Difference between revisions of "Core Engine VisuStella MZ"

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Revision as of 20:49, 6 August 2020

Welcome to the wiki! This is where you can find resources from Yanfly.moe, Ækashics.moe,
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.



Download

  • [link Mirror]

System

This is a plugin created for RPG Maker MZ.

InstallPluginsMz.png

UpdatePlugins.png

Troubleshooting.jpg

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

Click here to learn how to update plugins.

Click here for how to troubleshoot plugins if you get an error.


Masterarbeit Writer

CoreEnginePluginMenuAssist.png CoreEnginePluginMenuBg.png
CoreEnginePluginTitleButtons.png CoreEnginePluginGold.png


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 Core Engine plugin is designed to fix any bugs that may have slipped past RPG Maker MZ's source code and to give game devs more control over RPG Maker MZ's various features, ranging from mechanics to aesthetics to quality of life improvements.

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

  • Bug fixes for the problems existing in the RPG Maker MZ base code.
  • Failsafes added for Script Call related event commands.
  • Lots of Quality of Life Settings that can be activated through the Plugin Parameters.
  • Control over the various Text Colors used throughout the game.
  • Change up the maximum amount of gold carried, give it an icon attached to the label, and include text for overlap specifics.
  • Preload images as the game boots up.
  • Add specific background images for menus found throughout the game.
  • A button assist window will appear at the top or bottom of the screen, detailing which buttons do what when inside a menu. This feature can be turned off.
  • Choose which in-game battler parameters to display inside menus (ie ATK, DEF, AGI, etc.) and determine their maximum values, along with plenty of notetags to give more control over parameter, x-parameter, s-parameter bonuses through equipment, states, and other trait objects.
  • Control over how the UI objects appear (such as the menu button, cancel button, left/right actor switch buttons).
  • Reposition actors and enemies if the battle resolution is larger.
  • Allow class names and nicknames to support text codes when displayed.
  • Determine how windows behave in the game, if they will mask other windows, their line height properties, and more.

Requirements

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


Tier 0

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

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


Important Changes: Bug Fixes

This plugin also serves to fix various bugs found in RPG Maker MZ that have been unaddressed or not yet taken care of. The following is a list of bugs that have been fixed by this plugin:

---

Attack Skill Trait

- Enemies are unaffected by the Attack Skill Trait. This means if they have an Attack action, they will always use Attack over and over even if their Attack Skill Trait has been changed. This plugin will change it up so that the Attack skill will comply with whatever their Attack Skill Trait's skill is set to.

---

Auto Battle Actor Skill Usage

- If an actor with Auto Battle has access to a skill but not have any access to that skill's type, that actor will still be able to use the skill during Auto Battle despite the fact that the actor cannot use that skill during manual input.

---

Move Picture, Origin Differences

- If a Show Picture event command is made with an Origin setting of "Upper Left" and a Move Picture event command is made afterwards with an Origin setting of "Center", RPG Maker MZ would originally have it instantly jump into the new origin setting without making a clean transition between them. This plugin will create that clean transition between origins.

---

Major Changes: New Hard-Coded Features

This plugin adds some new hard-coded features to RPG Maker MZ's functions. The following is a list of them.

---

Scroll-Linked Pictures

- If a Parallax has a ! at the start of its filename, it is bound to the map scrolling. The same thing now happens with pictures. If a Picture has a ! at the start of its filename, it is bound to the map's scrolling as well.

---

Movement Route Scripts

- If code in a Movement Route Script command fails, instead of crashing the game, it will now act as if nothing happened except to display the cause of the error inside the console.

---

Script Call Failsafes

- If code found in Conditional Branches, Control Variables, and/or Script Calls fail to activate, instead of crashing the game, it will now act as if nothing happened except to display the cause of the error inside the console.

---

Notetags

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

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

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

Actors

Parameter limits can be adjusted in the Plugin Parameters, but this won't lift the ability to change the values of an actor's initial or max level past the editor's limits. Instead, this must be done through the usage of notetags to accomplish the feat.

---

<Max Level: x>

- Used for: Actor Notetags
- Replace 'x' with an integer to determine the actor's max level.
- This allows you to go over the database limit of 99.
- If this notetag isn't used, default to the actor's database value.

---

<Initial Level: x>

- Used for: Actor Notetags
- Replace 'x' with an integer to determine the actor's initial level.
- This allows you to go over the database limit of 99.
- If this notetag isn't used, default to the actor's database value.

---

Classes

As actor levels can now surpass 99 due to the notetag system, there may be some skills you wish certain classes can learn upon reaching higher levels past 99, too.

