http://www.yanfly.moe/wiki/index.php?title=Special:NewPages&feed=atom&hidebots=1&limit=50&offset=&namespace=0&username=&tagfilter=&size-mode=max&size=0Yanfly.moe Wiki - New pages [en]2024-03-28T22:23:28ZFrom Yanfly.moe WikiMediaWiki 1.32.2http://www.yanfly.moe/wiki/Virus_Detected_on_PluginsVirus Detected on Plugins2024-03-15T15:23:25Z<p>Yanfly: </p>
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<div>{{TOCright}}<br />
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{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
== Introduction ==<br />
<br />
[[File:VirusDetected.png|600px]]<br />
<br />
{{Article by Irina}}<br />
<br />
We're not sure what's exactly going on. It seems ever since the recent Windows update, Windows Defender has been picking up our plugins as viruses through it's machine learning algorithm ([https://cdromance.org/guides/virus-detected-trojanscript-wacatac-bml/ you can tell because the virus name has '''!ml''' at the end of it]). And it's not just VisuStella MZ either, it's occurring for other RPG Maker MZ plugin libraries, too. Fortunately, these are false positives as online websites has determined:<br />
<br />
== Check The Files Yourself ==<br />
<br />
You can check the files yourself online:<br />
<br />
[[File:VirusScanner1.png|600px]]<br />
<br />
Using [https://www.virustotal.com/gui/home/upload VirusTotal].<br />
<br />
[[File:VirusScanner2.png|600px]]<br />
<br />
Using [https://internxt.com/virus-scanner Internxt Virus Scanner].<br />
<br />
[[File:VirusScanner3.png|600px]]<br />
<br />
Using [https://opentip.kaspersky.com/ Kaspersky].<br />
<br />
== What to Do ==<br />
<br />
This is '''ENTIRELY''' up to you but you can disable this. You can follow the instructions [https://www.wikihow.com/Disable-Virus-Detected-Error-on-Chrome here on WikiHow].<br />
<br />
After doing that and downloading the plugins, scan them again, then add them to the "Allowed" files and then turn back on your Windows Defender.<br />
<br />
== End of File ==<br />
<br />
<html><script type="text/javascript" src="https://www.free-counters.org/count/e37h"></script><br><br />
<a href='https://www.easybooking.eu/produkte/julia-hotelsoftware'>Hotelprogramm easybooking</a> <script type='text/javascript' src='https://www.whomania.com/ctr?id=abaf3e42ee510dccafa5b56e98018d7aa02ca0ca'></script></html><br />
<br />
|}</div>Irinahttp://www.yanfly.moe/wiki/Evolution_of_the_Business_RPGEvolution of the Business RPG2024-03-03T17:30:30Z<p>Yanfly: </p>
<hr />
<div>{{TOCright}}<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
== Introduction ==<br />
<br />
[[File:BusinessRPGa.png|600px|link=]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
By now, the '''Business RPG''' is an evergrowing genre.<br />
These are sometimes known as an '''Item Shop RPG''' or '''Restaurant RPG''', but ultimately, their playstyles are the same.<br />
The player character runs an item shop or restaurant for half the day, then spends the other half of the day gathering resources or dungeon crawling.<br />
If this sounds familiar, it's because there's a lot of games like it already.<br />
These games include the likes of [https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/ Recettear], [https://store.steampowered.com/app/606150/Moonlighter/ Moonlighter], [https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/ Mystia's Izakaya], [https://store.steampowered.com/app/1963570/Cuisineer/ Cuisineer], and [https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/ Dave the Diver].<br />
While not all of them are RPG's in the traditional sense, I want to use these five for this article to provide examples with and show how they evolved and what we can learn from these games should we ever decide to make our own Business RPG.<br />
I will be sharing my opinions about how I feel about certain aspects of these games and how they've either contributed or hurt the game itself.<br />
<br />
<br />
<br />
== Getting to Know Each Game ==<br />
<br />
Let's introduce each game so that we have an idea of what they're like.<br />
<br />
=== [https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/ Recettear] ===<br />
<br />
[[File:Recettear.jpg|link=https://store.steampowered.com/app/70400/Recettear_An_Item_Shops_Tale/]]<br />
<br />
''' Release Date:''' Sep 10, 2010<br />
<br />
This is a game about Recette who has to take on the debt of her parents.<br />
She does so through the aid of Tear, a debt collector fairy, and paying off the item shop's debt is her goal.<br />
Recette does this by collecting goods from the town's wholesaler.<br />
However, if she doesn't have enough money, she'll go gather goodes from the dungeons nearby instead.<br />
This game is home to some of the memes you see online such as [https://knowyourmeme.com/memes/capitalism-ho "Capitalism, ho!"].<br />
<br />
Many people consider this grandfather of all Business RPG's.<br />
And for good reason, too!<br />
The formula used by '''Recettear''' is seen throughout the future games regardless of whether or not they have an item shop or restaurant and regardless of whether or not there are dungeons, too.<br />
As this game was released in 2010, it wouldn't come off as surprising if some folks did not know of its existence as it was a very niche game at the time.<br />
<br />
Fans loved this game and though it arrived on Steam rather late, it still managed to accrue 6,000+ reviews at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/606150/Moonlighter/ Moonlighter] ===<br />
<br />
[[File:Moonlighter.jpg|link=https://store.steampowered.com/app/606150/Moonlighter/]]<br />
<br />
''' Release Date:''' May 29, 2018<br />
<br />
'''Moonlighter''' is a game that centers around Will, the son of a merchant.<br />
However, Will's father has long disappeared and never came back after venturing into the nearby dungeons.<br />
Will decides to carry on his father's legacy by running his shop and exploring the dungeons to find items worth selling.<br />
The store is ran during the day, and Will ventures into the dungeons during moonlight, hence the name.<br />
<br />
While '''Recettear''' is one of the pioneers for the genre back in 2010, '''Moonlighter''' is the one that brought the genre back in 2018 with high levels of success.<br />
It uses an extremely similar formula to '''Recettear''' but changed quite a few things up.<br />
The item shop system was overhauled to be more linear and straight forward.<br />
The dungeon and combat was also overhauled to feel better and fit the modern gaming landscape more.<br />
<br />
All in all, '''Moonlighter''' was a modern day success with a review count of 13,500+ at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/ Mystia's Izakaya] ===<br />
<br />
[[File:MystiaIzakaya.jpg|link=https://store.steampowered.com/app/1584090/Touhou_Mystias_Izakaya/]]<br />
<br />
''' Release Date:''' Oct 1, 2021<br />
<br />
Just a few years down the line, '''Mystia's Izakaya''' came out as the next big Business RPG.<br />
It's a fangame for the ever so timeless [https://en.wikipedia.org/wiki/Touhou_Project Touhou Project] series and focuses on one of its characters called Mystia, who runs an izakaya (Japanese food/drink stall) for various reasons, namely debt.<br />
Somehow, the debt keeps piling up, but Mystia powers through with her business.<br />
<br />
'''Mystia's Izakaya''' is one of the first of many modern Business RPG's that focus on the restaurant aspect.<br />
The '''Recettear''' formula is alive and well, but many changes have occurred.<br />
Unlike '''Recettear''' and '''Moonlighter''', there's no more dungeons.<br />
In fact, there's no more combat.<br />
There is, instead, a resource gathering focus that's found across many maps.<br />
Handling the restaurant is also vastly different from handling an item shop, too.<br />
There was also more focus on narrative, too.<br />
<br />
The game was a massive hit on '''Steam''' with a total review count of 17,000+ at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1963570/Cuisineer/ Cuisineer] ===<br />
<br />
[[File:Cuisineer.jpg|link=https://store.steampowered.com/app/1963570/Cuisineer/]]<br />
<br />
'''Release Date:''' Nov 9, 2023<br />
<br />
In late 2023, '''Cuisineer''' launched as one of the more modern Business RPG's featuring a restaurant theme.<br />
It has a similar story to the other Business RPG's so far.<br />
The main character, Pom, has to pay off the debt of her parents and she will have to do so through their restaurant.<br />
She uses her past experiences as an adventurer to find her new calling as a restaurateur.<br />
<br />
Unsurprisingly, the '''Recettear''' formula is still at play here for '''Cuisineer'''.<br />
Just like with '''Mystia's Izakaya''', resource gathering is done separately from restaurant work.<br />
This time, however, the ingredients used for the kitchen will fight back and Pom has to fight her way through combat vegetables and warrior shrimps.<br />
There is also boba tea.<br />
<br />
This charming little game is starting off the year with 1,000+ reviews at the time of writing this article.<br />
<br />
<br />
<br />
=== [https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/ Dave the Diver] ===<br />
<br />
[[File:DaveTheDiver.jpg|link=https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/]]<br />
<br />
'''Release Date:''' Jun 28, 2023<br />
<br />
We go back in time a few months for the release of '''Dave the Diver''', the most successful of the Business RPG's thusfar.<br />
The game focuses around Dave, a fun loving diver, who somehow gets roped into helping a sushi restaurant.<br />
He goes into the sea and collects fresh ingredients for this sushi restaurant and continuously gets more and more involved with misadventures.<br />
<br />
'''Dave the Diver''' strays away from the usual top-down RPG appearance that most Business RPG's have and goes for a more 2D platformer aesthetic.<br />
However, it still very much so follows the Business RPG formula of collecting resources during one half of the day and running a business in the other half.<br />
<br />
Amongst all of the Business RPG's listed, '''Dave the Diver''' is the most successful of them, sitting at '''86,000+''' reviews at the time of writing this article, and this article will explore why.<br />
<br />
<br />
<br />
== Day Cycle ==<br />
<br />
Each game has a similar gameplay loop of gathering resources and selling them in the business.<br />
However, each game has a different way in how they handle the way each day progresses.<br />
Let's take a look at each one.<br />
<br />
<br />
<br />
=== Day Cycle Briefing ===<br />
<br />
[[File:DayNightCycle.png|300px]]<br />
<br />
; '''Recettear:'''<br />
: Each day gives you a set amount of hours to go do stuff in.<br />
: Time does not progress until you perform an action.<br />
: You can open up the shop at any time, in which case, time will progress steadily until nightfall.<br />
: If you choose to not open up the item shop, you can go to the dungeon instead, in which case, you will always return at night despite how much time was spent in the dungeon.<br />
<br />
; '''Moonlighter:'''<br />
: Each day is split up into two phases: day and night.<br />
: No time passes during the day and you can perform near infinite actions to perform around town, that is, until you choose to open up your shop or enter the dungeon.<br />
: When closing shop or leaving the dungeon, you will then come back out at night time.<br />
: Night time does not have time advance either, but you can still venture out in town to interact with townsfolk.<br />
: You can also choose to enter the dungeon here, or you can go to sleep to go to the next day cycle.<br />
<br />
; '''Mystia's Izakaya:'''<br />
: Each day is split up into two phases: day and night.<br />
: During the day, you can do things like interact with NPC's or pick up resources.<br />
: Interacting with most NPC's do not advance time though some actions will advance time by 30 minutes.<br />
: Picking up resources will always advance time by 30 minutes.<br />
: Moving to different maps will advance time by 30 minutes.<br />
: Once time reaches 18:00, it's time to open up the restaurant.<br />
: The restaurant will advance time steadily until closing hours.<br />
: Then it's time to move to the next day.<br />
<br />
; '''Cuisineer:'''<br />
: Each day gives you a set amount of hours to go and do stuff in.<br />
: Time advances steadily throughout the day even if you idle or are in a menu.<br />
: However, if you go into a dungeon, time stops and will automatically set the time to night when leaving the dungeon.<br />
: If you choose to open up the restaurant, time will advance steadily with you serving customers until the time you choose to close the restaurant.<br />
<br />
; '''Dave the Diver:'''<br />
: Each day has four phases: Day Preparation, Day Diving, Night Preparation, Night Restaurant.<br />
: Day Preparation allows you to prepare and interact with NPC's or other aspects of the game without time moving forward.<br />
: The moment Dave enters the water to dive, day time advances into the Day Diving phase.<br />
: Here, time does not move forward until you return back to the surface.<br />
: However, a limited oxygen tank can function as a timer, although you can refill your oxygen tank with various interactions.<br />
: Night Preparation phase is just like the Day Preparation phase: you can interact with NPC's and other aspects of the game.<br />
: When you choose to open up the restaurant, and for a set amount of time moving steadily forward, you have to go and serve the customers.<br />
<br />
<br />
<br />
== Solving Problems ==<br />
<br />
Let's take a look at how each game solves common problems found through the genre.<br />
<br />
=== Pacing ===<br />
<br />
<youtube>https://www.youtube.com/watch?v=hbzGO_Qonu0</youtube><br />
<br />
We can assert that time plays an important factor in pacing these games.<br />
While not all of them are split between day/night segments, I feel that the ones that do have a better pace.<br />
<br />
