Common Event Menu VisuStella MZ

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VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.



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System

This is a plugin created for RPG Maker MZ.

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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

The Common Event Menu allows you to create your own custom menu setups all through a simple Plugin Command. When using it, you can list whatever Common Events you so wish and generate a menu that when selecting the menu command, it will run the Common Event. This Common Event Menu setup allows you to utilize a help window, a picture window, and a subtext window to allow for your own personal touch when using the Common Event list window.

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

  • Launch a Common Event Menu with the Common Events that you want, in the layout that you prefer, with the options you desire by just using a simple Plugin Command.
  • Pick from over 100+ different premade layouts for the Common Event Menu.
  • JavaScript users can create their own custom layouts, alongside 10 extra windows to help them show any extra data they may need.
  • The picture window can show different images whenever a specific Common Event is selected in the List Window.
  • A help window will show information on the selected Common Event.
  • A subtext window can display additional information about any selected Common Event.
  • Use switches to enable, disable, show, or hide Common Events for the Common Event Menu to make it something more dynamic.

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 2

This plugin is a Tier 2 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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Options Core VisuStella MZ

When selecting pre-made Layouts for the Common Event Menu, depending on the settings for the Help Window Position and Input Window Position, the four main windows for the Common Event Menu will be positioned differently to account for these main settings.

Right Input would put the List Window towards the right side of the screen. If it is off, then the List Window would appear towards the left side of the screen. When a layout with "Mirror" is in place, these settings are reversed to apply the mirror effect.

Bottom Help would put the Help Window towards the bottom of the screen and the Subtext would go towards the top. If the Bottom Help position is turned off, then the Help Window would appear at the top while the Subtext would appear at the bottom. When a layout with "Inverse" is in place, these settings are reversed to apply the inverse effect.

When viewing the previews on the Yanfly.moe wiki, the previews will be displayed with the Help Window towards the top and the input towards the right side of the screen (ie the Recommended Settings).

!! WARNING !!

These settings do NOT apply to Custom Layouts in order to reduce confusion for the game dev. If the game dev wishes to implement them in, then utilize Scene_Base's "isBottomHelpMode" and "isRightInputMode" functions when inserting the JavaScript code needed.

!! WARNING !!

Not all pre-made layouts work with all screen resolutions as this is very much so the case if you plan on using a smaller-than-normal screen resolution. If a specific layout does not work with a resolution you want, pick another layout that works. These layouts are made under the industry standard of a 16:9, 1280x720 screen resolution.

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Plugin Commands

The following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command.

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Common Event Menu Plugin Command

This is the Plugin Command that lets you create the Common Event Menu. The Common Event Menu is inaccessible from any other way.

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Common Event Menu: Start - Start a Common Event Menu with the below settings.

 Common Events:
 - Select the Common Events you want shown in the menu.
   Cancel Event:
   - Runs this Common Event when Cancel is pressed.
   - Insert 0 to disable Cancel.
 Layout:
 - Pick a layout to use for the Common Event Menu.
 - Select "Custom" to position windows via JavaScript.
 - Picking '-' will not create any Common Event Menus.
 - Look on Yanfly.moe for a visual list of all the layouts.
   Custom Layout:
   - Modify the settings for a Custom layout.
   - Requires the above parameter to be "Custom".
 Optional Settings:
 - Optional settings for the Common Event Menu.

!! WARNING !!

Not all pre-made layouts work with all screen resolutions as this is very much so the case if you plan on using a smaller-than-normal screen resolution. If a specific layout does not work with a resolution you want, pick another layout that works. These layouts are made under the industry standard of a 16:9, 1280x720 screen resolution.

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Common Events (Sub Settings) - Select the Common Events you want shown in the menu.

 Specific ID's:
   ID(s):
   - Select the Common Events you want displayed in the menu based on their
     exact ID's.
 ID Range:
   Range Start:
   - Select the Common Event ID range to start from.
   - This will select all the ID's up to the end range.
   Range End:
   - Select the Common Event ID range to end with.
   - This will select all the ID's from the start range.
 JS:
   Custom JS:
   - Create a list of Common Event ID's with JavaScript.
 Filters:
   Empty Name:
   - Apply filter for Common Events without a name?
   ----- Name:
   - Apply filter for Common Events with ----- in their name?

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Custom Layout (Sub Settings) - Modify the settings for a Custom layout. - Requires the above parameter to be "Custom".

