Difference between revisions of "Items and Equips Core VisuStella MZ"

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(Major Changes: New Hard-Coded Features)
(Changelog)
Line 610: Line 610:
  
 
== Changelog ==
 
== Changelog ==
 +
 +
Version 1.05: September 27, 2020
 +
* Bug Fixes!
 +
** When using the updated shop layout, leaving the sell option will no longer cause the dummy window to appear.
 +
* Documentation Update
 +
** "Use Updated Layout" plugin parameters now have the added clause: "This will override the Core Engine windows settings." to reduce confusion. Added by Irina.
 +
 +
  
 
Version 1.04: September 13, 2020
 
Version 1.04: September 13, 2020
 
* Bug Fixes!
 
* Bug Fixes!
 
** Pressing Shift to quickly remove equipment should no longer crash the game. This will also clear the help window text. Fix made by Arisu.
 
** Pressing Shift to quickly remove equipment should no longer crash the game. This will also clear the help window text. Fix made by Arisu.
 +
 +
  
 
Version 1.03: September 6, 2020
 
Version 1.03: September 6, 2020
Line 623: Line 633:
 
** New Plugin Parameters added in Equip Menu Scene Settings for disabling the back rectangles and/or changing their colors.
 
** New Plugin Parameters added in Equip Menu Scene Settings for disabling the back rectangles and/or changing their colors.
 
** New Plugin Parameters added in Shop Status Window Settings for disabling the back rectangles and/or changing their colors.
 
** New Plugin Parameters added in Shop Status Window Settings for disabling the back rectangles and/or changing their colors.
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 +
  
 
Version 1.02: August 30, 2020
 
Version 1.02: August 30, 2020
Line 630: Line 642:
 
*** Go to Battle Core > Plugin Parameters > Damage Settings > Style List > pick the damage style you want to edit > Damage Label and change the text settings you'd like there.
 
*** Go to Battle Core > Plugin Parameters > Damage Settings > Style List > pick the damage style you want to edit > Damage Label and change the text settings you'd like there.
 
*** Documentation update added by Yanfly.
 
*** Documentation update added by Yanfly.
 +
 +
  
 
Version 1.01: August 23, 2020
 
Version 1.01: August 23, 2020
 
* Added failsafe to prevent non-existent equipment (because the database entries have been deleted) from being equipped as initial equipment. Fix made by Olivia.
 
* Added failsafe to prevent non-existent equipment (because the database entries have been deleted) from being equipped as initial equipment. Fix made by Olivia.
 +
 +
  
 
Version 1.00: August 20, 2020
 
Version 1.00: August 20, 2020

Revision as of 02:46, 27 September 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.

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


UpdatePlugins.png

Click here to learn how to update plugins.


Troubleshooting.jpg

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



ItemsEquipsCoreEquipTypes.png ItemsEquipsCoreShopStatus.png
ItemsEquipsCoreEquipChange.png ItemsEquipsCoreShopEquip.png


VisuStella MZ

This plugin is a part of the VisuStella MZ Plugin Library.


Support VisuStella

Click here if you want to help support VisuStella on Patreon.


Introduction

The Items & Equips Core makes improvements to the RPG Maker MZ item and equipment dedicated scenes (including the shop) and how they're handled. From more item categories, better parameter control, rulings, and more, game devs are able to take control over key aspects of their game's items.

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

  • Modifying the appearances to the Item Scene, Equip Scene, and Shop Scene.
  • Categorizing items in unique and multiple categories.
  • Item Scene and Shop Scene will now display detailed information on items.
  • NEW! marker can be displayed over recently acquired items in-game.
  • Equipment notetags to adjust parameters past the editor limitations.
  • Equipment Rulings to adjust what slot types can and can't be unequipped and/or optimized.
  • Equipment Type Handling offers more control over equipment loadouts.
  • Items sold in shops can be hidden/shown based on Switches.
  • Items sold in shops can have varying prices adjusted by notetags.

Requirements

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


Tier 1

This plugin is a Tier 1 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 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.

