Evolution Matrix Skills VisuStella MZ
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SystemThis is a plugin created for RPG Maker MZ. | ||
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Required PluginsThe following plugins are required in order to use this plugin. Place the following plugins above this plugin located in the Plugin Manager.
VisuStella MZThis plugin is a part of the VisuStella MZ Plugin Library. Click here if you want to help support VisuStella on Patreon. IntroductionWhen an Evolution Matrix Skill is activated by an actor, Evolution Matrix options appear on the screen, allowing the player to select which evolutions to steer the current skill towards while paying for upgrades along the way. Once reaching the end of an evolution path or deciding to prematurely stop a skill evolution, the actor will cast the finalized skill. Features include all (but not limited to) the following:
RequirementsThis plugin is made for RPG Maker MZ. This will not work in other iterations of RPG Maker. Required Plugin ListThis 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.
This plugin is a Tier 3 plugin. Place it under other plugins of lower tier value on your Plugin Manager list (ie: 0, 1, 2, 3, 4, 5). This is to ensure that your plugins will have the best compatibility with the rest of the VisuStella MZ Plugin library.
Major ChangesThis plugin adds some new hard-coded features to RPG Maker MZ's functions. The following is a list of them. --- Upgrade Costs are InstantWhen evolving a skill, the cost to evolve is instantaneous, even if the skill isn't going to be the final skill. What this means is that if you start off with "Fire" that costs 5 MP, and upgrade to "Fira" that costs 15 MP, then upgrade to "Firaga" that costs 30 MP, then the total cost would be 50 MP (5 + 15 + 30). Because the evolutions are instant, plan your skill costs ahead of time and reduce the skills in the Evolution Matrix if needed. --- Center SkillsWhen selecting a skill to evolve into, that skill becomes the "center skill" and will always be accessible via the "OK" button or (by default) the "Z" key. This is to make the Evolution Matrix as intuitive as possible. Since the skills in the center have already been paid for upon evolving, there is no additional cost for selecting the center skill. --- Game_Action.prototype.applyGlobalWhile the costs for evolutions are instant, there are some custom plugin effects that occur during the "applyGlobal" function that will not happen until the final skill has been selected. This means things like registering common events, applying threat, and all the like will not occur until the skill evolutions are finished. --- Evolution Matrix Needs FinishingWhen the Evolution Matrix Skill sequence starts up, it needs to finish before going forward. If there are no skills that can be evolved, then the Evolution Matrix will end prematurely. --- Evolve Count VariableThe "Evolve Count Variable" that can be declared in the Plugin Parameters will automatically set itself to 0 at the start and end of each action, only increasing by 1 each time a skill evolution has been made through the Evolution Matrix. --- VisuStella MZ CompatibilityWhile this plugin is compatible with the majority of the VisuStella MZ plugin library, it is not compatible with specific plugins or specific features. This section will highlight the main plugins/features that will not be compatible with this plugin or put focus on how the make certain features compatible. --- Message Core VisuStella MZIf you are using the VisuStella MZ plugin library's Message Core plugin, the UI Tooltip Plugin Parameters will be enabled and tooltips can be used and will be visible when hovering the mouse cursor over the UI buttons. The tooltip window will display the skill's description. --- Skill Cooldowns VisuStella MZWhen using skills with cooldowns through the Evolution Skill Matrix, you may have noticed that the cooldowns may seemingly have -1 less turn. The reason is because the actor's skills may have gone through a cooldown update before the next instance of the Evolution Skill Matrix appears. It is more noticeable when using <Cooldown: 1> with 1 turn. Here's a step by step of what's happening:
