLOG: Pop Base Line - Removes the Battle Log's last added base line and all text up to its former location. --- BTLOG: Push Base Line - Adds a new base line to where the Battle Log currently is at. --- BTLOG: Refresh Battle Log - Refreshes the Battle Log. --- BTLOG: UI Show/Hide - Shows or hides the Battle UI (including the Battle Log). Show/Hide?: - Shows/hides the Battle UI. --- BTLOG: Wait For Battle Log - Causes the interpreter to wait for the Battle Log to finish. --- BTLOG: Wait For New Line - Causes the interpreter to wait for a new line in the Battle Log. --- Action Sequences - CameraThese Action Sequences are battle camera-related. Requires VisuMZ_3_ActSeqCamera! --- CAMERA: Clamp ON/OFF - Turns battle camera clamping on/off. - Requires VisuMZ_3_ActSeqCamera! Setting: - Turns camera clamping on/off. --- CAMERA: Focus Point - Focus the battle camera on a certain point in the screen. - Requires VisuMZ_3_ActSeqCamera! X Coordinate: - Insert the point to focus the camera on. - You may use JavaScript code. Y Coordinate: - Insert the point to focus the camera on. - You may use JavaScript code. Duration: - Duration in frames for camera focus change. Camera Easing: - Select which easing type you wish to apply. - Requires VisuMZ_0_CoreEngine. Wait For Camera? - Wait for camera changes to complete before performing next command? --- CAMERA: Focus Target(s) - Focus the battle camera on certain battler target(s). - Requires VisuMZ_3_ActSeqCamera! Targets: - Select unit(s) to focus the battle camera on. Duration: - Duration in frames for camera focus change. Camera Easing: - Select which easing type you wish to apply. - Requires VisuMZ_0_CoreEngine. Wait For Camera? - Wait for camera changes to complete before performing next command? --- CAMERA: Offset - Offset the battle camera from the focus target. - Requires VisuMZ_3_ActSeqCamera! Offset X: - How much to offset the camera X by. - Negative: left. Positive: right. Offset Y: - How much to offset the camera Y by. - Negative: up. Positive: down. Duration: - Duration in frames for offset change. Camera Easing: - Select which easing type you wish to apply. - Requires VisuMZ_0_CoreEngine. Wait For Camera? - Wait for camera changes to complete before performing next command? --- CAMERA: Reset - Reset the battle camera settings. - Requires VisuMZ_3_ActSeqCamera! Reset Focus?: - Reset the focus point? Reset Offset?: - Reset the camera offset? Duration: - Duration in frames for reset change. Camera Easing: - Select which easing type you wish to apply. - Requires VisuMZ_0_CoreEngine. Wait For Camera? - Wait for camera changes to complete before performing next command? --- CAMERA: Wait For Camera - Waits for camera changes to complete before performing next command. - Requires VisuMZ_3_ActSeqCamera! --- Action Sequences - DragonbonesThese Action Sequences are Dragonbones-related. Requires VisuMZ_2_DragonbonesUnion! --- DB: Dragonbones Animation - Causes the unit(s) to play a Dragonbones motion animation. - Requires VisuMZ_2_DragonbonesUnion! Targets: - Select which unit(s) to perform a motion animation. Motion Animation: - What is the name of the Dragonbones motion animation you wish to play? --- DB: Dragonbones Time Scale - Causes the unit(s) to change their Dragonbones time scale. - Requires VisuMZ_2_DragonbonesUnion! Targets: - Select which unit(s) to perform a motion animation. Time Scale: - Change the value of the Dragonbones time scale to this. --- Action Sequences - ElementsThese Action Sequences can change up the element(s) used for the action's damage calculation midway through an action. They also require the VisuMZ_1_ElementStatusCore plugin to be present in order for them to work. --- ELE: Add Elements - Adds element(s) to be used when calculating damage. - Requires VisuMZ_1_ElementStatusCore! Elements: - Select which element ID to add onto the action. - Insert multiple element ID's to add multiple at once. --- ELE: Clear Element Changes - Clears all element changes made through Action Sequences. - Requires VisuMZ_1_ElementStatusCore! --- ELE: Force Elements - Forces only specific element(s) when calculating damage. - Requires VisuMZ_1_ElementStatusCore! Elements: - Select which element ID to force in the action. - Insert multiple element ID's to force multiple at once. --- ELE: Null Element - Forces no element to be used when calculating damage. - Requires VisuMZ_1_ElementStatusCore! --- Action Sequences - Horror EffectsThese Action Sequences are Horror Effects-related. Requires VisuMZ_2_HorrorEffects! --- HORROR: Clear All Filters - Clear all Horror Effects filters on the target battler(s). Targets: - Select unit(s) to remove Horror Effects for. --- HORROR: Glitch Create - Creates the glitch effect on the target battler(s). Targets: - Select unit(s) to create the Horror Effect for. Glitch Slices: - Glitch slices to be used with the target. Glitch Offset: - Default offset value. Glitch Animated?: - Animate the glitch effect? Glitch Frequency: - If animated, how frequent to make the glitch effect? - Lower = often Higher = rarer Glitch Strength: - If animated, how strong is the glitch effect? - Lower = weaker Higher = stronger --- HORROR: Glitch Remove - Removes the glitch effect on the target battler(s). Targets: - Select unit(s) to remove the Horror Effect for. --- HORROR: Noise Create - Creates the noise effect on the target battler(s). Targets: - Select unit(s) to create the Horror Effect for. Noise Rate: - Noise rate to be used with the target. Noise Animated: - Animate the noise for the target? --- HORROR: Noise Remove - Removes the noise effect on the target battler(s). Targets: - Select unit(s) to remove the Horror Effect for. --- HORROR: TV Create - Creates the TV effect on the target battler(s). Targets: - Select unit(s) to create the Horror Effect for. TV Line Thickness: - Default TV line thickness - Lower = thinner Higher = thicker TV Corner Size: - Default TV line corner size - Lower = smaller Higher = bigger TV Animated: - Animate the TV? TV Speed: - Speed used to animate the TV if animated - Lower = slower Higher = faster --- HORROR: TV Remove - Removes the TV effect on the target battler(s). Targets: - Select unit(s) to remove the Horror Effect for. ---
--- Action Sequences - ImpactThese Action Sequences are related to creating impact. Requires VisuMZ_3_ActSeqImpact! --- IMPACT: Color Break - Breaks the colors on the screen before reassembling. - Requires VisuMZ_3_ActSeqImpact! Intensity: - What is the intensity of the color break effect? Duration: - What is the duration of the color break effect? Easing Type: - Select which easing type you wish to apply. --- IMPACT: Motion Blur Screen - Creates a motion blur on the whole screen. - Requires VisuMZ_3_ActSeqImpact! Angle: - Determine what angle to make the motion blur at. Intensity Rate: - This determines intensity rate of the motion blur. - Use a number between 0 and 1. Duration: - How many frames should the motion blur last? - What do you want to be its duration? Easing Type: - Select which easing type you wish to apply. --- IMPACT: Motion Blur Target(s) - Creates a motion blur on selected target(s). - Requires VisuMZ_3_ActSeqImpact! Targets: - Select unit(s) to create motion blur effects for. Angle: - Determine what angle to make the motion blur at. Intensity Rate: - This determines intensity rate of the motion blur. - Use a number between 0 and 1. Duration: - How many frames should the motion blur last? - What do you want to be its duration? Easing Type: - Select which easing type you wish to apply. --- IMPACT: Motion Trail Create - Creates a motion trail effect for the target(s). - Requires VisuMZ_3_ActSeqImpact! Targets: - Select unit(s) to create motion trail effects for. Delay: - How many frames to delay by when creating a motion trail? - The higher the delay, the less motion trails there are. Duration: - How many frames should the motion trail last? - What do you want to be its duration? Hue: - What do you want to be the hue for the motion trail? Starting Opacity: - What starting opacity value do you want for the motion trail? - Opacity values decrease over time. Tone: - What tone do you want for the motion trail? - Format: [Red, Green, Blue, Gray] --- IMPACT: Motion Trail Remove - Removes the motion trail effect from the target(s). - Requires VisuMZ_3_ActSeqImpact! Targets: - Select unit(s) to clear motion trail effects for. --- IMPACT: Shockwave at Point - Creates a shockwave at the designated coordinates. - Requires VisuMZ_3_ActSeqImpact! Point: X: Point: Y: - What x/y coordinate do you want to create a shockwave at? - You can use JavaScript code. Amplitude: - What is the aplitude of the shockwave effect? Wavelength: - What is the wavelength of the shockwave effect? Duration: - What is the duration of the shockwave? --- IMPACT: Shockwave from Each Target(s) - Creates a shockwave at each of the target(s) location(s). - Requires VisuMZ_3_ActSeqImpact! Targets: - Select unit(s) to start a shockwave from. Target Location: - Select which part target group to start a shockwave from. Offset X: Offset Y: - How much to offset the shockwave X/Y point by. Amplitude: - What is the aplitude of the shockwave effect? Wavelength: - What is the wavelength of the shockwave effect? Duration: - What is the duration of the shockwave? --- IMPACT: Shockwave from Target(s) Center - Creates a shockwave from the center of the target(s). - Requires VisuMZ_3_ActSeqImpact! Targets: - Select unit(s) to start a shockwave from. Target Location: - Select which part target group to start a shockwave from. Offset X: Offset Y: - How much to offset the shockwave X/Y point by. Amplitude: - What is the aplitude of the shockwave effect? Wavelength: - What is the wavelength of the shockwave effect? Duration: - What is the duration of the shockwave? --- IMPACT: Zoom Blur at Point - Creates a zoom blur at the designated coordinates. - Requires VisuMZ_3_ActSeqImpact! Point: X: Point: Y: - What x/y coordinate do you want to focus the zoom at? - You