---

Equipment Type Handling

ItemsEquipsCoreEquipTypes.png

Characters will no longer have one universal equipment slot setting. Classes can have different equipment type loadouts, made possible through the usage of notetags. Also, equipment types of matching names would be treated as the same type, where previously, they would be different types. This means if you have two "Accessory" slots, be it in the form of notetags or through the Database > Types tab, they can both equip the same type of accessories.

The Change Equip event command is now updated to reflect this new change. When processing an equip change, the slot changed will go to the first empty slot of matching type. If all of the actor's matching slot types are equipped, then the equip will replace the last slot available.

---

Shop Status Window

ItemsEquipsCoreShopStatus.png

The Status Window found in the Shop Scene was originally barren and did not display much information at all. This is changed through this plugin's new features. While the contents of the Shop Status Window can be customized through the Plugin Parameters, it is a change that cannot be reversed and for the better since it gives players the much needed information revolving around the game's items.

---

Core Engine Compatibility: Modern Controls

ItemsEquipsCoreShopEquip.png

If the VisuStella Core Engine is added to your game with Modern Controls enabled, then the Item Menu Scene, Equip Menu Scene, and Shop Menu Scene's controls will be changed a bit.

The Item Menu Scene will automatically have the Item List Window active, with using the Left/Right (for singul column) or Page Up/Page Down (for multi-columns) to navigate between the Item Categories. Similar will occur when trying to sell items in the Shop Menu Scene.

The Equip Menu Scene will automatically have the Equip Slots Window active and only activate the command window upon moving up to it.

---

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.

General

ItemsEquipsCoreShopStatus.png

These notetags affect the Items, Weapons, and Armors on a general scale.

---

<Max: x>

- Used for: Item, Weapon, Armor Notetags
- Determines the maximum quantity that can be held for this item.
- Replace 'x' with a number value to determine the maximum amount.

---

ItemsEquipsCoreItemColor.png

<Color: x>
<Color: #rrggbb>

- Used for: Item, Weapon, Armor, Skill Notetags
- Determines the color of the object inside the in-game menus.
- Replace 'x' with a number value depicting a window text color.
- Replace 'rrggbb' with a hex color code for a more custom color.

---

<Category: x>

- Used for: Item, Weapon, Armor Notetags
- Arranges items into certain/multiple categories to work with the Category
  Plugin Parameter setting: "Category:x".
- Replace 'x' with a category name to mark this item as.

---

<Categories>
 x
 x
</Categories>

- Used for: Item, Weapon, Armor Notetags
- Arranges items into certain/multiple categories to work with the Category
  Plugin Parameter setting: "Category:x".
- Replace each 'x' with a category name to mark this item as.

---

Item Accessibility Notetags

The following notetags allow you to choose when items can/cannot be used based on switches.

---

<Enable Switch: x>

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

- Used for: Item Notetags
- Determines the enabled status of the item based on switches.
- Replace 'x' with the switch ID to determine the item's enabled status.
- If 'All' notetag variant is used, item will be disabled until all
  switches are ON. Then, it would be enabled.
- If 'Any' notetag variant is used, item will be enabled if any of the
  switches are ON. Otherwise, it would be disabled.

---

<Disable Switch: x>

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

- Used for: Item Notetags
- Determines the enabled status of the item based on switches.
- Replace 'x' with the switch ID to determine the item's enabled status.
- If 'All' notetag variant is used, item will be enabled until all switches
  are ON. Then, it would be disabled.
- If 'Any' notetag variant is used, item will be disabled if any of the
  switches are ON. Otherwise, it would be enabled.

---

JavaScript Notetags: Item Accessibility

The following are notetags made for users with JavaScript knowledge to determine if an item can be accessible by code.

---

<JS Item Enable>
 code
 code
 visible = code;
</JS Item Enable>

- Used for: Item Notetags
- Determines the enabled status of the item based on JavaScript code.
- Replace 'code' to determine the type enabled status of the item.
- The 'enabled' variable returns a boolean (true/false) to determine if the
  item will be enabled or not.
- The 'user' variable refers to the user with the item.
- The 'item' variable refers to the item being checked.
- All other item conditions must be met in order for this to code to count.