---

<Learn At Level: x>

- Used for: Class Skill Learn Notetags
- Replace 'x' with an integer to determine the level this class will learn
  the associated skill at.
- This allows you to go over the database limit of 99.
- If this notetag isn't used, default to the class's database value.

---

Enemies

Enemies are now given levels. The levels don't do anything except to serve as a container for a number value. This way, levels can be used in damage formulas (ie. a.atk - b.level) without causing any errors. To give enemies levels, use the notetags below. These notetags also allow you to adjust the base parameters, EXP, and Gold past the database limitations.

---

<Level: x>

- Used for: Enemy Notetags
- Replace 'x' with an integer to determine the enemy's level.
- If no level is declared, the level will default to 1.

---

<param: x>

- Used for: Enemy Notetags
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to alter.
- Replace 'x' with an integer to set an enemy's 'param' base value.
- This will overwrite the enemy's database value and can exceed the original
  value limitation in the database.
- If these notetags aren't used, default to the enemy's database value.

---

<EXP: x>
<Gold: x>

- Used for: Enemy Notetags
- Replace 'x' with an integer to determine the enemy's EXP or Gold values.
- This will overwrite the enemy's database value and can exceed the original
  value limitation in the database.
- If these notetags aren't used, default to the enemy's database value.

---

Quality of Life

By default, RPG Maker MZ does not offer an encounter step minimum after a random encounter has finished. This means that one step immediately after finishing a battle, the player can immediately enter another battle. The Quality of Life improvement: Minimum Encounter Steps allows you to set a buffer range between battles for the player to have some breathing room.

---

<Minimum Encounter Steps: x>

- Used for: Map Notetags
- Replace 'x' with the minimum number of steps before the player enters a
  random encounter on that map.
- If this notetag is not used, then the minimum encounter steps for the map
  will default to Quality of Life Settings => Encounter Rate Min.

---

Tile shadows are automatically added to certain tiles in the map editor.
These tile shadows may or may not fit some types of maps. You can turn them
on/off with the Quality of Life Plugin Parameters or you can override the
settings with the following notetags:

---

<Show Tile Shadows>
<Hide Tile Shadows>

- Used for: Map Notetags
- Use the respective notetag for the function you wish to achieve.
- If this notetag is not used, then the minimum encounter steps for the map
  will default to Quality of Life Settings => No Tile Shadows.

---

Basic, X, and S Parameters

A battler's parameters, or stats as some devs know them as, are the values that determine how a battler performs. These settings allow you to alter behaviors and give boosts to trait objects in a more controlled manner.

---

<param Plus: +x>
<param Plus: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Adds or subtracts 'x' to 'param' plus value when calculating totals.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'x' with an integer on how much to adjust the parameter by.
- This is used to calculate the 'plus' portion in the Parameter Settings =>
  Basic Parameter => Formula.

---

<param Rate: x%>
<param Rate: x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Changes 'param' rate to 'x' to alter the total 'param' value.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
- This is used to calculate the 'paramRate' portion in Parameter Settings =>
  Basic Parameter => Formula.

---

<param Flat: +x>
<param Flat: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Adds or subtracts 'x' to 'param' plus value when calculating totals.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'x' with an integer on how much to adjust the parameter by.
- This is used to calculate the 'flatBonus' portion in Parameter Settings =>
  Basic Parameter => Formula.

---

<param Max: x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Sets max caps for the 'param' to be 'x'. If there are multiple max caps
  available to the unit, then the highest will be selected.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'x' with an integer to determine what the max cap should be.

---

<xparam Plus: +x%>
<xparam Plus: -x%>

<xparam Plus: +x.x>
<xparam Plus: -x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Adds or subtracts 'x' to 'xparam' plus value when calculating totals.
- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
  'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
- Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
- This is used to calculate the 'plus' portion in the Parameter Settings =>
  X Parameter => Formula.

---

<xparam Rate: x%>
<xparam Rate: x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Changes 'param' rate to 'x' to alter the total 'xparam' value.
- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
  'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
- Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
- This is used to calculate the 'paramRate' portion in Parameter Settings =>
  X Parameter => Formula.

---

<xparam Flat: +x%>
<xparam Flat: -x%>

<xparam Flat: +x.x>
<xparam Flat: -x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Adds or subtracts 'x' to 'xparam' plus value when calculating totals.
- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
  'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
- Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
- This is used to calculate the 'flatBonus' portion in Parameter Settings =>
  X Parameter => Formula.

---

<sparam Plus: +x%>
<sparam Plus: -x%>

<sparam Plus: +x.x>
<sparam Plus: -x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Adds or subtracts 'x' to 'sparam' plus value when calculating totals.
- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
  'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
- Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
- This is used to calculate the 'plus' portion in the Parameter Settings =>
  S Parameter => Formula.

