Skill Learn System VisuStella MZ
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
Contents
- 1 Download
- 2 System
- 3 VisuStella MZ
- 4 Introduction
- 5 Requirements
- 6 Extra Features
- 7 Notetags
- 7.1 Ability Points-Related Notetags
- 7.2 Skill Points-Related Notetags
- 7.3 Learnable Skills-Related Notetags
- 7.4 Skill Learn Cost-Related Notetags
- 7.5 JavaScript Notetags: Skill Costs
- 7.6 Show Condition-Related Notetags
- 7.7 JavaScript Notetags: Show Conditions
- 7.8 Require Condition-Related Notetags
- 7.9 JavaScript Notetags: Requirement Conditions
- 7.10 Animation-Related Notetags
- 7.11 JavaScript Notetags: On Learning Conditions
- 8 Plugin Commands
- 9 Plugin Parameters
- 10 Terms of Use
- 11 Credits
- 12 Changelog
- 13 See Also
- 14 End of File
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VisuStella MZThis plugin is a part of the VisuStella MZ Plugin Library. Click here if you want to help support VisuStella on Patreon. IntroductionThis plugin lets your game's actors have an alternative way of learning skills aside from leveling up. Instead, they can learn skills through the in-game skill menu, where they can trade gold, items, or the brand new resources made available by this plugin: Ability Points and/or Skill Points. Ability Points and Skill Points are new resources provided by this plugin that can be acquired in a variety of ways, of which, you can set through its mechanical settings in the Plugin Parameters. These can be through leveling up, performing actions, and/or defeating enemies. When learning skills through this plugin's in-game system, skills can have a variety of costs and requirements. These requirements can come in the form of needing to be at a certain level, having specific skills learned, and/or having certain switches on. Features include all (but not limited to) the following:
RequirementsThis plugin is made for RPG Maker MZ. This will not work in other iterations of RPG Maker.
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.
Extra FeaturesThere are some extra features found if other VisuStella MZ plugins are found present in the Plugin Manager list. --- Battle TestWhen doing a battle test through the database, all of an actor's learnable skills through the Skill Learn System's notetags will become available for the test battle to reduce the need to manually add them. --- Victory Aftermath VisuStella MZIf VisuStella MZ's Victory Aftermath plugin is installed, the amount of Skill Points and Ability Points earned can be visibly shown in the rewards window. --- 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.
--- Ability Points-Related Notetags--- <Starting AP: x> - Used for: Actor Notetags - Determines the amount of Ability Points the actor starts with in his/her starting class. - Replace 'x' with a numeric value representing the amount of Ability Points to start out with. --- <Class id Starting AP: x> <Class name Starting AP: x> - Used for: Actor Notetags - Determines the amount of Ability Points the actor starts with in a specific class if Ability Points aren't shared across all classes. - Replace 'x' with a numeric value representing the amount of Ability Points to start out with. - Replace 'id' with the ID of the class to set starting Ability Points for. - Replace 'name' with the name of the class to set starting Ability Points for. --- <AP Gain: x> <User AP Gain: x> - Used for: Skill, Item Notetags - When this skill/item is used in battle, the user will acquire 'x' amount of Ability Points. - Replace 'x' with a number representing the amount of Ability Points for the user to earn upon usage. - This effect will trigger each time per "hit". - This effect will take over the "Per Action Hit" Ability Points gain from the Plugin Parameters. --- <Target AP Gain: x> - Used for: Skill, Item Notetags - When this skill/item is used in battle, the target will acquire 'x' amount of Ability Points. - Replace 'x' with a number representing the amount of Ability Points for the target to earn upon usage. - This effect will trigger each time per "hit". --- <AP: x> - Used for: Enemy Notetags - Determines the amount of Ability Points the enemy will give the player's party upon being defeated. - Replace 'x' with a number representing the amount of Ability Points to grant the player's party each. - This effect will take over the "Per Enemy" Ability Points gain from the Plugin Parameters. --- <AP Rate: x%> - Used for: Actor, Class, Weapon, Armor, State Notetags - Increases the amount of Ability Points the affected battler will gain by a percentile value. - Replace 'x' with a percentage number representing the amount of Ability Points that will be acquired. - This stacks multiplicatively with each other. - This does not apply when Ability Points are directly added, lost, or set. --- Skill Points-Related Notetags--- <Starting SP: x> - Used for: Actor Notetags - Determines the amount of Skill Points the actor starts with in his/her starting class. - Replace 'x' with a numeric value representing the amount of Skill Points to start out with. --- <Class id Starting SP: x> <Class name