---

Equipment Notetags

The following notetags provide equipment-related effects from deciding what equip slots can be given to classes to the base parameter changes asigned to weapons and armors.

---

ItemsEquipsCoreEquipTypes.png

<Equip Slots>
 slotName
 slotName
 slotName
</Equip Slots>

- Used for: Class Notetags
- Changes the equipment slot loadout for any actor who is that class.
- Replace 'slotName' with an Equipment Type name from Database > Types.
  This is case-sensitive.
- Insert or remove as many "slotName" equipment types as needed.

---

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

- Used for: Weapon, Armor Notetags
- Changes the base parameter value for the equip item.
- Replace 'param' with any of the following: 'MaxHP', 'MaxMP', 'ATK', 'DEF',
  'MAT', 'MDF', 'AGI', or 'LUK' to change that specific parameter's value.
- Replace 'x' with a number value to set the parameter value to.
- This allows you to bypass the Database Editor's number limitations.

---

JavaScript Notetags: Equipment

The following are notetags made for users with JavaScript knowledge to adjust the parameter through code.

---

ItemsEquipsCoreShopEquip.png

<JS Parameters>
 MaxHP = code;
 MaxMP = code;
 ATK = code;
 DEF = code;
 MAT = code;
 MDF = code;
 AGI = code;
 LUK = code;
</JS Parameters>

- Used for: Weapon, Armor Notetags
- Uses JavaScript to determine the values for the basic parameters based on
  the code used to calculate its value.
- The variables 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', and
  'LUK' are used to determine the finalized value of the parameter. This
  variable is case sensitive.
- If a parameter is not present, its value will be treated as +0.

---

Status Window Notetags

The following notetags will affect the Shop Status Window info. If for any reason the data that is displayed is not to your liking or insufficient, you can change it up using the following notetags.

---

ItemsEquipsCoreStatusText.png

<Status Info>
 key: data
 key: data
 key: data
</Status Info>

- Used for: Skill, Item, Weapon, Armor Notetags
- If you do not like the generated data that's displayed, you can change it
  using this notetag to display what you want.
- Replace 'key' with one of the following:
  - Consumable
  - Quantity
  - Occasion
  - Scope
  - Speed
  - Success Rate
  - Repeat
  - Hit Type
  - Element
  - Damage Multiplier
  - HP Recovery
  - MP Recovery
  - TP Recovery
  - HP Damage
  - MP Damage
  - TP Damage
  - User TP Gain
  - Added Effects
  - Removed Effects
- Replace 'data' with the text data you want to visually appear. You may use
  text codes for this.
- This only affects info entries that are already visible and won't make
  other categories suddenly appear.
- Insert or remove as many "key: data" lines as needed.

---

ItemsEquipsCoreStatusText.png

<Custom Status Info>
 key: data
 key: data
 key: data
</Custom Status Info>

- Used for: Skill, Item, Weapon, Armor Notetags
- If you want custom categories and data to be displayed for your items that
  aren't provided by the Shop Status Window Info to begin with, you can use
  this notetag to add in your own entries.
- Replace 'key' with text of the exact label you want. You may use text
  codes for this.
- Replace 'data' with text of the exact text data you want. You may use text
  codes for this.
- Insert or remove as many "key: data" lines as needed.

---

Shop Menu Notetags

ItemsEquipsCoreShopEquip.png

These notetags adjust how prices and such are managed inside the Shop Menu as well as whether or not some items are visible depending on switch states.

---

<Price: x>

- Used for: Item, Weapon, Armor Notetags
- Adjusts the buying price for this item.
- Replace 'x' with a number depicting the desired value for the buy price.
- This allows you to bypass the RPG Maker MZ editor's limitation of 999,999.

---

<Can Sell>
<Cannot Sell>

- Used for: Item, Weapon, Armor Notetags
- Makes the item either always sellable or cannot be sold.
- This bypasses the game's internal hard-coding to prevent items with a
  price of 0 from being able to be sold.
- This bypasses the game's internal hard-coding to always allow items with
  a price value of being able to be sold.

