Difference between revisions of "Message Core VisuStella MZ"

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(Plugin Commands)
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{{VisuMZ Message Core Text Codes}}
 
{{VisuMZ Message Core Text Codes}}
  
== Plugin Commands ==
+
{{Plugin Commands MZ}}
  
The following are Plugin Commands that come with this plugin. They can be
+
{{VisuMZ Message Core Plugin Commands}}
accessed through the Plugin Command event command.
 
 
 
---
 
 
 
<pre>
 
Message: Properties
 
  Change the various properties of the Message Window.
 
 
 
  Rows:
 
  - Change the number of Message Window rows.
 
  - Leave at 0 to keep it unchanged.
 
 
 
  Width:
 
  - Change the Message Window width in pixels.
 
  - Leave at 0 to keep it unchanged.
 
 
 
  Center:
 
  - Center the window X after changing its width?
 
 
 
  Word Wrap:
 
  - Enable or disable Word Wrap for the Message Window?
 
</pre>
 
 
 
---
 
 
 
<pre>
 
Choice: Properties
 
  Change the properties found in the Show Choices event command.
 
 
 
  Line Height:
 
  - Change the line height for the show choices.
 
  - Leave at 0 to keep this unchanged.
 
 
 
  Max Rows:
 
  - Maximum number of choice rows to be displayed.
 
  - Leave at 0 to keep this unchanged.
 
 
 
  Max Columns:
 
  - Maximum number of choice columns to be displayed.
 
  - Leave at 0 to keep this unchanged.
 
 
 
  Text Alignment:
 
  - Text alignment for Show Choice window.
 
</pre>
 
 
 
---
 
  
 
== Plugin Parameters ==
 
== Plugin Parameters ==

Revision as of 11:46, 8 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.



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System

This is a plugin created for RPG Maker MZ.

InstallPluginsMz.png

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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 Message Core plugin extends and builds upon the message functionality of RPG Maker MZ and allows you, the game dev, to customize the workflow for your game's message system.

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

- Control over general message settings. - Auto-Color key words and/or database entries. - Increases the text codes available to perform newer functions/effects. - Ability for you to implement custom Text Code actions. - Ability for you to implement custom Text code string replacements. - Invoke a macro system to speed up the dev process. - Add a Text Speed option to the Options menu. - Add the ever so useful Word Wrap to your message system. - Extend the choice selection process to your liking. - The ability to enable/disable as well as show/hide certain choices.

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.


Text Codes

ShowTextWindowMZ.png

Text Codes are used in the Show Text event command. They are used to display things that text normally can't produce on its own, such as colors, get the name of a specific actor, change icons, and more.

RPG Maker MZ already comes with text codes of its own:

\V[n] Will be replaced with the value of the nth variable.
\N[n] Will be replaced with the name of the nth actor.
\P[n] Will be replaced by the name of the nth (arranged order) party member.
\G Will be replaced by the currency unit.
\C[n] Draw the subsequent text in the nth color. Text color conforms to the contents of the [Window.png] system image.
\I[n] Draws the nth icon.
\FS[n] Changes the text font size to 'n'.
\{ Increases the text by 1 step.
\} Decreases the text by 1 step.
\\ Replaced with the backslash character.
\$ Open the gold window.
\. Wait for 1/4 second.
\| Wait for 1 second.
\! Wait for button input.
\> Display remaining text on same line all at once.
\< Cancel the effect that displays text all at once.
\^ Do not wait for input after displaying the next.


The following are text codes that you may use with this plugin. Some of these are original text codes provided by RPG Maker MZ, while others are new text codes added through this plugin. You may even add your own text codes through the plugin parameters.

RPG Maker MZ Text Codes

The following are text codes that come with RPG Maker MZ. These text codes cannot be edited through the Plugin Parameters.

---

Default MZ Text Codes

Text Code Effect (Global)
\V[x] Replaced by the value of variable 'x'.
\N[x] Replaced by the name of actor 'x'.
\P[x] Replaced by the name of party member 'x'.
\C[x] Draw the subsequent text with window skin color 'x'.
\I[x] Draw icon 'x'.
\PX[x] Moves text x position to 'x'.
\PY[x] Moves text y position to 'y'.
\G Replaced by the currency unit.
\{ Increase the text font size by one step.
\} Decrease the text font size by one step.
\FS[x] Changes the text font size to 'x'.
\\ Replaced by the backslash character.

