Random Dungeon Maps VisuStella MZ

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Contents

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System

This is a plugin created for RPG Maker MZ.

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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

RPG Maker MZ's random "Genderate Dungeon" feature is pretty barebones and doesn't give you a means of generating dungeons in-game. This plugin seeks to remedy those problems by giving you, the game dev, full control over the way the randomized dungeon looks through cell maps, utilizes a better random dungeon layout algorithm, and generates them during gameplay allowing for a potential roguelike experience.

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

  • Generates randomized dungeon map layouts in-game by using cell maps to stitch them together.
  • Randomized dungeon maps can use the settings you set for it, allowing you to change up the randomization style.
  • Setting up can be easily done with the plugin's built-in Cell Map Generation Assistant to give you one of each type of cell map needed for random dungeon map generation.
  • Randomized named dungeon maps can be saved for that game to let the player return to them at a later point.
  • Create switch restrictions for random dungeon cells that only appear when the conditions have been met.
  • Create random dungeon cells that only appear on certain floors, multiples of certain numbers, or floors that end in specific numbers.
  • Make some random dungeon cells unique so that only one of those cells will appear per floor. You can also give it priority so that it has to appear if possible.
  • For named dungeons, a floor system is designed to let you quickly descend and/or ascend to different floor levels with ease.
  • Control how events spawn and are positioned in the generated maps through use of various notetags.
  • Employ restrictions on event spawn positions so that they only spawn on certain cells, relative to the player, or away from the player.
  • Pair up events so that they have to spawn within the same cells as other specific events or in different cells away from those events.
  • Apply floor restrictions to certain events so that they can only appear on specific floors, floors that are multiples of specific numbers, or any floor that ends in specific numbers.


Requirements

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


Tier 2

This plugin is a Tier 2 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

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

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Map ID

The game is relatively unchanged for the most part. However, there are small modifications to the map properties when inside of Random Dungeon Map. The Map ID will no longer be a number, but instead, a text string consisting of the map's key name and floor. Be wary of this if you ever use the Map ID number for any reason and use it to compare to other numbers.

Likewise, because of this, self switches will also utilize the text string name of the Map ID to grab and store data with. If you are referencing exact self switch data, you will need to keep this in mind.

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Instructions - Quick Start (Plugin Assisted)

Here are some instructions to get yourself started quickly on using the Random Dungeon Maps plugin with the aid of the plugin's Cell Map Generation Assistant feature.

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Step 1: Create the Cell Container Map

  1. Create a new map (or use an old one if you know what you're doing).
  2. This map will contain the Individual Cell Maps used for this dungeon.
  3. Remember this Cell Container Map's ID for later.

The Cell Container Map is the foundation map that determines which map cells are used when generating Random Dungeon Maps.

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Step 2: Make a Plugin Command on a Regular Map

  1. Go to a regular map and create a new event or use an existing one.
  2. Add in the Plugin Command: "Random Map: Create & Go (Arrival Point)"
  3. Insert the Cell Container Map's ID in the respective field.

This Plugin Command is normally used to send the player to a randomly generated dungeon map. However, since there are no cell maps found in the container map, a different occurrance will appear instead:

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Step 3: Play test to Utilize the Cell Map Generation Assistant.

  1. Find the event you made with the Plugin Command.
  2. Talk to it to activate the Cell Map Generation Assistant.
  3. A pop up message will show up telling you which Cell types you are missing and will ask if you if you want the plugin to generate them for your game project. Click "OK" to accept. Otherwise, "Cancel" will have it not do so.
  4. Another pop up message will appear telling you that Cell Map creation will begin shortly and may take a little bit of time.
  5. A third pop up message appears to tell you the creation of these map files have been completed and only basic maps were made.
  6. A last pop up message will appear to tell you the game client will be closing down and that the game project needs to be refreshed.

This pop up system is the Cell Map Generation Assistant. It will generate very basic versions of all the cell map types the container map is missing. These maps will be 17x13 in size and will use tileset 4. The 9 tiles in the middle of each cell map will be marked with Region 1 as it is the default spawn region. As these maps are extremely basic in nature, you will still need to go back and edit them to make them appear the way you want.

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Step 4: Accept RPG Maker MZ's proposal to reload.