Starting SP: x> - Used for: Actor Notetags - Determines the amount of Skill Points the actor starts with in a specific class if Skill Points aren't shared across all classes. - Replace 'x' with a numeric value representing the amount of Skill Points to start out with. - Replace 'id' with the ID of the class to set starting Skill Points for. - Replace 'name' with the name of the class to set starting Skill Points for. --- <SP Gain: x> <User SP Gain: x> - Used for: Skill, Item Notetags - When this skill/item is used in battle, the user will acquire 'x' amount of Skill Points. - Replace 'x' with a number representing the amount of Skill Points for the user to earn upon usage. - This effect will trigger each time per "hit". - This effect will take over the "Per Action Hit" Skill Points gain from the Plugin Parameters. --- <Target SP Gain: x> - Used for: Skill, Item Notetags - When this skill/item is used in battle, the target will acquire 'x' amount of Skill Points. - Replace 'x' with a number representing the amount of Skill Points for the target to earn upon usage. - This effect will trigger each time per "hit". --- <SP: x> - Used for: Enemy Notetags - Determines the amount of Skill Points the enemy will give the player's party upon being defeated. - Replace 'x' with a number representing the amount of Skill Points to grant the player's party each. - This effect will take over the "Per Enemy" Skill Points gain from the Plugin Parameters. --- <SP Rate: x%> - Used for: Actor, Class, Weapon, Armor, State Notetags - Increases the amount of Skill Points the affected battler will gain by a percentile value. - Replace 'x' with a percentage number representing the amount of Skill Points that will be acquired. - This stacks multiplicatively with each other. - This does not apply when Skill Points are directly added, lost, or set. --- Learnable Skills-Related Notetags--- <Learn Skill: id> <Learn Skills: id, id, id> <Learn Skill: name> <Learn Skills: name, name, name> - Used for: Class Notetags - Determines what skills the class can learn through the Skill Learn System. - Replace 'id' with a number representing the ID of the skill that can be learned through the Skill Learn System menu. - Replace 'name' with the name of the skill that can be learned through the Skill Learn System menu. - Multiple entries are permited. --- <Learn Skills> id id id name name name </Learn Skills> - Used for: Class - Determines what skills the class can learn through the Skill Learn System. - Replace 'id' with a number representing the ID of the skill that can be learned through the Skill Learn System menu. - Replace 'name' with the name of the skill that can be learned through the Skill Learn System menu. - Multiple middle entries are permited. --- Skill Learn Cost-Related Notetags--- <Learn AP Cost: x> - Used for: Skill Notetags - Determines the Ability Point cost needed for an actor to learn the skill through the Skill Learn System. - Replace 'x' with a number representing the amount of Ability Points needed to learn this skill. - If this notetag is not used, then the Ability Point cost will default to the value found in the settings. --- <Learn CP Cost: x> - Used for: Skill Notetags - Requires VisuMZ_2_ClassChangeSystem - Determines the Class Point cost needed for an actor to learn the skill through the Skill Learn System. - Replace 'x' with a number representing the amount of Skill Points needed to learn this skill. - If this notetag is not used, then the Skill Point cost will default to the value found in the settings. --- <Learn JP Cost: x> - Used for: Skill Notetags - Requires VisuMZ_2_ClassChangeSystem - Determines the Job Point cost needed for an actor to learn the skill through the Skill Learn System. - Replace 'x' with a number representing the amount of Skill Points needed to learn this skill. - If this notetag is not used, then the Skill Point cost will default to the value found in the settings. --- <Learn SP Cost: x> - Used for: Skill Notetags - Determines the Skill Point cost needed for an actor to learn the skill through the Skill Learn System. - Replace 'x' with a number representing the amount of Skill Points needed to learn this skill. - If this notetag is not used, then the Skill Point cost will default to the value found in the settings. --- <Learn Item id Cost: x> <Learn Item name Cost: x> - Used for: Skill Notetags - Determines the items needed to be consumed for an actor to learn the skill through the Skill Learn System. - Replace 'id' with a number representing the ID of the item needed to be consumed. - Replace 'name' with the name of the item needed to be consumed. - Replace 'x' with a number representing the amount of the item needed to learn this skill. - You may insert multiple copies of this notetag. --- <Learn Weapon id Cost: x> <Learn Weapon name Cost: x> - Used for: Skill Notetags - Determines the weapons needed to be consumed for an actor to learn the skill through the Skill Learn System. - Replace 'id' with a number representing the ID of the weapon needed to be consumed. - Replace 'name' with the name of the weapon needed