can use JavaScript code. Zoom Strength: - What is the strength of the zoom effect? - Use a number between 0 and 1. Visible Radius: - How much of a radius should be visible from the center? Duration: - What is the duration of the zoom blur? Easing Type: - Select which easing type you wish to apply. --- IMPACT: Zoom Blur at Target(s) Center - Creates a zoom blur at the center of targets. - Requires VisuMZ_3_ActSeqImpact! Targets: - Select unit(s) to start a zoom blur from. Target Location: - Select which part target group to start a zoom blur from. Offset X: Offset Y: - How much to offset the zoom blur X/Y point by. Zoom Strength: - What is the strength of the zoom effect? - Use a number between 0 and 1. Visible Radius: - How much of a radius should be visible from the center? Duration: - What is the duration of the zoom blur? Easing Type: - Select which easing type you wish to apply. --- Action Sequences - MechanicsThese Action Sequences are related to various mechanics related to the battle system. --- MECH: Action Effect - Causes the unit(s) to take damage/healing from action and incurs any changes made such as buffs and states. Targets: - Select unit(s) to receive the current action's effects. --- MECH: Add Buff/Debuff - Adds buff(s)/debuff(s) to unit(s). - Determine which parameters are affected and their durations. Targets: - Select unit(s) to receive the buff(s) and/or debuff(s). Buff Parameters: - Select which parameter(s) to buff. - Insert a parameter multiple times to raise its stacks. Debuff Parameters: - Select which parameter(s) to debuff. - Insert a parameter multiple times to raise its stacks. Turns: - Number of turns to set the parameter(s) buffs to. - You may use JavaScript code. --- MECH: Add State - Adds state(s) to unit(s). Targets: - Select unit(s) to receive the buff(s). States: - Select which state ID(s) to add to unit(s). - Insert multiple state ID's to add multiple at once. --- MECH: Armor Penetration - Adds an extra layer of defensive penetration/reduction. - You may use JavaScript code for any of these. Armor/Magic Penetration: Rate: - Penetrates an extra multiplier of armor by this value. Flat: - Penetrates a flat amount of armor by this value. Armor/Magic Reduction: Rate: - Reduces an extra multiplier of armor by this value. Flat: - Reduces a flat amount of armor by this value. --- MECH: ATB Gauge - Alters the ATB/TPB Gauges. - Requires VisuMZ_2_BattleSystemATB! Targets: - Select unit(s) to alter the ATB/TPB Gauges for. Charging: Charge Rate: - Changes made to the ATB Gauge if it is currently charging. Casting: Cast Rate: - Changes made to the ATB Gauge if it is currently casting. Interrupt?: - Interrupt the ATB Gauge if it is currently casting? --- MECH: BTB Brave Points - Alters the target(s) Brave Points to an exact value. - Requires VisuMZ_2_BattleSystemBTB! Targets: - Select unit(s) to alter the ATB/TPB Gauges for. Alter Brave Points By: - Alters the target(s) Brave Points. - Positive for gaining BP. - Negative for losing BP. --- MECH: Collapse - Causes the unit(s) to perform its collapse animation if the unit(s) has died. Targets: - Select unit(s) to process a death collapse. Force Death: - Force death even if the unit has not reached 0 HP? - This will remove immortality. Wait For Effect?: - Wait for the collapse effect to complete before performing next command? --- MECH: CTB Order - Alters the CTB Turn Order. - Requires VisuMZ_2_BattleSystemCTB! Targets: - Select unit(s) to alter the CTB Turn Order for. Change Order By: - Changes turn order for target(s) by this amount. - Positive increases wait. Negative decreases wait. --- MECH: CTB Speed - Alters the CTB Speed. - Requires VisuMZ_2_BattleSystemCTB! Targets: - Select unit(s) to alter the CTB Speed for. Charge Rate: - Changes made to the CTB Speed if it is currently charging. Cast Rate: - Changes made to the CTB Speed if it is currently casting. --- MECH: Custom Damage Formula - Changes the current action's damage formula to custom. - This will assume the MANUAL damage style. Formula: - Changes the current action's damage formula to custom. - Use 'default' to revert the damage formula. --- MECH: Damage Popup - Causes the unit(s) to display the current state of damage received or healed. Targets: - Select unit(s) to prompt a damage popup. --- MECH: Dead Label Jump - If the active battler is dead, jump to a specific label in the common event. Jump To Label: - If the active battler is dead, jump to this specific label in the common event. --- MECH: HP, MP, TP - Alters the HP, MP, and TP values for unit(s). - Positive values for healing. Negative values for damage. Targets: - Select unit(s) to receive the current action's effects. HP, MP, TP: Rate: - Changes made to the parameter based on rate. - Positive values for healing. Negative values for damage. Flat: - Flat changes made to the parameter. - Positive values for healing. Negative values for damage. Damage Popup?: - Display a damage popup after? --- MECH: Immortal - Changes the immortal flag of targets. If immortal flag is removed and a unit would die, collapse that unit. Targets: - Alter the immortal flag of these groups. If immortal flag is removed and a unit would die, collapse that unit. Immortal: - Turn immortal flag for unit(s) on/off? --- MECH: Multipliers - Changes the multipliers for the current action. - You may use JavaScript code for any of these. Critical Hit%: Rate: - Affects chance to land a critical hit by this multiplier. Flat: - Affects chance to land a critical hit by this flat bonus. Critical Damage Rate: - Affects critical damage by this multiplier. Flat: - Affects critical damage by this flat bonus. Damage/Healing Rate: - Sets the damage/healing multiplier for current action. Flat: - Sets the damage/healing bonus for current action. Hit Rate Rate: - Affects chance to connect attack by this multiplier. Flat: - Affects chance to connect attack by this flat bonus. --- MECH: Remove Buff/Debuff - Removes buff(s)/debuff(s) from unit(s). - Determine which parameters are removed. Targets: - Select unit(s) to have the buff(s) and/or debuff(s) removed. Buff Parameters: - Select which buffed parameter(s) to remove. Debuff Parameters: - Select which debuffed parameter(s) to remove. --- MECH: Remove State - Remove state(s) from unit(s). Targets: - Select unit(s) to have states removed from. States: - Select which state ID(s) to remove from unit(s). - Insert multiple state ID's to remove multiple at once. --- MECH: STB Exploit Effect - Utilize the STB Exploitation mechanics! - Requires VisuMZ_2_BattleSystemSTB! Target(s) Exploited?: - Exploit the below targets? Targets: - Select unit(s) to become exploited. Force Exploitation: - Force the exploited status? User Exploiter?: - Allow the user to become the exploiter? Force Exploitation: - Force the exploiter status? --- MECH: STB Extra Action - Adds an extra action for the currently active battler. - Requires VisuMZ_2_BattleSystemSTB! Extra Actions: - How many extra actions should the active battler gain? - You may use JavaScript code. --- MECH: STB Remove Excess Actions - Removes excess actions from the active battler. - Requires VisuMZ_2_BattleSystemSTB! Remove Actions: - How many actions to remove from the active battler? - You may use JavaScript code. --- MECH: Text Popup - Causes the unit(s) to display a text popup. Targets: - Select unit(s) to prompt a text popup. Text: - What text do you wish to display? Text Color: - Use #rrggbb for custom colors or regular numbers for text colors from the Window Skin. Flash Color: - Adjust the popup's flash color. - Format: [red, green, blue, alpha] Flash Duration: - What is the frame duration of the flash effect? --- MECH: Variable Popup - Causes the unit(s) to display a popup using the data stored inside a variable. Targets: - Select unit(s) to prompt a text popup. Variable: - Get data from which variable to display as a popup? Digit Grouping: - Use digit grouping to separate numbers? - Requires VisuMZ_0_CoreEngine! Text Color: - Use #rrggbb for custom colors or regular numbers for text colors from the Window Skin. Flash Color: - Adjust the popup's flash color. - Format: [red, green, blue, alpha] Flash Duration: - What is the frame duration of the flash effect? --- MECH: Wait For Effect - Waits for the effects to complete before performing next command. --- Action Sequences - MotionThese Action Sequences allow you the ability to control the motions of sideview sprites. --- MOTION: Clear Freeze Frame - Clears any freeze frames from the unit(s). Targets: - Select which unit(s) to clear freeze frames for. --- MOTION: Freeze Motion Frame - Forces a freeze frame instantly at the selected motion. - Automatically clears with a new motion. Targets: - Select which unit(s) to freeze motions for. Motion Type: - Freeze this motion for the unit(s). Frame Index: - Which frame do you want to freeze the motion on? - Frame index values start at 0. Show Weapon?: - If using 'attack', 'thrust', 'swing', or 'missile', display the weapon sprite? --- MOTION: Motion Type - Causes the unit(s) to play the selected motion. Targets: - Select which unit(s) to perform a motion. Motion Type: - Play this motion for the unit(s). Show Weapon?: - If using 'attack', 'thrust', 'swing', or 'missile', display the weapon sprite? --- MOTION: Perform Action - Causes the unit(s) to play the proper motion based on the current action. Targets: - Select which unit(s) to perform a motion. --- MOTION: Refresh Motion - Cancels any set motions unit(s) has to do and use their most natural motion at the moment. Targets: - Select which unit(s) to refresh their motion state. --- MOTION: Wait By Motion Frame - Creates a wait equal to the number of motion frames passing. - Time is based on Plugin Parameters => Actors => Motion Speed. Motion Frames to Wait?: - Each "frame" is equal to the value found in Plugin Parameters => Actors => Motion Speed --- Action Sequences - MovementThese Action Sequences allow you the ability to control the sprites