---

<sparam Rate: x%>
<sparam Rate: x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Changes 'param' rate to 'x' to alter the total 'sparam' value.
- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
  'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
- Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
- This is used to calculate the 'paramRate' portion in Parameter Settings =>
  S Parameter => Formula.

---

<sparam Flat: +x%>
<sparam Flat: -x%>

<sparam Flat: +x.x>
<sparam Flat: -x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Adds or subtracts 'x' to 'sparam' plus value when calculating totals.
- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
  'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
- Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).
- This is used to calculate the 'flatBonus' portion in Parameter Settings =>
  S Parameter => Formula.

---

JavaScript Notetags: Basic, X, and S Parameters

The following are notetags made for users with JavaScript knowledge. These notetags are primarily aimed at Basic, X, and S Parameters.

---

<JS param Plus: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'param' plus value.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  plus amount for the parameter's total calculation.
- This is used to calculate the 'plus' portion in the Parameter Settings =>
  Basic Parameter => Formula.

---

<JS param Rate: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'param' rate value.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  param rate amount for the parameter's total calculation.
- This is used to calculate the 'paramRate' portion in Parameter Settings =>
  Basic Parameter => Formula.

---

<JS param Flat: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'param' flat value.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  flat bonus amount for the parameter's total calculation.
- This is used to calculate the 'flatBonus' portion in Parameter Settings =>
  Basic Parameter => Formula.

---

<JS param Max: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to determine what the max cap for 'param' should be. If there
  are multiple max caps available to the unit, then the highest is selected.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to determine which parameter to modify.
- Replace 'code' with JavaScript code to determine the max cap for the
  desired parameter.

---

<JS xparam Plus: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'xparam' plus value.
- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
  'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  plus amount for the X parameter's total calculation.
- This is used to calculate the 'plus' portion in the Parameter Settings =>
  X Parameter => Formula.

---

<JS xparam Rate: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'xparam' rate value.
- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
  'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  param rate amount for the X parameter's total calculation.
- This is used to calculate the 'paramRate' portion in Parameter Settings =>
  X Parameter => Formula.

---

<JS xparam Flat: code>
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'xparam' flat value.
- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
  'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  flat bonus amount for the X parameter's total calculation.
- This is used to calculate the 'flatBonus' portion in Parameter Settings =>
  X Parameter => Formula.

---

<JS sparam Plus: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'sparam' plus value.
- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
  'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  plus amount for the S parameter's total calculation.
- This is used to calculate the 'plus' portion in the Parameter Settings =>
  S Parameter => Formula.

---

<JS sparam Rate: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'sparam' rate value.
- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
  'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  param rate amount for the S parameter's total calculation.
- This is used to calculate the 'paramRate' portion in Parameter Settings =>
  S Parameter => Formula.

---

<JS sparam Flat: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'sparam' flat value.
- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
  'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
  flat bonus amount for the S parameter's total calculation.
- This is used to calculate the 'flatBonus' portion in Parameter Settings =>
  S Parameter => Formula.

---

Plugin Commands

PluginCommandsMZ.png

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:

---

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

---

CoreEnginePluginCommand01.png

Game: Open URL
- Opens a website URL from the game.

  URL:
  - Where do you want to take the player?

---

CoreEnginePluginCommand02.png

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.

---

CoreEnginePluginCommand03.png

CoreEnginePluginCommand03a.png

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.

---

CoreEnginePluginCommand04.png

System: Main Font Size
- Set the game's main font size.

  Change To:
  - Change the font size to this number.

---

CoreEnginePluginCommand05.png

System: Side View Battle
- Switch between Front View or Side View for battle.

  Change To:
  - Choose which view type to switch to.

---

CoreEnginePluginCommand06.png

System: Time Progress Battle
- Switch between Default or Time Progress battle system.

  Change To:
  - Choose which battle system to switch to.

---

CoreEnginePluginCommand07.png

System: Window Padding
- Change the game's window padding amount.

  Change To:
  - Change the game's standard window padding to this value.

---

Plugin Parameters

Quality of Life Settings

CoreEnginePluginParam01.png

A variety of (optional) settings and changes are added with the Core Engine to improve the quality of life for both the game devs and players alike.

---

Play Test

 New Game on Boot:
 - Automatically start a new game on Play Test?
 - Only enabled during Play Test.
 No Play Test Mode:
 - Force the game to be out of Play Test mode when play testing.
 Open Console on Boot:
 - Open the Debug Console upon booting up your game?
 - Only enabled during Play Test.
 F6: Toggle Sound:
 - F6 Key Function: Turn on all sound to 100% or to 0%, toggling between
   the two.
 - Only enabled during Play Test.
 F7: Toggle Fast Mode:
 - F7 Key Function: Toggle fast mode.
 - Only enabled during Play Test.
 NewGame > CommonEvent:
 - Runs a common event each time a new game is started.
 - Only enabled during Play Test.