---

Default MZ Message-Only Text Codes

Text Code Effect (Message Window Only)
\$ Opens the gold window.
\. Waits a 1/4 second.
\| Waits a full second.
\! Waits for button input.
\> Display remaining text on same line all at once.
\< Cancel the effect that displays text all at once.
\^ Do not wait for input after displaying text to move on.

---

Message Core Hard-Coded Text Codes

MessageCoreAlignment.png

The following text codes are hard-coded into VisuStella MZ Message Core's code. These text codes cannot be edited through the Plugin Parameters.

---

Global Hard-Coded Text Codes

Text Code Effect (Global)
<b> Makes subsequent text bold.
</b> Removes bold from subsequent text.
<i> Makes subsequent text italic.
</i> Removes italic from subsequent text.
<left> Makes subsequent text left-aligned. *Note1*
</left> Removes left-alignment for subsequent text.
<center> Makes subsequent text center-aligned. *Note1*
</center> Removes center-alignment for subsequent text.
<right> Makes subsequent text right-aligned. *Note1*
</right> Removes right-alignment for subsequent text.

Note1: Use at line-start. Does not work with Word Wrap.


Text Code Effect (Global)
<ColorLock> Text codes can't change text color for subsequent text.
</ColorLock> Removes Color Lock property.
<WordWrap> Enables Word Wrap for this window. *Note2*
</WordWrap> Disables Word Wrap for this window. *Note2*
<br> Adds a line break. Requires Word Wrap enabled.
<line break> Adds a line break. Requires Word Wrap enabled.

Note2: Some windows cannot use Word Wrap such as the Choice Window. Word Wrap also cannot be used together with <left>, <center>, or <right> and will disable itself if text alignment text codes are detected.


Text Code Effect (Global)
\picture<x> Draws picture x (filename) at current text position.
\CenterPicture<x> Draws picture x (filename) centered at the window.

---

Message Window Only Hard-Coded Text Codes

MessageCoreAutoSize.png

Text Code Effect (Message Window Only)
\CommonEvent[x] Runs common event x when text code is reached.
\Wait[x] Makes the message wait x frames before continuing.
<Next Page> Ends the current message page at this line. This is used for messages when rows are at 5 or above and the message lines don't match the amount. This is used to prevent grabbing message windows from following message events. Any lines following <Next Page> in the same message event will be ignored.
<Auto> Resizes message window dimensions to fit text. *Note3*
<Auto Width> Resizes message window width to fit text. *Note3*
<Auto Height> Resizes message window height to fit text. *Note3*
<Auto Actor: x> Resizes message window and positions it over actor x sprite's head. *Note3*
<Auto Party: x> Resizes message window and positions it over party member x sprite's head. *Note3*
<Auto Player> Map-Only. Resizes message window and positions it over the player sprite's head. *Note3*
<Auto Event: x> Map-Only. Resizes message window and positions it over event x sprite's head. *Note3*
<Auto Enemy: x> Battle-Only. Resizes message window and positions it over enemy x sprite's head. *Note3*

Note3: Upon using these text codes, the message window's settings will be reset for the upcoming message. These effects do not work with Word Wrap.

---

Battle-Only Hard-Coded Text Codes

Text Code Effect (Battle Only)
<Current Battle Target> Replaces text code with the current target of an action in battle.
<Current Battle User> Replaces text code with the currently active user in battle.
<Current Battle Action> Replaces text code with the current battle action's name with an icon in front.
<Current Battle Action Name> Replaces text code with the current battle action's name without an icon.

If there is no battle, no target, no user, or no action, then the text code will just be replaced with no text.

These text codes are NOT recommended to be used inside of Help Descriptions. They are best used with "Show Text" event commands.

---

Choice Window-Only Hard-Coded Text Codes

Text Code Effect (Choice Window Only)
<Show> Choice is always shown.
<Show Switch: x> Choice shown if switch x is ON.
<Show Switches: x,x,x> Choice shown if the x switches are all ON.
<Show All Switches: x,x,x> Choice shown if the x switches are all ON.
<Show Any Switches: x,x,x> Choice shown if any of x switches are ON.
<Hide> Choice is always hidden.
<Hide Switch: x> Choice hidden if switch x is ON.
<Hide Switches: x,x,x> Choice hidden if the x switches are all ON.
<Hide All Switches: x,x,x> Choice hidden if the x switches are all ON.
<Hide Any Switches: x,x,x> Choice hidden if any of x switches are ON.
<Enable> Choice is always enabled.
<Enable Switch: x> Choice enabled if switch x is ON.
<Enable Switches: x,x,x> Choice enabled if the x switches are all ON.
<Enable All Switches: x,x,x> Choice enabled if the x switches are all ON.
<Enable Any Switches: x,x,x> Choice enabled if any of x switches are ON.
<Disable> Choice is always disabled.
<Disable Switch: x> Choice disabled if switch x is ON.
<Disable Switches: x,x,x> Choice disabled if the x switches are all ON.
<Choice Width: x> Sets the minimum text area width to x. Applies to whole choice window.
<Choice Indent: x> Sets the indent to x value. Applies to current choice selection only.