to be consumed. - Replace 'x' with a number representing the amount of the weapon needed to learn this skill. - You may insert multiple copies of this notetag. --- <Learn Armor id Cost: x> <Learn Armor name Cost: x> - Used for: Skill Notetags - Determines the armors needed to be consumed for an actor to learn the skill through the Skill Learn System. - Replace 'id' with a number representing the ID of the armor needed to be consumed. - Replace 'name' with the name of the armor needed to be consumed. - Replace 'x' with a number representing the amount of the armor needed to learn this skill. - You may insert multiple copies of this notetag. --- <Learn Gold Cost: x> - Used for: Skill Notetags - Determines the gold cost needed for an actor to learn the skill through the Skill Learn System. - Replace 'x' with a number representing the amount of gold needed to learn this skill. - If this notetag is not used, then the gold cost will default to the value found in the settings. --- <Learn Skill Costs> AP: x SP: x Item id: x Item name: x Weapon id: x Weapon name: x Armor id: x Armor name: x Gold: x </Learn Skill Costs> - Used for: Skill Notetags - Determines a group of resources needed for an actor to learn the skill through the Skill Learn System. - Replace 'id' with the ID's of items, weapons, armors to be consumed. - Replace 'name' with the names of items, weapons, armors to be consumed. - Replace 'x' with the quantities of the designated resource to be consumed. - Insert multiple entries of items, weapons, and armors inside the notetags to add more resource entries. --- JavaScript Notetags: Skill CostsThe following are notetags made for users with JavaScript knowledge to create dynamic Ability Point and Skill Point costs. --- <JS Learn AP Cost> code code cost = code; </JS Learn AP Cost> - Used for: Skill Notetags - Replace 'code' with JavaScript code to create dynamically calculated cost for the required Ability Points in order to learn this skill. - The 'cost' variable will be returned to determine the finalized Ability Points cost to learn this skill. - The 'user' variable can be used to reference the actor who will be learning the skill. - The 'skill' variable can be used to reference the skill that will be learned by the actor. - If the <Learn AP Cost: x> is present, this notetag will be ignored. --- <JS Learn CP Cost> code code cost = code; </JS Learn CP Cost> - Used for: Skill Notetags - Requires VisuMZ_2_ClassChangeSystem - Replace 'code' with JavaScript code to create dynamically calculated cost for the required Class Points in order to learn this skill. - The 'cost' variable will be returned to determine the finalized Skill Points cost to learn this skill. - The 'user' variable can be used to reference the actor who will be learning the skill. - The 'skill' variable can be used to reference the skill that will be learned by the actor. - If the <Learn CP Cost: x> is present, this notetag will be ignored. --- <JS Learn JP Cost> code code cost = code; </JS Learn JP Cost> - Used for: Skill Notetags - Requires VisuMZ_2_ClassChangeSystem - Replace 'code' with JavaScript code to create dynamically calculated cost for the required Job Points in order to learn this skill. - The 'cost' variable will be returned to determine the finalized Skill Points cost to learn this skill. - The 'user' variable can be used to reference the actor who will be learning the skill. - The 'skill' variable can be used to reference the skill that will be learned by the actor. - If the <Learn JP Cost: x> is present, this notetag will be ignored. --- <JS Learn SP Cost> code code cost = code; </JS Learn SP Cost> - Used for: Skill Notetags - Replace 'code' with JavaScript code to create dynamically calculated cost for the required Skill Points in order to learn this skill. - The 'cost' variable will be returned to determine the finalized Skill Points cost to learn this skill. - The 'user' variable can be used to reference the actor who will be learning the skill. - The 'skill' variable can be used to reference the skill that will be learned by the actor. - If the <Learn SP Cost: x> is present, this notetag will be ignored. --- Show Condition-Related Notetags--- <Learn Show Level: x> - Used for: Skill Notetags - Actors must be at least the required level in order for the skill to even appear visibly in the Skill Learn System menu. - Replace 'x' with a number representing the required level for the actor in order for the skill to visibly appear. --- <Learn Show Skill: id> <Learn Show Skill: name> <Learn Show All Skills: id, id, id> <Learn Show All Skills: name, name, name> <Learn Show Any Skills: id, id, id> <Learn Show Any Skills: name, name, name> - Used for: Skill Notetags - The actor must have already learned the above skills in order for the learnable skill to appear visibly in the Skill Learn System menu. - Replace 'id' with a number representing the ID of the skill required to be known by the actor in order to appear visibly in the menu. - Replace 'name' with the name of the skill required to be known by the actor in order to appear visibly in