Normally, upon regular input for selecting skills normally, the actor does not go through the second cooldown update so a skill with <Cooldown: 1> does have its effect "immediately" reduced. To remedy this, adjust the Plugin Parameter "Adjust Cooldowns" to alter how many extra turns should be applied to cooldowns when used through the skill matrix. We recommend +1. --- 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. --- Evolution Matrix-Related Notetags--- <Matrix Skill key: id> <Matrix Skill key: name> <Available Matrix Skill key: id> <Available Matrix Skill key: name> - Used for: Skill Notetags - Adds an evolution matrix to a skill when the specific 'key' is pressed. This variant requires the actor to either have learned the skill or have it temporarily accessible through traits. - There are no differences between the <Matrix Skill key: id> and <Available Matrix Skill key: id> notetags, it's a matter of preference of which you want to use. - Replace 'key' with a string representing the key trigger you wish to bind this chain skill with. - 'down', 'left', 'right', 'up' - You can substitute the above for the NumPad values: 'down' with '2', 'left' with '4', 'right' with '6', and 'up' with '8' - 'cancel', 'pageup', 'pagedown', 'shift' - You can substitute the above for the Keyboard inputs: 'cancel' with 'x', 'pageup' with 'q', 'pagedown' with 'w', and 'shift' for 's' - 'ok' and/or 'z' is not available since it's for the Center Skill. - Do not include the quotes. - For 'id' variant: replace 'id' with the ID of the skill to evolve using the marked key. - For 'name' variant: replace 'name' with the name of the skill to evolve using the marked key. - Insert multiple copies of this notetag to bind different keys. Examples: <Matrix Skill up: Fire II> <Matrix Skill left: 108> <Available Matrix Skill right: Fire III> <Available Matrix Skill down: 110> --- <Learned Matrix Skill key: id> <Learned Matrix Skill key: name> <Known Matrix Skill key: id> <Known Matrix Skill key: name> - Used for: Skill Notetags - Adds an evolution matrix to a skill when the specific 'key' is pressed. This variant requires the actor to have learned the skill in order to evolve to it regardless of whether or not the actor has temporary trait access to the skill. - There are no differences between the <Learned Matrix Skill key: id> and <Known Matrix Skill key: id> notetags, it's a matter of preference of which you want to use. - Replace 'key' with a string representing the key trigger you wish to bind this chain skill with. - 'down', 'left', 'right', 'up' - You can substitute the above for the NumPad values: 'down' with '2', 'left' with '4', 'right' with '6', and 'up' with '8' - 'cancel', 'pageup', 'pagedown', 'shift' - You can substitute the above for the Keyboard inputs: 'cancel' with 'x', 'pageup' with 'q', 'pagedown' with 'w', and 'shift' for 's' - 'ok' and/or 'z' is not available since it's for the Center Skill. - Do not include the quotes. - For 'id' variant: replace 'id' with the ID of the skill to evolve using the marked key. - For 'name' variant: replace 'name' with the name of the skill to evolve using the marked key. - Insert multiple copies of this notetag to bind different keys. Examples: <Learned Matrix Skill up: Fire II> <Learned Matrix Skill left: 108> <Known Matrix Skill right: Fire III> <Known Matrix Skill down: 110> --- <Always Matrix Skill key: id> <Always Matrix Skill key: name> <Forced Matrix Skill key: id> <Forced Matrix Skill key: name> - Used for: Skill Notetags - Adds an evolution matrix to a skill when the specific 'key' is pressed. This variant will always have the skill available for evolution. - There are no differences between the <Always Matrix Skill key: id> and <Forced Matrix Skill key: id> notetags, it's a matter of preference of which you want to use. - Replace 'key' with a string representing the key trigger you wish to bind this chain skill with. - 'down', 'left', 'right', 'up' - You can substitute the above for the NumPad values: 'down' with '2', 'left' with '4', 'right' with '6', and 'up' with '8' - 'cancel', 'pageup', 'pagedown', 'shift' - You can substitute the above for the Keyboard inputs: 'cancel' with 'x', 'pageup' with 'q', 'pagedown' with 'w', and 'shift' for 's' - 'ok' and/or 'z' is not available since it's for the Center Skill. - Do not include the quotes. - For 'id' variant: replace 'id' with the ID of the skill to evolve using the marked key. - For 'name' variant: replace 'name' with the name of the skill to evolve using the marked key. - Insert multiple copies of this notetag to bind different keys. Examples: <Always Matrix Skill up: Fire II> <Always Matrix Skill left: 108> <Forced Matrix Skill right: Fire III> <Forced Matrix Skill down: 110> --- Animation-Related Notetags--- <Evo Matrix Animation: x> - Used for: Skill Notetags - Changes the animation played when evolving into this skill or initially using it to create an Evolution Matrix. - Requires VisuMZ_0_CoreEngine! - Replace 'x' with a number representing the ID of the animation to play when selecting this skill in the Evolution Matrix. - If this notetag is not used, play the animation found in the Plugin Parameters instead. --- Plugin ParametersGeneral SettingsThis section is for the general settings related to this plugin. --- General Evolve Count Variable: - What variable is used to track the number of evolutions? - Leave empty to not use. --- Uses for the Evolve Count Variable--- 1. Added Damage You can create