 Main Windows:
   JS: List Window:
   JS: Picture Window:
   JS: Help Window:
   JS: Sub Window:
   - Determine how this Window is positioned.
   - Only applies with Custom layouts.
 Extra Windows:
   JS: Extra Window 1:
   JS: Extra Window 2:
   JS: Extra Window 3:
   JS: Extra Window 4:
   JS: Extra Window 5:
   JS: Extra Window 6:
   JS: Extra Window 7:
   JS: Extra Window 8:
   JS: Extra Window 9:
   JS: Extra Window 10:
   - Determine how this Extra Window is positioned.
   - Only applies with Custom layouts.

!! WARNING !!

These settings do NOT apply to Custom Layouts in order to reduce confusion for the game dev. If the game dev wishes to implement them in, then utilize Scene_Base's "isBottomHelpMode" and "isRightInputMode" functions when inserting the JavaScript code needed.

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Optional Settings (Sub Settings) - Optional settings for the Common Event Menu.

 All Windows:
   Background Type:
   - Select the background type for all of the Common Event Menu windows.
     - 0 - Window
     - 1 - Dim
     - 2 - Transparent
   Boundary Size:
   - Pick the boundary size for the layout.
   - Does NOT apply to Custom Layouts.
     - Full      (Game Screen)
     - UI Size   (UI Resolution)
     - Padded    (16 px Border)
     - Huge      (32 px Border)
     - Large     (48 px Border)
     - Medium    (64 px Border)
     - Small     (96 px Border)
     - Tiny      (128 px Border)
     - Micro     (160 px Border)
     - Wut       (192 px Border)
 List Window:
   List Columns:
   - The number of columns the List Window has.
   - Use 'auto' to determine it automatically.
   - You may use JavaScript.
   Auto Select:
   - Which Common Event should be selected at the start?
   - Use 'last' for last picked ID.
   - You may use JavaScript.
   Text Alignment:
   - How do you want the text to be aligned for the List Window?
 Cancel Button:
   Show Cancel Button:
   - Show the Cancel Button?
   - Requires a Cancel Common Event.
   Button Scale:
   - Scale the button size by this much.
   Button Position:
   - Select where the button appears.
   Button Offset X:
   - Offset the Cancel Button X position by this much.
   Button Offset Y:
   - Offset the Cancel Button Y position by this much.
 Picture Window:
   Auto-Fit Image:
   - Automatically fit the picture to the size of the Picture Window if the
     picture is larger than the window?
   Image Anchor X:
   - Pick how the picture is anchored horizontally in the Picture Window.
   Image Anchor Y:
   - Pick how the picture is anchored vertically in the Picture Window.

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Comment Tags

The following are comment tags that have been added through this plugin. Thesecomment tags will not work with your game if this plugin is OFF or not present. To make a comment tag, create a comment inside of the Common Event and type in any of the comment tags seen below for their effects.

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Basic-Related Comment Tags

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<Name: text>

- Used for: Common Event Comment Tag - Replaces the text that appears in the Common Event Menu List with this

 instead of the Common Event's name found in the database.

- Replace 'text' with the name you want to be displayed in the List Window. - If this comment tag is not used, default to the Common Event's name.

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<Icon: x>

- Used for: Common Event Comment Tag - Sets the icon shown next to this Common Event. - Replace 'x' with a number representing the icon index used for this

 Common Event.

- If this comment tag is not used, default to the Plugin Parameters.

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<Indent: x>

- Used for: Common Event Comment Tag - Indents the name when it appears in the Common Event List. - Replace 'x' with the number of times to indent the name. - Each indent is equal to an icon width.

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<Picture: filename>

- Used for: Common Event Comment Tag - Description - Replace 'filename' with a picture found within your game project's

 img/pictures/ folder.
 - Filenames are case sensitive.
 - Leave out the filename extension from the notetag.

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Description-Related Comment Tags

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<Help Description>

text
text

</Help Description>

- Used for: Common Event Comment Tag - When this Common Event is selected, display this text in the Help Window. - Replace 'text' with the text you want to display in the Help Window when

 this Common Event is selected.

- You can chain together Comment event commands in the RPG Maker Editor to

 combine their contents in case you want to add more than 4 lines of text.

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<Subtext Description>

text
text

</Subtext Description>

- Used for: Common Event Comment Tag - When this Common Event is selected, display this text in the Sub Window. - Replace 'text' with the text you want to display in the Sub Window when

 this Common Event is selected.