'''Recettear''' and '''Cuisineer''' suffer a bit from this in ways that the days just feel like farming simulator in-game days: where you just rush all over to get things done before it's time to go back to work.<br />
While in '''Recettear''', time doesn't move forward unless you go somewhere to perform an action, certain events do happen at certain times.<br />
This kind of thing is definitely considered a relic of the past as you don't see it in future Business RPG games, though timed events will happen at any specific segment of the day instead.<br />
You also cannot go to the dungeon after passing a certain hour in the day.<br />
For '''Cuisineer''', this becomes detrimental.<br />
As time will progress even if you're idling, that means the more you take time to explore the town and interact with the locals, the less hours you have to open up the restaurant for.<br />
Also like '''Recettear''', you cannot enter dungeons after passing a certain hour in the day.<br />
The time moving forward feels like a demerit to to the way the game can be paced.<br />
<br />
On the flip side, games like '''Moonlighter''', '''Mystia's Izakaya''', and '''Dave the Diver''' segment their days into various parts without rushing you to get through them.<br />
This gives a more relaxed feeling and allows players to fully prepare before moving onto the next segment.<br />
This doesn't punish exploration (and in Mystia's case, it's a very slight time deduction) and instead, encourages it.<br />
Mingling with the locals is no longer something that punishes you and is, instead, welcomed.<br />
Even in '''Dave the Diver''', during the Day Preparation phase, you can plant an entire farm, water each tile, and it still won't move forward time or take away from the amount of time left for you to dive.<br />
<br />
<br />
<br />
=== Chunking ===<br />
<br />
Normally, with the Business RPG format, the fun comes from doing a variety of things that make the overall experience come together.<br />
Resource gathering is massively different from the shop keeping/restaurant bit.<br />
Switching between the two dynamically different gameplay modes is what keeps the whole experience fun.<br />
It keeps the parts that would otherwise be grindy spread out and diluted.<br />
That is the very strength of the Business RPG format.<br />
So, what is '''Chunking''' and why is that a problem?<br />
<br />
Chunking is what I call the process of playing one part of the game over and over before doing another part of the game, also usually over and over.<br />
The reason why chunking would occur is because it's just simply more efficient and optimal to do so.<br />
It also seems like the antithesis of the Business RPG.<br />
While letting players play the way they want sounds like the better idea, it's actually not.<br />
Why?<br />
Because [https://www.designer-notes.com/game-developer-column-17-water-finds-a-crack/ when given the opportunity, players will optimize the fun out of a game].<br />
<br />
<youtube>https://www.youtube.com/watch?v=0Q3ezaoqIRM</youtube><br />
<br />
These games are not safe from this, especially in the case of '''Recettear''' and '''Cuisineer''' where there's no clear split segments of the day to divide work.<br />
In both of those games, the ideal strategy would be to spend a lot of time, usually back to back days, to gather up resources en masse.<br />
It would then make more sense that once there's enough stock, to sell/serve en masse.<br />
This is because if done "normally", where a player would equally divide up dungeon diving (resource acquisition) with business (selling or serving), then half the time, the available shelves will be empty or filler objects would take up the slots/orders.<br />
On the other hand, filling up your resource reserves allow you to sell more expensive goods and not just filler content.<br />
This becomes a better allocation of time with better returns.<br />
<br />
Chunking in either of these games will also result in burn out far quicker.<br />
'''Recettear''' does not have very fun dungeons to explore and '''Cuisineer's''' dungeons are excessively long.<br />
Both games also have limited inventory slots for dungeons so multiple trips have to be made before filling up with the stuff you truly want.<br />
Chunking is not just reserved to the dungeon diving part, too.<br />
It can also happen to the shop and restaurant parts.<br />
In '''Recettear''', thanks to the wholesaler, you can actually skip the whole dungeon crawling part if you so wish.<br />
This would allow you to just open shop all day every day.<br />
In fact, that becomes the main strategy later, too, where once the wholesaler gets enough proper goods, the better strategy would just be to buy en masse from the wholesaler to redistribute through the shop.<br />
You would rack up money so much faster than if you were to go through a dungeon in hopes of a randomized chance of getting good drops.<br />
<br />
'''Moonlighter''' avoided this problem by segmenting the day into two parts.<br />
The shop can only be opened during the day.<br />
And while you can enter the dungeon any time you want, due to the process of elimination, visiting dungeons come during the night.<br />
This was a good split for quite a while.<br />
But where '''Moonlighter''' went wrong was its extremely shallow shop keeping parts.<br />
You would set up the ideal prices for your items, and then just sit at the counter during the time the store is open.<br />
There's no real interactions with the customers early on except to just sell, so all that there's to do is to just mash the OK button.<br />
Considering there's no deeper interactivity between seller and buyer compared to '''Recettear''' or even '''Cuisineer''', you can just get away with having a weight placed on the OK button and walk away for a few minutes.<br />
<br />
Now, I am aware that some clients can do things different from usual.<br />
There are thieves that can steal items from you, but given how there's no debt to pay off, them stealing items is effectively a non-issue.<br />
Some other clients go up to you and reserve items to pick up at a later date, but there's no large penalty for not fulfilling these.<br />
They're effectively a moot challenge.<br />
<br />
Where things further go wrong for '''Moonlighter''' is that once it becomes possible to hire someone to take care of the store for you for 30% of the earnings, there's no reason to play that half of the game anymore.<br />
They introduced the very mechanic that allow for chunking to happen in the game when it was doing "better" than its peers at first.<br />
This isn't ideal to maintain that gameplay switch flow in order to prevent the player from not burning out.<br />
In fact, that's precisely what happened to me.<br />
Not only that, I finished buying all the upgrades for the town and store super early and all that was left was just to clear the dungeons.<br />
All that was left for me was to finish up the remaining dungeons, of which, I had 3 left by the time I maxed out the town and shop.<br />
3 back to back dungeons gets pretty grindy, and while some can argue that I did this to myself, there just wasn't enough content otherwise for the shop to split my focus with.<br />
<br />
On the flip side, '''Mystia's Izakaya''' and '''Dave the Diver''' excel in preventing chunking for the most part.<br />
'''Mystia's Izakaya''' has set segments for each day and they're non-negotiable.<br />
Every day has a resource gathering part and a restaurant part.<br />
There's no alternatives to skip resource gathering so while there is an option to speed through the day to open up the restaurant earlier, it is highly unlikely for the player to do so.<br />
At night, you have to work the restaurant.<br />
You can hire three employees to do the serving, bartending, and cooking for you, and this can trivialize most of the game.<br />
However, special rare guests that appear require player input and will not accept NPC employee input.<br />
Fulfilling the conditions for these guests result in huge bonuses so they're not negligible as they were in '''Moonlighter'''.<br />
There's also the possibility of incurring a penalty if you get their orders wrong or ignoring them too much, too.<br />
While I'm not big on negative feedback, this one played to the benefit of '''Mystia's Izakaya''' in the form of making chunking extremely unlikely.<br />
<br />
'''Dave the Diver''' is very similar, too.<br />
The day is split up the way it is and there's no negotiation in changing up those parts unless it's specifically a day off in-game.<br />
But what '''Dave the Diver''' does is different enough, too.<br />
Unlike '''Mystia's Izakaya''', '''Dave the Diver''' splits up the day in 4 segments (Day Preparation, Day Diving, Night Preparation, Night Restaurant).<br />
While at first, the preparation segments seem to come and go, later on, they get so stuffed to the brim that you might even spend more time there than during diving or handling the restaurant.<br />
This is because for the preparation phases, as the game progresses, more mechanics are introduced that flesh these out.<br />
These mechanics include a fish farm for raising fish, a traditional farm for growing crops, handling weapons, etc.<br />
This spaces out the day to day stuff that the rhythm of going into the next phase feels different enough to not feel grindy.<br />
<br />
<br />
<br />
== More to Come ==<br />
<br />
More to come.<br />
<br />
<br />
== End of Article ==<br />
<br />
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<a href='https://www.acadoo.de/'>MA Ghostwriter</a> <script type='text/javascript' src='https://www.whomania.com/ctr?id=e0dfca9ae7675cee915e8194c72a1155cbe6ad1f'></script></html><br />
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|}</div>Yanflyhttp://www.yanfly.moe/wiki/Inspiration_Behind_GrandeInspiration Behind Grande2024-02-23T15:11:34Z<p>Yanfly: </p>
<hr />
<div>{{TOCright}}<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
== Introduction ==<br />
<br />
[[File:Grande.jpg|600px|link=]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
Hey there!<br />
[[Yanfly]] here!<br />
<br />
This series, the '''Grande''' plugins, is the grand finale for [[VisuStella MZ]].<br />
Its main focus is to provide the extra customization options for actors and battles while being compatible with everything else in the library.<br />
In a way, it's not far off to say that it's more of a "wrap up" series than a cohesively themed one, but nonetheless, that's what '''Grande''' is.<br />
<br />
<br />
<br />
=== [[Equip Passive System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.148.jpg|600px|link=Equip Passive System VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
[https://en.wikipedia.org/wiki/Final_Fantasy_IX Final Fantasy 9] holds a very dear place in my heart.<br />
It's one of my favorite JRPG's that not only charmed me with its cast of characters, but also the intricacies of the mechanics available in the game.<br />
And the game mechanic that stuck out to me the most was none other than its own '''Equip Passive System'''.<br />
If you take a look at the plugin, you'll see that it very closely resembles what FF9 has to offer and then some.<br />
<br />
While active skills are cool and all, passive skills are what make characters stronger as a base.<br />
However, there's often balancing problems that game devs face when it comes to adding passives to characters.<br />
These problems often come in the form of too many passives.<br />
The more passives there are, the more powerful a character seemingly becomes and permanently.<br />
<br />
That's what the '''Equip Passive System''' solves.<br />
By introducing a limited number of passives that an actor can have at a time, they stop being unstoppable heroes.<br />
This also creates a system where the player has to pick and choose which passives work best for which scenarios.<br />
After all, there's no point in keeping a '''Poison-Resist''' passive on when you're not facing poison enemies, right?<br />
Through limitation, players formulate new strategies to tackle the problems they have to face.<br />
<br />
This is a common gameplay loop seen in the other '''Final Fantasy''' series, too, like [https://en.wikipedia.org/wiki/Final_Fantasy_Tactics Final Fantasy Tactics].<br />
In FFT, the limited number of equipped passives means that the player needs to decide what best synergizes best with their characters.<br />
And across a dynamic party, the passives selected would also have to synergize with the rest of the team, too.<br />
This adds a whole new layer to problem solving that players have to face, to the point where sometimes, the preparation for battle is just as interesting as the battles themselves.<br />
Also following from FFT, passives can be bought through JP, too, just like with the '''Equip Passive System'''.<br />
<br />
This later gets adapted into other games like [https://en.wikipedia.org/wiki/Disgaea Disgaea], where the later entries have '''Passives''' called '''Evilities'''.<br />
Though some '''Passives''' can be bought with "mana" (Disgaea's version of JP), not all '''Passives''' can be purchased and some have to be unlocked through fulfilling specific conditions.<br />
That's where the unlocking system for '''Equip Passive System''' comes from.<br />
Certain '''Passives''' will automatically become available by fulfilling these conditions.<br />
<br />
<br />
<br />
=== [[Equip Medal System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.149.jpg|600px|link=Equip Medal System VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
Sometimes, equipment has to be personal.<br />
And the reason why they are personal is because they come attached with character-specific accomplishments.<br />
These types of equipment are '''Medals'''.<br />
'''Medals''' cannot be shared with other party members and can only be worn by the character who made those accomplishments.<br />
<br />
At first glance, '''Medals''' and '''Passives''' are very similar.<br />