MessageCore BgColor.png

Text Code Effect (Choice Window Only)
<BgColor: x> Requires VisuMZ_0_CoreEngine! Sets background color of this choice to 'x' text color. This will be combined with a fading
<BgColor: x,y> Requires VisuMZ_0_CoreEngine! Sets background color of this choice to 'x' to 'y' gradient text color.
<BgColor: #rrggbb> Requires VisuMZ_0_CoreEngine! Sets background color of this choice to '#rrggbb' color using hex color values.
<BgColor: #rrggbb, #rrggbb> Requires VisuMZ_0_CoreEngine! Sets background color of this choice to '#rrggbb' gradient using hex color values.

MessageCore Update123 Preview.png


Text Code Effect (Choice Window Only)
<Help> text </Help> Makes a help window appear and have it show 'text' in its contents. The help window will disappear if no text is displayed.


Text Code Effect (Choice Window Only)
<Shuffle> Shuffles the order of all choices. Any cancel shortcuts other than "Branch" will be undone.
<Shuffle: x> Shuffles the order of all choices and only x number of them will appear. Any cancel shortcuts other than "Branch" will be undone. Hidden choices do not count towards x number.


Text Code Background Effects (Choice Window Only)
<BgImg: filename> Creates a background image from img/pictures/ stretched across the choice rectangle.
<BgImg LowerLeft: filename> Creates a background image from img/pictures/ scaled to the lower left of choice rect. scaled to the lower center of choice rect.
<BgImg LowerRight: filename> Creates a background image from img/pictures/ scaled to the lower right of choice rect.
<BgImg MidLeft: filename> Creates a background image from img/pictures/ scaled to the middle left of choice rect.
<BgImg Center: filename> Creates a background image from img/pictures/ scaled to the center of choice rect.
<BgImg MidRight: filename> Creates a background image from img/pictures/ scaled to the middle right of choice rect.
<BgImg UpperLeft: filename> Creates a background image from img/pictures/ scaled to the upper left of choice rect. scaled to the upper center of choice rect.
<BgImg UpperRight: filename> Creates a background image from img/pictures/ scaled to the upper right of choice rect.

Note: For the <BgImg: filename> text code variants, even if the background image is smaller than the choice contents, it will overscale to match its choice rectangle dimensions.

Note: Using a background image will clear the dimmed background rectangle that is normally behind each selectable choice.

Note: Each choice can only have one background image but can use a combination of one background and one foreground image.

Note: Images in the background will appear behind the select cursor.


Text Code Foreground Effects (Choice Window Only)
<FgImg: filename> Creates a foreground image from img/pictures/ stretched across the choice rectangle.
<FgImg LowerLeft: filename> Creates a foreground image from img/pictures/ scaled to the lower left of choice rect. scaled to the lower center of choice rect.
<FgImg LowerRight: filename> Creates a foreground image from img/pictures/ scaled to the lower right of choice rect.
<FgImg MidLeft: filename> Creates a foreground image from img/pictures/ scaled to the middle left of choice rect.
<FgImg Center: filename> Creates a foreground image from img/pictures/ scaled to the center of choice rect.
<FgImg MidRight: filename> Creates a foreground image from img/pictures/ scaled to the middle right of choice rect.
<FgImg UpperLeft: filename> Creates a foreground image from img/pictures/ scaled to the upper left of choice rect. scaled to the upper center of choice rect.
<FgImg UpperRight: filename> Creates a foreground image from img/pictures/ scaled to the upper right of choice rect.

Note: For the <FgImg: filename> text code variants, unlike the background variant, the foreground image will not overscale past its original size. Instead, it will maintain its original size or be smaller, so long as it can be scaled to exist within the choice rectangle unless it is intended to be stretched by using the <FgImg: filename> variant.

Note: Text is then written on top of the foreground image.