of actors and enemies in battle. --- MOVE: Battle Step - Causes the unit(s) to move forward past their home position to prepare for action. Targets: - Select which unit(s) to move. Wait For Movement?: - Wait for movement to complete before performing next command? --- MOVE: Face Direction - Causes the unit(s) to face forward or backward. - Sideview-only! Targets: - Select which unit(s) to change direction. Direction: - Select which direction to face. --- MOVE: Face Point - Causes the unit(s) to face a point on the screen. - Sideview-only! Targets: - Select which unit(s) to change direction. Point: - Select which point to face. - Home - Center - Point X, Y - Replace 'x' and 'y' with coordinates Face Away From?: - Face away from the point instead? --- MOVE: Face Target(s) - Causes the unit(s) to face other targets on the screen. - Sideview-only! Targets (facing): - Select which unit(s) to change direction. Targets (destination): - Select which unit(s) for the turning unit(s) to face. Face Away From?: - Face away from the unit(s) instead? --- MOVE: Float - Causes the unit(s) to float above the ground. - Sideview-only! Targets: - Select which unit(s) to make float. Desired Height: - Vertical distance to float upward. - You may use JavaScript code. Duration: - Duration in frames for total float amount. Float Easing: - Select which easing type you wish to apply. - Requires VisuMZ_0_CoreEngine. Wait For Float?: - Wait for floating to complete before performing next command? --- MOVE: Home Reset - Causes the unit(s) to move back to their home position(s) and face back to their original direction(s). Targets: - Select which unit(s) to move. Wait For Movement?: - Wait for movement to complete before performing next command? --- MOVE: Jump - Causes the unit(s) to jump into the air. - Sideview-only! Targets: - Select which unit(s) to make jump. Desired Height: - Max jump height to go above the ground - You may use JavaScript code. Duration: - Duration in frames for total jump amount. Wait For Jump?: - Wait for jumping to complete before performing next command? --- MOVE: Move Distance - Moves unit(s) by a distance from their current position(s). - Sideview-only! Targets: - Select which unit(s) to move. Distance Adjustment: - Makes adjustments to distance values to determine which direction to move unit(s). - Normal - No adjustments made - Horizontal - Actors adjust left, Enemies adjust right - Vertical - Actors adjust Up, Enemies adjust down - Both - Applies both Horizontal and Vertical Distance: X: - Horizontal distance to move. - You may use JavaScript code. Distance: Y: - Vertical distance to move. - You may use JavaScript code. Duration: - Duration in frames for total movement amount. Face Destination?: - Turn and face the destination? Movement Easing: - Select which easing type you wish to apply. - Requires VisuMZ_0_CoreEngine. Movement Motion: - Play this motion for the unit(s). Wait For Movement?: - Wait for movement to complete before performing next command? --- MOVE: Move To Point - Moves unit(s) to a designated point on the screen. - Sideview-only! Points based off Graphics.boxWidth/Height. Targets: - Select which unit(s) to move. Destination Point: - Select which point to face. - Home - Center - Point X, Y - Replace 'x' and 'y' with coordinates Offset Adjustment: - Makes adjustments to offset values to determine which direction to adjust the destination by. Offset: X: - Horizontal offset to move. - You may use JavaScript code. Offset: Y: - Vertical offset to move. - You may use JavaScript code. Duration: - Duration in frames for total movement amount. Face Destination?: - Turn and face the destination? Movement Easing: - Select which easing type you wish to apply. - Requires VisuMZ_0_CoreEngine. Movement Motion: - Play this motion for the unit(s). Wait For Movement?: - Wait for movement to complete before performing next command? --- MOVE: Move To Target(s) - Moves unit(s) to another unit(s) on the battle field. - Sideview-only! Targets (Moving): - Select which unit(s) to move. Targets (Destination): - Select which unit(s) to move to. Target Location: - Select which part target group to move to. - front head - front center - front base - middle head - middle center - middle base - back head - back center - back base Melee Distance: - The melee distance away from the target location in addition to the battler's width. Offset Adjustment: - Makes adjustments to offset values to determine which direction to adjust the destination by. Offset: X: - Horizontal offset to move. - You may use JavaScript code. Offset: Y: - Vertical offset to move. - You may use JavaScript code. Duration: - Duration in frames for total movement amount. Face Destination?: - Turn and face the destination? Movement Easing: - Select which easing type you wish to apply. - Requires VisuMZ_0_CoreEngine. Movement Motion: - Play this motion for the unit(s). Wait For Movement?: - Wait for movement to complete before performing next command? --- MOVE: Opacity - Causes the unit(s) to change opacity. - Sideview-only! Targets: - Select which unit(s) to change opacity. Desired Opacity: - Change to this opacity value. - You may use JavaScript code. Duration: - Duration in frames for opacity change. Opacity Easing: - Select which easing type you wish to apply. - Requires VisuMZ_0_CoreEngine. Wait For Opacity?: - Wait for opacity changes to complete before performing next command? --- MOVE: Scale/Grow/Shrink - Causes the unit(s) to scale, grow, or shrink?. - Sideview-only! Targets: - Select which unit(s) to change the scale of. Scale X: Scale Y: - What target scale value do you want? - 1.0 is normal size. Duration: - Duration in frames to scale for. Scale Easing: - Select which easing type you wish to apply. - Requires VisuMZ_0_CoreEngine. Wait For Scale?: - Wait for scaling to complete before performing next command? --- MOVE: Skew/Distort - Causes the unit(s) to skew. - Sideview-only! Targets: - Select which unit(s) to skew. Skew X: Skew Y: - What variance to skew? - Use small values for the best results. Duration: - Duration in frames to skew for. Skew Easing: - Select which easing type you wish to apply. - Requires VisuMZ_0_CoreEngine. Wait For Skew?: - Wait for skew to complete before performing next command? --- MOVE: Spin/Rotate - Causes the unit(s) to spin. - Sideview-only! Targets: - Select which unit(s) to spin. Angle: - How many degrees to spin? Duration: - Duration in frames to spin for. Spin Easing: - Select which easing type you wish to apply. - Requires VisuMZ_0_CoreEngine. Revert Angle on Finish: - Upon finishing the spin, revert the angle back to 0. Wait For Spin?: - Wait for spin to complete before performing next command? --- MOVE: Wait For Float - Waits for floating to complete before performing next command. --- MOVE: Wait For Jump - Waits for jumping to complete before performing next command. --- MOVE: Wait For Movement - Waits for movement to complete before performing next command. --- MOVE: Wait For Opacity - Waits for opacity changes to complete before performing next command. --- MOVE: Wait For Scale - Waits for scaling to complete before performing next command. --- MOVE: Wait For Skew - Waits for skewing to complete before performing next command. --- MOVE: Wait For Spin - Waits for spinning to complete before performing next command. ---
Action Sequences - ProjectilesCreate projectiles on the screen and fire them off at a target. Requires VisuMZ_3_ActSeqProjectiles! --- PROJECTILE: Animation - Create an animation projectile and fire it at a target. - Requires VisuMZ_3_ActSeqProjectiles! Coordinates: Start Location: - Settings to determine where the projectile(s) start from. Type: - Select where the projectile should start from. - Target - Start from battler target(s) - Point - Start from a point on the screen Target(s): - Select which unit(s) to start the projectile from. Centralize: - Create one projectile at the center of the targets? - Or create a projectile for each target? Point X: Point Y: - Insert the X/Y coordinate to start the projectile at. - You may use JavaScript code. Offset X: Offset Y: - Insert how many pixels to offset the X/Y coordinate by. - You may use JavaScript code. Goal Location: - Settings to determine where the projectile(s) start from. Type: - Select where the projectile should go to. - Target - Goal is battler target(s) - Point - Goal is a point on the screen Target(s): - Select which unit(s) for projectile to go to. Centralize: - Create one projectile at the center of the targets? - Or create a projectile for each target? Point X: Point Y: - Insert the X/Y coordinate to send the projectile to. - You may use JavaScript code. Offset X: Offset Y: - Insert how many pixels to offset the X/Y coordinate by. - You may use JavaScript code. Settings: Animation ID: - Determine which animation to use as a projectile. Duration: - Duration for the projectile(s) to travel. Wait For Projectile?: - Wait for projectile(s) to reach their destination before going onto the next command? Extra Settings: - Add extra settings to the projectile? Auto Angle?: - Automatically angle the projectile to tilt the direction it's moving? Angle Offset: - Alter the projectile's tilt by this many degrees. Arc Peak: - This is the height of the project's trajectory arc in pixels. Easing: - Select which easing type to apply to the projectile's trajectory. Spin Speed: - Determine how much angle the projectile spins per frame. - Does not work well with "Auto Angle". --- PROJECTILE: Icon - Create an icon projectile and fire it at a target. - Requires VisuMZ_3_ActSeqProjectiles! Coordinates: Start Location: - Settings to determine where the projectile(s) start from. Type: - Select where the projectile should start from. - Target - Start from battler target(s) - Point - Start from a point on the screen Target(s): - Select which unit(s) to start the projectile from. Centralize: - Create one projectile at the center of the targets? - Or create a projectile