They both utilize traits to add specific effects to the user character and the '''Equip Medal System''' also provides a limitation system akin to the '''Equip Passive System'''.<br />
Where they differ though is where '''Passives''' are '''states''', '''Medals''' are '''armors'''.<br />
By being an '''armor''', they are more stat focused than '''states''' are (though you can still provide stats through states) as the equip scene better fits it.<br />
<br />
In a way, this system becomes very similar to the '''Title''' systems found in many [https://en.wikipedia.org/wiki/Tales_(video_game_series) 'Tales of' games].<br />
However, the one we're focusing on is '''Tales of Grace''' and its title system.<br />
Characters can equip '''titles''' just like they would armors, though the titles are unique to them.<br />
They acquire said '''titles''' through fulfilling certain conditions, too.<br />
However, these '''titles''' are capable of growth, and through winning enough battles, the '''titles''' end up granting new perks to its user.<br />
<br />
This is where the '''Equip Medal System''''s medal evolution system comes from.<br />
By acquiring enough "Medal EXP", the '''medals''' can grow and transform into different '''medals''', potentially providing better stats and/or other bonus traits.<br />
Where '''Passives''' have flexibility in how they're acquired, '''Medals''' have flexibility in how they grow.<br />
<br />
<br />
<br />
=== [[Battle Grid System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.150.jpg|600px|link=Battle Grid System VisuStella MZ]]<br />
<br />
{{Article by Yanfly}}<br />
<br />
This is probably what you're here for.<br />
<br />
This plugin is heavily inspired by team versus team grid-based battle systems.<br />
Games with this kind of battle system include [https://en.wikipedia.org/wiki/Grand_Knights_History Grand Knights History], [https://store.steampowered.com/app/1798010/Mega_Man_Battle_Network_Legacy_Collection_Vol_1/ Mega Man Battle Network], [https://store.steampowered.com/app/909510/MISTOVER/ Mistover], [https://en.wikipedia.org/wiki/Radiant_Historia Radiant Historia], etc.<br />
The teams face off against each other in a symmetrical battle field.<br />
Depending on their positions, they have different skills that they can use and those skills can target different locations on the opposing team's battle grid.<br />
<br />
With how the number of ranks and flanks can be customized, you can create sprawling 10x10 battlefields for your characters.<br />
Or you can reduce the flanks to 1 and recreate a [https://store.steampowered.com/app/262060/Darkest_Dungeon/ Darkest Dungeon]-type battle system, too.<br />
Alternatively, reducing the number of ranks to 2 or 3 and limiting vertical movement, you can recreate [[Row Formation (YEP)|Row Formation]] from [[Yanfly Engine Plugins]].<br />
<br />
We decided to keep battlers only able to traverse their own teams.<br />
The reasoning behind this is because it keeps '''Action Sequences''' compatible, so that way, game devs do not have to recreate them.<br />
It also allows for the rank and flank targeting system to be more user friendly and behave more predictably.<br />
Staying on each other's side also allows for natural enemy AI to work normally instead of it needing to figure out which side to go.<br />
<br />
The idea behind planting '''Passives''' onto nodes came from [https://store.steampowered.com/app/405900/Disgaea_PC/ Disgaea] and its '''Geopanels'''.<br />
The '''Geopanels''' can provide unique effects to the characters that stand on top of them, and the '''Passives''' will fulfill the same idea.<br />
For node '''Triggers''', the idea was from [https://en.wikipedia.org/wiki/Grand_Knights_History Grand Knights History].<br />
In the game, characters can place dangerous '''traps''' onto the battlefield and use '''knockback''' skills to push and shove enemies into them.<br />
Both of these features create tons of opportunities for strategy.<br />
<br />
Ultimately though, I'm happy to have worked on this project.<br />
In a way, it feels like the next evolution to [[Yanfly Engine Plugins]]' [[Row Formation (YEP)|Row Formation]] plugin, where '''Row Formation''' felt like a miss because it was too difficult to bring out its true potential, and needed strange gimmicks like my awkwardly made [[Area of Effect (YEP)|Area of Effect]] plugin to have it be validated.<br />
The '''Battle Grid System''' transforms that and makes everything feel natural with one another while also providing the tools to make movement-based mechanics depth plausible.<br />
<br />
<br />
<br />
== Conclusion ==<br />
<br />
This is probably the last time I dip my hands in plugin development for [[RPG Maker MZ]] as my retirement from RPG Maker as a whole was long overdue.<br />
Still, I'm happy to have made these three as my swansongs.<br />
I hope they're useful to you all and allow you to make the games you dream of.<br />
Stay creative, my friends.<br />
I'll be there waiting for you to release your games and try them out.<br />
<br />
Happy RPG Making!<br />
<br />
<br />
<br />
== End of Article ==<br />
<br />
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|}</div>Irinahttp://www.yanfly.moe/wiki/Battle_Grid_System_VisuStella_MZBattle Grid System VisuStella MZ2024-02-23T15:07:43Z<p>Yanfly: </p>
<hr />
<div>{{MzPlugin<br />
<!-- |preview = <youtube>https://youtu.be/swoS2bwVj0k</youtube> --><br />
|preview = [[File:VisuMZ.150.jpg|600px]]<br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/2546116" width="552" height="167"><a href="https://visustellamz.itch.io/battle-grid-system">Battle Grid System plugin for RPG Maker MZ by VisuStellaMZ</a></iframe></html><br />
|link2 = {{VisuStella Grande Vol 1}}<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
{{RequiredPluginsMZ}}<br />
* [[Battle Core VisuStella MZ]]<br />
<br />
<!--<br />
{{ExtensionPluginsMZ}}<br />
* [[Extension Plugin 1|Name1]]<br />
* [[Extension Plugin 2|Name2]]<br />
* [[Extension Plugin 3|Name3]]<br />
--><br />
<br />
{{Visustella MZ}}<br />
<br />
== Introduction ==<br />
<br />
[[File:VisuMZ.150.jpg|600px]]<br />
<br />
This plugin changes battles to utilize a grid system. The grid will be<br />
composed of nodes for each team and battlers can move amongst them. By being<br />
on top of specific nodes, different strategies can be employed such as<br />
making certain skills available to use while on such nodes or applying<br />
unique passive state effects.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Battles are changed to employ a grid system and places nodes across the battlefield for battlers to position themselves on top of. <br />
* Battlers can move between their team's nodes and give themselves a better position for battle. Battlers cannot move to the opposing team's nodes. <br />
* Ranks and Flanks determine each node's position. Depending on the Rank and Flank a node is on, different properties can be employed. <br />
* Certain skills and items can only be used while standing on top of certain nodes as a new type of usage requirement. <br />
* Skills and items can move the user and/or the targets around on the battle grid in a variety of ways, such as switching or crashing into other battlers and inflicting crash damage. <br />
* Skills and items can have their range restricted to certain Ranks and Flanks declared by notetags. <br />
* Some skills and items can have their range restricted based on the weapon equipped by the user, allow for melee-only targeting or the whole range of the battle field grid. <br />
* Skills and items can directly select which nodes, Ranks, or Flanks to target for attacks or healing. <br />
* Area of Effect notetags allow players to create skills and items that can affect more than one target based on positioning. <br />
* Nodes can give passive state effects while battlers stand on top of them. <br />
* Nodes can house triggers, which are skill actions that will set off once a battler stands on top of that node. Triggers can be used to deal damage, heal battlers, apply status ailments, and more. <br />
* Skills and items can be used to plant passive states and/or action triggers on specific Nodes! <br />
* Some skills and items can have special effects like teleporting to a specific Node, pulling all members of unit towards a specific Node, or even pushing them away. <br />
* The Grid Tactics scene allows players to adjust where they want the party members to start. Let the player decide which nodes to start individual party members on. <br />
<br />
<br />
<br />
== Requirements ==<br />
<br />
This plugin is made for RPG Maker MZ. This will not work in other iterations<br />
of RPG Maker.<br />
<br />
=== Required Plugin List ===<br />
<br />
* [[Battle Core VisuStella MZ]]<br />
<br />
This plugin requires the above listed plugins to be installed inside your<br />
game's Plugin Manager list in order to work. You cannot start your game with<br />
this plugin enabled without the listed plugins.<br />
<br />
{{MZ Tier 2}}<br />
<br />
<br />
<br />
== Grid System Mechanics ==<br />
<br />
This section explains the various changes and new mechanics regarding the<br />
battle grid system.<br />
<br />
---<br />
<br />
=== Ranks, Flanks, and Nodes ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
---<br />
<br />
Each visually vertical column is called a "Rank". The name is from miliary<br />
usage for rows of soldiers standing side by side, also sometimes known as<br />
"files" or "lines". The numbering starts at the center of the grid going<br />
outward for each team.<br />
<br />
Enemy Team Ally Team<br />
4 3 2 1 1 2 3 4<br />
4 3 2 1 1 2 3 4<br />
4 3 2 1 1 2 3 4<br />
<br />
---<br />
<br />
Each visually horizontal row is called a "Flank". The name is from military<br />
usage to referance the sides of a formation, also sometimes known as the<br />
"wings" of a formation. The number starts at the top of the grid going to<br />
the bottom of the grid.<br />
<br />
Enemy Team Ally Team<br />
1 1 1 1 1 1 1 1<br />
2 2 2 2 2 2 2 2<br />
3 3 3 3 3 3 3 3<br />
<br />
---<br />
<br />
The points at which each Rank and Flank intersects is called a "Node". Every<br />
battler will be positioned on a node and only one battler can be on a node<br />
at any given time.<br />
<br />
Enemy Team Ally Team<br />
4,1 3,1 2,1 1,1 1,1 2,1 3,1 4,1<br />
4,2 3,2 2,2 1,2 1,1 2,2 3,2 4,2<br />
4,3 3,3 2,3 1,3 1,3 2,3 3,3 4,3<br />
<br />
---<br />
<br />
=== Battler Movement ===<br />
<br />
[[File:BattleGridSystem_Movement.gif]]<br />
<br />
---<br />
<br />
==== Actors ====<br />
<br />
Actors can use the "Move" command to move to any allowed node based on their<br />
moveset rulings. By default, this means they can only move to adjacent nodes<br />
relative to their current position.<br />
<br />
Upon moving via the "Move" command, the command can undergo cooldown where<br />
the actor must wait a set amount of turns before being able to "Move" again.<br />
The cooldown amount can be adjusted through the Plugin Parameters.<br />
<br />
Also upon moving via the "Move" command, the actor can also end their turn<br />
immediately. This is an optional command and can be adjusted per actor with<br />
notetags or by default through the Plugin Parameters.<br />
<br />
Actors that are charmed, berserk, or on Auto-Battle will not use the "Move"<br />
command. The move command requires the actor to be able to move, too.<br />
<br />
---<br />
<br />
==== Enemies ====<br />
<br />
Enemies do not have a "Move" command and therefore, do not move by default.<br />
Instead, the best way to have enemies move is to create movement Skills and<br />
have their battle AI perform them. These skills are best left as enemy-only<br />
skills that actors do not have access to.<br />
<br />
Their accessibility and frequency of use to move skills have no bearing to<br />
and from the nature of movement effects. However, certain effects may stop<br />
the movement effects associated with the skills such as the Battle Core<br />
notetag <Battler Sprite Cannot Move> for enemies.<br />
<br />
---<br />
<br />
==== Actors and Enemies Stay on Their Sides ====<br />
<br />
Actors and enemies will not move onto the nodes belonging to the opposing<br />
unit. This means actors will always be on the rightmost nodes while enemies<br />
will be on the leftmost nodes. They CANNOT cross over into each other's<br />
territory as this plugin does not support that grid gameplay style. The<br />
nodes that belong to each unit's side will stay on those sides. Ownership of<br />
a node's team cannot be switched.<br />
<br />
---<br />
<br />
=== Movement Features ===<br />
<br />
---<br />
<br />
==== Switching ====<br />
<br />
[[File:BattleGridSystem_Switching.gif]]<br />
<br />
If a battler moves onto a node that already has an allied battler on it,<br />
then the two battlers can switch places. The place switching will only occur<br />
if done on the acting battler's own intention or by another ally battler.<br />
Switching can be disabled by Plugin Parameters.<br />
<br />
Certain notetags can also prevent a battler from being able to switch such<br />
as the <Battler Sprite Cannot Move> enemy-only notetag available from the<br />
VisuMZ Battle Core.<br />
<br />
However! If a battler is dead, regardless of all other notetag properties,<br />
the corpse becomes node-switchable. The reason for this is because it helps<br />
prevent a soft-lock state in which either the player or enemy side cannot<br />
perform actions due to their current node location (think of melee battlers<br />
being stuck behind a wall of corpses loaded on the front row). By being able<br />
to move and switch nodes with corpses, soft lock scenarios can be solved.<br />
This setting can also be adjusted as a Plugin Parameter for those who feel<br />
confident in their ability to design their battles where soft locks are<br />
impossible to happen with.<br />
<br />
If the Plugin Parameter is changed to disallow switching with corpses, this<br />
will only apply to corpses that remain visible. Corpses that fade away with<br />
collapse effects will not apply and can still be switched (even though<br />