the menu. - The 'All' notetag variant requires all of the listed skills to be known before the learnable skill will appear visibly in the menu. - The 'Any' notetag variant requires any of the listed skills to be known before the learnable skill will appear visibly in the menu. --- <Learn Show Switch: x> <Learn Show All Switches: x, x, x> <Learn Show Any Switches: x, x, x> - Used for: Skill Notetags - The switches must be in the ON position in order for the learnable skill to appear visibly in the Skill Learn System menu. - Replace 'x' with a number representing the ID of the switch required to be in the ON position in order to appear visibly in the menu. - The 'All' notetag variant requires all of the switches to be in the ON position before the learnable skill will appear visibly in the menu. - The 'Any' notetag variant requires any of the switches to be in the ON position before the learnable skill will appear visibly in the menu. --- JavaScript Notetags: Show ConditionsThe following are notetags made for users with JavaScript knowledge to create dynamic determined show conditions. --- <JS Learn Show> code code visible = code; </JS Learn Show> - Used for: Skill Notetags - Replace 'code' with JavaScript code to determine if the skill will be visibly shown in the Skill Learn System menu. - The 'visible' variable must result in a 'true' or 'false' value to determine if the skill will be visible. - The 'user' variable can be used to reference the actor who will be learning the skill. - The 'skill' variable can be used to reference the skill that will be learned by the actor. - Any other show conditions must be met, too. --- <JS Learn Show List Text> code code text = code; </JS Learn Show List Text> - Used for: Skill Notetags - Replace 'code' with JavaScript code to create custom text that will be displayed when the skill is shown in the Skill Learn System skill list. - The 'text' variable will determine the text to be shown if it is a string. - The 'user' variable can be used to reference the actor who will be learning the skill. - The 'skill' variable can be used to reference the skill that will be learned by the actor. --- <JS Learn Show Detail Text> code code text = code; </JS Learn Show Detail Text> - Used for: Skill Notetags - Replace 'code' with JavaScript code to create custom text that will be displayed when the skill is selected and the Detailed Skill Learn System resource cost window is opened. - The 'text' variable will determine the text to be shown if it is a string. - The 'user' variable can be used to reference the actor who will be learning the skill. - The 'skill' variable can be used to reference the skill that will be learned by the actor. --- Require Condition-Related Notetags--- <Learn Require Level: x> - Used for: Skill Notetags - Actors must be at least the required level in order for the skill to be enabled in the Skill Learn System menu. - Replace 'x' with a number representing the required level for the actor in order for the skill to visibly appear. --- <Learn Require Skill: id> <Learn Require Skill: name> <Learn Require All Skills: id, id, id> <Learn Require All Skills: name, name, name> <Learn Require Any Skills: id, id, id> <Learn Require Any Skills: name, name, name> - Used for: Skill Notetags - The actor must have already learned the above skills in order for the learnable skill to be enabled in the Skill Learn System menu. - Replace 'id' with a number representing the ID of the skill required to be known by the actor in order to be enabled in the menu. - Replace 'name' with the name of the skill required to be known by the actor in order to be enabled in the menu. - The 'All' notetag variant requires all of the listed skills to be known before the learnable skill will be enabled in the menu. - The 'Any' notetag variant requires any of the listed skills to be known before the learnable skill will be enabled in the menu. --- <Learn Require Switch: x> <Learn Require All Switches: x, x, x> <Learn Require Any Switches: x, x, x> - Used for: Skill Notetags - The switches must be in the ON position in order for the learnable skill to be enabled in the Skill Learn System menu. - Replace 'x' with a number representing the ID of the switch required to be in the ON position in order to be enabled in the menu. - The 'All' notetag variant requires all of the switches to be in the ON position before the learnable skill will be enabled in the menu. - The 'Any' notetag variant requires any of the switches to be in the ON position before the learnable skill will be enabled in the menu. --- JavaScript Notetags: Requirement ConditionsThe following are notetags made for users with JavaScript knowledge to create dynamic determined learning requirement conditions. --- <JS Learn Requirements> code code enabled = code; </JS Learn Requirements> - Used for: Skill Notetags - Replace 'code' with JavaScript code to determine if the skill will be enabled for learning in the Skill Learn System menu. - The 'enabled' variable must result in a 'true' or 'false' value to determine if the skill will be enabled. - The 'user' variable