for each target? Point X: Point Y: - Insert the X/Y coordinate to start the projectile at. - You may use JavaScript code. Offset X: Offset Y: - Insert how many pixels to offset the X/Y coordinate by. - You may use JavaScript code. Goal Location: - Settings to determine where the projectile(s) start from. Type: - Select where the projectile should go to. - Target - Goal is battler target(s) - Point - Goal is a point on the screen Target(s): - Select which unit(s) for projectile to go to. Centralize: - Create one projectile at the center of the targets? - Or create a projectile for each target? Point X: Point Y: - Insert the X/Y coordinate to send the projectile to. - You may use JavaScript code. Offset X: Offset Y: - Insert how many pixels to offset the X/Y coordinate by. - You may use JavaScript code. Settings: Icon: - Determine which icon to use as a projectile. - You may use JavaScript code. Duration: - Duration for the projectile(s) to travel. Wait For Projectile?: - Wait for projectile(s) to reach their destination before going onto the next command? Extra Settings: - Add extra settings to the projectile? Auto Angle?: - Automatically angle the projectile to tilt the direction it's moving? Angle Offset: - Alter the projectile's tilt by this many degrees. Arc Peak: - This is the height of the project's trajectory arc in pixels. Blend Mode: - What kind of blend mode do you wish to apply to the projectile? - Normal - Additive - Multiply - Screen Easing: - Select which easing type to apply to the projectile's trajectory. Hue: - Adjust the hue of the projectile. - Insert a number between 0 and 360. Scale: - Adjust the size scaling of the projectile. - Use decimals for exact control. Spin Speed: - Determine how much angle the projectile spins per frame. - Does not work well with "Auto Angle". --- PROJECTILE: Picture - Create a picture projectile and fire it at a target. - Requires VisuMZ_3_ActSeqProjectiles! Coordinates: Start Location: - Settings to determine where the projectile(s) start from. Type: - Select where the projectile should start from. - Target - Start from battler target(s) - Point - Start from a point on the screen Target(s): - Select which unit(s) to start the projectile from. Centralize: - Create one projectile at the center of the targets? - Or create a projectile for each target? Point X: Point Y: - Insert the X/Y coordinate to start the projectile at. - You may use JavaScript code. Offset X: Offset Y: - Insert how many pixels to offset the X/Y coordinate by. - You may use JavaScript code. Goal Location: - Settings to determine where the projectile(s) start from. Type: - Select where the projectile should go to. - Target - Goal is battler target(s) - Point - Goal is a point on the screen Target(s): - Select which unit(s) for projectile to go to. Centralize: - Create one projectile at the center of the targets? - Or create a projectile for each target? Point X: Point Y: - Insert the X/Y coordinate to send the projectile to. - You may use JavaScript code. Offset X: Offset Y: - Insert how many pixels to offset the X/Y coordinate by. - You may use JavaScript code. Settings: Picture Filename: - Determine which picture to use as a projectile. Duration: - Duration for the projectile(s) to travel. Wait For Projectile?: - Wait for projectile(s) to reach their destination before going onto the next command? Extra Settings: - Add extra settings to the projectile? Auto Angle?: - Automatically angle the projectile to tilt the direction it's moving? Angle Offset: - Alter the projectile's tilt by this many degrees. Arc Peak: - This is the height of the project's trajectory arc in pixels. Blend Mode: - What kind of blend mode do you wish to apply to the projectile? - Normal - Additive - Multiply - Screen Easing: - Select which easing type to apply to the projectile's trajectory. Hue: - Adjust the hue of the projectile. - Insert a number between 0 and 360. Scale: - Adjust the size scaling of the projectile. - Use decimals for exact control. Spin Speed: - Determine how much angle the projectile spins per frame. - Does not work well with "Auto Angle". --- Action Sequences - Skew (Camera)These action sequences allow you to have control over the camera skew. Requires VisuMZ_3_ActSeqCamera! --- SKEW: Change Skew - Changes the camera skew. - Requires VisuMZ_3_ActSeqCamera! Skew X: - Change the camera skew X to this value. Skew Y: - Change the camera skew Y to this value. Duration: - Duration in frames to change camera skew. Skew Easing: - Select which easing type you wish to apply. - Requires VisuMZ_0_CoreEngine. Wait For Skew?: - Wait for skew changes to complete before performing next command? --- SKEW: Reset Skew - Reset any skew settings. - Requires VisuMZ_3_ActSeqCamera! Duration: - Duration in frames to reset camera skew. Skew Easing: - Select which easing type you wish to apply. - Requires VisuMZ_0_CoreEngine. Wait For Skew?: - Wait for skew changes to complete before performing next command? --- SKEW: Wait For Skew - Waits for skew changes to complete before performing next command. - Requires VisuMZ_3_ActSeqCamera! --- Action Sequences - TargetIf using a manual target by target Action Sequence, these commands will give you full control over its usage. Refer to the image above for reference on how this works. --- TARGET: Current Index - Sets the current index to this value. - Then decide to jump to a label (optional). Set Index To: - Sets current targeting index to this value. - 0 is the starting index of a target group. Jump To Label: - If a target is found after the index change, jump to this label in the Common Event. --- TARGET: Next Target - Moves index forward by 1 to select a new current target. - Then decide to jump to a label (optional). Jump To Label: - If a target is found after the index change, jump to this label in the Common Event. --- TARGET: Previous Target - Moves index backward by 1 to select a new current target. - Then decide to jump to a label (optional). Jump To Label: - If a target is found after the index change, jump to this label in the Common Event. --- TARGET: Random Target - Sets index randomly to determine new currernt target. - Then decide to jump to a label (optional). Force Random?: - Index cannot be its previous index amount after random. Jump To Label: - If a target is found after the index change, jump to this label in the Common Event. --- Action Sequences - WeaponAllows for finer control over Dual/Multi Wielding actors. Only works for Actors. --- WEAPON: Clear Weapon Slot - Clears the active weapon slot (making others valid again). - Only works for Actors. Targets: - Select unit(s) to clear the active weapon slot for. --- WEAPON: Next Weapon Slot - Goes to next active weapon slot (making others invalid). - If next slot is weaponless, don't label jump. Targets: - Select unit(s) to change the next active weapon slot for. --- WEAPON: Set Weapon Slot - Sets the active weapon slot (making others invalid). - Only works for Actors. Targets: - Select unit(s) to change the active weapon slot for. Weapon Slot ID: - Select weapon slot to make active (making others invalid). - Use 0 to clear and normalize. You may use JavaScript code. --- Action Sequences - Zoom (Camera)These Action Sequences are zoom-related. Requires VisuMZ_3_ActSeqCamera! --- ZOOM: Change Scale - Changes the zoom scale. - Requires VisuMZ_3_ActSeqCamera! Scale: - The zoom scale to change to. Duration: - Duration in frames to reset battle zoom. Zoom Easing: - Select which easing type you wish to apply. - Requires VisuMZ_0_CoreEngine. Wait For Zoom? - Wait for zoom changes to complete before performing next command? --- ZOOM: Reset Zoom - Reset any zoom settings. - Requires VisuMZ_3_ActSeqCamera! Duration: - Duration in frames to reset battle zoom. Zoom Easing: - Select which easing type you wish to apply. - Requires VisuMZ_0_CoreEngine. Wait For Zoom? - Wait for zoom changes to complete before performing next command? --- ZOOM: Wait For Zoom - Waits for zoom changes to complete before performing next command. Requires VisuMZ_3_ActSeqCamera! --- Battle System - ATB VisuStella MZThe following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command. --- Actor Plugin Commands--- Actor: Change Field Gauge Icon - Changes the icons used for the specific actor(s) on the ATB Field Gauge. Actor ID(s): - Select which Actor ID(s) to affect. Icon: - Changes the graphic to this icon. --- Actor: Change Field Gauge Face - Changes the faces used for the specific actor(s) on the ATB Field Gauge. Actor ID(s): - Select which Actor ID(s) to affect. Face Name: - This is the filename for the target face graphic. Face Index: - This is the index for the target face graphic. --- Actor: Clear Field Gauge Graphic - Clears the ATB Field Gauge graphics for the actor(s). - The settings will revert to the Plugin Parameter settings. Actor ID(s): - Select which Actor ID(s) to affect. --- Enemy Plugin Commands--- Enemy: Change Field Gauge Icon - Changes the icons used for the specific enemy(ies) on the ATB Field Gauge. Enemy Index(es): - Select which enemy index(es) to affect. Icon: - Changes the graphic to this icon. --- Enemy: Change Field Gauge Face - Changes the faces used for the specific enemy(ies) on the ATB Field Gauge. Enemy Index(es): - Select which enemy index(es) to affect. Face Name: - This is the filename for the target face graphic. Face Index: - This is the index for the target face graphic. --- Enemy: Clear Field Gauge Graphic - Clears the ATB Field Gauge graphics for the enemy(ies). - The settings will revert to the Plugin Parameter settings. Enemy Index(es): - Select which enemy index(es) to affect. --- System Plugin Commands--- System: ATB Field Gauge Visibility - Determine the visibility of the ATB Field Gauge. Visibility: - Changes the visibility of the ATB Field Gauge. --- Button Common Events VisuStella MZThe following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command. --- System Plugin Commands--- System: Change Button Common