---

Digit Grouping

 Standard Text:
 - Make numbers like 1234567 appear like 1,234,567 for standard text
   inside windows?
 Ex Text:
 - Make numbers like 1234567 appear like 1,234,567 for ex text,
   written through drawTextEx (like messages)?
 Damage Sprites:
 - Make numbers like 1234567 appear like 1,234,567 for in-battle
   damage sprites?
 Gauge Sprites:
 - Make numbers like 1234567 appear like 1,234,567 for visible gauge
   sprites such as HP, MP, and TP gauges?

---

Player Benefit

 Encounter Rate Min:
 - Minimum number of steps the player can take without any
   random encounters.
 Escape Always:
 - If the player wants to escape a battle, let them escape the battle
   with 100% chance.
 Accuracy Formula:
 - Accuracy formula calculation change to
   Skill Hit% * (User HIT - Target EVA) for better results.
 Accuracy Boost:
 - Boost HIT and EVA rates in favor of the player.
 Level Up -> Full HP:
 Level Up -> Full MP:
 - Recovers full HP or MP when an actor levels up.

---

Misc

 Anti-Zoom Pictures:
 - If on, prevents pictures from being affected by zoom.
 Font Shadows:
 - If on, text uses shadows instead of outlines.
 Font Smoothing:
 - If on, smoothes fonts shown in-game.
 Key Item Protection:
 - If on, prevents Key Items from being able to be sold and from being
   able to be consumed.
 Modern Controls:
 - If on, allows usage of the Home/End buttons.
 - Home would scroll to the first item on a list.
 - End would scroll to the last item on a list.
 - Shift + Up would page up.
 - Shift + Down would page down.
 No Tile Shadows:
 - Removes tile shadows from being displayed in-game.
 Pixel Image Rendering:
 - If on, pixelates the image rendering (for pixel games).
 Require Focus?
 - Requires the game to be focused? If the game isn't focused, it will
   pause if it's not the active window.
 Smart Event Collision:
 - Makes events only able to collide with one another if they're
  'Same as characters' priority.

---

Color Settings

CoreEnginePluginParam02.png

These settings allow you, the game dev, to have more control over which colors appear for what conditions found in the game. You can use regular numbers to use the colors predetermined by the game's Window Skin or you can use the #rrggbb format for a hex color code.

You can find out what hex codes belong to which color from this website: https://htmlcolorcodes.com/

---

Basic Colors
- These are colors that almost never change and are used globally throughout
  the in-game engine.

  Normal:
  System:
  Crisis:
  Death:
  Gauge Back:
  HP Gauge:
  MP Gauge:
  MP Cost:
  Power Up:
  Power Down:
  CT Gauge:
  TP Gauge:
  Pending Color:
  EXP Gauge:
  MaxLv Gauge:
  - Use #rrggbb for custom colors or regular numbers
  for text colors from the Window Skin.

---

Alpha Colors:
- These are colors that have a bit of transparency to them and are specified
  by the 'rgba(red, green, blue, alpha)' format.
- Replace 'red' with a number between 0-255 (integer).
- Replace 'green' with a number between 0-255 (integer).
- Replace 'blue' with a number between 0-255 (integer).
- Replace 'alpha' with a number between 0 and 1 (decimal).

  Outline Color:
  Dim Color:
  Item Back Color:
  - Colors with a bit of alpha settings.
  - Format rgba(0-255, 0-255, 0-255, 0-1)

---

Conditional Colors:
- These require a bit of JavaScript knowledge. These determine what colors
  to use under which situations and uses such as different values of HP, MP,
  TP, for comparing equipment, and determine damage popup colors.

  JS: Actor HP Color:
  JS: Actor MP Color:
  JS: Actor TP Color:
  - Code used for determining what HP, MP, or TP color to use for actors.

  JS: Parameter Change:
  - Code used for determining whatcolor to use for parameter changes.

  JS: Damage Colors:
  - Code used for determining what color to use for damage types.

---

Gold Settings

CoreEnginePluginGold.png

CoreEnginePluginParam03.png

Gold is the main currency in RPG Maker MZ. The settings provided here will determine how Gold appears in the game and certain behaviors Gold has.