---

<Sell Price: x>

- Used for: Item, Weapon, Armor Notetags
- Changes the sell price to be something different than the default amount.
- Replace 'x' with a number depicting the desired value for the sell price.

---

<Show Shop Switch: x>

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

- Used for: Item, Weapon, Armor Notetags
- Determines the visibility of the shop item based on switches.
- Replace 'x' with the switch ID to determine the shop item's visibility.
- If 'All' notetag variant is used, item will be hidden until all switches
  are ON. Then, it would be shown.
- If 'Any' notetag variant is used, item will be shown if any of the
  switches are ON. Otherwise, it would be hidden.

---

<Hide Shop Switch: x>

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

- Used for: Item, Weapon, Armor Notetags
- Determines the visibility of the shop item based on switches.
- Replace 'x' with the switch ID to determine the shop item's visibility.
- If 'All' notetag variant is used, item will be shown until all switches
  are ON. Then, it would be hidden.
- If 'Any' notetag variant is used, item will be hidden if any of the
  switches are ON. Otherwise, it would be shown.

---

<Cannot Sell Switch: x>

<Cannot Sell All Switches: x,x,x>
<Cannot Sell Any Switches: x,x,x>

- Used for: Item, Weapon, Armor Notetags
- Determines the sellability of the shop item based on switches.
- Replace 'x' with the switch ID to determine the shop item's sellability.
- If 'All' notetag variant is used, item cannot be sold until all switches
  are ON. Otherwise, it can be sold.
- If 'Any' notetag variant is used, item cannot be sold if any of the
  switches are ON. Otherwise, it can be sold.

---

JavaScript Notetags: Shop Menu

The following are notetags made for users with JavaScript knowledge. These notetags are primarily aimed at Buy and Sell prices.

---

<JS Buy Price>
 code
 code
 price = code;
</JS Buy Price>

- Used for: Item, Weapon, Armor Notetags
- Replace 'code' to determine the buying 'price' of the item.
- Insert the final buy price into the 'price' variable.
- The 'item' variable refers to the item being bought.

---

<JS Sell Price>
 code
 code
 price = code;
</JS Sell Price>

- Used for: Item, Weapon, Armor Notetags
- Replace 'code' to determine the selling 'price' of the item.
- Insert the final sell price into the 'price' variable.
- The 'item' variable refers to the item being sold.

---

Plugin Commands

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.

---

Shop Plugin Commands

---

ItemsEquipsCoreShopEquip.png

ItemsEquipsCorePluginCommand1.png

Shop: Advanced
- Make it easier to put together inventories for a shop.
- WARNING: Does not allow for event-specific prices.

  Step 1: Item ID's
  - Select which Item ID ranges to add.

  Step 2: Weapon ID's
  - Select which Weapon ID ranges to add.

  Step 3: Armor ID's
  - Select which Armor ID ranges to add.

  Step 4: Purchase Only?
  - Make the shop purchase-only?

  Optional:

    Blacklist
    - A list of categories to blacklist from the shop.
    - Not used if empty. Mark categories with <Category: x>

    Whitelist
    - A list of categories to whitelist for the shop.
    - Not used if empty. Mark categories with <Category: x>

This Plugin Command primarily functions as an alternative to the editor's
"Shop Processing" event command as that one requires you to add items one at
a time, making it extremely tedious to add large amounts of items. This
Plugin Command will mitigate that by allowing ID ranges to determine which
items to make available.

---

Plugin Parameters

Item Menu Settings

ItemsEquipsCoreShopStatus.png

ItemsEquipsCoreParams01.png

The Item Menu Settings allow you to adjust specifics on how key objects and windows in the Item Menu Scene operate.

---

General Window

 Use Updated Layout:
 - Use the Updated Item Menu Layout provided by this plugin?
 - This will automatically enable the Status Window.
 Layout Style:
 - If using an updated layout, how do you want to style the menu scene?
   - Upper Help, Left Input
   - Upper Help, Right Input
   - Lower Help, Left Input
   - Lower Help, Right Input

---

List Window

 Columns:
 - Number of maximum columns.