can be used to reference the actor who will be learning the skill. - The 'skill' variable can be used to reference the skill that will be learned by the actor. - Any other requirement conditions must be met, too. --- <JS Learn Requirements List Text> code code text = code; </JS Learn Requirements List Text> - Used for: Skill Notetags - Replace 'code' with JavaScript code to create custom text that will be displayed when the skill is shown in the Skill Learn System skill list as long as the requirements have to be met. - The 'text' variable will determine the text to be shown if it is a string. - The 'user' variable can be used to reference the actor who will be learning the skill. - The 'skill' variable can be used to reference the skill that will be learned by the actor. --- <JS Learn Requirements Detail Text> code code text = code; </JS Learn Requirements Detail Text> - Used for: Skill Notetags - Replace 'code' with JavaScript code to create custom text that will be displayed when the skill is selected and the Detailed Skill Learn System resource cost window is opened as long as the requirements have to be met. - The 'text' variable will determine the text to be shown if it is a string. - The 'user' variable can be used to reference the actor who will be learning the skill. - The 'skill' variable can be used to reference the skill that will be learned by the actor. --- Animation-Related Notetags--- <Learn Skill Animation: id> <Learn Skill Animation: id, id, id> - Used for: Skill Notetags - Plays the animation(s) when this skill is learned through the Skill Learn System's menu. - This will override the default animation settings found in the plugin parameters and use the unique one set through notetags instead. - Replace 'id' with the ID of the animation you wish to play. - If multiple ID's are found, then each animation will play one by one in the order they are listed. --- <Learn Skill Fade Speed: x> - Used for: Skill Notetags - This determines the speed at which the skill's icon fades in during the skill learning animation. - Replace 'x' with a number value to determine how fast the icon fades in. - Use lower numbers for slower fade speeds and higher numbers for faster fade speeds. --- <Learn Skill Picture: filename> <Picture: filename> - Used for: Skill Notetags - Uses a picture from your project's /img/pictures/ folder instead of the skill's icon during learning instead. - Replace 'filename' with the filename of the image. - Do not include the file extension. - Scaling will not apply to the picture. - Use the <Picture: filename> version for any other plugins that may be using this as an image outside of learning skills, too. - The size used for the image will vary based on your game's resolution. --- JavaScript Notetags: On Learning ConditionsThe following are notetags made for users with JavaScript knowledge to produce special effects when the skill is learned. --- <JS On Learn Skill> code code code </JS On Learn Skill> - Used for: Skill Notetags - Replace 'code' with JavaScript code to perform the desired actions when the skill is learned. - This will apply to any time the skill is learned by an actor, even if it is through natural leveling or through the Skill Learn System menu. - The 'user' variable can be used to reference the actor who will be learning the skill. - The 'skill' variable can be used to reference the skill that will be learned by the actor. --- Plugin CommandsPlugin 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: ---
--- Ability Points Plugin Commands--- Ability Points: Gain - The target actor(s) gains Ability Points. - Gained amounts are affected by Ability Point bonus rates. Actor ID(s): - Select which Actor ID(s) to affect. Class ID(s): - Select which Class ID(s) to gain Ability Points for. - Use "0" for the current class. Ability Points: - Determine how many Ability Points will be gained. - You may use code. --- Ability Points: Add - The target actor(s) receives Ability Points. - Received amounts are NOT affected by Ability Point bonus rates. Actor ID(s): - Select which Actor ID(s) to affect. Class ID(s): - Select which Class ID(s) to receive Ability Points for. - Use "0" for the current class. Ability Points: - Determine how many Ability Points will be added. - You may use code. --- Ability Points: Lose - The target actor(s) loses Ability Points. - Lost amounts are NOT affected by Ability Point bonus rates. Actor ID(s): - Select which Actor ID(s) to affect. Class ID(s): - Select which Class ID(s) to lose Ability Points for. - Use "0" for the current class. Ability Points: - Determine how many Ability Points will be lost. - You may use code. --- Ability Points: Set - Changes the exact Ability Points for the target actor(s). - Changed amounts are NOT affected by Ability Point bonus rates. Actor ID(s): - Select which Actor ID(s) to affect. Class ID(s): - Select which Class ID(s) to change Ability Points for. - Use "0" for the current class. Ability Points: - Determine how many Ability Points will be set exactly to. - You may use code. --- Skill Points Plugin Commands--- Skill Points: Gain - The target actor(s) gains Skill Points. - Gained amounts are affected by Skill Point bonus rates. Actor ID(s): - Select which Actor ID(s) to affect. Class ID(s): - Select which Class ID(s) to gain Skill Points for. - Use "0" for the current class. Skill Points: - Determine how many Skill Points will be gained. - You may use code. --- Skill Points: Add - The target actor(s) receives Skill Points. - Received amounts are NOT affected by Skill Point bonus rates. Actor ID(s): - Select which Actor ID(s) to affect. Class ID(s): - Select which Class ID(s) to receive Skill Points for. - Use "0" for the current class. Skill Points: - Determine how many Skill Points will be added. - You may use code. --- Skill Points: Lose - The target actor(s) loses Skill Points. - Lost amounts are NOT affected by Skill Point bonus rates. Actor ID(s): - Select which Actor ID(s) to affect. Class ID(s): - Select which Class ID(s) to lose Skill Points for. - Use "0" for the current class. Skill Points: - Determine how many Skill Points will be lost. - You may use code. --- Skill Points: Set - Changes the exact Skill Points for the target actor(s). - Changed amounts are NOT affected by Skill Point bonus rates. Actor ID(s): - Select which Actor ID(s) to affect. Class ID(s): - Select which Class ID(s) to change Skill Points for. - Use "0" for the current class. Skill Points: - Determine how many Skill Points will be set exactly to. - You may use code. --- System Plugin Commands--- System: Show Skill Learn in Skill Menu? - Shows/hides Skill Learn inside the skill menu. Show/Hide?: - Shows/hides Skill Learn inside the skill menu. --- Plugin ParametersGeneral SettingsGeneral settings for the Skill Learn System. These determine the settings that are used for the Skill Learn System menu's main screen. --- Visual Displayed Costs: - Select which cost types to display in the skill entry. - This also determines the order they are displayed. - AP - Ability Points - SP - Skill Points - Item - Item Costs - Weapon - Weapon Costs - Armor - Armor Costs - Gold - Gold Costs Separate Skill Type?: - Separate learnable skills by skill type? Hide Learned Skills - Hide skills after they are learned? JS: Draw Status: - JavaScript code used to draw in Window_SkillStatus when the Skill Learn System is active. --- Vocabulary Learned Text: - This is the text that appears if the skill has been learned. - You may use text codes. Requirements Requirement Header: - Header for requirements. - %1 - Requirements (all of them) Separation Format: - This determines how the requirements are separated. - %1 - Previous Requirement, %2 - Second Requirement Level Format: - This how level is displayed. - %1 - Level, %2 - Full Level Term, %3 - Abbr Level Term Skill Format: - This how required skills are displayed. - %1 - Icon, %2 - Skill Name Switch Format: - This how required switches are displayed. - %1 - Switch Name Costs Separation Format: - This determines how the costs are separated from one another. - %1 - Previous Cost, %2 - Second Cost Item Format: - Determine how items are displayed as a cost. - %1 - Quantity, %2 - Icon, %3 - Item Name Weapon Format: - Determine how weapons are displayed as a cost. - %1 - Quantity, %2 - Icon, %3 - Weapon Name Armor Format: - Determine how armors are displayed as a cost. - %1 - Quantity, %2 - Icon, %3 - Armor Name Gold Format: - Determine how gold is displayed as a cost. - %1 - Quantity, %2 - Icon, %3 - Currency Vocabulary --- Main Access SettingsMenu Access settings for Skill Learn System. The Skill Learn System is accessible normally through the in-game Skill menu. --- Main Access Settings Command Name: - Name of the 'Skill Learn' option in the Menu. Icon: - What is the icon you want to use to represent Skill Learn? Show in Menu?: - Add the 'Skill Learn' option to the Menu by default? --- Animation SettingsAnimation settings for the Skill Learn System. By default, an animation will be played upon learning a skill through the Skill Learn System's menu in order to provide player feedback about learning the said skill. --- General Show Animations?: - Show animations when learning a skill? Show Windows?: - Show windows during a skill learn animation? Default Animations: - Default animation(s) do you want to play when learning. --- Skill Sprite Scale: - How big do you want the skill sprite to be on screen? Fade Speed: - How fast do you want the icon to fade in? --- Sound SettingsSettings for the sound effect played when learning a new skill through the Skill Learn System. --- Settings Filename: - Filename of the sound effect played. Volume: - Volume of the sound effect played. Pitch: - Pitch of the sound effect played. Pan: - Pan of the sound effect played. --- Window SettingsWindow settings for the Skill Learn System. There are two new windows added into the Skill menu through this plugin: the Detail Window and the Confirm Window. The Detail Window will list the required costs of learning a skill in detail in case the icons provided are not clear enough to show what's needed. The Confirm Window is a window that appears towards the bottom to let