Item Throw Skills VisuStella MZ
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
Download
| ||
SystemThis is a plugin created for RPG Maker MZ. | ||
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. |
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. IntroductionThis plugin introduces Item Throw, which brings the art of throwing items to your battles! Unlock a whole new level of strategy for your actors as they pick up and hurl various items with unique effects and abilities. 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. --- Enemy Non-UsageEnemies cannot use Item Throw skills. Simply put, they don't have an item inventory to pick and throw items from. Use a regular skill instead to give the illusion of an Item Throw skill. --- Force ActionYou cannot use "Forced Action" with a skill that will throw an item. This includes commands that will chain into an Item Throw skill. The reason behind this is that there is no item input entry for the player to select from for this action. --- Action Sequence ProjectilesWhen using the custom action sequences "PROJECTILE: Icon", the icon used as a projectile will automatically be changed into whatever the thrown item's icon is (or whatever icon is listed under the thrown item's <Throw Icon: x> notetag). This only applies for throwing skills. ---
Extra FeaturesThere are some extra features found if other VisuStella MZ plugins are found present in the Plugin Manager list. --- Elements and Status Menu CoreIf the Elements and Status Menu Core is used, you gain access to the notetags that alter the element used based on the item thrown. There are two notetags accessible through this: <Throw Add Element: x, x, x> which will add additional elements and <Throw Replace Element: x, x, x> which will replace the existing elements with a new set of elements. --- Action Sequence ProjectilesThe automatic action sequences added through this plugin will utilize the Action Sequence Projectiles plugin to show the item being thrown. There will also be extra Plugin Parameters and notetags that can be used to change certain properties of this automatic action sequence. ---
Instructions - Item Throw Damage FormulaHere's how you can have the thrown item's "throw power" incorporated into the damage formula. --- Step 1: Item Throw Skill
--- Step 2: Change the Damage Formula
Example: a.atk + (power * 10) - b.def --- Step 3: Add Throw Type to Items, Weapons, and Armors
Example: If you are using <Can Throw: Shuriken> in your item throw skill, then only items, weapons, and armors with the notetag <Throw Type: Shuriken> can be used and thrown by that skill. --- Step 4: Add Throw Power to Items, Weapons, and Armors
---
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.
--- Amplify-Related Notetags--- <Amplify With: x> <Amplify With: x, x, x> - Used for: Skill Notetags - This notetag causes the skill to be able to amplify itself with items of 'x' type. - Replace 'x' with text marking the type or category. - Insert more 'x' entries to add more types. - Use 'any' or 'all' in place of 'x' to amplify using any kind of item. - Types are determined by the <Amplify Type: x> or <Category: x> notetags. - This cannot be used with skills that are made to be used as Active Chain Skills, Input Combo Skills, or Evolution Matrix Skills. - Likewise, this cannot be used with Item Concoction and Throw effects. - Amplify skills will consume the selected items as well as pay the amplify skill's cost to initiate this effect. - Key Items, nonconsumable items, and any items with a successful proc of the <Amplify Conserve: x%> notetag will not be consumed. --- <Max Amplify Times: x> <Min Amplify Times: x> - Used for: Skill Notetags - Sets up the maximum and minimum number of items to be used for amplifying the skill on usage. - The skill cannot be used if there are less than the minimum number of items selected. - The skill cannot select more than the maximum number of items allowed. - Replace 'x' with a number representing the maximum or minimum value of items that this skill can use for amplifying. - If the notetag(s) are not present, then use the default values found in the Plugin Parameters. --- <Amplify Type: x> <Amplify Types: x, x, x> - Used for: Item Notetags - These are the types that are used to determine what the Item Amplify skills can use for amplification. - Replace 'x' with text marking the type. - Insert more 'x' entries to add more types. - <Category: x> will also count as an amplify type. However, this notetag will separate the amplify types from anything else that uses the <Category: x> notetag. - All items will have "Any" and "All" types. --- <Amplify Power: x> - Used for: Item Notetags - Adjusts the amplify power of the item to 'x'. - Replace 'x' with a numeric value to determine its impact on the Item Amplify skill's damage formula. - The 'x' value will replace the 'power' entry in the Item Amplify skill's damage formula. - You can also use JavaScript in place of 'x' like the following: <Amplify Power: $gameVariables.value(5)> - The value used in the damage formula will be the combined totals of all the items selected for item amplification. - If this notetag is not used, then the amplify power will default to the value found in the Plugin Parameters. --- <Amplify Impact Animation: x> - Used for: Item Notetags - Changes the impact animation of this item when amplified to 'x'. - Replace 'x' with a number representing the ID of the animation you wish to play as the impact animation. --- <Amplify Conserve: x%> - Used for: Item Notetags - When this item is selected and used for amplification, there is a 'x' percent chance of it not being consumed. - Replace 'x' with a number representing the percent chance for this item to not be consumed. - 100% will mean it will never be consumed. - If this notetag is not used, then the item will always be consumed unless it is a non-consumable item set by the database. --- Amplify Properties-Related Notetags--- <Amplify Hit Rate: +x%> <Amplify Hit Rate: -x%> - Used for: Item Notetags - When this item is selected and used for amplification, change the hit rate of the action by '+x' or '-x' percent. - The hit rate changes are cummulative in respect to the skill and all of the other selected items used for amplifying the skill. - Replace 'x' with a number representing the percent chance to hit the skill target. --- <Amplify Critical: +x%> <Amplify Critical: -x%> - Used for: Item Notetags - When this item is selected and used for amplification, change the critical hit rate of the action by '+x' or '-x' percent. - The critical hit rate changes are cummulative in respect to the skill and all of the other selected items used for amplifying the skill. - Replace 'x' with a number representing the percent chance to land a critical hit on the skill target. --- <Amplify Variance: +x%> <Amplify Variance: -x%> - Used for: Item Notetags - When this item is selected and used for amplification, change the damage variance of the action by '+x' or '-x' percent. - The damage variance changes are cummulative in respect to the skill and all of the other selected items used for amplifying the skill. - Replace 'x' with a number representing the damage variance changes. --- <Amplify Ignore Guard> - Used for: Item Notetags - When this item is selected and used for amplifying a skill, ignore any damage modifiers if the target is guarding. - Only one of the items used to amplify the skill need to have this effect to get the guarding bypass. - If this notetag is not used, the usual damage modifiers applied if the target is guarding will be normally applied. --- Amplify Effects-Related Notetags--- <Amplify Add Element: id> <Amplify Add Elements: id, id, id> <Amplify Add Element: name> <Amplify Add Elements: name, name, name> - Used for: Item Notetags - Requires VisuMZ_1_ElementStatusCore! - Adds the specified element(s) to the Item Amplify skill. - For 'id' variant, replace 'id' with a number representing the ID of the element you wish to add with the selected item. - Insert multiple 'id' entries to add more elements. - For 'name' variant, replace 'name' with the name of the element you wish to add with the selected item. - Insert multiple 'name' entries to add more elements. --- <Amplify Add State: id> <Amplify Add States: id, id, id> <Amplify Add State: name> <Amplify Add States: name, name, name> - Used for: Item Notetags - When this item is used to amplify a skill, apply the state(s) listed in the notetag to the target. - For 'id' variant, replace 'id' with a number representing the ID of the state you wish to apply to the target. - Insert multiple 'id' entries to add more states. - For 'name' variant, replace 'name' with the name of the state you wish to apply to the target - Insert multiple 'name' entries to add more states. --- <Amplify Remove State: id> <Amplify Remove States: id, id, id> <Amplify Remove State: name> <Amplify Remove States: name, name, name> - Used for: Item Notetags - When this item is used to amplify a skill, remove the state(s) listed in the notetag from the target. - For 'id' variant, replace 'id' with a number representing the ID of the state you wish to remove from the target. - Insert multiple 'id' entries to remove more