  1. RPG Maker MZ will generate a pop up message saying "Project data has been modified externally. Do you want to reload?"
  2. Click "Yes" button.
  3. You will now notice that your Cell Container Map will have new maps added to it such as <Cell: ◌>, <Cell: ↓>, <Cell: ←>, etc.
  4. The symbol versions are used for these for more visual clarity on which sides of the map should contain exits in case certain users aren't used to Cardinal, Direction, or Numpad format.
  5. Hooray! The cell maps been generated successfully into your game project!

RPG Maker MZ will reload the game project and you can now see the newly added maps. As mentioned in the previous step, these maps are extremely basic and will need your attention in editing them to appear the way you want them to appear.

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Step 5: Play test! Try Out Your Random Dungeon Map!

  1. Find the event you made with the Plugin Command.
  2. Use it to transfer the player into a generated Random Dungeon Map!
  3. Hooray! It works and it's fully operational!
  4. If anything looks off, go through the steps again and make sure everything you did was right.

Go back to Play Test and revisit the event with the Plugin Command. Instead of being met with the Cell Map Generation Assistant, your player character will be sent to a randomized dungeon instead. Congratulations! From here, edit the cell maps as needed. Be sure to read the rest of the Help File for more information.

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Instructions - Quick Start (Manual)

Here are some instructions to get yourself started quickly on using the Random Dungeon Maps plugin in a manual format.

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Step 1: Create the Cell Container Map

  1. Create a new map (or use an old one if you know what you're doing).
  2. This map will contain the Individual Cell Maps used for this dungeon.
  3. Remember this Cell Container Map's ID for later.

The Cell Container Map is the foundation map that determines which map cells are used when generating Random Dungeon Maps.

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Step 2: Create 16 Individual Cell Maps

  • Create 16 different maps under the Cell Container Map as its children.
  • The container map will need a map of each Individual Cell Map type:
   Pick a type column. Each of those cells in that column need to be present
   as a child map to the Container Map.

   Cardinal        Direction        Numpad         Symbol

   <Cell: X>       <Cell: Z>        <Cell: 0>      <Cell: ◌>
   <Cell: S>       <Cell: D>        <Cell: 2>      <Cell: ↓>
   <Cell: W>       <Cell: L>        <Cell: 4>      <Cell: →>
   <Cell: E>       <Cell: R>        <Cell: 6>      <Cell: ←>
   <Cell: N>       <Cell: U>        <Cell: 8>      <Cell: ↑>
   <Cell: SW>      <Cell: DL>       <Cell: 24>     <Cell: ↓←>
   <Cell: SE>      <Cell: DR>       <Cell: 26>     <Cell: ↓→>
   <Cell: SN>      <Cell: DU>       <Cell: 28>     <Cell: ↓↑>
   <Cell: WE>      <Cell: LR>       <Cell: 46>     <Cell: ←→>
   <Cell: WN>      <Cell: LU>       <Cell: 48>     <Cell: ←↑>
   <Cell: EN>      <Cell: RU>       <Cell: 68>     <Cell: →↑>
   <Cell: SWE>     <Cell: DLR>      <Cell: 246>    <Cell: ↓←→>
   <Cell: SWN>     <Cell: DLU>      <Cell: 248>    <Cell: ↓←↑>
   <Cell: SEN>     <Cell: DRU>      <Cell: 268>    <Cell: ↓→↑>
   <Cell: WEN>     <Cell: LRU>      <Cell: 468>    <Cell: ←→↑>
   <Cell: SWEN>    <Cell: DLRU>     <Cell: 2468>   <Cell: ↓←→↑>
  • Each of the Individual Cell Maps should have the same width and height.
  • Each of the Individual Cell Maps should have the same tileset.

These are all of the potential exit point combinations that can be used for Individual Cell Maps. Therefore, one of each combination has to be present for the Cell Container Map in order to properly create a Random Dungeon Map.

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Step 3: Draw Tiles For the Individual Cell Maps

  1. For each of the 16 different Individual Cell Maps located under the Cell Container Map as its children, draw the tiles for each.
  2. The title tags determine where the exits should go. <Cell: S> means the cell map should have an exit touching the south border of the map.

Individual Cell Maps are used as references when creating the Random Dungeon Maps. Their tile data will be copied over when the Random Dungeon Map is being created by the plugin.