the player make a confirmation before deciding to learn the skill. --- Detail Window Requirements Requirement Title: - Text used when drawing the learning requirements. - %1 - Skill Icon, %2 - Skill Name Requirement Met: - This how met requirements look. - %1 - Requirement Text Requirement Not Met: - This how met requirements look. - %1 - Requirement Text Requirement Level: - This how level is displayed. - %1 - Level, %2 - Full Level Term, %3 - Abbr Level Term Requirement Skill: - This how required skills are displayed. - %1 - Icon, %2 - Skill Name Requirement Switch: - This how required switches are displayed. - %1 - Switch Name Costs Cost Title: - Text used when drawing the learning costs. - %1 - Skill Icon, %2 - Skill Name Cost Name: - Text used to label the resource being consumed. Cost Quantity: - Text used to label the cost of the resource. Cost of Owned: - Text used to label the amount of the resource in possession. Background Type: - Select background type for this window. - 0 - Window - 1 - Dim - 2 - Transparent JS: X, Y, W, H: - Code used to determine the dimensions for this window. --- Confirm Window Confirm Text: - Text used for the Confirm command. - Text codes can be used. Cancel Text: - Text used for the Cancel command. - Text codes can be used. Background Type: - Select background type for this window. - 0 - Window - 1 - Dim - 2 - Transparent JS: X, Y, W, H: - Code used to determine the dimensions for this window. --- Ability Points SettingsAbility Points are an actor-only resource used as a currency for this plugin. You can determine how they appear in-game, how they're earned, and what kind of mechanics are involved with them. Ability Points can also be used in other VisuStella plugins. --- Mechanics Shared Ability Points: - Do you want Ability Points to be shared across all classes? - Or do you want all classes to have their own? Maximum: - What's the maximum amount of Ability Points an actor can have? - Use 0 for unlimited Ability Points. --- Visual Show In Menus?: - Do you wish to show Ability Points in menus that allow them? Icon: - What is the icon you want to use to represent Ability Points? --- Vocabulary Full Text: - The full text of how Ability Points appears in-game. Abbreviated Text: - The abbreviation of how Ability Points appears in-game. Menu Text Format: - What is the text format for it to be displayed in windows. - %1 - Value, %2 - Abbr, %3 - Icon, %4 - Full Text --- Gain Per Action Hit: - How many Ability Points should an actor gain per action? - You may use code. Per Level Up: - How many Ability Points should an actor gain per level up? - You may use code. Per Enemy Defeated: - How many Ability Points should an actor gain per enemy? - You may use code. Alive Actors?: - Do actors have to be alive to receive Ability Points from defeated enemies? --- Victory Show During Victory?: - Show how much AP an actor has earned in battle during the victory phase? Victory Text: - For no Victory Aftermath, this is the text that appears. - %1 - Actor, %2 - Earned, %3 - Abbr, %4 - Full Text Aftermath Display?: - Requires VisuMZ_3_VictoryAftermath. - Show Ability Points as the main acquired resource in the actor windows? Aftermath Text: - For no Victory Aftermath, this is the text that appears. - %1 - Earned, %2 - Abbr, %3 - Full Text --- For those who wish to display how many Ability Points an actor has for a specific class, you can use the following JavaScript code inside of a window object. this.drawAbilityPoints(value, x, y, width, align); - The 'value' variable refers to the number you wish to display. - The 'x' variable refers to the x coordinate to draw at. - The 'y' variable refers to the y coordinate to draw at. - The 'width' variable refers to the width of the data area. - Replace 'align' with a string saying 'left', 'center', or 'right' to determine how you want the data visibly aligned. this.drawActorAbilityPoints(actor, classID, x, y, width, align); - The 'actor' variable references the actor to get data from. - The 'classID' variable is the class to get data from. - Use 0 if Ability Points aren't shared or if you want the Ability Points from the actor's current class. - The 'x' variable refers to the x coordinate to draw at. - The 'y' variable refers to the y coordinate to draw at. - The 'width' variable refers to the width of the data area. - Replace 'align' with a string saying 'left', 'center', or 'right' to determine how you want the data visibly aligned. --- Skill Points SettingsSkill Points are an actor-only resource used as a currency for this plugin. You can determine how they appear in-game, how they're earned, and what kind of mechanics are involved with them. Skill Points can also be used in other VisuStella plugins. --- Mechanics Shared Skill Points: - Do you want Skill Points to be shared across all classes? - Or do you want all classes to have their own? Maximum: - What's the maximum amount of Skill Points an actor can have? - Use 0 for unlimited Skill Points. --- Visual Show In Menus?: - Do you wish to show Skill Points in menus that allow them? Icon: - What is the icon you