---

Item Quantity

 Item Max:
 Weapon Max:
 Armor Max:
 - The default maximum quantity for items, weapons, and/or armors.
 Quantity Format:
 - How to display an item's quantity.
 - %1 - Item Quantity
 Font Size:
 - Default font size for item quantity.

---

Shop Status Window

 Show in Item Menu?:
 - Show the Shop Status Window in the Item Menu?
 - This is enabled if the Updated Layout is on.
 Adjust List Window?:
 - Automatically adjust the Item List Window in the Item Menu if using the
   Shop Status Window?
 JS: X, Y, W, H:
 - Code used to determine the dimensions for this Status Window in the
   Item Menu.

---

Button Assist Window

 Switch Category:
 - Button assist text used for switching categories.
 - For VisuStella MZ's Core Engine's Button Assist Window.

---

Item Categories

ItemsEquipsCoreCategories.png

ItemsEquipsCoreParams02.png

Item Categories appear both in the Item Menu Scene and Shop Menu Scene (but only under the Sell command). These Plugin Parameters give you the ability to add in the specific categories you want displayed, remove the ones you don't, and associate them with icons.

---

List

 Category List
 - A list of the item categories displayed in the Item/Shop menus.
   Type:
   - A list of the item categories displayed in the Item/Shop menus.
   - Replace x with ID numbers or text.
   - AllItems, RegularItems, KeyItems
   - HiddenItemA, HiddenItemB
   - Consumable, Nonconsumable
   - AlwaysUsable, BattleUsable, FieldUsable, NeverUsable
   - AllWeapons, WType:x
   - AllArmors, AType:x, EType:x
   - Category:x
   Icon:
   - Icon used for this category.
   - Use 0 for no icon.
 Style:
 - How do you wish to draw categorie entries in the Category Window?
 - Text Only: Display only the text.
 - Icon Only: Display only the icon.
 - Icon + Text: Display the icon first, then the text.
 - Auto: Determine which is better to use based on the size of the cell.
 Text Alignment
 - Decide how you want the text to be aligned.

---

Vocabulary

 Hidden Item A
 Hidden Item B
 Consumable
 Nonconsumable
 Always Usable
 Battle Usable
 Field Usable
 Never Usable
 - How these categories are named in the Item Menu.

---

NEW! Labels

ItemsEquipsCoreNew.png

ItemsEquipsCoreParams03.png

Whenever the player receives a new item(s), a NEW! Label can be placed on top of the item's icon when browsing a menu displaying the item(s). This is a quality of life addition from more modern RPG's to help players figure out what they've recently received. The following are Plugin Parameters made to adjust how the NEW! Labels are handled in-game.

---

NEW! Labels

 Use NEW! Labels?:
 - Use the NEW! Labels or not?
 Icon:
 - The icon index used to represent the NEW! text.
 - Use 0 to not draw any icons.
 Text:
 - The text written on the NEW! Label.
   Font Color:
   - Use #rrggbb for custom colors or regular numbers for text colors from
     the Window Skin.
   Font Size:
   - The font size used for the NEW! text.
 Fade Limit:
 - What's the upper opaque limit before reversing?
 Fade Speed:
 - What's the fade speed of the NEW! Label?
 Offset X:
 - How much to offset the NEW! Label's X position by.
 Offset Y:
 - How much to offset the NEW! Label's Y position by.

---

Equip Menu Settings

ItemsEquipsCoreEquipTypes.png

ItemsEquipsCoreParams04.png

These Plugin Parameters adjust the Equipment Menu Scene, ranging from using a more updated and modern layout, changing the styles of other windows, and other key visual aspects of the Equip Menu Scene. Other settings here allow you to adjust how equipment operate under certain rulings, too.