invisible after).<br />
<br />
---<br />
<br />
==== Collision ====<br />
<br />
[[File:BattleGridSystem_Crashback.gif]]<br />
<br />
If a battler uses a skill that moves an opposing battler onto a node with<br />
another opposing battler, then collision occurs. The target opposing battler<br />
that should be knocked back will return to their original position while<br />
both colliding battlers take knockback damage.<br />
<br />
---<br />
<br />
=== Battle Grid Tactics ===<br />
<br />
[[File:BattleGridSystem_Preview2.png|600px]]<br />
<br />
---<br />
<br />
This is an optional feature.<br />
<br />
You can turn on "Battle Grid Tactics" to allow for players to set up the<br />
starting positions of where the individual members of the party will go when<br />
a battle starts.<br />
<br />
This adds a new command to the Main Menu, which takes the player to a scene<br />
where they can customize their battle grid tactics layout.<br />
<br />
If this feature is not used, then the starting positions of individual party<br />
members will depend on the notetags used to determine their battle starting<br />
ranks and flanks.<br />
<br />
---<br />
<br />
== Major Changes ==<br />
<br />
This plugin adds some new hard-coded features to RPG Maker MZ's functions.<br />
The following is a list of them.<br />
<br />
---<br />
<br />
=== Sideview Only ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
If your game is NOT using sideview and you are using the Battle Grid System,<br />
then the plugin will automatically enforce the sideview property. The reason<br />
behind this is because the grid system is specifically made for sideview<br />
visuals and controls. Therefore, it will not work without it.<br />
<br />
As such, some visual properties are also changed with this. Battlers will no<br />
longer step forward or backward when it's their turn to actively input a<br />
command. The reason behind this is because it causes a visual discrepancy<br />
with the grid node they're supposed to be standing at. And depending on the<br />
size of the grid node, it may cause confusion as to where the battler is<br />
actually standing. Therefore, the plugin will keep the battlers at their<br />
node location while inputting or performing the start of their actions.<br />
<br />
---<br />
<br />
=== Max Battle Members ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
There is a limit to how many battle members you can bring into battle based<br />
off the number of available nodes (Ranks x Flanks). If you have too few,<br />
then the plugin will warn you and then halt the game.<br />
<br />
If you are using Battle Grid Tactics, the optional feature to let players<br />
determine where they want the party members to start at, then a maximum of<br />
20 party members can be used in order to match the Plugin Parameter limits.<br />
If the max number becomes more than 20 members, it will be automatically<br />
capped to 20 members.<br />
<br />
---<br />
<br />
<br />
<br />
== Extra Features ==<br />
<br />
There are some extra features found if other VisuStella MZ plugins are found<br />
present in the Plugin Manager list.<br />
<br />
---<br />
<br />
=== [[Battle Core VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.002.jpg|300px|link=Battle Core VisuStella MZ]]<br />
<br />
When using the <Battle Commands> class notetag, you can manually position<br />
the "Move" command by inserting "Grid Move" in between <Battle Commands> and<br />
</Battle Commands>.<br />
<br />
---<br />
<br />
=== [[Aggro Control System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.025.jpg|300px|link=Aggro Control System VisuStella MZ]]<br />
<br />
Certain features of the Battle Grid System are changed to behave slightly<br />
different when there is the presence of a provoker or taunter. These changes<br />
will be explained in the help file.<br />
<br />
---<br />
<br />
=== VisuStella Battle Systems ===<br />
<br />
[[File:VisuMZ.066.jpg|300px|link=Battle System - OTB VisuStella MZ]]<br />
<br />
All custom battle systems made by VisuStella MZ are compatible with the<br />
battle grid system and can be used together. However, there are some<br />
restrictions put into play with specific battle systems. More information<br />
will be mentioned in detail in the "VisuStella MZ Compatibility" section<br />
found below.<br />
<br />
---<br />
<br />
=== [[Party System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.019.jpg|300px|link=Party System VisuStella MZ]]<br />
<br />
When the Party System is used together with the optional Battle Grid Tactics<br />
feature, players can create empty spaces in their party to allow for the<br />
positions of party members to go to specific nodes.<br />
<br />
For example, if a party has members in slots 1, 2, and 4 while 3 is empty,<br />
then those party members will go to tactical nodes 1, 2, and 4, instead of<br />
moving 4 up to 3.<br />
<br />
This only applies in-game and not through battle test if there are empty<br />
slots in the battle test setup.<br />
<br />
---<br />
<br />
=== [[Battle AI VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.026.jpg|300px|link=Battle AI VisuStella MZ]]<br />
<br />
Certain AI behaviors will change depending on the limitations of what an<br />
action is capable of affecting. The changes all involve factoring only what<br />
is within the range of an action.<br />
<br />
---<br />
<br />
<br />
<br />
== VisuStella MZ Compatibility ==<br />
<br />
While this plugin is compatible with the majority of the VisuStella MZ<br />
plugin library, it is not compatible with specific plugins or specific<br />
features. This section will highlight the main plugins/features that will<br />
not be compatible with this plugin or put focus on how the make certain<br />
features compatible.<br />
<br />
---<br />
<br />
=== [[Aggro Control System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.025.jpg|300px|link=Aggro Control System VisuStella MZ]]<br />
<br />
In battle, if there are Provoke or Taunt targets on the field and an action<br />
that needs target selection is attempted to be used, the Provoke or Taunt<br />
targets must be within valid affected Ranks/Flanks that can be targeted by<br />
the action or else the action can't be used.<br />
<br />
Skills that do NOT need to select a target (usually skills with a "Random"<br />
scope or "All" scope) can bypass this as they would normally without the<br />
Battle Grid System.<br />
<br />
As such, be careful about designing your skills with restrictive Rank/Flank<br />
targeting that potential softlocks may occur if there are ever any Taunt or<br />
Provoke targets on the field.<br />
<br />
In regards to skills that target the highest aggro member, these will target<br />
the highest aggro member within the required Ranks/Flanks made by the skill<br />
as to not further restrict this skill's targeting ability.<br />
<br />
---<br />
<br />
=== [[Battle System - ATB VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.022.jpg|300px|link=Battle System - ATB VisuStella MZ]]<br />
<br />
If the ATB Battle System is currently being used with the active setting,<br />
selecting the "Move" command during another battler's turn will queue up the<br />
system, waiting for the current battler's turn to end before allowing the<br />
inputting actor to move.<br />
<br />
---<br />
<br />
=== [[Battle System - BTB VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.048.jpg|300px|link=Battle System - BTB VisuStella MZ]]<br />
<br />
If the BTB Battle System is currently being used and the movement command<br />
will pass turn, then the move command will be disabled if the actor is under<br />
the effect of "Brave" as it becomes the same case scenario as "Guard".<br />
<br />
On that note, during the command input phase, actors under the effect of<br />
"Brave" can select skills and items outside of their required ranks/flanks.<br />
If you wish to disable this, adjust the "Bypass Require Node?" setting in<br />
the "Compatibility Settings" Plugin Parameters.<br />
<br />
When the queued actions occur and the required rank/flank node positions<br />
are NOT met, then the actions will be skipped.<br />
<br />
---<br />
<br />
=== Team-Based Battle Systems ===<br />
<br />
[[File:VisuMZ.080.jpg|300px|link=Battle System - ETB VisuStella MZ]]<br />
<br />
[[File:VisuMZ.057.jpg|300px|link=Battle System - FTB VisuStella MZ]]<br />
<br />
[[File:VisuMZ.086.jpg|300px|link=Battle System - PTB VisuStella MZ]]<br />
<br />
[[Battle System - ETB VisuStella MZ]]<br />
<br />
[[Battle System - FTB VisuStella MZ]]<br />
<br />
[[Battle System - PTB VisuStella MZ]]<br />
<br />
If the ETB, FTB, or PTB Battle Systems are being used and the move command<br />
will pass turn, and if no other actors can input for that turn, any<br />
remaining actions will be forfeited for that turn.<br />
<br />
---<br />
<br />
=== [[Battle System - OTB VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.066.jpg|300px|link=Battle System - OTB VisuStella MZ]]<br />
<br />
If the OTB Battle System is being used and the movement command will pass<br />
turn, the turn passing will only apply to the current action. Any follow up<br />
actions on the same turn from that actor can be utilized.<br />
<br />
---<br />
<br />
=== [[Party System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.019.jpg|300px|link=Party System VisuStella MZ]]<br />
<br />
In battle, the player cannot change entire parties at once from the Party<br />
Command Window. The feature will be unaccessible while Battle Grid System is<br />
in play. However, the player can still change party members through the<br />
Actor Command Window by having actors replace other actors. Party changing<br />
is also available through battle events, Common Events, and script calls.<br />
<br />
---<br />
<br />
<br />
<br />
{{Notetags MZ}}<br />
<br />
{{VisuMZ Battle Grid System Notetags}}<br />
<br />
<br />
<br />
== Action Sequence - Plugin Commands ==<br />
<br />
The following are Plugin Commands that become usable with this plugin.<br />
They can be accessed through the Plugin Command event command and selecting<br />
the VisuMZ_1_BattleCore plugin where they are stored.<br />
<br />
---<br />
<br />
=== Action Sequences - Grid ===<br />
<br />
These Action Sequences are Battle Grid System-related.<br />
<br />
---<br />
<br />
{{Battle Grid System Action Sequences}}<br />
<br />
---<br />
<br />
<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ Battle Grid System Plugin Commands}}<br />
<br />
<br />
<br />
== Plugin Parameters ==<br />
<br />
=== General Settings ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
[[File:BattleGridSystem_Params1.png]]<br />
<br />
General settings for this plugin including some mechanics.<br />
<br />
---<br />
<br />
Defaults<br />
<br />
Default Grid?:<br />
- Are battles grid-battles by default?<br />
- Use <Grid> and <No Grid> in troop names otherwise.<br />
<br />
Movement Duration:<br />
- Default number of frames for movement duration.<br />
<br />
User Silent Move?:<br />
- Default setting for silent movement versus visual.<br />
- Applies only to user movement notetag.<br />
<br />
Target Silent Move?:<br />
- Default setting for silent movement versus visual.<br />
- Applies only to target movement notetag.<br />
<br />
Weapon Range Melee?:<br />
- Make weapon ranges melee by default?<br />
- Only affects actions with <Use Weapon Range> notetag.<br />
<br />
---<br />
<br />
Crashing<br />
<br />
Allow Crash Death?:<br />
- Can battlers die from crashing into one another?<br />
<br />
Damage Move Target?:<br />
- Cause damage to the target that's being moved?<br />
<br />
Animation ID:<br />
- Play this animation when the effect activates.<br />
- Use 0 to not play an animation.<br />
<br />
Damage Crash Target?:<br />
- Cause damage to the target that's moved into?<br />
<br />
Animation ID:<br />
- Play this animation when the effect activates.<br />
- Use 0 to not play an animation.<br />
<br />
JS: Crash DMG Formula:<br />
- Formula used for calculating Crash Damage.<br />
<br />
---<br />
<br />
Switching Nodes<br />
<br />
Can Dead Switch?:<br />
- Can battlers switch Node positions with dead units?<br />
<br />
---<br />
<br />
Triggers<br />
<br />
Show Popup?:<br />
- Show popups when a battler activates a Trigger?<br />
<br />
Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Flash Color:<br />
- Adjust the popup's flash color.<br />
- Format: [red, green, blue, alpha]<br />
<br />
Flash Duration:<br />
- What is the frame duration of the flash effect?<br />
<br />
---<br />
<br />
<br />
<br />
=== Grid Field Settings ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
[[File:BattleGridSystem_Params2.png]]<br />
<br />
Settings used for the overall grid field.<br />
<br />
---<br />
<br />
Size<br />
<br />
Max Ranks:<br />
- How many ranks are used for each team?<br />
- Max: 10.<br />
- Ranks are formation rows or columns visually.<br />
<br />
Max Flanks:<br />
- How many flanks are used for each team?<br />
- Max: 10.<br />
- Ranks are formation sides/wings or rows visually.<br />
<br />
---<br />
<br />
Field Appearance<br />
<br />
Max Horz Distance:<br />
- What is the maximum horizontal distance that the grid field spans across<br />
the screen?<br />
- Auto-shrinks if too big.<br />
<br />
Top/Bottom Delta:<br />
- What is the horizontal size difference from top to bottom of the field.<br />
- This adds perspective.<br />
<br />
Vertical Distance:<br />
- What is the vertical distance that the grid field spans across the<br />
screen from top to bottom?<br />
<br />
Perspective Modifier:<br />
- What is the perspective modifier? This is so that upper point distances<br />
shrink and lower point distances expand.<br />
<br />
Space Between:<br />
- How many nodes between each unit's front rank?<br />
- The space gives more room for movement animations.<br />
<br />
---<br />
<br />
Effects<br />
<br />
Blink Input User?:<br />
- Blink the input user for more clarity?<br />
<br />
Blink Color:<br />