Event - Change the Common Event bound to specific key(s). Keys: - Select which key(s) to change. Common Event ID: - Change the Common Event bound to specific key(s). Button Icon: - What icon do you want to show on this button? --- System: Change Visibility - Determines whether or not buttons are shown on screen. Visible? - Show or hide the visible Button Common Events on the screen? --- System: Clear All Button Common Events - Clears Common Events from all keys. --- System: Clear Button Common Event - Clears any Common Events bound to specific key(s). Keys: - Select which key(s) to clear. --- System: Clear Common Event ID(s) - Clears any keys with the marked Common Event ID(s). Common Event ID(s): - Clears any keys with the marked Common Event ID(s). --- System: Run Stored Button Common Event - Run the Common Event stored on a specific key. Target Key: - Run the Common Event stored in this key. --- Dragonbones Union VisuStella MZThe following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command. --- Battler Plugin Commands--- Battler: Actor Change Settings - Change target actor's Dragonbones armature settings for battle. Actor ID: - Select which Actor ID to affect. Filename: - Change the armature's filename. Offset X: - Change the armature's Offset X value. Offset Y: - Change the armature's Offset Y value. Scale X: - Change the armature's Scale X value. Scale Y: - Change the armature's Scale Y value. Time Scale: - Change the armature's Time Scale value. Width: - Change the battler width size. Height: - Change the battler height size. Motion Settings: Walk: Wait: Chant: Guard: Damage: Evade: Thrust: Swing: Missile: Skill: Spell: Item: Escape: Victory: Dying: Abnormal: Sleep: Dead: - Change the animation used for this motion. --- Map Sprite Plugin Commands--- Map Sprite: Actor Change Settings - Change target actor's Dragonbones armature settings for map sprites. Actor ID: - Select which Actor ID to affect. Filename: - Change the armature's filename. Offset X: - Change the armature's Offset X value. Offset Y: - Change the armature's Offset Y value. Scale X: - Change the armature's Scale X value. Scale Y: - Change the armature's Scale Y value. Time Scale: - Change the armature's Time Scale value. Walk Rate: - Change the armature's walk animation rate. Dash Rate: - Change the armature's dash animation rate. Width: - Change the battler width size. Height: - Change the battler height size. Flip Settings: Flip Left?: Flip Right: - Flip the scale x value when facing left/right-ward directions? Motion Settings: Idle: Walk: Dash: Jump: Ladder (Idle): Ladder (Climb): Rope (Idle): Rope (Climb): - Base rope climbing animation name used. --- Map Sprite: Actor Play Animation - Target actor plays a custom Dragonbones animation. Actor ID: - Select which Actor ID to affect. Play Animation: - Play this animation. NOTE: An alternative to this is to put the following code inside of a Movement Route's script call: this.dragonbonesAnimation = "AnimationName"; Replace 'AnimationName' (keep the quotes) with the name of the Dragonbones animation. --- Map Sprite: Actor Stop Animation - Stops a target actor's custom Dragonbones animation. Actor ID: - Select which Actor ID to affect. --- Map Sprite: Event Play Animation - Target event plays a custom Dragonbones animation. Event ID: - Select which Event ID to affect. Play Animation: - Play this animation. --- Map Sprite: Event Stop Animation - Stops a target event's custom Dragonbones animation. Event ID: - Select which Event ID to affect. --- Map Sprite: Follower Play Animation - Target follower plays a custom Dragonbones animation. Follower Index: - Select which Follower Index to affect. Play Animation: - Play this animation. --- Map Sprite: Follower Stop Animation - Stops a target follower's custom Dragonbones animation. Follower ID: - Select which Follower Index to affect. --- Map Sprite: Player Play Animation - Player plays a custom Dragonbones animation. Play Animation: - Play this animation. --- Map Sprite: Player Stop Animation - Stops player's custom Dragonbones animation. --- Picture Plugin Commands--- Picture: Dragonbones Setup - Setup a Dragonbones armature for a picture. Picture ID: - Select which Picture ID(s) to give a Dragonbones armature. Armature Filename: - What is the armature's filename? Play Animation: - Play this animation once it starts. Offset: X: - Default X offset value for this Dragonbones armature. Offset: Y: - Default Y offset value for this Dragonbones armature. Scale: X: - Default X scaling for this Dragonbones armature. - This will be amplified by the picture's scaling value. Scale: Y: - Default Y scaling for this Dragonbones armature. - This will be amplified by the picture's scaling value. Time Scale: - Default time scale for this Dragonbones armature. - Higher values play faster. Lower values play slower. --- Picture: Play Dragonbones Animation - Make an existing Dragonbones armature attached to a picture play an animation. Picture ID: - Select which Picture ID to modify. Play Animation: - Play this animation. --- Picture: Offset Dragonbones - Offset the X, Y attachment point of the Dragonbones armature. Picture ID: - Select which Picture ID to modify. Offset: X: - X offset value for this Dragonbones armature. Offset: Y: - Y offset value for this Dragonbones armature. --- Picture: Scale Dragonbones - Change the scaling values of the Dragonbones armature. Picture ID: - Select which Picture ID to modify. Scale: X: - X scaling for this Dragonbones armature. - This will be amplified by the picture's scaling value. Scale: Y: - Y scaling for this Dragonbones armature. - This will be amplified by the picture's scaling value. --- Picture: Time Scale Dragonbones - Change the speed at which Dragonbones animations play. Picture ID: - Select which Picture ID to modify. Time Scale: - Time scale for this Dragonbones armature. - Higher values play faster. Lower values play slower. --- Elements and Status Menu Core VisuStella MZThe following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command. --- Actor Plugin Commands--- Actor: Change Biography (Group) Actor: Change Biography (Range) Actor: Change Biography (JS) - Changes the biography of the selected actor(s). - Each version has a different means of selecting Actor ID's. Step 1: Target ID - Select which Actor ID(s) to affect. Step 2: Biography - Change the biography for target actor(s) to this. - Text codes allowed. - %1 - Actor's name. --- Actor: Change Trait Sets (Group) Actor: Change Trait Sets (Range) Actor: Change Trait Sets (JS) - Changes the Trait Set(s) of the selected actor(s). - Each version has a different means of selecting Actor ID's. Step 1: Target ID - Select which Actor ID(s) to affect. Step 2: Change Trait Set - Element - SubElement - Gender - Race - Nature - Alignment - Blessing - Curse - Zodiac - Variant - Change to the name of the Trait Set to switch actor(s) to. - "Unchanged" to leave alone. - "Random" to randomize. - Random will use the random pool dictated by the Plugin Parameters and the Trait Set weights determined there as well. --- Enemy Plugin Commands--- Enemy: Change Trait Sets (Group) Enemy: Change Trait Sets (Range) Enemy: Change Trait Sets (JS) - Changes the Trait Set(s) of the selected enemy(ies). - Each version has a different means of selecting Enemy Indexes. Step 1: Target ID - Select which Enemy Index(es) to affect. Step 2: Change Trait Set - Element - SubElement - Gender - Race - Nature - Alignment - Blessing - Curse - Zodiac - Variant - Change to the name of the Trait Set to switch target(s) to. - "Unchanged" to leave alone. - "Random" to randomize. - Random will use the random pool dictated by the Plugin Parameters and the Trait Set weights determined there as well. --- Events and Movement Core VisuStella MZThe following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command. --- Auto Movement Plugin Commands--- Auto Movement: Events - Allow/stop events from auto movement. Value: - Allow events to move automatically? --- Call Event Plugin Commands--- Call Event: Remote Activation - Runs the page of a different event remotely. Map ID: - Target event's map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the event to remotely run. - Use 0 for current event. - You may use JavaScript code. Page ID: - The page of the remote event to run. - You may use JavaScript code. --- Dash Plugin Commands--- Dash Enable: Toggle - Enable/Disable Dashing on maps. Value: - What do you wish to change dashing to? --- Event Icon Plugin Commands--- Event Icon: Change - Change the icon that appears on an event. Map ID: - The map the target map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the target event. - Use 0 for current event. - You may use JavaScript code. Icon Index: - Icon index used for the icon. - You may use JavaScript code. Buffer X: - How much to shift the X position by? - You may use JavaScript code. Buffer Y: - How much to shift the Y position by? - You may use JavaScript code. Blend Mode: - What kind of blend mode do you wish to apply to the icon sprite? --- Event Icon: Delete - Delete the icon that appears on an event. Map ID: - The map the target map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the target event. - Use 0 for current event. - You may use JavaScript code. --- Event Label Plugin Commands--- Event Label: Refresh - Refresh all Event Labels on screen. - This is used to refresh page conditions for map changes that don't force a refresh. --- Event Label: Visible - Change the visibility of Event Labels. Visibility: - What do you wish to change visibility to? --- Event Location Plugin Commands--- Event Location: Save - Memorize an event's map location so it reappears there the next time the map is loaded. Event ID: - The ID of the target event. - You may use JavaScript code. --- Event Location: Delete - Deletes an event's saved map location. - The event will reappear at its default location. Map ID: - The map the target map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the