---

General

 Use Updated Layout:
 - Use the Updated Equip Layout provided by this plugin?
   Param Font Size:
   - The font size used for parameter values.
   Show Menu Portraits?:
   - If Main Menu Core is installed, display the Menu Portraits instead of
     the actor's face in the status window?
   JS: Portrait Upper:
   - If Menu Portraits are available, this is code used to draw the upper
     data like this in the Status Window.
   JS: Face Upper:
   - If faces used used, this is code used to draw the upper data like this
     in the Status Window.
   JS: Parameter Lower:
   - Code to determine how parameters are drawn in the Status Window.
 Layout Style:
 - If using an updated layout, how do you want to style the menu scene?
   - Upper Help, Left Input
   - Upper Help, Right Input
   - Lower Help, Left Input
   - Lower Help, Right Input
 Status Window Width:
 - The usual width of the status window if using the non-Updated Equip
   Menu Layout.
 Show Back Rectangles?:
 - Show back rectangles of darker colors to display information better?
   Back Rectangle Color:
   - Use #rrggbb for custom colors or regular numbers for text colors
     from the Window Skin.

---

Command Window

 Style:
 - How do you wish to draw commands in the Command Window?
 - Text Only: Display only the text.
 - Icon Only: Display only the icon.
 - Icon + Text: Display the icon first, then the text.
 - Auto: Determine which is better to use based on the size of the cell.
 Text Align:
 - Text alignment for the Command Window.
 Equip Icon:
 - The icon used for the Equip command.
 Add Optimize Command?:
 - Add the "Optimize" command to the Command Window?
   Optimize Icon:
   - The icon used for the Optimize command.
 Add Clear Command?:
 - Add the "Clear" command to the Command Window?
   Clear Icon:
   - The icon used for the Clear command.

---

Remove Equip

 Icon:
 - Icon used for equipment removal.
 Text:
 - Text used for equipment removal.
 Use SHIFT Shortcut?:
 - Add the "Shift" button as a shortcut key to removing items?

---

Rulings

 Equip-Adjust HP/MP:
 - Adjust HP/MP differences after changing equips with MaxHP/MaxMP values.
 Non-Removable Types:
 - Insert ID's of the Equipment Types that must always have an item
   equipped and cannot be empty.
 Non-Optomized Types:
 - Insert ID's of the Equipment Types that will be ignored when equipment
   is being optimized.

---

Button Assist Window

 SHIFT: Remove:
 - Button assist text used for the SHIFT Remove Shortcut.
 - For VisuStella MZ's Core Engine's Button Assist Window.

---

Shop Menu Settings

ItemsEquipsCoreShopEquip.png

ItemsEquipsCoreParams05.png

These Plugin Parameters allow you a number of options to adjust the Shop Menu Scene. These options range from enabling an updated and modern layout, adjust how various key visual aspects appear, and determine how prices can be affected when it comes to selling them or buying them (for coders).

---

General

 Use Updated Layout:
 - Use the Updated Shop Layout provided by this plugin?
 Layout Style:
 - If using an updated layout, how do you want to style the menu scene?
   - Upper Help, Left Input
   - Upper Help, Right Input
   - Lower Help, Left Input
   - Lower Help, Right Input

---

Command Window

 Hide Unavailable?:
 - Hide all unavailable commands like when a shop is set to Purchase Only?
 Style:
 - How do you wish to draw commands in the Command Window?
 - Text Only: Display only the text.
 - Icon Only: Display only the icon.
 - Icon + Text: Display the icon first, then the text.
 - Auto: Determine which is better to use based on the size of the cell.
 Text Align:
 - Text alignment for the Command Window.
 Buy Icon:
 - The icon used for the Buy command.
 Sell Icon:
 - The icon used for the Sell command.
 Cancel Icon:
 - The icon used for the Cancel command.
 Rename "Cancel":
 - Rename Cancel to something more logical for the Shop Menu Scene.

---

Prices

 Sell Price Rate:
 - The default sell price rate.
 JS: Buy Price:
 - Modificatons made to the buy price before finalizing it.
 JS: Sell Price:
 - Modificatons made to the sell price before finalizing it.