want to use to represent Skill Points? --- Vocabulary Full Text: - The full text of how Skill Points appears in-game. Abbreviated Text: - The abbreviation of how Skill Points appears in-game. Menu Text Format: - What is the text format for it to be displayed in windows. - %1 - Value, %2 - Abbr, %3 - Icon, %4 - Full Text --- Gain Per Action Hit: - How many Skill Points should an actor gain per action? - You may use code. Per Level Up: - How many Skill Points should an actor gain per level up? - You may use code. Per Enemy Defeated: - How many Skill Points should an actor gain per enemy? - You may use code. Alive Actors?: - Do actors have to be alive to receive Skill Points from defeated enemies? --- Victory Show During Victory?: - Show how much SP an actor has earned in battle during the victory phase? Victory Text: - For no Victory Aftermath, this is the text that appears. - %1 - Actor, %2 - Earned, %3 - Abbr, %4 - Full Text Aftermath Display?: - Requires VisuMZ_3_VictoryAftermath. - Show Skill Points as the main acquired resource in the actor windows? Aftermath Text: - For no Victory Aftermath, this is the text that appears. - %1 - Earned, %2 - Abbr, %3 - Full Text --- For those who wish to display how many Skill Points an actor has for a specific class, you can use the following JavaScript code inside of a window object. this.drawSkillPoints(value, x, y, width, align); - The 'value' variable refers to the number you wish to display. - The 'x' variable refers to the x coordinate to draw at. - The 'y' variable refers to the y coordinate to draw at. - The 'width' variable refers to the width of the data area. - Replace 'align' with a string saying 'left', 'center', or 'right' to determine how you want the data visibly aligned. this.drawActorSkillPoints(actor, classID, x, y, width, align); - The 'actor' variable references the actor to get data from. - The 'classID' variable is the class to get data from. - Use 0 if Skill Points aren't shared or if you want the Skill Points from the actor's current class. - The 'x' variable refers to the x coordinate to draw at. - The 'y' variable refers to the y coordinate to draw at. - The 'width' variable refers to the width of the data area. - Replace 'align' with a string saying 'left', 'center', or 'right' to determine how you want the data visibly aligned. ---
Terms of Use1. These plugins may be used in free or commercial games provided that they have been acquired through legitimate means at VisuStella.com and/or any other official approved VisuStella sources. Exceptions and special circumstances that may prohibit usage will be listed on VisuStella.com. 2. All of the listed coders found in the Credits section of this plugin must be given credit in your games or credited as a collective under the name: "VisuStella". 3. You may edit the source code to suit your needs, so long as you do not claim the source code belongs to you. VisuStella also does not take responsibility for the plugin if any changes have been made to the plugin's code, nor does VisuStella take responsibility for user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow custom JavaScript code. 5. VisuStella is not responsible for problems found in your game due to unintended usage, incompatibility problems with plugins outside of the VisuStella MZ library, plugin versions that aren't up to date, nor responsible for the proper working of compatibility patches made by any third parties. VisuStella is not responsible for errors caused by any user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow JavaScript code. 8. Any extensions and/or addendums made to this plugin's Terms of Use can be found on VisuStella.com and must be followed. Terms of Use: Japanese『VisuStella MZ』利用規約 1. これらのプラグインは、VisuStella.comおよび/または公式に承認されたVisuStellaのソースから合法的な手段で入手したものである限り、フリーゲームや商用ゲームに使用することができます。例外的に使用が禁止される場合については、VisuStella.comの記載をご確認ください。 2. 本プラグインの「クレジット」部分に記載されているすべてのコーダーの名前は、ゲーム内にクレジット表記を行うか、もしくは「VisuStella」という名前の下にまとめて表記する必要があります。 3. ソースコードを自分のものだと主張しない限りは、必要に応じて編集することが可能です。ただしプラグインのコードに変更が加えられた場合、VisuStellaはそのプラグインに対して一切の責任を負いません。高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードについても、VisuStellaは一切の責任を負いません。 5. VisuStellaは、意図しない使用方法による問題、VisuStella MZライブラリ以外のプラグインとの非互換性の問題、プラグインのバージョンが最新でないことによる問題、第三者による互換性パッチが適切に動作していないことなどが原因でゲーム内で発生した問題については、一切の責任を負いません。VisuStellaは、高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードに起因するエラーについても、一切の責任を負いません。 8. このプラグインの利用規約の追加項目や補足については、VisuStella.comに掲載されていますので、それを参照し従ってください。 CreditsIf you are using this plugin, credit the following people in your game: Team VisuStella ChangelogVersion 1.15: July 18, 2024
Version 1.14: May 16, 2024
Version 1.13: March 14, 2024
Version 1.12: November 16, 2023
Version 1.11: May 18, 2023
Version 1.10: December 15, 2022
Version 1.09: June 9, 2022
Version 1.08: March 24, 2022
Version 1.07: February 10, 2022
Version 1.06: July 9, 2021
Version 1.05: December 25, 2020
Version 1.04: December 18, 2020
Version 1.03: December 11, 2020
Version 1.01: November 22, 2020
Version 1.00: November 30, 2020
See Also
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