Note: Each choice can only have one foreground image but can use a combination of one background and one foreground image.

Note: Images in the foreground will appear behind the select cursor.

---

Name Window-Only Hard-Coded Text Codes

Text Code Effect (Name Window Only)
<Left> Positions the name box window to the left.
<Center> Positions the name box window to the center.
<Right> Positions the name box window to the right.
<Position: x> Replace 'x' with a number from 0 to 10. This positions the name box window on the screen relative to the position of the value 'x' represents.
\NormalBG Changes background type of window to normal type.
\DimBG Changes background type of window to dim type.
\TransparentBG Changes background type of window to transparent type.

---

Message-Only Position Hard-Coded Text Codes

Text Code Effect (Message Window Only)
<Position: x, y, width, height> Forces the message window to exact listed coordinates and dimensions. Replace each of the arguments with numbers. *Note*
<Coordinates: x, y> Forces the message window to the exact listed coordinates. Replace each of the arguments with numbers. *Note*
<Dimensions: width, height> Forces the message window size to the exact listed dimensions. Replace each of the arguments with numbers. *Note*
<Offset: +x, +y> Quickly adjust the message window offset
<Offset: -x, -y> values to the x and y amounts. The values
<Offset: +x, -y> will replace the previous offset settings
<Offset: -x, +y> if there were any.

*NOTE:* These text codes do not work with Word Wrap.

---

Controls-Related Hard-Coded Text Codes

MessageCore ControllerButtons.png

Text Code Effect (Requires VisuMZ_0_CoreEngine)
<Up Button> Display's VisuMZ_0_CoreEngine's button assist text.
<Left Button> Display's VisuMZ_0_CoreEngine's button assist text.
<Right Button> Display's VisuMZ_0_CoreEngine's button assist text.
<Down Button> Display's VisuMZ_0_CoreEngine's button assist text.
<Ok Button> Display's VisuMZ_0_CoreEngine's button assist text.
<Cancel Button> Display's VisuMZ_0_CoreEngine's button assist text.
<Shift Button> Display's VisuMZ_0_CoreEngine's button assist text.
<Menu Button> Display's VisuMZ_0_CoreEngine's button assist text.
<Page Up Button> Display's VisuMZ_0_CoreEngine's button assist text.
<Page Down Button> Display's VisuMZ_0_CoreEngine's button assist text.

---

Random Text Pool

MessageCore RngTextCode.png

MessageCore RngTextExample.png

<RNG> text1 | text2 | text3 </RNG>

Using the above text code format in a Show Message entry, you can get a random result out of the various inserted texts. Use "|" (without quotes) as a separator between text entries. You can have unlimited entries. The result will have any excess white space trimmed.

This text code cannot be inserted into a macro and parsed properly.

---

Message Core Customizable Text Codes

MessageCoreLastGained.png

The following text codes can be altered through the Message Core's various Plugin Parameters to adjust replacements and actions.

---

Default Customizable Text Codes

Text Code Effect (Global)
\Class[x] Draws class x's icon (if have) and name.
\ClassName[x] Draws class x's name only.
\Skill[x] Draws skill x's icon (if have) and name.
\SkillName[x] Draws skill x's name only.
\Item[x] Draws item x's icon (if have) and name.
\ItemName[x] Draws item x's name only.
\ItemQuantity[x] Inserts the number of item x's owned by the party.
\Weapon[x] Draws weapon x's icon (if have) and name.
\WeaponName[x] Draws weapon x's name only.
\WeaponQuantity[x] Inserts the number of weapon x's owned by the party.
\Armor[x] Draws armor x's icon (if have) and name.
\ArmorName[x] Draws armor x's name only.
\ArmorQuantity[x] Inserts the number of armor x's owned by the party.
\LastGainObj Draws the icon + name of the last party-gained object.
\LastGainObjName Draws the name of the last party-gained object.
\State[x] Draws state x's icon (if have) and name.
\StateName[x] Draws state x's name only.
\Enemy[x] Draws enemy x's icon (if have) and name.
\EnemyName[x] Draws enemy x's name only.
\Troop[x] Draws troop x's icon (if have) and name.
\TroopName[x] Draws troop x's name only.
\TroopMember[x] Draws troop member x's icon (if have) and name. *Note1*

Note1: Only works in battle.