- Adjust the blinking input color.<br />
- Format: [red, green, blue, alpha]<br />
<br />
---<br />
<br />
Offsets<br />
<br />
Grid Node Offsets:<br />
<br />
Offset X:<br />
- Offsets the node x position.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- Offsets the node y position.<br />
- Negative: up. Positive: down.<br />
<br />
Actor Sprite Offset:<br />
<br />
Offset X:<br />
- Offsets the actor x position.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- Offsets the actor y position.<br />
- Negative: up. Positive: down.<br />
<br />
Enemy Sprite Offset:<br />
<br />
Offset X:<br />
- Offsets the enemy x position.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- Offsets the enemy y position.<br />
- Negative: up. Positive: down.<br />
<br />
---<br />
<br />
Outline Filter<br />
<br />
Show Outline Filter?:<br />
- Show outline filter for nodes?<br />
- Requires Pixi JS Filters.<br />
<br />
Inner Color:<br />
- System hex code color for inner color.<br />
- Format: 0xRRGGBB<br />
- Requires Pixi JS Filters.<br />
<br />
Inner Thickness:<br />
- What thickness do you want for inner outline?<br />
- Requires Pixi JS Filters.<br />
<br />
Outer Color:<br />
- System hex code color for outer color.<br />
- Format: 0xRRGGBB<br />
- Requires Pixi JS Filters.<br />
<br />
Outer Thickness:<br />
- What thickness do you want for outer outline?<br />
- Requires Pixi JS Filters.<br />
<br />
---<br />
<br />
<br />
<br />
=== Grid Node Settings ===<br />
<br />
[[File:BattleGridSystem_Preview1.png|600px]]<br />
<br />
[[File:BattleGridSystem_Params3.png]]<br />
<br />
Settings used for specific grid Nodes.<br />
<br />
---<br />
<br />
Actor Nodes<br />
<br />
Filename:<br />
- Filename used for the actor Node image.<br />
- Leave empty if you don't wish to use one.<br />
<br />
Generated Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Generated Opacity:<br />
- What is the opacity level of the generated actor node?<br />
<br />
Differ Blend Color:<br />
- Blend color used when differentiating nodes.<br />
- Format: [red, green, blue, alpha]<br />
<br />
---<br />
<br />
Enemy Nodes<br />
<br />
Filename:<br />
- Filename used for the enemy Node image.<br />
- Leave empty if you don't wish to use one.<br />
<br />
Generated Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Generated Opacity:<br />
- What is the opacity level of the generated enemy node?<br />
<br />
Differ Blend Color:<br />
- Blend color used when differentiating nodes.<br />
- Format: [red, green, blue, alpha]<br />
<br />
---<br />
<br />
Opacity<br />
<br />
Opacity Speed:<br />
- Speed at which the opacity changes.<br />
<br />
Disabled Opacity:<br />
- Opacity level for disabled nodes.<br />
<br />
---<br />
<br />
Scale<br />
<br />
Scale X:<br />
- Scale X value for the node.<br />
<br />
Scale Y:<br />
- Scale Y value for the node.<br />
<br />
---<br />
<br />
Visibility<br />
<br />
Active Blend Color:<br />
- Blend color used by active battler.<br />
- Format: [red, green, blue, alpha]<br />
<br />
Global:<br />
<br />
Always Visible?:<br />
- Always make all grid Nodes visible?<br />
<br />
Any Input?:<br />
- Make all grid Nodes during input phase?<br />
<br />
Targeting?:<br />
- Make all grid Nodes during targeting?<br />
<br />
Specific:<br />
<br />
Inputting Actor?:<br />
- Make inputting actor's grid Node visible?<br />
<br />
Selected Target?:<br />
- Make selected target's grid Node visible?<br />
<br />
Active Battler?:<br />
- Make active battler/subject's grid Node visible?<br />
<br />
Action Target?:<br />
- Make action target's grid Node visible?<br />
<br />
---<br />
<br />
<br />
<br />
=== Passive State Settings ===<br />
<br />
[[File:BattleGridSystem_NodePassives.gif]]<br />
<br />
[[File:BattleGridSystem_Params4.png]]<br />
<br />
Settings used for Passive State Nodes.<br />
<br />
---<br />
<br />
Properties<br />
<br />
Show Passive Icons?:<br />
- Show the icons of the passive states attached to a Node?<br />
<br />
Cycle Duration:<br />
- How many frames should each icon cycle take?<br />
<br />
Blend Mode:<br />
- The blend mode used for these icons.<br />
<br />
---<br />
<br />
Opacity<br />
<br />
Opacity Speed:<br />
- Speed at which the opacity changes.<br />
<br />
Fluctuation Maximum:<br />
- Maximum opacity value for fluctuation effect.<br />
<br />
Fluctuation Range:<br />
- Fluctuation range of the opacity effect.<br />
<br />
Fluctuation Rate:<br />
- Fluctuation rate of the opacity effect.<br />
<br />
---<br />
<br />
Scale<br />
<br />
Scale X:<br />
- Scale X value for the icon.<br />
<br />
Scale Y:<br />
- Scale Y value for the icon.<br />
<br />
---<br />
<br />
<br />
<br />
=== Trigger Settings ===<br />
<br />
[[File:BattleGridSystem_NodeTraps.gif]]<br />
<br />
[[File:BattleGridSystem_Params5.png]]<br />
<br />
Settings used for Trigger Nodes.<br />
<br />
---<br />
<br />
Properties<br />
<br />
Show Trigger Icons?:<br />
- Show the icons of the trigger actions attached to a Node?<br />
<br />
Blend Mode:<br />
- The blend mode used for these icons.<br />
<br />
---<br />
<br />
Opacity<br />
<br />
Opacity Speed:<br />
- Speed at which the opacity changes.<br />
<br />
Fluctuation Maximum:<br />
- Maximum opacity value for fluctuation effect.<br />
<br />
Fluctuation Range:<br />
- Fluctuation range of the opacity effect.<br />
<br />
Fluctuation Rate:<br />
- Fluctuation rate of the opacity effect.<br />
<br />
---<br />
<br />
Scale<br />
<br />
Scale X:<br />
- Scale X value for the icon.<br />
<br />
Scale Y:<br />
- Scale Y value for the icon.<br />
<br />
---<br />
<br />
<br />
<br />
=== Move Command Settings ===<br />
<br />
[[File:BattleGridSystem_Movement.gif]]<br />
<br />
[[File:BattleGridSystem_Params6.png]]<br />
<br />
Settings used for the Move Command found in Window_ActorCommand. This has<br />
both aesthetic and mechanical settings.<br />
<br />
---<br />
<br />
General<br />
<br />
Auto Add "Move"?:<br />
- Automatically add the "Move" command to the actor command window list?<br />
<br />
Show "Move" Command?:<br />
- Show the "Move" command in the actor command window list?<br />
<br />
Command Icon:<br />
- Icon used for the "Move" command.<br />
<br />
Command Name:<br />
- Text used for the "Move" command.<br />
<br />
Queue Text:<br />
- Used with Active ATB/TPB to display movement queue.<br />
<br />
Command Queue:<br />
- How many turns must the actor wait before moving again?<br />
- If cooldown is 0, move range becomes global.<br />
<br />
Grid Switch on Move?:<br />
- Can actors switch Nodes when using the Move Command?<br />
<br />
Pass Turn on Move?:<br />
- Makes the actor pass the current turn if the Move Command is used?<br />
<br />
Battler Opacity Rate:<br />
- What opacity rate should battlers be adjusted by when the player has to<br />
select a Grid Node<br />
<br />
---<br />
<br />
Cursor<br />
<br />
Enabled:<br />
<br />
Blend Mode:<br />
- The blend mode used for an enabled cursor.<br />
<br />
Tone Color:<br />
- Adjust the tone color of an enabled cursor.<br />
- Format: [red, green, blue, gray]<br />
<br />
Opacity:<br />
- What opacity level should the enabled cursor use?<br />
<br />
Disabled:<br />
<br />
Blend Mode:<br />
- The blend mode used for an disabled cursor.<br />
<br />
Tone Color:<br />
- Adjust the tone color of an disabled cursor.<br />
- Format: [red, green, blue, gray]<br />
<br />
Opacity:<br />
- What opacity level should the disabled cursor use?<br />
<br />
---<br />
<br />
Default Move Range<br />
<br />
Global Range?:<br />
- Give actors a global movement range by default?<br />
<br />
Disable Range?:<br />
- Disable actor movement ranges by default?<br />
<br />
Allowed:<br />
<br />
Square:<br />
Radius:<br />
Rank:<br />
Flank:<br />
Diagonal Forward:<br />
Diagonal Backward:<br />
Forward:<br />
Backward:<br />
Upward:<br />
Downward:<br />
- What setting distance is allowed by default?<br />
<br />
Not Allowed:<br />
<br />
Square:<br />
Radius:<br />
Rank:<br />
Flank:<br />
Diagonal Forward:<br />
Diagonal Backward:<br />
Forward:<br />
Backward:<br />
Upward:<br />
Downward:<br />
- What setting distance is disallowed by default?<br />
<br />
---<br />
<br />
<br />
<br />
=== Sound Settings ===<br />
<br />
[[File:BattleGridSystem_Movement.gif]]<br />
<br />
[[File:BattleGridSystem_Params7.png]]<br />
<br />
These settings let you adjust the sound effects used for this plugin.<br />
<br />
---<br />
<br />
Move Command<br />
<br />
Filename:<br />
- Filename of the sound effect played.<br />
<br />
Volume:<br />
- Volume of the sound effect played.<br />
<br />
Pitch:<br />
- Pitch of the sound effect played.<br />
<br />
Pan:<br />
- Pan of the sound effect played.<br />
<br />
---<br />
<br />
<br />
<br />
=== Tactics Scene Settings ===<br />
<br />
[[File:BattleGridSystem_Preview2.png|600px]]<br />
<br />
[[File:BattleGridSystem_Params8.png]]<br />
<br />
These settings adjust the Battle Grid Tactics Scene. This is an entirely<br />
optional feature that does not need to be a part of your game. If you want<br />
it, make sure the "Use Tactics System?" parameter is set to "true". If not,<br />
set it to "false".<br />
<br />
---<br />
<br />
Mechanics Settings<br />
<br />
Use Tactics System?:<br />
- Use the battle tactics system?<br />
- If not, actor positions are determined by notetags and algorithms.<br />
<br />
---<br />
<br />
Main Menu<br />
<br />
Command Name:<br />
- Name of the 'Battle Tactics' option in the Main Menu.<br />
<br />
Show in Main Menu?:<br />
- Add the 'Battle Tactics' option to the Main Menu by default?<br />
<br />
Enable in Main Menu?:<br />
- Enable the 'Battle Tactics' option to the Main Menu by default?<br />
<br />
---<br />
<br />
Background Settings<br />
<br />
Snapshop Opacity:<br />
- Snapshot opacity for the scene.<br />
<br />
Background 1:<br />
- Filename used for the bottom background image.<br />
- Leave empty if you don't wish to use one.<br />
<br />
Background 2:<br />
- Filename used for the upper background image.<br />
- Leave empty if you don't wish to use one.<br />
<br />
---<br />
<br />
Starting Positions<br />
<br />
1st through 20th Member:<br />
- Adjust the settings individually for each party member.<br />
<br />
Rank:<br />
- What is the starting rank for this party member?<br />
- Use 0 to let plugin determine starting position.<br />
<br />
Flank:<br />
- What is the starting flank for this party member?<br />
- Use 0 to let plugin determine starting position.<br />
<br />
---<br />
<br />
<br />
<br />
=== Window Settings ===<br />
<br />
[[File:BattleGridSystem_Preview2.png|600px]]<br />
<br />
[[File:BattleGridSystem_Params9.png]]<br />
<br />
These settings let you adjust the window settings for this plugin.<br />
<br />
---<br />
<br />
Action Display<br />
<br />
Adjust Pixel Radius:<br />
- Adjust the pixel size of each node radius by this much.<br />
<br />
Draw Usable Nodes?:<br />
- Draws the nodes that the user can perform an action on.<br />
- This is for general windows.<br />
<br />
Usable Color:<br />
Not Usable Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Draw Target Nodes?:<br />
- Draws the nodes that the user can target with the action.<br />
- This is for general windows.<br />
<br />
Ally Color:<br />
Enemy Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
---<br />
<br />
Window_SkillList<br />
<br />
Window_ItemList<br />
<br />
Window_ActorCommand<br />
<br />
Draw Usable Nodes?:<br />
- Draws the nodes that the user can perform an action on.<br />
- This is for those windows.<br />
<br />
Draw Target Nodes?:<br />
- Draws the nodes that the user can target with the action.<br />
- This is for those windows.<br />
<br />
---<br />
<br />
Tactics Help Window<br />
<br />
Background Type:<br />
- Select background type for this window.<br />
<br />
Help: Select Actor:<br />
- Help description to tell player to select an actor.<br />
<br />
Help: Select Node:<br />
- Help description to tell player to select a node.<br />
<br />
---<br />
<br />
Tactics Grid Window<br />
<br />
Background Type:<br />
- Select background type for this window.<br />
<br />
Graphic Type:<br />
- Choose how the actor graphics appear in tactics menu.<br />
- None<br />
- Face<br />
- Map Sprite<br />
- Sideview Battler<br />
<br />
Switching:<br />
<br />
Switching BG Color 1:<br />
Switching BG Color 2:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Switching Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Party Leader:<br />
- Text used for the tactics banner for the party leader.<br />
- Do not use Text Codes.<br />
<br />
Leader Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Party Member:<br />
- Text used for the tactics banner for party member.<br />
- %1 - Party Member Slot ID.<br />
- Do not use Text Codes.<br />
<br />
Member Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Empty Node:<br />
- Text used for the tactics banner for empty node.<br />
- Do not use Text Codes.<br />
<br />
Empty Text Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for this window.<br />
<br />
JS: Draw Empty Node:<br />
- Code used to draw the contents of an empty node.<br />
<br />
JS: Draw Actor Node:<br />
- Code used to draw the contents of a node with an actor.<br />
<br />
---<br />
<br />
<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
* [[Yanfly]]<br />
* [[Arisu]]<br />
* [[Olivia]]<br />
* [[Irina]]<br />
<br />
<br />
<br />
== Changelog ==<br />
<br />
Version 1.01: March 14, 2024<br />
* Bug Fixes!<br />
** Fixed a bug that required the State Tooltips plugin and if it wasn't present, would cause a crash upon using mouse controls. Fix by Irina.<br />
** Fixed a bug where the add trigger to node action sequence did not work properly. Fix made by Olivia.<br />
* Feature Update!<br />
** Movement actor sprite now reflects the actor's offset X and Y settings found in the Battle Core. Update made by Irina.<br />
<br />
<br />
<br />
Version 1.00 Official Release Date: March 29, 2024<br />
* Finished Plugin!<br />
<br />
== See Also ==<br />
<br />
* [[Inspiration Behind Grande]]<br />