states. - For 'name' variant, replace 'name' with the name of the state you wish to remove from the target - Insert multiple 'name' entries to remove more states. --- <Amplify Add Buff: param For x Turns> <Amplify Add Buff: param, param, param For x Turns> <Amplify Add Debuff: param For x Turns> <Amplify Add Debuff: param, param, param For x Turns> - Used for: Item Notetags - When this item is used to amplify a skill, apply a buff or debuff to the target for the specified base parameter(s). - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to determine the type of buff or debuff to add. - Insert multiple 'param' entries to add more buffs or debuffs. - If you want to add multiple stacks of a parameter, insert that parameter multiple times. - Example: <Amplify Add Debuff: DEF, DEF For 5 Turns> - Replace 'x' with a number representing the number of turns to set the buff or debuff to. - Insert multiple copies of this notetag if you want to add a variety of buffs and/or debuffs at different turn intervals. --- <Amplify Remove Buff: param> <Amplify Remove Buff: param, param, param> <Amplify Remove Debuff: param> <Amplify Remove Debuff: param, param, param> - Used for: Item Notetags - When this item is used to amplify a skill, remove a buff or debuff to the target for the specified base parameter(s). - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to determine the type of buff or debuff to remove. - Insert multiple 'param' entries to remove more states. --- JavaScript Notetag: Effect-Related--- <JS Amplify Effect> code code </JS Amplify Effect> - Used for: Item Notetags - When this item is used to amplify a skill, run the 'code' found inside of the notetags. - The 'user' variable represents the battler performing the action. - The 'target' variable represents the target the action is performed at. - The 'item' variable represents the item used to amplify the skill. - The 'skill' variable represents the throw skill being amplified. - This effect will occur each time it hits a target. ---
Script CallsThe following are Script Calls that can be used with this plugin. These are made for JavaScript proficient users. We are not responsible if you use them incorrectly or for unintended usage. --- Item Retrieval-Related Script Calls--- $thrownItem - This is a variable that gets updated upon the usage of any new action be it from an actor or enemy. It will return the item, weapon, or armor being thrown by the skill if any. - The item, weapon, or armor will be in its rawest form, which is its $dataItems[x] entry, $dataWeapons[x] entry, or $dataArmors[x] entry. ---
Plugin ParametersGeneral SettingsThese are some basic general plugin parameters used for this plugin. --- General Default Item Throw Power: - What should be the default throw power for an item? - You can set this with the <Throw Power: x> notetag, too. - Weapons and Armors will use their ATK value as default throw power. ---
Auto Action Sequence SettingsAdjust the settings for the Item Throw-related automatic action sequence here. Some of these settings can only be used if VisuMZ_3_ActSeqProjectiles is installed in addition to this plugin. --- General Enabled?: - Use Auto Action Sequences for Item Throw skills? Projectiles?: - Add projectile animations to Item Throw Skills? - Requires VisuMZ_3_ActSeqProjectiles! --- Waiting No Projectile Wait: - If no projectiles are used, wait how many frames before impact animation? - 60 frames = 1 second. Post-Animation Wait: - After impact animation plays, wait how many frames before displaying damage results? - 60 frames = 1 second. -- Projectile Defaults Projectile Duration: - How much default air time should projectiles have? - 60 frames = 1 second. - Requires VisuMZ_3_ActSeqProjectiles! Auto Angle?: - Automatically angle the projectile to tilt the direction it's moving? - Requires VisuMZ_3_ActSeqProjectiles! Angle Offset: - Alter the projectile's tilt by this many degrees. - Requires VisuMZ_3_ActSeqProjectiles! Arc Peak: - This is the height of the project's trajectory arc in pixels. - Requires VisuMZ_3_ActSeqProjectiles! Hue: - Adjust the hue of the projectile. - Insert a number between 0 and 360. - Requires VisuMZ_3_ActSeqProjectiles! Scale: - Adjust the size scaling of the projectile. - Use decimals for exact control. - Requires VisuMZ_3_ActSeqProjectiles! Spin Speed: - Determine how much angle the projectile spins per frame. - Does not work well with "Auto Angle". - 60 frames = 1 second. - Requires VisuMZ_3_ActSeqProjectiles! ---
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 1.00 Official Release Date: October 23, 2023
See Also
End of Helpfile |