Text Code Effect (Global)
\NormalBG Changes background type of window to normal type.
\DimBG Changes background type of window to dim type.
\TransparentBG Changes background type of window to transparent type.
\FontChange<x> Changes font face to x font name.
\ResetFont Resets font settings.
\ResetColor Resets color settings.
\HexColor<x> Changes text color to x hex color (ie. #123abc).
\OutlineColor[x] Changes outline color to text color x.
\OutlineWidth[x] Changes outline width to x thickness.
\WindowMoveTo<?> Moves window to exact coordinates. *Note2*
\WindowMoveBy<?> Moves window by relative values. *Note2*
\WindowReset Resets window position to original position.

Note2: Replace '?' with the following format:

  targetX, targetY, targetWidth, targetHeight, duration, easingType

  Only targetX and targetY are required arguments. These will only alter the
  window dimensions when the text has arrived at that point. They will not
  alter the window preemptively. This is not used as a window positioner.
  Use the <Position: x, y, width, height> text code for that.

---

Default Message Effect Text Codes

Text Code Effect (Message Window Only)
\ActorFace[x] Inserts actor x's face into the Message Window.
\PartyFace[x] Inserts party member x's face into the Message Window.
\ChangeFace<x,y> Changes message face to x filename, y index.
\FaceIndex[x] Changes message face index to x.
\TextDelay[x] Sets delay in frames between characters to x frames.

---

As these text codes can be added, removed, and/or altered, their functions may or may not be the same depending on how you've altered them. VisuStella is not responsible for any errors caused by changes made to pre-made text codes nor any new text codes they did not make.

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.

---

Message Plugin Commands

---

MessageCoreLargerMessageBox.png

MessageCore Update30 Command1.png

Message: Properties
  Change the various properties of the Message Window.

  Rows:
  - Change the number of Message Window rows.
  - Leave at 0 to keep it unchanged.

  Width:
  - Change the Message Window width in pixels.
  - Leave at 0 to keep it unchanged.

  Word Wrap:
  - Enable or disable Word Wrap for the Message Window?

---

MessageCore Update30 Command2.png

Message: X/Y Offsets
- Change the X and Y Offsets of the Message Window.
- The offset value(s) will be saved and stored.

  Offset X:
  - Offset Message Window horizontally.
  - Negative: Left; Positive: Right
  - Message Window coordinates are still restricted via clamping.

  Offset Y:
  - Offset Message Window vertically.
  - Negative: Up; Positive: Down
  - Message Window coordinates are still restricted via clamping.

---

Choice Plugin Commands

---

MessageCoreExpandedChoices.png

---

MessageCore Update133 Command1.png

Choices: Distance
- Change the distance from choice window to the message window.

  Distance:
  - Change distance between the choice and message windows.
  - Default distance is 0.
  - Use negative to center align with remaining space.

---

MessageCorePluginCommand2.png

Choice: Properties
  Change the properties found in the Show Choices event command.

  Choice Line Height:
  - Change the line height for the show choices.
  - Leave at 0 to keep this unchanged.

  Minimum Choice Width:
  - What is the minimum width size for each choice?
  - 96 is the default width.

  Max Rows:
  - Maximum number of choice rows to be displayed.
  - Leave at 0 to keep this unchanged.

  Max Columns:
  - Maximum number of choice columns to be displayed.
  - Leave at 0 to keep this unchanged.

  Text Alignment:
  - Text alignment for Show Choice window.

---

Picture Plugin Commands

---

MessageCore PictureText.png

MessageCore Update33 Command1.png

Picture: Change Text
- Change text for target picture(s) to show.
- You may use text codes.
- Text will adapt to picture's properties.
- Settings will be erased if picture is erased.

  Picture ID(s):
  - The ID(s) of the picture(s) to set text to.

  Padding:
  - How much padding from the sides should there be?

  Text:

    Upper Left:
    Upper Center:
    Upper Right:
    Middle Left:
    Middle Center:
    Middle Right:
    Lower Left:
    Lower Center:
    Lower Right:
    - The text that's aligned to this picture's side.
    - You may use text codes.

---

MessageCore Update33 Command2.png

Picture: Erase Text
- Erase all text for target picture(s).

  Picture ID(s):
  - The ID(s) of the picture(s) to erase text for.

---

MessageCore Update95 Command1.png

Picture: Refresh Text
- Refreshes the text used for all on-screen pictures.
- To be used if any dynamic text codes are updated like \n[x].

---

Select Plugin Commands

---

MessageCore Update123 Preview2.png

MessageCore Update123 Command1.png

Select: Weapon
- Opens the Event Select Item Window to let the player pick a weapon to
  choose from.
- Can be opened while the Message Window is open.