* [[Area of Effect (YEP)]]<br />
* [[Row Formation (YEP)]]<br />
<br />
<br />
<br />
== End of Helpfile ==<br />
<br />
|}<br />
<br />
<!-- This is a comment, remove the arrows surrounding this for the categories you want to show --><br />
<!-- [[Category: RPG Maker MZ Core Plugins]] --><br />
[[Category: RPG Maker MZ Battle Plugins]]<br />
<!-- [[Category: RPG Maker MZ Item Plugins]] --><br />
[[Category: RPG Maker MZ Skill Plugins]]<br />
<!-- [[Category: RPG Maker MZ Equip Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Status Menu Plugins]] --><br />
[[Category: RPG Maker MZ Gameplay Plugins]]<br />
<!-- [[Category: RPG Maker MZ Movement Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quest Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Options Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Eventing Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Utility Plugins]] --><br />
[[Category: RPG Maker MZ Mechanical Plugins]]<br />
[[Category: RPG Maker MZ Visual Plugins]]<br />
<!-- [[Category: RPG Maker MZ Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Message Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --><br />
<!-- [[Category: Action Sequences (MZ)]] --><br />
<!-- [[Category: Comment Tags (MZ)]] --><br />
<!-- [[Category: Main Menu Manager Integration (MZ)]] --><br />
<!-- [[Category: Notetags (MZ)]] --><br />
<!-- [[Category: Options Core Integration (MZ)]] --><br />
<!-- [[Category: Plugin Commands (MZ)]] --><br />
<!-- [[Category: Script Calls (MZ)]] --><br />
<!-- [[Category: Text Codes (MZ)]] --></div>Irinahttp://www.yanfly.moe/wiki/Equip_Medal_System_VisuStella_MZEquip Medal System VisuStella MZ2024-02-23T15:06:36Z<p>Irina: </p>
<hr />
<div>{{MzPlugin<br />
|preview = <youtube>https://youtu.be/guIvEDn_X3o</youtube><br />
<!-- |preview = [[File:VisuMZ.149.jpg|600px]] --><br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/2546115" width="552" height="167"><a href="https://visustellamz.itch.io/equip-medal-system">Equip Medal System plugin for RPG Maker MZ by VisuStellaMZ</a></iframe></html><br />
|link2 = {{VisuStella Grande Vol 1}}<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:EquipMedalSys_Preview1.png|600px]]<br />
<br />
[[File:EquipMedalSys_Preview2.png|600px]]<br />
<br />
[[File:EquipMedalSys_Preview3.png|600px]]<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
{{RequiredPluginsMZ}}<br />
* [[Core Engine VisuStella MZ]]<br />
* [[Items and Equips Core VisuStella MZ]]<br />
<br />
<!--<br />
{{ExtensionPluginsMZ}}<br />
* [[Extension Plugin 1|Name1]]<br />
* [[Extension Plugin 2|Name2]]<br />
* [[Extension Plugin 3|Name3]]<br />
--><br />
<br />
{{Visustella MZ}}<br />
<br />
== Introduction ==<br />
<br />
[[File:VisuMZ.149.jpg|600px]]<br />
<br />
Medals are a type of personalized equipment that actors can wear. They<br />
function just like pieces of armor which means they can get all of the<br />
parameter bonuses and traits that armors add. Medals can be acquired through<br />
various conditions and allow your actors can be customized in more ways.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Medals can be found and toggled from the equip scene. <br />
* Medals are limited to the medal slots that an actor has and the amount of slots that a medal takes up. <br />
* Since medals are armors in the database, they also take on all of the aspects that armors do like parameters and traits. <br />
* Determine which medals an actor can acquire through notetags. <br />
* Some medals can be acquired for the whole party when the player acquires certain items, weapons, armors, or key items. <br />
* Medals can be acquired by fulfilling the conditions needed to be met. <br />
* Upon acquiring medals, actors can branch out and unlock more medals to be acquired through various means. <br />
* Some of these conditions include leveling, winning battles, escaping, being afflicted by states, attacking a certain amount of times, and more! <br />
* Give and remove medals to and from all actors in a party globally. <br />
* Medals have the ability to gain Glory, a form of Medal EXP, to evolve and transform into other medals. <br />
<br />
<br />
<br />
== Requirements ==<br />
<br />
This plugin is made for RPG Maker MZ. This will not work in other iterations<br />
of RPG Maker.<br />
<br />
=== Required Plugin List ===<br />
<br />
* [[Core Engine VisuStella MZ]]<br />
* [[Items and Equips Core VisuStella MZ]]<br />
<br />
This plugin requires the above listed plugins to be installed inside your<br />
game's Plugin Manager list in order to work. You cannot start your game with<br />
this plugin enabled without the listed plugins.<br />
<br />
{{MZ Tier 2}}<br />
<br />
<br />
<br />
== How Equippable Medals Work ==<br />
<br />
This section explains how Equippable Medals work in detail.<br />
<br />
---<br />
<br />
=== Armors at Base ===<br />
<br />
[[File:EquipMedalSys_Preview1.png|600px]]<br />
<br />
Equippable Medals are personalized armors that actors can equip and unequip<br />
as long as the actors have enough "Medal Slots" to support the medals. Since<br />
medals are armors at the fundamental level, they have all of the traits that<br />
armors have access to in addition to the ability to give stat bonuses.<br />
<br />
---<br />
<br />
=== Unlock Conditions ===<br />
<br />
[[File:EquipMedalSys_Preview2.png|600px]]<br />
<br />
If an actor has unacquired Equippable Medals listed, that actor can attempt<br />
to meet the conditions of those medals and acquire them. Actors will not be<br />
able to acquire medals that aren't listed, regardless of the actor meeting<br />
all the unlock conditions for the unlisted Equippable Medals.<br />
<br />
Unlock conditions can range from things like fighting 5 battles since the<br />
time the Equippable Medal has been listed to things like casting 8 magical<br />
skills. There is a huge list of unlock conditions that can be used found in<br />
the notetags section.<br />
<br />
---<br />
<br />
=== Medal Evolution ===<br />
<br />
[[File:EquipMedalSys_Preview3.png|600px]]<br />
<br />
When Equipped Medals are worn in battle, they can earn "Glory", a type of<br />
EXP for medals. Enemies can reward players different amounts of Medal EXP<br />
based off their notetags.<br />
<br />
When medals receive enough Medal EXP, they will "evolve", transforming them<br />
into a different Medal that can be worn by the actor. By default, the<br />
previous Medal will be hidden away in favor of the newer evolved Medal. Any<br />
excess Medal EXP will be transferred over to the newer evolved Medal.<br />
<br />
Medal Evolution does not take into consideration Unlock Conditions. Evolving<br />
a Medal can happen without fulfilling Unlock Conditions as evolutions just<br />
bypass them altogether.<br />
<br />
Not all medals need to evolve. Only those that can evolve will take in Medal<br />
EXP. In Scene_Equip, where medals can be viewed, a gauge will be displayed<br />
next to evolvable medals to represent the progress made so far in acquiring<br />
Medal EXP for those medals.<br />
<br />
---<br />
<br />
<br />
<br />
== Extra Features ==<br />
<br />
There are some extra features found if other VisuStella MZ plugins are found<br />
present in the Plugin Manager list.<br />
<br />
---<br />
<br />
=== [[Elements and Status Menu Core VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.008.jpg|300px|link=Elements and Status Menu Core VisuStella MZ]]<br />
<br />
Certain notetags will become available if the VisuStella MZ Elements and<br />
Status Menu Core plugin is installed in addition to this plugin. This<br />
notetag is the <Equip Medal Learn Defeat name Trait: x> notetag.<br />
<br />
---<br />
<br />
<br />
<br />
== VisuStella MZ Compatibility ==<br />
<br />
While this plugin is compatible with the majority of the VisuStella MZ<br />
plugin library, it is not compatible with specific plugins or specific<br />
features. This section will highlight the main plugins/features that will<br />
not be compatible with this plugin or put focus on how the make certain<br />
features compatible.<br />
<br />
---<br />
<br />
=== [[Victory Aftermath VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.013a.jpg|300px|link=Victory Aftermath VisuStella MZ]]<br />
<br />
If Victory Aftermath is installed (and updated to the latest version),<br />
reward strips can be updated to show the amount of Glory (Medal EXP) that<br />
is gained in battle.<br />
<br />
---<br />
<br />
<br />
<br />
{{Notetags MZ}}<br />
<br />
{{VisuMZ Equip Medal System Notetags}}<br />
<br />
<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ Equip Medal System Plugin Commands}}<br />
<br />
<br />
<br />
== Plugin Parameters ==<br />
<br />
=== General Settings ===<br />
<br />
[[File:EquipMedalSys_Preview1.png|600px]]<br />
<br />
[[File:EquipMedalSys_Params1.png]]<br />
<br />
General settings for the Equip Medal System.<br />
<br />
---<br />
<br />
General Settings:<br />
<br />
Default Show Command:<br />
- Shows Medal Command by default?<br />
<br />
Auto-Equip on Learn:<br />
- Automatically equips newly learned Medals.<br />
<br />
Text Popup on Learn:<br />
- Produce a text popup when a Medal is learned?<br />
<br />
Text Popup Format:<br />
- Text format used for text popup.<br />
- %1 - Actor, %2 - Medal, %3 - Icon<br />
<br />
---<br />
<br />
Slot Settings:<br />
<br />
Slot Formula:<br />
- What is the formula used to determine current max capacity?<br />
<br />
Default Slot Cost:<br />
- What is the default capacity cost of equipping a Medal?<br />
<br />
Minimum Slot Cap:<br />
- What is the minimum capacity value?<br />
<br />
Maximum Slot Cap:<br />
- What is the maximum capacity value?<br />
<br />
Check Over-Capacity:<br />
- Checks over-capacity when EXP changes.<br />
<br />
---<br />
<br />
Medal EXP Settings:<br />
<br />
EXP Formula:<br />
- What is the formula used to determine how much exp an enemy gives?<br />
- Variable 'user' refers to the defeated enemy.<br />
<br />
Alive Actors?:<br />
- Do actors have to be alive to receive Medal EXP from defeated enemies?<br />
<br />
Show During Victory?:<br />
- Show how much Medal EXP is earned during victory phase?<br />
<br />
---<br />
<br />
<br />
<br />
=== Vocabulary Settings ===<br />
<br />
[[File:EquipMedalSys_Preview2.png|600px]]<br />
<br />
[[File:EquipMedalSys_Params2.png]]<br />
<br />
These settings let you adjust the text displayed for this plugin.<br />
<br />
---<br />
<br />
Medal EXP:<br />
<br />
Medal EXP Name:<br />
- Text used to represent Medal EXP.<br />
<br />
Medal EXP Icon:<br />
- Icon used to represent Medal EXP.<br />
<br />
Medal EXP Name Format:<br />
- Text format used to display Medal EXP name. %1 - Name, %2 - Icon<br />
<br />
Reward Message Format:<br />
- Text format used when Medal EXP is received. %1 - Amount, %2 - Name<br />
<br />
---<br />
<br />
Scene_Equip:<br />
<br />
Command Name:<br />
- Text used for the Medals Command.<br />
<br />
Command Icon:<br />
- Icon used for the Medals command and for any medals that are displayed<br />
without any icon.<br />
<br />
Capacity Text:<br />
- Text used for Medals Capacity.<br />
<br />
Capacity Icon:<br />
- Icon used to represent Medals Capacity when displayed as a limited<br />
resource.<br />
<br />
Capacity Format:<br />
- Text format used to representing Capacity.<br />
- %1 - Current, %2 - Max, %3 - Icon<br />
<br />
Cost Format:<br />
- Text format used for Capacity Cost. %1 - Cost, %2 - Icon<br />
<br />
Unlearned Text:<br />
- Text displayed instead of cost for unlearned Medals.<br />
<br />
Gauge EXP Format:<br />
- Text format used when displaying Medal EXP in a gauge.<br />
- %1 - Current, %2 - Needed, %3 - Percent<br />
<br />
Decimal Places:<br />
- How many decimal places should the percent digits go out to for the<br />
percent value?<br />
<br />
Mastered Medal Text:<br />
- Text used in Medal EXP Gauge for mastered medals.<br />
- You may use text codes.<br />
<br />
---<br />
Help Window:<br />
<br />
Description Format:<br />
- Text format used to create help descriptions.<br />
- %1 - Unlocking Conditions<br />
<br />
Word Wrap?:<br />
- Apply word wrap to unlock conditions?<br />
- Requires VisuMZ_1_MessageCore!<br />
<br />
Spacing?:<br />
- Add spacing between conditions?<br />
<br />
Spacer:<br />
- Text inserted between conditions.<br />
<br />
Empty Descriptions:<br />
- Text used when no condition text is made.<br />
<br />
---<br />
<br />
Unlock Condition Text:<br />
<br />
Condition Met Color:<br />
- Use text colors from the Window Skin only.<br />
<br />
Progress Format:<br />
- Text format used to indicate progress amount.<br />
- %1 - Progress Text<br />
<br />
Fraction Format:<br />
- Text format used for progress fraction.<br />
- %1 - Current, %2 - Goal<br />
<br />
Percent Format:<br />
- Text format used for percentile value.<br />
- %1 - Percent<br />
<br />
Length Limit:<br />
- What is the character limit before a percentage is used instead<br />
fractions for progress text?<br />
<br />
Complete:<br />
- Progress text used when unlock condition is fulfilled.<br />
<br />
Level Format:<br />
- Text format used for level conditions.<br />
- %1 - Level, %2 - Progress<br />
<br />
Battle Format:<br />
- Text format used for fought battles.<br />
* %1 - Needed, %2 - Progress<br />
<br />
Victory Format:<br />
- Text format used for victorious battles.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Escape Format:<br />
- Text format used for escaped battles.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Defeat Format:<br />
- Text format used for lost battles.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Attack Format:<br />
- Text format used for attack times.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Guard Format:<br />
- Text format used for guard times.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Skill Format:<br />
- Text format used for skill times.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Physical Skills:<br />
- Text format used for physical skills.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Magical Skills:<br />