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Step 4: Mark regions with the Individual Cell Maps

  1. Based on the Plugin Parameters, Region 1 is used to mark tiles for any potential arrival points for the player.
  2. This means that the player can spawn on any tile that is marked as Region 1 (or whatever is set in the Plugin Parameters).
  3. Go through the cell maps with exits and mark the tiles where you can allow the player to spawn in them with Region 1 (or whatever is set in the Plugin Parameters).
  4. Do not do this for any maps with zero exits.

When using the "Arrival Point" option to transfer the player, the player will randomly pick a tile marked by Region 1 (or whatever is set in the Plugin Parameters) and transfer to that tile.

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Step 5: Add Events to Cell Container Map

  1. Let's create the following event types on the Cell Container Map:
Event 1: Exit Event
- Name: Exit
- Notetag: <Spawn on Player>
- Event Commands: Transfer the player to a regular map outside of the
  Random Dungeon Map.
- Game Purpose: Gives the player a way to exit out of the Random Dungeon Map
  if they ever get stuck or just want to go back.
Event 2: Merchant Event
- Name: Merchant
- Notetag: <Spawn Region: 1>
- Event Commands: Opens up a shop containing items.
- Game Purpose: Lets the player buy items inside of the Random Dungeon Map.
Event 3: Spawned Enemy Events
- Name: Enemy
- Notetag: <Spawn Region: 1> <Not Cell With Player> <Spawn Chance: 50%>
- Event Commands: Starts a battle.
- Game Purpose: Populates the Random Dungeon Map with enemies (if you don't
  want to use random encounters) and makes them have a random chance of
  spawning throughout the various cells.
- Make multiple of these events if you so wish.
Event 4: Spawned Treasure Events
- Name: Treasure
- Notetag: <Spawn Region: 1> <Not Cell With Event: Enemy>
- Event Commands: Gives the player items.
- Game Purpose: Populates the Random Dungeon Map with goodies and makes them
  have a random chance of spawning throughout the various cells.
- Make multiple of these events if you so wish.
Event 5: Goal Event
- Notetag: <Spawn Region: 1> <Not Cell With Event: Exit>
- Event Command: A Plugin Command that leads to a goal map.
- Game Purpose: Gives a sense of purpose on where the player needs to go.

These events will be spawned throughout the Region 1 tiles (or whichever Regions you want to use) when the Random Dungeon Map is created.

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Optional Step: Add Events to Individual Cell Maps

  • Go to the Individual Cell Maps and add events there like lights on the wall or campfires on the ground.

Events found inside the Individual Cell Maps will be copied into their relative positions on where they are in the Random Dungeon Map.

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Step 6: Make a Plugin Command on a Regular Map

  1. Go to a regular map and create a new event or use an existing one.
  2. Add in the Plugin Command: "Random Map: Create & Go (Arrival Point)"
  3. Insert the Cell Container Map's ID in the respective field.

This Plugin Command is used to send the player to a randomly generated dungeon map made using cell maps found in the container map.

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Step 7: Play test! Try Out Your Random Dungeon Map!

  1. Find the event you made with the Plugin Command.
  2. Use it to transfer the player into a generated Random Dungeon Map!
  3. Hooray! It works and it's fully operational!
  4. If anything looks off, go through the steps again and make sure everything you did was right.

Congratulations! It's a lot of work but you did it! Be sure to read the rest of the Help File for more information.

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Cell Container Map Rules

There are certain rules that the Container Maps have when they are used for the creation of a Random Dungeon Map.

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Cell Container Maps are Plugin Command targets.

A Cell Container Map is the Map ID target of the Plugin Commands used for this plugin. When the "Random Map" or "Named Map" plugins create a map from scratch, the Cell Container Map is the one selected. Selecting any other maps will not work for Random Dungeon Map creation.

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Cell Container Maps contains its Cell Maps as children maps.

A Cell Container Map will show up in the RPG Maker MZ editor as the parent map of the Individual Cell Maps used for Random Dungeon Map creation. This is how the plugin determines if an Individual Cell Map is tied to a specific Cell Container Map during Random Dungeon Map creation.

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Cell Container Maps must have one of each exit Individual Cell Map.

There are 16 cell exit combinations, and at least one of each combination must be made into a cell for the Cell Container Map to be valid.

Pick a type column. Each of those cells in that column need to be present as a child map to the Container Map. Any duplicates will be counted as cell variations when used to create the Random Dungeon Map.