  Variable ID:
  - This variable will be used to record the ID of the selected weapon.
  - It will result in 0 otherwise.

  Weapon Type ID:
  - Reduce all the weapons to a specific weapon type.
  - Leave at 0 to not use filters.

---

MessageCore Update123 Preview3.png

MessageCore Update123 Command2.png

Select: Armor
- Opens the Event Select Item Window to let the player pick an armor to
  choose from.
- Can be opened while the Message Window is open.

  Variable ID:
  - This variable will be used to record the ID of the selected armor.
  - It will result in 0 otherwise.

  Armor Type ID:
  - Reduce all the armors to a specific armor type.
  - Leave at 0 to not use filters.

  Equip Type ID:
  - Reduce all the armors to a specific equip type.
  - Leave at 0 to not use filters.

---

MessageCore Update123 Preview4.png

MessageCore Update123 Command3.png

Select: Skill
- Opens the Event Select Item Window to let the player pick a skill to
  choose from.
- Requires VisuMZ_1_SkillsStatesCore!
- Can be opened while the Message Window is open.
- Skills will not be listed if they are hidden by the actor.
- Skills will not be listed if the actor lacks access to their Skill Type.

  Variable ID:
  - This variable will be used to record the ID of the selected skill.
  - It will result in 0 otherwise.

  Actor ID:
  - Select an actor to get the skill list from.
  - Use 0 to select from the party leader.

  Skill Type ID:
  - Reduce all the skills to a specific skill type.
  - Leave at 0 to not use filters.

---

Plugin Parameters

General Settings

General settings involving the message system. These settings range from adjust how the Message Window looks to more intricate settings like how some of the default text codes work.

---

Message Window

 Default Rows:
 - Default number of rows to display for the Message Window.
 Default Width:
 - Default Message Window width in pixels.
 Fast Forward Key:
 - This is the key used for fast forwarding messages.
 Text Delay:
 - How many frames to wait between characters drawn?
 - Use 0 for instant.

---

Name Box Window

 Default Color:
 - Default color for the Name Box Window's text.
 Offset X:
 - How much to offset the name box window X by
   (as long as it doesn't go offscreen).
 Offset Y:
 - How much to offset the name box window Y by
   (as long as it doesn't go offscreen).

---

Choice List Window

 Line Height:
 - What is the default line height for Show Choices?
 Max Rows:
 - Maximum number of rows to visibly display?
 Max Columns:
 - Maximum number of columns to visibly display?
 Text Alignment:
 - Default alignment for Show Choice window.

---

Default Text Codes

 Relative \PX \PY:
 - Make \PX[x] and \PY[x] adjust relative starting position than
   exact coordinates.
 \{ Maximum:
 - Determine the maximum size that \{ can reach.
 \} Minimum:
 - Determine the minimum size that \} can reach.
 \{ Change \}
 - How much does \{ and \} change font size by?

---

Auto-Color Settings

For certain windows such as the Message Window, Help Window, and Choice Window, Auto-Color is enabled to automatically highlight and color certain database entries, keywords, and just about anything you, the game dev, wants to be automatically colored. This is done to avoid typing out \C[6]Jack\C[0] every time Jack's name is written out as it will be automatically colored in those specific windows.

The Plugin Parameters will give you full reign over which database entries and keywords you want to be automatically colored as long as they follow a few rules:


Auto-Color Rules:


1. Database names and keywords are case sensitive.

  This means if "Potion" is a markedeywords, typing out "potion" will not
  prompt the auto-color to highlight "potion". You must add the lowercase
  version of the word into the keyword list if you want it to count.

2. Database names and keywords are exact size (for Roman languages)

  This means if "Potion" is a marked keyword, typing out "potions" will not
  prompt the auto-color to highlight "potions". You must type out all of
  the variations of the words you want affected into the keyword list to
  prompt the auto-color highlight.
  This does not apply to Japanese, Korean, or Chinese languages.

3. Possessive cases and other language symbols aren't counted.

  Symbols such as periods, commas, quotes, parentheses, and similar symbols
  do no count towards Rule 2. This means if "Potion" is a marked keyword,
  the typing out "(Potion)" will still highlight the "Potion" part of the
  word according to the auto-color.

---

Database Highlighting

 Actors:
 Classes:
 Skills:
 Items:
 Weapons:
 Armors:
 Enemies:
 States:
 - Any usage of a the selected database entry's name is auto-colored with
   the text code number.
 - Use 0 to not auto-color.