---

Gold Settings

 Gold Max:
 - Maximum amount of Gold the party can hold.
 - Default 99999999
 Gold Font Size:
 - Font size used for displaying Gold inside Gold Windows.
 - Default: 26
 Gold Icon:
 - Icon used to represent Gold.
 - Use 0 for no icon.
 Gold Overlap:
 - Text used too much Gold to fit in the window.

---

Image Loading

Not all images are loaded at once in-game. RPG Maker MZ uses asynchronous loading which means images are loaded when needed. This may cause delays in when you want certain images to appear. However, if an image is loaded beforehand, they can be used immediately provided they aren't removed from the image cache.

---

Image Loading

 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 upon starting
   up the game?

---

Menu Background Settings

CoreEnginePluginMenuBg.png

CoreEnginePluginParam04.png

These settings in the Plugin Parameters allow you to adjust the background images used for each of the scenes. The images will be taken from the game project folders img/titles1/ and img/titles2/ to load into the game.

These settings are only available to scenes found within the Main Menu, the Shop scene, and the Actor Naming scene.

---

Menu Background Settings:

 Scene_Menu:
 Scene_Item:
 Scene_Skill:
 Scene_Equip:
 Scene_Status:
 Scene_Options:
 Scene_Save:
 Scene_Load:
 Scene_GameEnd:
 Scene_Shop:
 Scene_Name:
 - Individual background settings for the scene.
 Scene_Unlisted
 - Individual background settings for any scenes that aren't listed above.

---

Background Settings

 Snapshop Opacity:
 - Snapshot opacity for the scene.
 Background 1:
 - Filename used for the bottom background image.
 - Leave empty if you don't wish to use one.
 Background 2:
 - Filename used for the upper background image.
 - Leave empty if you don't wish to use one.

---

Menu Button Assist Window

CoreEnginePluginMenuAssist.png

CoreEnginePluginParam06.png

In most modern RPG's, there exist small windows on the screen which tell the player what the control schemes are for that scene. This plugin gives you the option to add that window to the menu scenes in the form of a Button Assist Window.

---

General

 Enable:
 - Enable the Menu Button Assist Window.
 Location:
 - Determine the location of the Button Assist Window.
 - Requires Plugin Parameters => UI => Side Buttons ON.
 Background Type:
 - Select background type for this window.

---

Text

 Text Format:
 - Format on how the buttons are displayed.
 - Text codes allowed. %1 - Key, %2 - Text
 Multi-Key Format:
 - Format for actions with multiple keys.
 - Text codes allowed. %1 - Key 1, %2 - Key 2
 OK Text:
 Cancel Text:
 Switch Actor Text:
 - Default text used to display these various actions.

---

Keys

 Key: Unlisted Format:
 - If a key is not listed below, use this format.
 - Text codes allowed. %1 - Key
 Key: Up:
 Key: Down:
 Key: Left:
 Key: Right:
 Key: A through Z:
 - How this key is shown in-game.
 - Text codes allowed.

---

Menu Layout Settings

CoreEnginePluginParam05.png

These settings allow you to rearrange the positions of the scenes accessible from the Main Menu, the Shop scene, and the Actor Naming scene. This will require you to have some JavaScript knowledge to make the windows work the way you would like.

---

Menu Layout Settings

 Scene_Title:
 Scene_Menu:
 Scene_Item:
 Scene_Skill:
 Scene_Equip:
 Scene_Status:
 Scene_Options:
 Scene_Save:
 Scene_Load:
 Scene_GameEnd:
 Scene_Shop:
 Scene_Name:
 - Various options on adjusting the selected scene.

---

Scene Window Settings

 Background Type:
 - Selects the background type for the selected window.
 - Window
 - Dim
 - Transparent
 JS: X, Y, W, H
 - Code used to determine the dimensions for the selected window.

---

Scene_Title Settings - The following are settings unique to Scene_Title.

Title Screen

 Document Title Format:
 - Format to display text in document title.
 - %1 - Main Title, %2 - Subtitle, %3 - Version
 Subtitle:
 - Subtitle to be displayed under the title name.
 Version:
 - Version to be display in the title screen corner.
 JS: Draw Title:
 - Code used to draw the game title.
 JS: Draw Subtitle:
 - Code used to draw the game subtitle.
 JS: Draw Version:
 - Code used to draw the game version.
 Command Window List:
 - Window commands used by the title screen.
 - Add new commands here.
 Title Picture Buttons:
 - Buttons that can be inserted into the title screen.
 - Add new title buttons here.
 Button Fade Speed:
 - Speed at which the buttons fade in at (1-255).

---

Scene_GameEnd Settings - The following are settings unique to Scene_GameEnd.

 Command Window List:
 - Window commands used by the title screen.
 - Add new commands here.

---

Command Window List - This is found under Scene_Title and Scene_GameEnd settings.