target event. - Use 0 for current event. - You may use JavaScript code. --- Event Location: Create - Creates a custom spawn location for a specific map's event so it appears there the next time the map is loaded. Map ID: - The map the target map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the target event. - Use 0 for current event. - You may use JavaScript code. X Coordinate: - The X coordinate of the event. - You may use JavaScript code. Y Coordinate: - The Y coordinate of the event. - You may use JavaScript code. Direction: - The direction the event will be facing. Optional: Page ID: - The page of the event to set the move route to. - You may use JavaScript code. Move Route Index: - The point in the move route for this event to be at if the page ID matches the rest of the page conditions. --- Follower Control Plugin Commands--- Follower: Set Global Chase - Disables all followers from chasing the player or reenables it. Chase: - Sets all followers to chase the player or not. --- Follower: Set Target Chase - Disables target follower from chasing the player or reenables it. Follower ID: - Select which follower ID to disable/reenable chasing for. Chase: - Sets target follower to chase its target or not. --- Follower: Set Control - Sets the event commands to target a follower when "Player" is selected as the target. Follower ID: - Select which follower ID to control. - 0 is the player. --- Follower: Reset - Resets all follower controls. Event Commands that target the "Player" return to normal and followers chase again. --- Global Switch Plugin Commands--- Global Switch: Get Self Switch A B C D - Gets the current ON/OFF value from a Self Switch and stores it onto a Global Switch. Map ID: - The map the source map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the source event. - Use 0 for current event. - You may use JavaScript code. Letter: - Letter of the target event's Self Switch to obtain data from. - Target Switch ID: - The ID of the target switch. --- Global Switch: Get Self Switch ID - Gets the current ON/OFF value from a Self Switch and stores it onto a Global Switch. Map ID: - The map the source map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the source event. - Use 0 for current event. - You may use JavaScript code. Switch ID: - The ID of the source switch. - Target Switch ID: - The ID of the target switch. --- Global Variable Plugin Commands--- Global Variable: Get Self Variable ID - Gets the current stored value from a Self Variable and stores it onto a Global Variable. Map ID: - The map the source map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the source event. - Use 0 for current event. - You may use JavaScript code. Variable ID: - The ID of the source variable. - Target Variable ID: - The ID of the target variable. --- Morph Event Plugin Commands--- Morph Event: Change - Runs the page of a different event remotely. Step 1: Map ID: - Target event's map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the target event. - Use 0 for current event. - You may use JavaScript code. Step 2: Template Name: - Name of the target event template to morph into. - Ignored if this is called "Untitled". Map ID: - Target event's map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the target event. - Use 0 for current event. - You may use JavaScript code. Preserve Morph: - Is the morph effect preserved? - Or does it expire upon leaving the map? --- Morph Event: Remove - Remove the morph status of an event. Map ID: - Target event's map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the event to remotely run. - Use 0 for current event. - You may use JavaScript code. Remove Preservation: - Also remove the preservation effect? --- Player Icon Plugin Commands--- Player Icon: Change - Change the icon that appears on on the player. Icon Index: - Icon index used for the icon. - You may use JavaScript code. Buffer X: - How much to shift the X position by? - You may use JavaScript code. Buffer Y: - How much to shift the Y position by? - You may use JavaScript code. Blend Mode: - What kind of blend mode do you wish to apply to the icon sprite? --- Player Icon: Delete - Delete the icon that appears on the player. --- Self Switch Plugin Commands--- Self Switch: A B C D - Change the Self Switch of a different event. Map ID: - The map the target map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the target event. - Use 0 for current event. - You may use JavaScript code. Letter: - Letter of the target event's Self Switch to change. Value: - What value do you want to set the Self Switch to? --- Self Switch: Switch ID - Change the Self Switch of a different event. Map ID: - The map the target map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the target event. - Use 0 for current event. - You may use JavaScript code. Switch ID: - The ID of the target switch. Value: - What value do you want to set the Self Switch to? --- Self Variable Plugin Commands--- Self Variable: Variable ID - Change the Self Variable of a different event. Map ID: - The map the target map. Use 0 for current map. - You may use JavaScript code. Event ID: - The ID of the target event. - Use 0 for current event. - You may use JavaScript code. Variable ID: - The ID of the target variable. Value: - What value do you want to set the Self Switch to? --- Spawn Event Plugin Commands--- Spawn Event: Spawn At X, Y - Spawns desired event at X, Y location on the current map. Step 1: Template Name: - Name of the target event template to spawn as. - Ignored if this is called "Untitled". Map ID: - Target event's map to be used as reference. - You may use JavaScript code. Event ID: - The ID of the target event to be used as reference. - You may use JavaScript code. Step 2: X Coordinate: - Target Location to spawn at. - You may use JavaScript code. Y Coordinate: - Target Location to spawn at. - You may use JavaScript code. Check Event Collision: - Check collision with any other events and player? Check Passability: - Check passability of the target location. Preserve Spawn: - Is the spawned event preserved? - Or does it expire upon leaving the map? Step 3: Success Switch ID: - Target switch ID to record spawning success. - Ignore if ID is 0. OFF means failed. ON means success. --- Spawn Event: Spawn At Region - Spawns desired event at a random region-marked location on the current map. Step 1: Template Name: - Name of the target event template to spawn as. - Ignored if this is called "Untitled". Map ID: - Target event's map to be used as reference. - You may use JavaScript code. Event ID: - The ID of the target event to be used as reference. - You may use JavaScript code. Step 2: Region ID(s): - Pick region(s) to spawn this event at. Check Event Collision: - Check collision with any other events and player? Check Passability: - Check passability of the target location. Preserve Spawn: - Is the spawned event preserved? - Or does it expire upon leaving the map? Step 3: Success Switch ID: - Target switch ID to record spawning success. - Ignore if ID is 0. OFF means failed. ON means success. --- Spawn Event: Spawn At Terrain Tag - Spawns desired event at a random terrain tag-marked location on the current map. Step 1: Template Name: - Name of the target event template to spawn as. - Ignored if this is called "Untitled". Map ID: - Target event's map to be used as reference. - You may use JavaScript code. Event ID: - The ID of the target event to be used as reference. - You may use JavaScript code. Step 2: Terrain Tag(s): - Pick terrain tag(s) to spawn this event at. - Insert numbers between 0 and 7. Check Event Collision: - Check collision with any other events and player? Check Passability: - Check passability of the target location. Preserve Spawn: - Is the spawned event preserved? - Or does it expire upon leaving the map? Step 3: Success Switch ID: - Target switch ID to record spawning success. - Ignore if ID is 0. OFF means failed. ON means success. --- Spawn Event: Despawn Event ID - Despawns the selected Event ID on the current map. Event ID - The ID of the target event. - You may use JavaScript code. --- Spawn Event: Despawn At X, Y - Despawns any spawned event(s) at X, Y location on the current map. X Coordinate: - Target Location to despawn at. - You may use JavaScript code. Y Coordinate: - Target Location to despawn at. - You may use JavaScript code. --- Spawn Event: Despawn Region(s) - Despawns the selected Region(s). Region ID(s) - Pick region(s) and despawn everything inside it. --- Spawn Event: Despawn Terrain Tag(s) - Despawns the selected Terrain Tags(s) on the current map. Terrain Tag(s): - Pick terrain tag(s) and despawn everything inside it. - Insert numbers between 0 and 7. --- Spawn Event: Despawn Everything - Despawns all spawned events on the current map. --- Gab Window VisuStella MZThe following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command. Gab Plugin Commands--- Gab: Text Only - Show a Gab Window with the specified settings. Text: - The text to be shown in the Gab Window. Force Gab?: - Forced gabs will clear other gabs and display immediately. Optional Settings: - Change the settings you want to override with this gab. Blank settings will use default Plugin Parameter settings. --- Gab: Gab: Text + Face (Any) - Show a Gab Window with the specified settings. - Any face graphic can be displayed next to text. Text: - The text to be shown in the Gab Window. Filename: - The filename of the face graphic to use. Index: - This is the index of the face graphic. - Index values start at 0. Force Gab?: - Forced gabs will clear other gabs and display immediately. Optional Settings: - Change the settings you want to override with this gab. Blank settings will use default Plugin Parameter settings. --- Gab: Text + Face (Actor) - Show a Gab Window with the specified settings. - Pick an actor's face graphic to show with it. Text: - The text to be shown in the Gab Window. Actor ID: - This is the ID of the actor