---

Word Highlighting

 \C[x]: Color
 - These are lists of all the words that will be automatically colored with
   the x text color.

---

Text Code Actions

Text codes are used for one of two things: performing actions or replacing themselves with text data. This Plugin Parameter will focus on the aspect of performing actions. These actions can be done through each JavaScript or by a common event (if it is used in the Message Window). Adequate knowledge of both is recommended before attempting to modify and/or add new Text Code Actions to the Plugin Parameters.

Each of the Text Code Actions are formatted in such a way:

---

Text Code Action

 Match:
 - This is what needs to be matched in order for this text code to work.
 - This is the primary text marker after the \ in a text code.
 - In \N[x], this would be the 'N'.
 Type:
 - The type of parameter to obtain (none, number, or string).
 - This is the way the text code determines the condition type.
 - In \N[x], this would be the '[x]'.
 Common Event:
 - Select a common event to run when this text code is used in a message.
 JS: Action:
 - JavaScript code used to perform an action when this text code appears.

---

Text Code Replacements

Text codes are used for one of two things: performing actions or replacing themselves with text data. This Plugin Parameter will focus on the aspect of replacing the text codes with text data. Text data can be replaced with an exact exchange of text or dynamically through JavaScript. Adding a new Text Code Replacement is done through the Plugin Parameters.

Each of the Text Code Replacements are formatted in such a way:

---

Text Code Replacement

 Match:
 - This is what needs to be matched in order for this text code to work.
 - This is the primary text marker after the \ in a text code.
 - In \N[x], this would be the 'N'.
 Type:
 - The type of parameter to obtain (none, number, or string).
 - This is the way the text code determines the condition type.
 - In \N[x], this would be the '[x]'.
 STR: Text:
 - The text that will appear if this match appears.
   If this has a value, ignore the JS: Text version.
 JS: Text:
 - JavaScript code used to determine the text that will appear if this
   match appears.

---

Text Macros

Text macros are used in similar fashion to text codes replacements to replace themselves with text data. The primary difference is that macros are made in a different format with no conditional argument modifiers (ie the [x] that follows a text code).

To use a text macro, type in the matching keyword between two [brackets] and it will be replaced by the string data or run the JavaScript code found in the Plugin Parameter settings.

For example, if you have the text macro "Leader", made to return the party leader's name, you can type in [Leader] in the Message Window and it will be replaced with the party leader's name. The output can also output text codes into the resulting text.

Each of the Text Macros are formatted in such a way:

---

Text Macro

 Match:
 - This is what needs to be matched in order for this macro to work.
 - In [Leader], this would be the 'Leader' text.
 STR: Text:
 - The replacement text that will appear from the macro.
 - If this has a value, ignore the JS: Text version.
 JS: Text:
 - JavaScript code used to determine the text that will appear if this
   macro appears.

---

Text Speed Option Settings

Modern RPG's on the market have the option to adjust the message speed rate for players. These Plugin Parameters allow you to add that option to the Options Menu as well.

---

Text Speed Option Settings

 Add Option?:
 - Add the 'Text Speed' option to the Options menu?
 Adjust Window Height:
 - Automatically adjust the options window height?
 Option Name:
 - Command name of the option.
 Default Value:
 - 1 - 10, slowest to fastest.
 - 11 is instant value.
 Instant Speed:
 - Text to show "instant" text.

---

Word Wrap Settings

Word wrap is a property that will cause any overflowing text to wrap around and move into the next line. This property can only be enabled inside text that accept text codes, such as the Message Window and Help Window. However, word wrap is disabled for the Choice Window due to the nature of the Choice Window's base properties.

Word wrap can be enabled or disabled in three ways. One is by using the text code <WordWrap> to enable it or </WordWrap> to disable it. The second method is by enabling it with the Plugin Command: 'Message: Properties'. The third method is by enabling it by default with the Plugin Parameters.

---

Enable Word Wrap

 Message Window:
 - Automatically enable Word Wrap for this window?
 Help Window:
 - Automatically enable Word Wrap for this window?

---

Rules

 Link Break -> Space:
 - Convert manually placed (non tagged) line breaks with spaces?
 - Line breaks must be inserted using the 
text code.
 Tight Wrap:
 - If a face graphic is present in a message, word wrap will be tighter.

---


Terms of Use

1. These plugins may be used in free or commercial games provided that they have been acquired through legitimate means at VisuStella.com and/or any other official approved VisuStella sources. Exceptions and special circumstances that may prohibit usage will be listed on VisuStella.com.