 Symbol:
 - The symbol used for this command.
 STR: Text:
 - Displayed text used for this title command.
 - If this has a value, ignore the JS: Text version.
 JS: Text:
 - JavaScript code used to determine string used for the displayed name.
 JS: Show:
 - JavaScript code used to determine if the item is shown or not.
 JS: Enable:
 - JavaScript code used to determine if the item is enabled or not.
 JS: Ext:
 - JavaScript code used to determine any ext data that should be added.
 JS: Run Code:
 - JavaScript code that runs once this command is selected.

---

CoreEnginePluginTitleButtons.png

Title Picture Buttons: - This is found under Scene_Title settings.

 Picture's Filename:
 - Filename used for the picture.
 Button URL:
 - URL for the button to go to upon being clicked.
 JS: Position:
 - JavaScript code that helps determine the button's Position.
 JS: On Load:
 - JavaScript code that runs once this button bitmap is loaded.
 JS: Run Code:
 - JavaScript code that runs once this button is pressed.

---

Parameter Settings

CoreEnginePluginParam07.png

A battler's parameters, or stats as some devs know them as, are the values that determine how a battler performs. These settings allow you to alter their behaviors and give boosts to trait objects in a controlled manner.

---

Parameter Settings

 Displayed Parameters
 - A list of the parameters that will be displayed in-game.
 - Shown in the Equip Menu.
 - Shown in the Status Menu.
 Extended Parameters
 - The list shown in extended scenes (for other VisuStella plugins).

---

Basic Parameters

MHP - MaxHP

- This is the maximum health points value. The amount of health points (HP) a battler has determines whether or not the battler is in a living state or a dead state. If the HP value is above 0, then the battler is living. If it is 0 or below, the battler is in a dead state unless the battler has a way to counteract death (usually through immortality). When the battler takes damage, it is usually dealt to the HP value and reduces it. If the battler is healed, then the HP value is increased. The MaxHP value determines what's the maximum amount the HP value can be held at, meaning the battler cannot be healed past that point.

MMP - MaxMP

- This is the maximum magic points value. Magic points (MP) are typically used for the cost of skills and spells in battle. If the battler has enough MP to fit the cost of the said skill, the battler is able to use the said skill provided that all of the skill's other conditions are met. If not, the battler is then unable to use the skill. Upon using a skill that costs MP, the battler's MP is reduced. However, the battler's MP can be recovered and results in a gain of MP. The MaxMP value determines what is the maximum amount the MP value can be held at, meaning the battler cannot recover MP past the MaxMP value.

ATK - Attack

- This is the attack value of the battler. By default, this stat is used for the purpose of damage calculations only, and is typically used to represent the battler's physical attack power. Given normal damage formulas, higher values mean higher damage output for physical attacks.

DEF - Defense

- This is the defense value of the battler. By default, this stat is used for the purpose of damage calculations only, and is typically used to represent the battler's physical defense. Given normal damage formulas, higher values mean less damage received from physical attacks.

MAT - Magic Attack

- This is the magic attack value of the battler. By default, this stat is used for the purpose of damage calculations only, and is typically used to represent the battler's magical attack power. Given normal damage formulas, higher values mean higher damage output for magical attacks.

MDF - Magic Defense

- This is the magic defense value of the battler. By default, this stat is used for the purpose of damage calculations only, and is typically used to represent the battler's magical defense. Given normal damage formulas, higher values mean less damage received from magical attacks.

AGI - Agility

- This is the agility value of the battler. By default, this stat is used to determine battler's position in the battle turn's order. Given a normal turn calculation formula, the higher the value, the faster the battler is, and the more likely the battler will have its turn earlier in a turn.

LUK - Luck

- This is the luck value of the battler. By default, this stat is used to affect the success rate of states, buffs, and debuffs applied by the battler and received by the battler. If the user has a higher LUK value, the state, buff, or debuff is more likely to succeed. If the target has a higher LUK value, then the state, buff, or debuff is less likely to succeed.

---

Basic Parameters

 HP Crisis Rate:
 - HP Ratio at which a battler can be considered in crisis mode.
 JS: Formula:
 - Formula used to determine the total value all 8 basic parameters:
 - MaxHP, MaxMP, ATK, DEF, MAT, MDF, AGI, LUK.

Parameter Caps:

 MaxHP Cap:
 MaxMP Cap:
 ATK Cap:
 DEF Cap:
 MAT Cap:
 MDF Cap:
 AGI Cap:
 LUK Cap:
 - Formula used to determine the selected parameter's cap.