- You can chain together Comment event commands in the RPG Maker Editor to

 combine their contents in case you want to add more than 4 lines of text.

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<Extra Description x>

text
text

</Extra Description x>

- Used for: Common Event Comment Tag - When this Common Event is selected, display this text in the Extra Window. - Replace 'x' with a number from 1 to 10 to determine which Extra Window to

 display the text in.

- Replace 'text' with the text you want to display in the Extra Window when

 this Common Event is selected.

- You can chain together Comment event commands in the RPG Maker Editor to

 combine their contents in case you want to add more than 4 lines of text.

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Visibility-Related Comment Tags

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<Show Switch: x>

<Show All Switches: x,x,x> <Show Any Switches: x,x,x>

- Used for: Common Event Comment Tag - Determines the visible status of the Common Event based on switches. - Replace 'x' with the switch ID to determine the Common Event's visibility. - If 'All' notetag variant is used, the Common Event will be hidden until

 all switches are ON. Then, it would be shown.

- If 'Any' notetag variant is used, the Common Event will be shown if any

 of the switches are ON. Otherwise, it would be hidden.

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<Hide Switch: x>

<Hide All Switches: x,x,x> <Hide Any Switches: x,x,x>

- Used for: Common Event Comment Tag - Determines the visible status of the Common Event based on switches. - Replace 'x' with the switch ID to determine the Common Event's visibility. - If 'All' notetag variant is used, the Common Event will be shown until

 all switches are ON. Then, it would be hidden.

- If 'Any' notetag variant is used, the Common Event will be hidden if any

 of the switches are ON. Otherwise, it would be shown.

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JavaScript Comment Tag: Visibility

The following are notetags made for users with JavaScript knowledge to determine if a Common Event is visible in the menu by code.

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<JS Visible>

code
code
visible = code;

</JS Visible>

- Used for: Common Event Comment Tag - Determines the visible status of the Common Event based on JavaScript

 code.

- Replace 'code' to determine the type visible status of the Common Event. - You can chain together Comment event commands in the RPG Maker Editor to

 combine their contents in case you want to add more than 4 lines of code.

- The 'visible' variable returns a boolean (true/false) to determine if the

 Common Event will be visible or not.

- All other Common Event conditions must be met in order for this to code to

 count.

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Enable-Related Comment Tags

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<Enable Switch: x>

<Enable All Switches: x,x,x> <Enable Any Switches: x,x,x>

- Used for: Common Event Comment Tag - Determines the enabled status of the Common Event based on switches. - Replace 'x' with the switch ID to determine if the Common Event's enabled. - If 'All' notetag variant is used, the Common Event will be disabled until

 all switches are ON. Then, it would be enabled.

- If 'Any' notetag variant is used, the Common Event will be enabled if any

 of the switches are ON. Otherwise, it would be disabled.

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<Disable Switch: x>

<Disable All Switches: x,x,x> <Disable Any Switches: x,x,x>

- Used for: Common Event Comment Tag - Determines the enabled status of the Common Event based on switches. - Replace 'x' with the switch ID to determine if the Common Event's enabled. - If 'All' notetag variant is used, the Common Event will be enabled until

 all switches are ON. Then, it would be disabled.

- If 'Any' notetag variant is used, the Common Event will be disabled if any

 of the switches are ON. Otherwise, it would be enabled.

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JavaScript Comment Tag: Enable

The following are notetags made for users with JavaScript knowledge to determine if a Common Event can be selectable by code.

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<JS Enable>

code
code
enabled = code;

</JS Enable>

- Used for: Common Event Comment Tag - Determines the enabled status of the Common Event based on JavaScript

 code.

- Replace 'code' to determine the type enabled status of the Common Event. - You can chain together Comment event commands in the RPG Maker Editor to

 combine their contents in case you want to add more than 4 lines of code.

- The 'enabled' variable returns a boolean (true/false) to determine if the

 Common Event will be enabled or not.

- All other Common Event conditions must be met in order for this to code to

 count.

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Plugin Parameters

Default Settings

There's only a single plugin parameter for the default settings and that's to define the default icon displayed for the Common Event Menu when a Common Event does not have the <Icon: x> comment tag.

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Settings

 Default Icon:
 - Select what icon will be the default Common Event entry icon.

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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 1.00 Official Release Date: March 1, 2021

  • Finished Plugin!

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