- Text format used for magical skills.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Certain Hit Skills:<br />
- Text format used for certain hit skills.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Item Format:<br />
- Text format used for item uses.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Deal Criticals:<br />
- Text format used for dealing criticals.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Take Criticals:<br />
- Text format used for taking criticals.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Miss Format:<br />
- Text format for missing attacks.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Evade Format:<br />
- Text format for evading attacks.<br />
- %1 - Needed, %2 - Progress<br />
<br />
SType Use:<br />
- Text format for using SType Skills.<br />
- %1 - Needed, %2 - Progress, %3 - Type Text<br />
<br />
Deal Element DMG:<br />
- Text format used for inflicting element damage.<br />
- %1 - Needed, %2 - Progress, %3 - Element<br />
<br />
Take Element DMG:<br />
- Text format used for receiving element damage.<br />
- %1 - Needed, %2 - Progress, %3 - Element<br />
<br />
Deal State:<br />
- Text format used for inflicting states.<br />
- %1 - Needed, %2 - Progress, %3 - State<br />
<br />
Take State:<br />
- Text format used for receiving states.<br />
- %1 - Needed, %2 - Progress, %3 - State<br />
<br />
Trait Slayer:<br />
- Text format for slaying trait types.<br />
- %1 - Needed, %2 - Progress, %3 - Type Text<br />
<br />
Total Damage Dealt:<br />
- Text format for total damage dealt.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Total Damage Taken:<br />
- Text format for total damage received.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Total Healing Dealt:<br />
- Text format for total healing given.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Total Healing Taken:<br />
- Text format for total healing taken.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Kills Format:<br />
- Text format for kills performed.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Deaths Format:<br />
- Text format for deaths in battle.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Assists Format:<br />
- Text format for assists made.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Reach Gold Total:<br />
- Text format for reaching gold quantity.<br />
- %1 - Needed, %2 - Progress, %3 - Gold<br />
<br />
Reach Item Total:<br />
- Text format for reaching item quantity.<br />
- %1 - Needed, %2 - Progress, %3 - Item<br />
<br />
Reach Weapon Total:<br />
- Text format for reaching weapon quantity.<br />
- %1 - Needed, %2 - Progress, %3 - Weapon<br />
<br />
Reach Armor Total:<br />
- Text format for reaching armor quantity.<br />
- %1 - Needed, %2 - Progress, %3 - Armor<br />
<br />
Reach Base Param:<br />
- Text format for reaching base Param amount.<br />
- %1 - Needed, %2 - Progress, %3 - Param Name<br />
<br />
Reach XParam Amount:<br />
- Text format for reaching X Param amount.<br />
- %1 - Needed, %2 - Progress, %3 - XParam Name<br />
<br />
Reach SParam Amount:<br />
- Text format for reaching S Param amount.<br />
- %1 - Needed, %2 - Progress, %3 - SParam Name<br />
<br />
---<br />
<br />
<br />
<br />
=== Window Settings ===<br />
<br />
[[File:EquipMedalSys_Preview3.png|600px]]<br />
<br />
[[File:EquipMedalSys_Params3.png]]<br />
<br />
These settings let you adjust the windows displayed for this plugin.<br />
<br />
---<br />
<br />
Equip Medal List:<br />
<br />
Background Type:<br />
- Select background type for this window.<br />
<br />
Equipped Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Show Capacity Costs?:<br />
- Shows capacity costs on Medals?<br />
<br />
Show 0 Costs?:<br />
- Shows capacity costs if they cost 0?<br />
<br />
Show 1 Costs?:<br />
- Shows capacity costs if they only cost 1?<br />
<br />
Show Cost Numbers?:<br />
- Shows capacity cost values?<br />
- If not, displays multiple icons instead.<br />
<br />
Cost Icon Limit:<br />
- If "Show Cost Numbers" is false, this is how many icons can be<br />
displayed max before showing number costs.<br />
<br />
Sort Style:<br />
- How do you wish to sort medals by?<br />
<br />
Show Unlearned?:<br />
- Shows unlearned medals in the list window?<br />
<br />
Separate Unlearned?:<br />
- Separate unlearned medals from learned medals?<br />
<br />
Mask Unlearned?:<br />
- Masks unlearned medals in list window?<br />
<br />
Mask Icon:<br />
- What is the icon used for masked medals?<br />
<br />
Mask Character:<br />
- Text used for masking per individual character.<br />
<br />
Italics?:<br />
- Use italics for masked names?<br />
<br />
Hide Former Evolved?:<br />
- Hide formerly evolved medals?<br />
<br />
Medal EXP Gauge Style:<br />
- Select the gauge style to use for medal EXP.<br />
- Requires VisuMZ_3_VisualGaugeStyles!<br />
<br />
EXP Gauge Color 1:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
EXP Gauge Color 2:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Gauge Width Modifier:<br />
- Adjust the gauge width by this amount.<br />
<br />
EXP Text Offset X:<br />
- Offsets the Medal EXP Gauge Text X.<br />
- Negative: left. Positive: right.<br />
<br />
EXP Text Offset Y:<br />
- Offsets the Medal EXP Gauge Text Y.<br />
- Negative: up. Positive: down.<br />
<br />
---<br />
<br />
Medal Status Window:<br />
<br />
Show Window?:<br />
- Shows this window in the scene?<br />
<br />
Background Type:<br />
- Select background type for this window.<br />
<br />
Max Capacity Color:<br />
- Use text colors from the Window Skin only.<br />
<br />
---<br />
<br />
<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
* [[Yanfly]]<br />
* [[Arisu]]<br />
* [[Olivia]]<br />
* [[Irina]]<br />
<br />
<br />
<br />
== Changelog ==<br />
<br />
Version 1.01: March 14, 2024<br />
* Bug Fixes!<br />
** Fixed a compatibility issue with Equip Set Bonuses where the set tooltip window would no disappear upon selecting the Medal command. Fix by Arisu.<br />
** Fixed a bug where hovering over the Medal command would stop making the hover change work for the other commands. Fix by Arisu.<br />
** Fixed a bug where pressing 'up' with Modern Controls would not return back to the command window. Fix by Arisu.<br />
** Fixed a bug where elemental damage, states, and stypes, taken and dealt was not making progress for learning new medals. Fix by Arisu.<br />
** Fixed a bug where <Equip Medal Evolves Into Next: exp> notetag was suppressed by the other notetag. Fix made by Arisu.<br />
** Fixed a bug where the <Equip Medal Evolves Into Next: exp> notetag does not require the proper amount of EXP. Fix made by Arisu.<br />
* Feature Update!<br />
** Added a fail safe where if both the optimize and clear commands are removed from the equip scene, the medal command can still be visible. Update made by Arisu.<br />
** If a medal becomes hidden, it is no longer considered equipped.<br />
** Inflict and Receive State effects no longer require the target to be unaffilicted by the state before to count.<br />
<br />
<br />
<br />
Version 1.00 Official Release Date: March 27, 2024<br />
* Finished Plugin!<br />
<br />
== See Also ==<br />
<br />
* [[Inspiration Behind Grande]]<br />
<br />
<br />
<br />
== End of Helpfile ==<br />
<br />
|}<br />
<br />
<!-- This is a comment, remove the arrows surrounding this for the categories you want to show --><br />
<!-- [[Category: RPG Maker MZ Core Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Battle Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Item Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Skill Plugins]] --><br />
[[Category: RPG Maker MZ Equip Plugins]]<br />
<!-- [[Category: RPG Maker MZ Status Menu Plugins]] --><br />
[[Category: RPG Maker MZ Gameplay Plugins]]<br />
<!-- [[Category: RPG Maker MZ Movement Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quest Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Options Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Eventing Plugins]] --><br />
[[Category: RPG Maker MZ Utility Plugins]]<br />
[[Category: RPG Maker MZ Mechanical Plugins]]<br />
<!-- [[Category: RPG Maker MZ Visual Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Message Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --><br />
<!-- [[Category: Action Sequences (MZ)]] --><br />
<!-- [[Category: Comment Tags (MZ)]] --><br />
<!-- [[Category: Main Menu Manager Integration (MZ)]] --><br />
<!-- [[Category: Notetags (MZ)]] --><br />
<!-- [[Category: Options Core Integration (MZ)]] --><br />
<!-- [[Category: Plugin Commands (MZ)]] --><br />
<!-- [[Category: Script Calls (MZ)]] --><br />
<!-- [[Category: Text Codes (MZ)]] --></div>Irinahttp://www.yanfly.moe/wiki/Equip_Passive_System_VisuStella_MZEquip Passive System VisuStella MZ2024-02-23T15:05:19Z<p>Irina: </p>
<hr />
<div>{{MzPlugin<br />
|preview = <youtube>https://youtu.be/n_X2J2Q9FHQ</youtube><br />
<!-- |preview = [[File:VisuMZ.148.jpg|600px]] --><br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/2546114" width="552" height="167"><a href="https://visustellamz.itch.io/equip-passive-system">Equip Passive System plugin for RPG Maker MZ by VisuStellaMZ</a></iframe></html><br />
|link2 = {{VisuStella Grande Vol 1}}<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:EquipPassiveSys_Preview1.png|600px]]<br />
<br />
[[File:EquipPassiveSys_Preview2.png|600px]]<br />
<br />
[[File:EquipPassiveSys_Preview3.png|600px]]<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
{{RequiredPluginsMZ}}<br />
* [[Core Engine VisuStella MZ]]<br />
* [[Skills and States Core VisuStella MZ]]<br />
<br />
<!--<br />
{{ExtensionPluginsMZ}}<br />
* [[Extension Plugin 1|Name1]]<br />
* [[Extension Plugin 2|Name2]]<br />
* [[Extension Plugin 3|Name3]]<br />
--><br />
<br />
{{Visustella MZ}}<br />
<br />
== Introduction ==<br />
<br />
[[File:VisuMZ.148.jpg|600px]]<br />
<br />
Actors can now equip passive states to further enhance their battle<br />
potential. With how flexible states are, equippable passive states can boost<br />
actors in numerous ways. Equippable passive states can be learned in many<br />
different ways and add further customization potential to your actors.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Passive states can be accessed and equipped from the skill scene. <br />
* Passive states are limited to the passive capacity that an actor has and the amount of capacity that passive state costs. <br />
* As passive are states at the fundamental level, they take on all the advantages and traits that states have like motions and overlays. <br />
* Dictate which passives an actor can learn through notetags. <br />
* Some passives can be linked to when skills are learned. <br />
* Passives can have a variety of conditions before they are learned. <br />
* Branch out passives so that when they're learned, more passives can be unlocked for that actor. <br />
* Some of these conditions include leveling, winning battles, escaping, being afflicted by states, attacking a certain amount of times, and more! <br />
* Globally learn and remove passive states across all actors. <br />
* Optionally combines with the Skill Learn System to allow actors to learn equippable passives using the Skill Learn System's notetags and AP/SP. <br />
<br />
<br />
<br />
== Requirements ==<br />
<br />
This plugin is made for RPG Maker MZ. This will not work in other iterations<br />
of RPG Maker.<br />
<br />
=== Required Plugin List ===<br />
<br />
* [[Core Engine VisuStella MZ]]<br />
* [[Skills and States Core VisuStella MZ]]<br />
<br />
This plugin requires the above listed plugins to be installed inside your<br />
game's Plugin Manager list in order to work. You cannot start your game with<br />
this plugin enabled without the listed plugins.<br />
<br />
{{MZ Tier 2}}<br />
<br />
<br />
<br />
== How Equippable Passives Work ==<br />
<br />
This section explains how Equippable Passives work in detail.<br />
<br />
---<br />
<br />
=== States at the Core ===<br />
<br />
[[File:EquipPassiveSys_Preview1.png|600px]]<br />
<br />
Equippable Passives are states that actors can toggle ON/OFF as long as the<br />
actors have enough "Passive Capacity" to support the passives. As these are<br />
states, they have all of the traits that states have access to in addition<br />
to their motion and overlay related aspects.<br />
<br />
---<br />
<br />
=== Unlock Conditions ===<br />
<br />
[[File:EquipPassiveSys_Preview2.png|600px]]<br />
<br />
If an actor has unlearned Equippable Passives listed, that actor can attempt<br />
to meet the conditions of those passive states and learn them. Actors will<br />
not be able to learn passive states that aren't listed, regardless of the<br />
actor fulfilling the unlock conditions for the unlisted Equippable Passives.<br />
<br />
Unlock conditions can range from things like fighting 5 battles since the<br />
time the Equippable Passive has been listed to things like casting 8 magical<br />
skills. There is a huge list of unlock conditions that can be used found in<br />
the notetags section.<br />
<br />
---<br />
<br />
=== Skill Learn System ===<br />
<br />
[[File:EquipPassiveSys_Preview3.png|600px]]<br />
<br />
If unlock conditions are not your thing, actors can bypass all of them and<br />
just straight up pay for them in the Skill Learn System as long as the<br />
Equippable Passives are listed there. Naturally, this will require VisuMZ's<br />
Skill Learn System plugin installed for this integration to work out.<br />
<br />
Actors can pay for Equippable Passives in the Skill Learn System using AP,<br />
CP, JP, SP, items, weapons, armors, just about anything that normal skills<br />
can be used to pay with.<br />
<br />
Once again, Equippable Passives through the Skill Learn System will not<br />
require unlock conditions to be fulfilled in order to be bought and learned.<br />
This functions as an alternative way for players to acquire Equippable<br />
Passives if they're not a fan of the unlock system.<br />
<br />
This does not mean that all Equippable Passives have to be placed through<br />