you want the face graphic of. Force Gab?: - Forced gabs will clear other gabs and display immediately. Optional Settings: - Change the settings you want to override with this gab. Blank settings will use default Plugin Parameter settings. --- Gab: Text + Face (Party) - Show a Gab Window with the specified settings. - Pick a party member's face graphic to show with it. Text: - The text to be shown in the Gab Window. Party Member Index: - This is the index of the party member you want the face graphic of. - Index values start at 0. Force Gab?: - Forced gabs will clear other gabs and display immediately. Optional Settings: - Change the settings you want to override with this gab. Blank settings will use default Plugin Parameter settings. --- Gab: Text + Map Sprite (Any) - Show a Gab Window with the specified settings. - Any map sprite can be displayed next to text. Text: - The text to be shown in the Gab Window. Filename: - The filename of the sprite graphic to use. Index: - This is the index of the sprite graphic. - Index values start at 0. Force Gab?: - Forced gabs will clear other gabs and display immediately. Optional Settings: - Change the settings you want to override with this gab. Blank settings will use default Plugin Parameter settings. --- Gab: Text + Map Sprite (Actor) - Show a Gab Window with the specified settings. - Pick an actor's sprite graphic to show with it. Text: - The text to be shown in the Gab Window. Actor ID: - This is the ID of the actor you want the map sprite of. Force Gab?: - Forced gabs will clear other gabs and display immediately. Optional Settings: - Change the settings you want to override with this gab. Blank settings will use default Plugin Parameter settings. --- Gab: Text + Map Sprite (Party) - Show a Gab Window with the specified settings. - Pick a party member's sprite graphic to show with it. Text: - The text to be shown in the Gab Window. Party Member Index: - This is the index of the party member you want the map sprite of. - Index values start at 0. Force Gab?: - Forced gabs will clear other gabs and display immediately. Optional Settings: - Change the settings you want to override with this gab. Blank settings will use default Plugin Parameter settings. --- Gab: Text + Sideview Actor (Any) - Show a Gab Window with the specified settings. - Any Sideview Actor can be displayed next to text. Text: - The text to be shown in the Gab Window. Filename: - The filename of the Sideview Actor graphic to use. Force Gab?: - Forced gabs will clear other gabs and display immediately. Optional Settings: - Change the settings you want to override with this gab. Blank settings will use default Plugin Parameter settings. --- Gab: Text + Sideview Actor (Actor) - Show a Gab Window with the specified settings. - Pick an actor's sideview graphic to show with it. Text: - The text to be shown in the Gab Window. Actor ID: - This is the ID of the actor you want the sideview graphic of. Force Gab?: - Forced gabs will clear other gabs and display immediately. Optional Settings: - Change the settings you want to override with this gab. Blank settings will use default Plugin Parameter settings. --- Gab: Text + Sideview Actor (Party) - Show a Gab Window with the specified settings. - Pick a party member's sideview graphic to show with it. Text: - The text to be shown in the Gab Window. Party Member Index: - This is the index of the party member you want the sideview graphic of. - Index values start at 0. Force Gab?: - Forced gabs will clear other gabs and display immediately. Optional Settings: - Change the settings you want to override with this gab. Blank settings will use default Plugin Parameter settings. --- Gab: Text + Picture - Show a Gab Window with the specified settings. - Any picture graphic can be displayed next to text. Text: - The text to be shown in the Gab Window. Filename: - The filename of the face graphic to use. Stretch Picture: - Stretch the picture to fit the window? Force Gab?: - Forced gabs will clear other gabs and display immediately. Optional Settings: - Change the settings you want to override with this gab. Blank settings will use default Plugin Parameter settings. --- Optional SettingsThese settings appear in the above Gab Plugin Commands. Opening up the Optional Settings will yield the following: --- DimColor Dim Color 1: Dim Color 2: - The dim colors to use for this Gab Window. - Format: rgba(red, green, blue, alpha) --- Fade Fade Rate: - How fast this Gab Window fades away. Fade Direction: - The direction this Gab Window fades out in. --- Font Font Name: - The font name to use for this Gab Window. Font Size: - The font size to use for this Gab Window. --- Position Y Location: - The Y coordinate this Gab Window will appear in. - Ignore if you are using a locked sprite position. Actor ID: - The ID of the actor to display this Gab Window above. - For Map/Battle. Party Index: - Index of the party member to display Gab Window above. - For Map/Battle. Index values start at 0. Ignore under 0. Enemy Index: - Index of an enemy battler to display Gab Window above. - Battle only. Index values start at 0. Ignore under 0. Event ID: - The ID of the event to display this Gab Window above. - Map only. --- On Display Bypass Anti-Repeat: - Allows this gab to bypass the Anti-Repeat settings. Sound Filename: - The filename of the SE to play when the Gab Window shows. JS: On Display: - Runs this code once this Gab Window shows up. --- On Finish Gab Switch: - The specified switch will be turned ON when the Gab Window finishes. JS: On Finish: - Runs this code once this Gab Window finishes. --- Waiting Wait Time: - The number of frames this Gab Window stays visible. Time Per Character: - Frames added per Text Character in this Gab Window. --- System Plugin Commands--- System: Clear Gabs - Clears out the current Gab and any which are queued. --- System: Wait For Gab Completion - Causes the game to wait until all gabs are finished playing. --- Items and Equips Core VisuStella MZThe following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command. --- Actor Plugin Commands-- Actor: Change Equip Slots - Forcefully change the actor(s) equip slots. - These will persist through class changes. Actor ID(s): - Select which Actor ID(s) to affect. Equip Slots: - Insert the equip slots you want the actor(s) to have. - These entries are case-sensitive. -- Actor: Reset Equip Slots - Reset any forced equip slots for the actor(s). - Equip slots will then be based on class. Actor ID(s): - Select which Actor ID(s) to affect. --- Shop Plugin Commands--- Shop: Advanced - Make it easier to put together inventories for a shop. - WARNING: Does not allow for event-specific prices. Step 1: Item ID's - Select which Item ID ranges to add. Step 2: Weapon ID's - Select which Weapon ID ranges to add. Step 3: Armor ID's - Select which Armor ID ranges to add. Step 4: Purchase Only? - Make the shop purchase-only? Optional: Blacklist - A list of categories to blacklist from the shop. - Not used if empty. Mark categories with <Category: x> Whitelist - A list of categories to whitelist for the shop. - Not used if empty. Mark categories with <Category: x> This Plugin Command primarily functions as an alternative to the editor's "Shop Processing" event command as that one requires you to add items one at a time, making it extremely tedious to add large amounts of items. This Plugin Command will mitigate that by allowing ID ranges to determine which items to make available. --- Main Menu Core VisuStella MZThe following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command. --- Actor Plugin Commands--- Actor: Change Menu Image (Group) Actor: Change Menu Image (Range) Actor: Change Menu Image (JS) - Changes the actor's Menu Image. - Each version has a different means of selecting Actor ID's. Step 1: Actor: - Select which ID(s) to affect. Single: - Select which specific ID to affect. Variable Reference: - Which variable is used to determine which ID to affect? Range Start: - Select where the ID range begins. Range End: - Select where the ID range ends. Group: - Select which group of ID(s) to affect. JavaScript: - JavaScript code to return an array on which ID(s) to affect. Step 2: Target: - Select operation on what to change the switch(es) to. - Depending on what you pick here, one of the following actions are used in combination with the ID's picked from Step 1. Filename: - Selected actor(s) will have their menu images changed to this. Variable Reference: - Select the variable used to determine filename used for the selected actor(s). JavaScript: - JavaScript code to determine what filename is used for the selected actor(s). --- Message Core VisuStella MZThe following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command. --- Message Plugin Commands--- Message: Properties Change the various properties of the Message Window. Rows: - Change the number of Message Window rows. - Leave at 0 to keep it unchanged. Width: - Change the Message Window width in pixels. - Leave at 0 to keep it unchanged. Center: - Center the window X after changing its width? Word Wrap: - Enable or disable Word Wrap for the Message Window? --- Choice Plugin Commands--- Choice: Properties Change the properties found in the Show Choices event command. Line Height: - Change the line height for the show choices. - Leave at 0 to keep this unchanged. Max Rows: - Maximum number of choice rows to be displayed. - Leave at 0 to keep this unchanged. Max Columns: - Maximum number of choice columns to be displayed. - Leave at 0 to keep this unchanged. Text Alignment: - Text alignment for Show Choice window. --- Party System VisuStella MZThe following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command. --- Party Plugin Commands--- Party: Call Party Scene - Calls the party changing scene. --- Party: Change Max Battle Members - Changes the number of max battle members possible. - Cannot be use mid-battle. Max Members: - Changes the number of max battle members