   Cardinal        Direction        Numpad         Symbol

   <Cell: X>       <Cell: Z>        <Cell: 0>      <Cell: ◌>
   <Cell: S>       <Cell: D>        <Cell: 2>      <Cell: ↓>
   <Cell: W>       <Cell: L>        <Cell: 4>      <Cell: →>
   <Cell: E>       <Cell: R>        <Cell: 6>      <Cell: ←>
   <Cell: N>       <Cell: U>        <Cell: 8>      <Cell: ↑>
   <Cell: SW>      <Cell: DL>       <Cell: 24>     <Cell: ↓←>
   <Cell: SE>      <Cell: DR>       <Cell: 26>     <Cell: ↓→>
   <Cell: SN>      <Cell: DU>       <Cell: 28>     <Cell: ↓↑>
   <Cell: WE>      <Cell: LR>       <Cell: 46>     <Cell: ←→>
   <Cell: WN>      <Cell: LU>       <Cell: 48>     <Cell: ←↑>
   <Cell: EN>      <Cell: RU>       <Cell: 68>     <Cell: →↑>
   <Cell: SWE>     <Cell: DLR>      <Cell: 246>    <Cell: ↓←→>
   <Cell: SWN>     <Cell: DLU>      <Cell: 248>    <Cell: ↓←↑>
   <Cell: SEN>     <Cell: DRU>      <Cell: 268>    <Cell: ↓→↑>
   <Cell: WEN>     <Cell: LRU>      <Cell: 468>    <Cell: ←→↑>
   <Cell: SWEN>    <Cell: DLRU>     <Cell: 2468>   <Cell: ↓←→↑>

Cell maps with switch conditions, floor conditions, or unique flags will NOT count towards the requirement. If you have a cell map with <Cell: S> and it has <Unique> attached to it, you will need to have a <Cell: S> map without the <Unique> or any of the switch or floor condition tags.

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Cell Container Map Properties Carried Over

The following are the map properties that are carried over with the Cell Container Map:

  - Display Name
  - Encounter Steps
  - Encounter List
  - Autoplay BGM
  - Autoplay BGS
  - Specify Battleback
  - Disable Dashing
  - Parallax Background
  - Notes and Notetags

The following properties are NOT carried over with the Cell Container Map:

  - Tileset
  - Width
  - Height

The tileset, width, and height will be determined by the first cell with a south exit. The South Exit Cell with the lowest ID will determine the tileset used, the width (multiplied by the number of horizontal cells), and the height (multiplied by the number of vertical cells).

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Cell Container Map Events are Spawned First

When creating the Cell Container Map, the events found there are spawned first before the Individual Cell Maps. This means that the events have their exact event ID's found in the Cell Container Map.

Any events that don't meet the requirements of being spawned due to conditional tags will be changed to "null" events and not appear, but will still be "present" in order to maintain the event ID structure.

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Cell Container Map Events Require Location Notetags

Events on the Cell Container Map require the assistance of notetags to help determine where they will spawn at.

The <Spawn Region: x> notetag determines which tiles marked by region 'x' they can spawn on. If there are multiple tiles marked by the region, the event will pick a random tile marked by that region to spawn on.

The <Spawn on Player> notetag will not require regions but instead, will spawn exactly where the player's initial arrival point is.

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Individual Cell Map Rules

There are certain rules that the Individual Cell Maps have when they are used for the creation of a Random Dungeon Map.

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Individual Cell Maps can have Child Maps

The child maps of an Individual Cell Map will be counted as a part of the Cell Container Map's available options when making the cells for random dungeon map creation.

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The First South Exit Individual Cell Map is Important

The first available South Exit Individual Cell Map will be marked with the <Cell: S> name tag (or <Cell: 2> or <Cell: D> if you choose to use those).

The first available South Exit Individual Cell Map is more important than the others because it also contains the information to determine the rest of the way the dungeon is formed.

Here are the properties that the first available South Exit Individual Cell Map will bring to the table:

  - Tileset
  - Width
  - Height

Whatever tileset the first South Exit Individual Cell Map uses will be the tileset that the generated Random Dungeon Map will use. The reason why we picked this instead of the Cell Container Map is because you actually have to place tiles on the cell map in order to reduce user error and to make sure that the tileset you want to use for the map matches the cell.

The width and height of the first South Exit Individual Cell Map will determine the width and height standard of all other cell maps used. If any of the other Individual Cell Maps don't have matching width/height, then visual errors are bound to occur. Make sure their dimensions match the first South Exit Individual Cell Map.