---

X Parameters

HIT - Hit Rate%

- This determines the physical hit success rate of the any physical action. All physical attacks make a check through the HIT rate to see if the attack will connect. If the HIT value passes the randomizer check, the attack will connect. If the HIT value fails to pass the randomizer check, the attack will be considered a MISS.

EVA - Evasion Rate%

- This determines the physical evasion rate against any incoming physical actions. If the HIT value passes, the action is then passed to the EVA check through a randomizer check. If the randomizer check passes, the physical attack is evaded and will fail to connect. If the randomizer check passes, the attempt to evade the action will fail and the action connects.

CRI - Critical Hit Rate%

- Any actions that enable Critical Hits will make a randomizer check with this number. If the randomizer check passes, extra damage will be carried out by the initiated action. If the randomizer check fails, no extra damage will be added upon the action.

CEV - Critical Evasion Rate%

- This value is put against the Critical Hit Rate% in a multiplicative rate. If the Critical Hit Rate is 90% and the Critical Evasion Rate is 20%, then the randomizer check will make a check against 72% as the values are calculated by the source code as CRI * (1 - CEV), therefore, with values as 0.90 * (1 - 0.20) === 0.72.

MEV - Magic Evasion Rate%

- Where EVA is the evasion rate against physical actions, MEV is the evasion rate against magical actions. As there is not magical version of HIT, the MEV value will always be bit against when a magical action is initiated. If the randomizer check passes for MEV, the magical action will not connect. If the randomizer check fails for MEV, the magical action will connect.

MRF - Magic Reflect Rate%

- If a magical action connects and passes, there is a chance the magical action can be bounced back to the caster. That chance is the Magic Reflect Rate. If the randomizer check for the Magic Reflect Rate passes, then the magical action is bounced back to the caster, ignoring the caster's Magic Evasion Rate. If the randomizer check for the Magic Reflect Rate fails, then the magical action will connect with its target.

CNT - Counter Attack Rate%

- If a physical action connects and passes, there is a chance the physical action can be avoided and a counter attack made by the user will land on the attacking unit. This is the Counter Attack Rate. If the randomizer check for the Counter Attack Rate passes, the physical action is evaded and the target will counter attack the user. If the randomizer check fails, the physical action will connect to the target.

HRG - HP% Regeneration

- During a battler's regeneration phase, the battler will regenerate this percentage of its MaxHP as gained HP with a 100% success rate.

MRG - MP% Regeneration

- During a battler's regeneration phase, the battler will regenerate this percentage of its MaxMP as gained MP with a 100% success rate.

TRG - TP% Regeneration

- During a battler's regeneration phase, the battler will regenerate this percentage of its MaxTP as gained TP with a 100% success rate.

---

X Parameters

 JS: Formula:
 - Formula used to determine the total value all 10 X parameters:
 - HIT, EVA, CRI, CEV, MEV, MRF, CNT, HRG, MRG, TRG.

Vocabulary

 HIT:
 EVA:
 CRI:
 CEV:
 MEV:
 MRF:
 CNT:
 HRG:
 MRG:
 TRG:
 - In-game vocabulary used for the selected X Parameter.

---

S Parameters

TGR - Target Rate

- Against the standard enemy, the Target Rate value determines the odds of an enemy specifically targeting the user for a single target attack. At 0%, the enemy will almost never target the user. At 100%, it will have normal targeting opportunity. At 100%+, the user will have an increased chance of being targeted.

NOTE: For those using the Battle A.I. Core, any actions that have specific

target conditions will bypass the TGR rate.

GRD - Guard Effect

- This is the effectiveness of guarding. This affects the guard divisor value of 2. At 100% GRD, damage will become 'damage / (2 * 1.00)'. At 50% GRD, damage will become 'damage / (2 * 0.50)'. At 200% GRD, damage will become 'damage / (2 * 2.00)' and so forth.

REC - Recovery Effect

- This is how effective heals are towards the user. The higher the REC rate, the more the user is healed. If a spell were to heal for 100 and the user has 300% REC, then the user is healed for 300 instead.

PHA - Pharmacology

- This is how effective items are when used by the user. The higher the PHA rate, the more effective the item effect. If the user is using a Potion that recovers 100% on a target ally and the user has 300% PHA, then the target ally will receive healing for 300 instead.

MCR - MP Cost Rate

- This rate affects how much MP skills with an MP Cost will require to use. If the user has 100% MCR, then the MP Cost will be standard. If the user has 50% MCR, then all skills that cost MP will cost only half the required MP. If the user has 200% MCR, then all skills will cost 200% their MP cost.

TCR - TP Charge Rate

- This rate affects how much TP skills with an TP will charge when gaining TP through various actions. At 100%, TP will charge normally. At 50%, TP will charge at half speed. At 200%, TP will charge twice as fast.