---

Button Assist Window

 Small Increment:
 Large Increment:
 - Text used for changing amount bought/sold.
 - For VisuStella MZ's Core Engine's Button Assist Window.

---

Shop Status Window

ItemsEquipsCoreShopStatusWindow.png

ItemsEquipsCoreParams06.png

These Plugin Parameters focuses on the Shop Status Window and determines how its data is displayed.

---

General

 Window Width:
 - The usual width of the status window.
 Parameter Font Size:
 - Font size used for parameter changes.
 Translucent Opacity:
 - Opacity setting used for translucent window objects.
 Show Back Rectangles?:
 - Show back rectangles of darker colors to display information better?
   Back Rectangle Color:
   - Use #rrggbb for custom colors or regular numbers for text colors
     from the Window Skin.

---

Equipment Data

 Already Equipped:
 - Marker used to show an actor cannot equip an item.
 Can't Equip:
 - Marker used to show an actor cannot equip an item.
 No Changes:
 - Marker used to show no changes have occurred.
 JS: Draw Equip Data:
 - Code used to draw the equipment data for the Shop Status Window.

---

Item Data

 Max State/Buff Icons:
 - Maximum number of icons that can be displayed for Add/Remove
   States/Buffs.
 Multiplier Standard:
 - Constant standard to filter out random values when calculating the
   damage multiplier.
 JS: Draw Item Data:
 - Code used to draw the item data for the Shop Status Window.

---

Vocabulary

 Consumable:
 Occasions:
 Scope:
 Speed:
 Success Rate:
 Repeats:
 Hit Type:
 Element:
 Damage Type:
 Effects:
 - Vocabulary used for these data entries.
 - Some of these have Plugin Parameters have sub-entries.
 NOTE: Regarding Damage Labels
 If Visu_1_BattleCore is installed, priority goes to its Damage Style
 settings. The label displayed is based on the damage style settings in
 place for that specific skill or item.
 Go to Battle Core > Plugin Parameters > Damage Settings > Style List >
 pick the damage style you want to edit > Damage Label and change the
 text settings you'd like there.

---


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
  • Arisu
  • Olivia
  • Irina

Changelog

Version 1.05: September 27, 2020

  • Bug Fixes!
    • When using the updated shop layout, leaving the sell option will no longer cause the dummy window to appear.
  • Documentation Update
    • "Use Updated Layout" plugin parameters now have the added clause: "This will override the Core Engine windows settings." to reduce confusion. Added by Irina.


Version 1.04: September 13, 2020

  • Bug Fixes!
    • Pressing Shift to quickly remove equipment should no longer crash the game. This will also clear the help window text. Fix made by Arisu.


Version 1.03: September 6, 2020

  • Bug Fixes!
    • If both Optimize and Clear commands have been removed and using modern controls, pressing up at the top of the slot window list will not go to the window. Fix made by Yanfly.
    • If both Optimize and Clear commands have been removed, the window will no longer appear and the slot window will be moved upward to fill any empty spaces. Fix made by Yanfly.
  • New Features!
    • New Plugin Parameter added in NEW! Label to let you adjust the font face.
    • New Plugin Parameters added in Equip Menu Scene Settings for disabling the back rectangles and/or changing their colors.
    • New Plugin Parameters added in Shop Status Window Settings for disabling the back rectangles and/or changing their colors.


Version 1.02: August 30, 2020

  • Documentation Fix!
    • Added: NOTE: Regarding Damage Labels
      • If Visu_1_BattleCore is installed, priority goes to its Damage Style settings. The label displayed is based on the damage style settings in place for that specific skill or item.
      • Go to Battle Core > Plugin Parameters > Damage Settings > Style List > pick the damage style you want to edit > Damage Label and change the text settings you'd like there.
      • Documentation update added by Yanfly.


Version 1.01: August 23, 2020

  • Added failsafe to prevent non-existent equipment (because the database entries have been deleted) from being equipped as initial equipment. Fix made by Olivia.


Version 1.00: August 20, 2020

  • Finished Plugin!

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