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Individual Cell Map Events are Spawned After

Where the Cell Container Map's events are spawned first, the Individual Cell Map Events are spawned after. The order they spawn in will go in the order of cells from left to right, then up to down. When all of the events in one cell are carried over (the ones that meet the conditions of spawning) then the events in the next cell will be spawned.

The order the events spawn in an Individual Cell Map will depend on their ID in the Individual Cell Map itself. The ID of a spawned event from an Individual Cell Map will continue from where the current events on the map have left off, either from the Cell Container Map's events itself or another Individual Cell Map.

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Individual Cell Map Events have Relative Location

The location of the events do not require events. Instead, they spawn into their relative location of the Individual Cell Map. If an event is located on 5 across, 5 down on the Individual Cell Map, then its location on the created Random Dungeon Map will also be located 5 across and 5 down from where the Individual Cell Map starts.

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Individual Cell Map Events Will Duplicate

If multiple copies of an Individual Cell Map are used on the random dungeon map, then multiple copies of that cell map's events will also spawn onto the Random Dungeon Map. Create your events with this in mind.

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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.

Template:VisuMZ InsertPluginName Notetags


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:

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Template:VisuMZ InsertPluginName Plugin Commands


Plugin Parameters

General Settings

These are the general settings for this plugin.

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Dungeon Creation

 Arrival Region(s):
 - These regions determine initial player arrival spawn point tiles.
 - If a genenrated map does not have a tile marked with an Arrival Region,
   it is considered an illegal map.
 Upper Cell Limit:
 - What is the max number of cells on creation?
 - Don't go too high with this number.
 - Recommended number is 10.

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Floor Text

 Upper Floor Format:
 - How are positive floors displayed?
 - Replaces <Floor> in the Map's Display Name.
 - %1 - Floor Number (Absolute)
 Lower Floor Format:
 - How are negative floors displayed?
 - Replaces <Floor> in the Map's Display Name.
 - %1 - Floor Number (Absolute)
 Text Floor Format:
 - How floors are displayed if they use strings/text.
 - Replaces <Floor> in the Map's Display Name.
 - %1 - Floor String/Text

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Optional Settings

These are the default optional settings when used to generate Random Dungeon Maps if no specific optional settings are used for the individual Plugin Command event commands.

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Algorithm

 Empty Cell Modifier:
 - Low - Less Empty; High - More Empty
 - Low - More Full; High - Less Full
 Linear Modifier:
 - Low - Less Linear; High - More Linear
 - Low - More Turns; High - Less Turns
 Loop Modifier:
 - Low - Less Looping; High - More Looping
 - Low - More Dead Ends; High - Less Dead Ends
 Remove Padding:
 - If the dungeon map has padding, make a border of empty cells around it.

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Player

 Arrival Direction:
 - Which direction do you want the player to face when arriving?
 Arrival Region(s):
 - These regions determine initial arrival spawn point tiles.
 - Overrides Plugin Parameters > General Settings' version.
 - If a genenrated map does not have a tile marked with an Arrival Region,
   it is considered an illegal map.
 Arrival Spawn Cell X:
 - Determines which cells are valid when the player first arrives on
   the map.
   - Anywhere - Any column is valid
   -
   - Left - Any cell in the left-most column of the map
   - Center - Any cell in the center column of the map
   - Right - Any cell in the right-most column of the map
   -
   - Left Half - Any cell in the left-half of the map
   - Right Half - Any cell in the right-half of the map
   -
   - Inner - Any cell not the left-most or right-most column of the map
   - Outer - Any cell in the left-most or right-most column of the map
 Arrival Spawn Cell Y:
 - Determines which cells are valid when the player first arrives on
   the map.
   - Anywhere - Any row is valid
   -
   - Top - Any cell in the top-most row of the map
   - Middle - Any cell in the middle row of the map
   - Bottom - Any cell in the bottom-most row of the map
   -
   - Top Half - Any cell in the top-half of the map
   - Bottom Half - Any cell in the bottom-half of the map
   -
   - Inner - Any cell not the top-most or bottom-most row of the map
   - Outer - Any cell in the top-most or bottom-most row of the map
 Transfer Fade Style:
 - What fade style do you want when transferring the player to the
   generated random map?

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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 Official Release Date: September 25, 2023

  • Finished Plugin!


See Also

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End of Helpfile