2. All of the listed coders found in the Credits section of this plugin must be given credit in your games or credited as a collective under the name: "VisuStella".

3. You may edit the source code to suit your needs, so long as you do not claim the source code belongs to you. VisuStella also does not take responsibility for the plugin if any changes have been made to the plugin's code, nor does VisuStella take responsibility for user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow custom JavaScript code.

4. You may NOT redistribute these plugins nor take code from this plugin to use as your own. These plugins and their code are only to be downloaded from VisuStella.com and other official/approved VisuStella sources. A list of official/approved sources can also be found on VisuStella.com.

5. VisuStella is not responsible for problems found in your game due to unintended usage, incompatibility problems with plugins outside of the VisuStella MZ library, plugin versions that aren't up to date, nor responsible for the proper working of compatibility patches made by any third parties. VisuStella is not responsible for errors caused by any user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow JavaScript code.

6. If a compatibility patch needs to be made through a third party that is unaffiliated with VisuStella that involves using code from the VisuStella MZ library, contact must be made with a member from VisuStella and have it approved. The patch would be placed on VisuStella.com as a free download to the public. Such patches cannot be sold for monetary gain, including commissions, crowdfunding, and/or donations.

7. If this VisuStella MZ plugin is a paid product, all project team members must purchase their own individual copies of the paid product if they are to use it. Usage includes working on related game mechanics, managing related code, and/or using related Plugin Commands and features. Redistribution of the plugin and/or its code to other members of the team is NOT allowed unless they own the plugin itself as that conflicts with Article 4.

8. Any extensions and/or addendums made to this plugin's Terms of Use can be found on VisuStella.com and must be followed.

Terms of Use: Japanese


『VisuStella MZ』利用規約

1. これらのプラグインは、VisuStella.comおよび/または公式に承認されたVisuStellaのソースから合法的な手段で入手したものである限り、フリーゲームや商用ゲームに使用することができます。例外的に使用が禁止される場合については、VisuStella.comの記載をご確認ください。

2. 本プラグインの「クレジット」部分に記載されているすべてのコーダーの名前は、ゲーム内にクレジット表記を行うか、もしくは「VisuStella」という名前の下にまとめて表記する必要があります。

3. ソースコードを自分のものだと主張しない限りは、必要に応じて編集することが可能です。ただしプラグインのコードに変更が加えられた場合、VisuStellaはそのプラグインに対して一切の責任を負いません。高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードについても、VisuStellaは一切の責任を負いません。

4. これらのプラグインやプラグイン内のコードを、「自分のもの」として再配布したり使用したりすることはできません。これらのプラグインとそのコードは、VisuStella.comおよび、その他の公式/承認済みVisuStellaソースからのみダウンロードすることができます。公式/承認済みのソースのリストは、VisuStella.comでご確認いただけます。

5. VisuStellaは、意図しない使用方法による問題、VisuStella MZライブラリ以外のプラグインとの非互換性の問題、プラグインのバージョンが最新でないことによる問題、第三者による互換性パッチが適切に動作していないことなどが原因でゲーム内で発生した問題については、一切の責任を負いません。VisuStellaは、高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードに起因するエラーについても、一切の責任を負いません。

6. VisuStella MZライブラリのコードを使用した互換性パッチをVisuStellaとは関係のない第三者を通じて作成する必要がある場合は、まずVisuStellaのメンバーと連絡を取り、承認を得る必要があります。パッチはVisuStella.comに公開され、誰でも無料でダウンロードすることができるようになります。このようなパッチを、制作発注やクラウドファンディングの対象にしたり、寄付などの金銭的な利益を得るために販売することはできません。

7. このVisuStella MZプラグインが商用製品である場合、プロジェクトチームのすべてのメンバーは、それを使用するため、それぞれ製品を購入しなければなりません。使用方法には、関連するゲームメカニクスの作業、関連するコードの管理、および/または関連するプラグインコマンドや機能の使用、が含まれます。プラグインそのものやそのコードをチームの他のメンバーに再配布することは第4項に抵触するため、そのメンバーがプラグインそのものを所有していない限りは許可されません。

8. このプラグインの利用規約の追加項目や補足については、VisuStella.comに掲載されていますので、それを参照し従ってください。

Credits

If you are using this plugin, credit the following people in your game:

Team VisuStella

Changelog

  • Version 1.00
    • Plugin released!

Help File