possible. - Use 0 for the game's default number. --- Party: Lock/Unlock Member(s) - Allows you to lock/unlock a party member. - Locked actors cannot change their party position. Actor ID(s): - Select which actor(s) to lock/unlock. - Locked actors cannot change their party position. Lock?: - Lock the selected actor(s)? --- Party: Require Member(s) - Allows you to require/free a party member. - Required actors must be in the party to exit the scene. Actor ID(s): - Select which actor(s) to require/free. - Required actors must be in the party to exit the scene. Require?: - Make the selected actor(s) required? --- Picture Common Events VisuStella MZThe following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command. --- System Plugin Commands--- System: Change Picture Common Event - Change the Common Event bound to specific picture(s). Picture ID(s): - Select which Picture ID(s) to change. Common Event ID: - Change the Common Event bound to specific picture(s). Custom Opaque Only? - Ignore clicks on transparent pixels and accept only opaque pixels for this specific picture. Error Margin: - Error margin when clicking for opaque pixels. - This value determines the radius. Change Tone on Hover? - Change the tone of the picture on hover? Hover Tone: - Tone settings upon hovering. - Format: [Red, Green, Blue, Gray] Blend Mode on Hover: - The blend mode used when this picture is hovered over. --- System: Clear All Picture Common Events - Clears all Common Event bound to specific picture(s). --- System: Clear Picture Common Event - Clears any Common Event bound to specific picture(s). Picture ID(s): - Select which Picture ID(s) to clear. --- System: Erase & Clear All Pictures - Erases all pictures on the screen and clears their Common Events. --- System: Erase & Clear Picture - Erases and clears any Common Events attached to specific picture(s). Picture ID(s): - Select which Picture ID(s) to erase and clear. --- Quest Journal System VisuStella MZThe following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command. --- Quest Plugin Commands--- Quest: Add/Complete/Fail/Remove - Adds quest(s) to be known/completed/failed. - Or removes them. Quest Keys: - Insert the quest key(s) here. - Each quest key must be unique. Status: - Change the status to this. - Add to Known - Add to Completed - Add to Failed - Remove from All --- Quest: Description Change - Changes the description of the quest(s) to a ID. Quest Keys: - Insert the quest key(s) here. - Each quest key must be unique. Description ID: - Change the description of the quest(s) to a different ID. - You may use JavaScript code. --- Quest: Objectives Change - Changes the objective(s) status of the quest(s). Quest Keys: - Insert the quest key(s) here. - Each quest key must be unique. Objective ID(s): - Select the objective ID(s) to change. - You may use JavaScript code. Status: - Change the status of the objective(s) to this. - Show Objective(s) - Complete Objective(s) - Fail Objective(s) - Remove Objective(s) --- Quest: Quote Quote - Changes the quote of the quest(s) to a ID. Quest Keys: - Insert the quest key(s) here. - Each quest key must be unique. Subtext ID: - Change the quote of the quest(s) to a different ID. - You may use JavaScript code. --- Quest: Rewards Change - Changes the reward(s) status of the quest(s). Quest Keys: - Insert the quest key(s) here. - Each quest key must be unique. Reward ID(s): - Select the reward ID(s) to change. - You may use JavaScript code. Status: - Change the status of the reward(s) to this. - Show Reward(s) - Claim Reward(s) - Deny Reward(s) - Remove Reward(s) --- Quest: Subtext Change - Changes the subtext of the quest(s) to a ID. Quest Keys: - Insert the quest key(s) here. - Each quest key must be unique. Subtext ID: - Change the subtext of the quest(s) to a different ID. - You may use JavaScript code. --- Tracker Plugin Commands--- Tracker: Change Quest - Changes the tracked quest. Quest Key: - Insert the quest key here. --- Tracker: Refresh Window - Refreshes the quest tracker window. --- Tracker: Show/Hide Window - Can forcefully hide window. - Showing will depend on the player's Options setting. Show/Hide?: - Shows/hides the tracker window on the map. --- System Plugin Commands--- System: Call Scene_Quest - Opens Scene_Quest for the player. - Does not work in battle. --- System: Enable Quests in Menu? - Enables/disables quest menu inside the main menu. Enable/Disable?: - Enables/disables quest menu inside the main menu. --- System: Show Quests in Menu? - Shows/hides quest menu inside the main menu. Show/Hide?: - Shows/hides quest menu inside the main menu. --- Save Core VisuStella MZThe following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command. --- Autosave Plugin Commands--- Autosave: Enable/Disable - Enable or Disable Autosave - Requires Database => System 1 => [x] Enable Autosave Enable or Disable?: - Enable or disable autosave? --- Autosave: (Stage 1) Request - Autosaves the game at current point if enabled. - Requires Database => System 1 => [x] Enable Autosave - Autosave does not go through if it is neither enabled in the database or in-game through the "Autosave: Enable/Disable" plugin command. - This Plugin Command will not autosave if the player turned off "Autosave" in the Options Menu. --- Autosave: (Stage 2) Execute - Executes autosaves the game at the current point. - Requires Database => System 1 => [x] Enable Autosave - This will require autosave to be enabled through the database, but it will ignore the "Autosave: Enable/Disable" plugin command state. - This Plugin Command will not autosave if the player turned off "Autosave" in the Options Menu. --- Autosave: (Stage 3) Force - Forces autosaves the game at the current point. - Requires Database => System 1 => [x] Enable Autosave - This will require autosave to be enabled through the database, but it will ignore the "Autosave: Enable/Disable" plugin command state. --- Save Plugin Commands--- Save: Current Slot - Process the game's current save at the current point. - Must be outside of battle and on the map. --- Save: Set Description - Set the description text that will appear in the save files. Text: - Insert desired save description text here. - Text codes supported. - \V[x], \N[x], \P[x] are save local. - Other text codes will draw data from the currently active game. --- Save: Set Picture - Set the picture that would appear in the save file. Filename: - Input the filename here of the desired picture. --- Skill Cooldowns VisuStella MZThe following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command. --- Actor Plugin Commands--- Actor: Skill Cooldown - Change cooldowns for a specific skill(s). Step 1: Actor ID(s): - Select which Actor Target ID(s) to affect. Step 2: Skill ID(s): - Select which Skill ID(s) to affect. Step 3: Operation: - Set the operation used. =, +, -, *, /, % Step 4: Value - Select the modifying value. - You may use JavaScript code. --- Actor: SType Cooldown - Change cooldowns for all skills of a skill type(s). Step 1: Actor ID(s): - Select which Actor Target ID(s) to affect. Step 2: Skill Type ID(s): - Select which Skill Type ID(s) to affect. Step 3: Operation: - Set the operation used. =, +, -, *, /, % Step 4: Value - Select the modifying value. - You may use JavaScript code. --- Actor: Global Cooldown - Change cooldowns for all skills for target(s). Step 1: Actor ID(s): - Select which Actor Target ID(s) to affect. Step 2: Operation: - Set the operation used. =, +, -, *, /, % Step 3: Value - Select the modifying value. - You may use JavaScript code. --- Enemy Plugin Commands--- Enemy: Skill Cooldown - Change cooldowns for a specific skill(s). Step 1: Enemy Index(es): - Select which Enemy Index(es) to affect. Step 2: Skill ID(s): - Select which Skill ID(s) to affect. Step 3: Operation: - Set the operation used. =, +, -, *, /, % Step 4: Value - Select the modifying value. - You may use JavaScript code. --- Enemy: SType Cooldown - Change cooldowns for all skills of a skill type(s). Step 1: Enemy Index(es): - Select which Enemy Index(es) to affect. Step 2: Skill Type ID(s): - Select which Skill Type ID(s) to affect. Step 3: Operation: - Set the operation used. =, +, -, *, /, % Step 4: Value - Select the modifying value. - You may use JavaScript code. --- Enemy: Global Cooldown - Change cooldowns for all skills for target(s). Step 1: Enemy Index(es): - Select which Enemy Index(es) to affect. Step 2: Operation: - Set the operation used. =, +, -, *, /, % Step 3: Value - Select the modifying value. - You may use JavaScript code. --- Victory Aftermath VisuStella MZThe following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command. --- Actor Plugin Commands--- Actor: Add Level Up Quotes - Add new entries target actor's level up quotes. Actor ID: - Select ID of target actor to add quotes for. New Quotes: - Add new entries to actor's level up quotes. - Text codes allowed. %1 - Actor's Name --- Actor: Add New Skill Quotes - Add new entries target actor's new skill quotes. Actor ID: - Select ID of target actor to add quotes for. New Quotes: - Add new entries to actor's new skill quotes. - Text codes allowed. %1 - Actor's Name --- Actor: Clear Level Up Quotes - Clear target actor's level up quotes. Actor ID: - Select ID of target actor to clear quotes for. --- Actor: Clear New Skill Quotes - Clear target actor's new skill quotes. Actor ID: - Select ID of target actor to clear quotes for. --- System Plugin Commands--- System: Bypass Victory Motion - Bypass actors performing their victory motion? Bypass?: - Bypass actors performing their victory motion? --- System: Bypass Victory Music - Bypass playing the victory music? Bypass?: - Bypass playing the victory music? --- System: Bypass Victory Phase - Bypass the entire victory phase and all aspects about it? Bypass?: - Bypass the entire victory phase and all aspects about it? --- End of List |
Pages in category "Plugin Commands (MZ)"
The following 46 pages are in this category, out of 46 total.