PDR - Physical Damage Rate

- This rate affects how much damage the user will take from physical damage. If the user has 100% PDR, then the user takes the normal amount. If the user has 50% PDR, then all physical damage dealt to the user is halved. If the user has 200% PDR, then all physical damage dealt to the user is doubled.

MDR - Magical Damage Rate

- This rate affects how much damage the user will take from magical damage. If the user has 100% MDR, then the user takes the normal amount. If the user has 50% MDR, then all magical damage dealt to the user is halved. If the user has 200% MDR, then all magical damage dealt to the user is doubled.

FDR - Floor Damage Rate

- On the field map, this alters how much damage the user will take when the player walks over a tile that damages the party. The FDR value only affects the damage dealt to the particular actor and not the whole party. If FDR is at 100%, then the user takes the full damage. If FDR is at 50%, then only half of the damage goes through. If FDR is at 200%, then floor damage is doubled for that actor.

EXR - Experience Rate

- This determines the amount of experience gain the user whenever the user gains any kind of EXP. At 100% EXR, the rate of experience gain is normal. At 50%, the experience gain is halved. At 200%, the experience gain for the user is doubled.

---

S Parameters

 JS: Formula
 - Formula used to determine the total value all 10 S parameters:
 - TGR, GRD, REC, PHA, MCR, TCR, PDR, MDR, FDR, EXR.

Vocabulary

 TGR:
 GRD:
 REC:
 PHA:
 MCR:
 TCR:
 PDR:
 MDR:
 FDR:
 EXR:
 - In-game vocabulary used for the selected S Parameter.

---

Icons

 Draw Icons?
 - Draw icons next to parameter names?
 MaxHP, MaxMP, ATK, DEF, MAT, MDF, AGI, LUK:
 HIT, EVA, CRI, CEV, MEV, MRF, CNT, HRG, MRG, TRG:
 TGR, GRD, REC, PHA, MCR, TCR, PDR, MDR, FDR, EXR:
 - Icon used for the selected parameter.

---

UI Settings

CoreEnginePluginParam08.png

In previous iterations of RPG Maker, the Core Engine would allow you to change the screen resolution. In MZ, that functionality is provided by default but a number of UI settings still remain. These settings allow you adjust how certain in-game objects and menus are displayed.

---

UI Area

 Fade Speed:
 - Default fade speed for transitions.
 Box Margin:
 - Set the margin in pixels for the screen borders.
 Command Window Width:
 - Sets the width for standard Command Windows.
 Bottom Help Window:
 - Put the Help Window at the bottom of the screen?
 Right Aligned Menus:
 - Put most command windows to the right side of the screen.
 Show Buttons:
 - Show clickable buttons in your game?
   Show Cancel Button:
   Show Menu Button:
   Show Page Up/Down:
   Show Number Buttons:
   - Show/hide these respective buttons if the above is enabled.
   - If 'Show Buttons' is false, these will be hidden no matter what.
 Button Area Height:
 - Sets the height for the button area.
 Bottom Buttons:
 - Put the buttons at the bottom of the screen?
 Side Buttons:
 - Push buttons to the side of the UI if there is room.

---

Larger Resolutions

 Reposition Actors:
 - Update the position of actors in battle if the screen resolution
   has changed to become larger than 816x624.
 Reposition Enemies:
 - Update the position of enemies in battle if the screen resolution
   has changed to become larger than 816x624.

---

Menu Objects

 Level -> EXP Gauge:
 - Draw an EXP Gauge under the drawn level.
 Parameter Arrow:
 - The arrow used to show changes in the parameter values.

---

Text Code Support

 Class Names:
 - Make class names support text codes?
 Nicknames:
 - Make nicknames support text codes?

---

Window Settings

CoreEnginePluginParam09.png

Adjust the default settings of the windows in-game. This ranges from things such as the line height (to better fit your font size) to the opacity level (to fit your window skins).

---

Window Defaults

 Line Height:
 - Default line height used for standard windows.
 Item Height Padding:
 - Default padding for selectable items.
 Item Padding:
 - Default line padding used for standard windows.
 Back Opacity:
 - Default back opacity used for standard windows.
 Translucent Opacity:
 - Default translucent opacity used for standard windows.
 Window Opening Speed:
 - Default open speed used for standard windows.
 - Default: 32 (Use a number between 0-255)
 Column Spacing:
 - Default column spacing for selectable windows.
 - Default: 8
 Row Spacing:
 - Default row spacing for selectable windows.
 - Default: 4

---


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

  • Yanfly
  • Alice
  • Olivia
  • Irina

Changelog

  • Version 1.00
    • Plugin released!