some skills to perform more damage based on the number of times the skill has evolved through the Evolution Matrix. This can be done through the damage formula found in the skill's tab in the database with the "v[x]" string (without the quotes and the 'x' replaced with a variable ID). --- 2. Additional Effects When using Action Sequences inside the Common Events, you can have additional effects take place through a Conditional Branch based off the Evolve Count Variable. ◆If:Evo Matrix Count ≥ 3 ◆Plugin Command:VisuMZ_1_BattleCore, MECH: Add Buff/Debuff : :Targets = ["user"] : :Buff Parameters = ["ATK"] : :Debuff Parameters = [] : :Turns = 5 ◆ :Else ◆Plugin Command:VisuMZ_1_BattleCore, MECH: Add Buff/Debuff : :Targets = ["user"] : :Buff Parameters = ["ATK"] : :Debuff Parameters = [] : :Turns = 2 ◆ :End In the above example, if there has been more than three evolutions made for the current skill through the Evolution Matrix, then the user will gain 5 turns worth of ATK buffs instead of just 2. --- Compatibility--- Compatibility Adjust Cooldowns: - Adjust any newly applied cooldowns by this much when used through the matrix. --- Sound SettingsThese are the sound effects used for this plugin. --- Confirm Sound Filename: - Filename of the sound effect played. Volume: - Volume of the sound effect played. Pitch: - Pitch of the sound effect played. Pan: - Pan of the sound effect played. --- On-Screen UI Visuals SettingsDetermine where and how the UI visuals look while performing Evolution Matrix Skills. --- General Custom BG Image: - Do you want to use a custom background image? - Located in /img/system/ folder. Covers whole screen. Evo Matrix Text: - What text do you want displayed when starting an Evolution Matrix sequence? Matrix Animation: - What animation should be played when evolving skills? - Requires VisuMZ_0_CoreEngine! Icon Smoothing?: - Smooth the display for icons? - Or pixelate them? Disabled Opacity: - What is the opacity level for disabled UI elements? Opacity Rate: - Fade in/out the background at what opacity rate? - Lower is slower. Higher is faster. Scale: - What is the scale of UI buttons? - 0.50 = 50%; 1.00 = 100%; 1.50 = 150%; JS: Draw Skill Data: - Code used to draw the skill data layer while - Active Chain Skill inputs are active. JS: Draw Background: - Code used to draw the background layer while - Active Chain Skill inputs are active. --- Movement Move Duration: - How many frames should it take to move the buttons into place? In Easing: Out Easing: - Select which easing type you wish to apply. - Requires VisuMZ_0_CoreEngine! --- Key Binds > Offsets Key Bind Offset X: - Offset the x coordinate all of key bind buttons. - Negative: left. Positive: right. Key Bind Offset Y: - Offset the y coordinate all of key bind buttons. - Negative: up. Positive: down. --- Key Binds > Pressed Key Press Offset X: - Offset the x coordinate when the key is pressed. - Negative: left. Positive: right. Key Press Offset Y: - Offset the y coordinate when the key is pressed. - Negative: up. Positive: down. --- Key Bind > Down, Left, Right, Up Key Bind > Ok, Cancel, PageUp, PageDown, Shift Key Icon: - What is the icon used to mark this key bind? - Takes priority over Core Engine's Button Assist. Custom BG Image: - Do you want to use a custom background image? - Located in /img/system/ folder. - Ignores scaling. Cost Text (OK only): - What text do you wish to display for this skill's cost? - Text codes allowed. JS: X, Y, W, H: - Code used to determine the dimensions for this button. --- UI Tooltip SettingsSettings for the Evolution Matrix Skills Tooltips Window. Requires VisuMZ_1_MessageCore! --- Settings Enabled?: - Are tooltips enabled? - Requires VisuMZ_1_MessageCore! --- Appearance Scale: - What scale size do you want for the tooltip? - Use 1.0 for normal size. Skin Filename: - What window skin do you want to use for the tooltip? Skin Opacity: - What opacity setting is used for the tooltip? - Use a number between 0 and 255. --- Offset Offset X: - Offset the tooltip X position from the mouse? - Negative: left. Positive: right. Offset Y: - Offset the tooltip Y position from the mouse? - Negative: up. Positive: down. ---
Terms of Use1. 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. 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. 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。 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。 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。 CreditsIf you are using this plugin, credit the following people in your game: Team VisuStella ChangelogVersion 1.06: November 14, 2024
Version 1.05: October 12, 2023
Version 1.04: July 13, 2023
Version 1.03: June 15, 2023
Version 1.02: August 25, 2022
Version 1.01: July 28, 2022
Version 1.00 Official Release Date: September 9, 2022
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