the Skill Learn System while being condition unlockable or vice versa. You<br />
can have some passives exclusive to the Skill Learn System while others are<br />
exclusive to the unlocking mechanisms at play.<br />
<br />
---<br />
<br />
<br />
<br />
== Extra Features ==<br />
<br />
There are some extra features found if other VisuStella MZ plugins are found<br />
present in the Plugin Manager list.<br />
<br />
---<br />
<br />
=== [[Elements and Status Menu Core VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.008.jpg|300px|link=Elements and Status Menu Core VisuStella MZ]]<br />
<br />
Certain notetags will become available if the VisuStella MZ Elements and<br />
Status Menu Core plugin is installed in addition to this plugin. This<br />
notetag is the <Equip Passive Learn Defeat name Trait: x> notetag.<br />
<br />
---<br />
<br />
=== [[Skill Learn System VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.042.jpg|300px|link=Skill Learn System VisuStella MZ]]<br />
<br />
If you have the VisuStella MZ Skill Learn System installed in addition to<br />
this plugin, you can integrate the passive learning aspect into the skill<br />
learn system itself and pay for passives using AP, SP (as well as CP and JP<br />
if the VisuStella MZ Class Change System is installed).<br />
<br />
Unlock conditions do NOT need to be fulfilled if passives are learned<br />
through the Skill Learn System. This is because the normal unlocking passive<br />
conditions are made specifically for learning passives organically through<br />
playing the game while the Skill Learn System allows for players to<br />
carefully choose their options and buy them on the spot.<br />
<br />
Passives placed through the Skill Learn System will use a different set of<br />
notetags which will be listed in the notetags section of this plugin.<br />
<br />
Unlearned passives listed in the Skill Learn System will not necessarily<br />
appear in the unlearned passives list of the Passives window unless you<br />
have the organic notetags used to list them there.<br />
<br />
---<br />
<br />
<br />
<br />
{{Notetags MZ}}<br />
<br />
{{VisuMZ Equip Passive System Notetags}}<br />
<br />
<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ Equip Passive System Plugin Commands}}<br />
<br />
<br />
<br />
== Plugin Parameters ==<br />
<br />
=== General Settings ===<br />
<br />
[[File:EquipPassiveSys_Preview1.png|600px]]<br />
<br />
[[File:EquipPassiveSys_Params1.png]]<br />
<br />
General settings for the Equip Passive System.<br />
<br />
---<br />
<br />
General Settings:<br />
<br />
Default Show Command:<br />
- Shows Passive Command by default?<br />
<br />
Auto-Equip on Learn:<br />
- Automatically equips newly learned Passives.<br />
<br />
Text Popup on Learn:<br />
- Produce a text popup when a Passive is learned?<br />
<br />
Text Popup Format:<br />
- Text format used for text popup.<br />
- %1 - Actor, %2 - Passive, %3 - Icon<br />
<br />
---<br />
<br />
Capacity Settings:<br />
<br />
Capacity Formula:<br />
- What is the formula used to determine current max capacity?<br />
<br />
Default Capacity Cost:<br />
- What is the default capacity cost of equipping a Passive?<br />
<br />
Minimum Capacity Cap:<br />
- What is the minimum capacity value?<br />
<br />
Maximum Capacity Cap:<br />
- What is the maximum capacity value?<br />
<br />
Check Over-Capacity:<br />
- Checks over-capacity when EXP changes.<br />
<br />
---<br />
<br />
<br />
<br />
=== Vocabulary Settings ===<br />
<br />
[[File:EquipPassiveSys_Preview2.png|600px]]<br />
<br />
[[File:EquipPassiveSys_Params2.png]]<br />
<br />
These settings let you adjust the text displayed for this plugin.<br />
<br />
---<br />
<br />
Scene_Skill:<br />
<br />
Command Name:<br />
- Text used for the Passives Command.<br />
<br />
Command Icon:<br />
- Icon used for the Passives command and for any passives that are<br />
displayed without any icon.<br />
<br />
Capacity Text:<br />
- Text used for Passives Capacity.<br />
<br />
Capacity Icon:<br />
- Icon used to represent Passives Capacity when displayed as a limited<br />
resource.<br />
<br />
Capacity Format:<br />
- Text format used to representing Capacity.<br />
- %1 - Current, %2 - Max, %3 - Icon<br />
<br />
Cost Format:<br />
- Text format used for Capacity Cost.<br />
- %1 - Cost, %2 - Icon<br />
<br />
Unlearned Text:<br />
- Text displayed instead of cost for unlearned Passives.<br />
<br />
---<br />
<br />
Shop Status Window:<br />
<br />
Shop Status Text:<br />
- Text used to representing Passives in shop status.<br />
- Requires VisuMZ_1_ItemsEquipsCore!<br />
<br />
---<br />
<br />
Help Window:<br />
<br />
Description Format:<br />
- Text format used to create help descriptions.<br />
- %1 - Unlocking Conditions<br />
<br />
Word Wrap?:<br />
- Apply word wrap to unlock conditions?<br />
- Requires VisuMZ_1_MessageCore!<br />
<br />
Spacing?:<br />
- Add spacing between conditions?<br />
<br />
Spacer:<br />
- Text inserted between conditions.<br />
<br />
Empty Descriptions:<br />
- Text used when no condition text is made.<br />
<br />
---<br />
<br />
Unlock Condition Text:<br />
<br />
Condition Met Color:<br />
- Use text colors from the Window Skin only.<br />
<br />
Progress Format:<br />
- Text format used to indicate progress amount.<br />
- %1 - Progress Text<br />
<br />
Fraction Format:<br />
- Text format used for progress fraction.<br />
- %1 - Current, %2 - Goal<br />
<br />
Percent Format:<br />
- Text format used for percentile value.<br />
- %1 - Percent<br />
<br />
Length Limit:<br />
- What is the character limit before a percentage is used instead<br />
fractions for progress text?<br />
<br />
Complete:<br />
- Progress text used when unlock condition is fulfilled.<br />
<br />
Level Format:<br />
- Text format used for level conditions.<br />
- %1 - Level, %2 - Progress<br />
<br />
Battle Format:<br />
- Text format used for fought battles.<br />
* %1 - Needed, %2 - Progress<br />
<br />
Victory Format:<br />
- Text format used for victorious battles.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Escape Format:<br />
- Text format used for escaped battles.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Defeat Format:<br />
- Text format used for lost battles.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Attack Format:<br />
- Text format used for attack times.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Guard Format:<br />
- Text format used for guard times.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Skill Format:<br />
- Text format used for skill times.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Physical Skills:<br />
- Text format used for physical skills.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Magical Skills:<br />
- Text format used for magical skills.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Certain Hit Skills:<br />
- Text format used for certain hit skills.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Item Format:<br />
- Text format used for item uses.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Deal Criticals:<br />
- Text format used for dealing criticals.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Take Criticals:<br />
- Text format used for taking criticals.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Miss Format:<br />
- Text format for missing attacks.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Evade Format:<br />
- Text format for evading attacks.<br />
- %1 - Needed, %2 - Progress<br />
<br />
SType Use:<br />
- Text format for using SType Skills.<br />
- %1 - Needed, %2 - Progress, %3 - Type Text<br />
<br />
Deal Element DMG:<br />
- Text format used for inflicting element damage.<br />
- %1 - Needed, %2 - Progress, %3 - Element<br />
<br />
Take Element DMG:<br />
- Text format used for receiving element damage.<br />
- %1 - Needed, %2 - Progress, %3 - Element<br />
<br />
Deal State:<br />
- Text format used for inflicting states.<br />
- %1 - Needed, %2 - Progress, %3 - State<br />
<br />
Take State:<br />
- Text format used for receiving states.<br />
- %1 - Needed, %2 - Progress, %3 - State<br />
<br />
Trait Slayer:<br />
- Text format for slaying trait types.<br />
- %1 - Needed, %2 - Progress, %3 - Type Text<br />
<br />
Total Damage Dealt:<br />
- Text format for total damage dealt.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Total Damage Taken:<br />
- Text format for total damage received.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Total Healing Dealt:<br />
- Text format for total healing given.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Total Healing Taken:<br />
- Text format for total healing taken.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Kills Format:<br />
- Text format for kills performed.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Deaths Format:<br />
- Text format for deaths in battle.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Assists Format:<br />
- Text format for assists made.<br />
- %1 - Needed, %2 - Progress<br />
<br />
Reach Gold Total:<br />
- Text format for reaching gold quantity.<br />
- %1 - Needed, %2 - Progress, %3 - Gold<br />
<br />
Reach Item Total:<br />
- Text format for reaching item quantity.<br />
- %1 - Needed, %2 - Progress, %3 - Item<br />
<br />
Reach Weapon Total:<br />
- Text format for reaching weapon quantity.<br />
- %1 - Needed, %2 - Progress, %3 - Weapon<br />
<br />
Reach Armor Total:<br />
- Text format for reaching armor quantity.<br />
- %1 - Needed, %2 - Progress, %3 - Armor<br />
<br />
Reach Base Param:<br />
- Text format for reaching base Param amount.<br />
- %1 - Needed, %2 - Progress, %3 - Param Name<br />
<br />
Reach XParam Amount:<br />
- Text format for reaching X Param amount.<br />
- %1 - Needed, %2 - Progress, %3 - XParam Name<br />
<br />
Reach SParam Amount:<br />
- Text format for reaching S Param amount.<br />
- %1 - Needed, %2 - Progress, %3 - SParam Name<br />
<br />
---<br />
<br />
<br />
<br />
=== Window Settings ===<br />
<br />
[[File:EquipPassiveSys_Preview1.png|600px]]<br />
<br />
[[File:EquipPassiveSys_Params3.png]]<br />
<br />
These settings let you adjust the windows displayed for this plugin.<br />
<br />
---<br />
<br />
Equip Passive List:<br />
<br />
Background Type:<br />
- Select background type for this window.<br />
<br />
Equipped Color:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Show Capacity Costs?:<br />
- Shows capacity costs on Passives?<br />
<br />
Show 0 Costs?:<br />
- Shows capacity costs if they cost 0?<br />
<br />
Show 1 Costs?:<br />
- Shows capacity costs if they only cost 1?<br />
<br />
Show Cost Numbers?:<br />
- Shows capacity cost values?<br />
- If not, displays multiple icons instead.<br />
<br />
Cost Icon Limit:<br />
- If "Show Cost Numbers" is false, this is how many icons can be<br />
displayed max before showing number costs.<br />
<br />
Sort Style:<br />
- How do you wish to sort passives by?<br />
<br />
Show Unlearned?:<br />
- Shows unlearned passives in the list window?<br />
<br />
Separate Unlearned?:<br />
- Separate unlearned passives from learned passives?<br />
<br />
Mask Unlearned?:<br />
- Masks unlearned passives in list window?<br />
<br />
Mask Icon:<br />
- What is the icon used for masked passives?<br />
<br />
Mask Character:<br />
- Text used for masking per individual character.<br />
<br />
Italics?:<br />
- Use italics for masked names?<br />
<br />
---<br />
<br />
Passive Status Window:<br />
<br />
Show Window?:<br />
- Shows this window in the scene?<br />
<br />
Background Type:<br />
- Select background type for this window.<br />
<br />
Max Capacity Color:<br />
- Use text colors from the Window Skin only.<br />
<br />
---<br />
<br />
<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
* [[Yanfly]]<br />
* [[Arisu]]<br />
* [[Olivia]]<br />
* [[Irina]]<br />
<br />
<br />
<br />
== Changelog ==<br />
<br />
Version 1.01: March 14, 2024<br />
* Bug Fixes!<br />
** Fixed a bug that would cause a crash if the passive state did not have a help description. Fix made by Arisu.<br />
** Fixed a bug where elemental damage, states, and stypes, taken and dealt was not making progress for learning new medals. Fix by Arisu.<br />
* Feature Update!<br />
** If a passive becomes hidden, it is no longer considered equipped.<br />
** Inflict and Receive State effects no longer require the target to be unaffilicted by the state before to count.<br />
<br />
<br />
<br />
Version 1.00 Official Release Date: March 25, 2024<br />
* Finished Plugin!<br />
<br />
== See Also ==<br />
<br />
* [[Inspiration Behind Grande]]<br />
<br />
<br />
<br />
== End of Helpfile ==<br />
<br />
|}<br />
<br />
<!-- This is a comment, remove the arrows surrounding this for the categories you want to show --><br />
<!-- [[Category: RPG Maker MZ Core Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Battle Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Item Plugins]] --><br />
[[Category: RPG Maker MZ Skill Plugins]]<br />
<!-- [[Category: RPG Maker MZ Equip Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Status Menu Plugins]] --><br />
[[Category: RPG Maker MZ Gameplay Plugins]]<br />
<!-- [[Category: RPG Maker MZ Movement Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quest Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Options Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Eventing Plugins]] --><br />
[[Category: RPG Maker MZ Utility Plugins]]<br />
[[Category: RPG Maker MZ Mechanical Plugins]]<br />
<!-- [[Category: RPG Maker MZ Visual Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Message Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --><br />
<!-- [[Category: Action Sequences (MZ)]] --><br />
<!-- [[Category: Comment Tags (MZ)]] --><br />
<!-- [[Category: Main Menu Manager Integration (MZ)]] --><br />
<!-- [[Category: Notetags (MZ)]] --><br />
<!-- [[Category: Options Core Integration (MZ)]] --><br />
<!-- [[Category: Plugin Commands (MZ)]] --><br />
<!-- [[Category: Script Calls (MZ)]] --><br />
<!-- [[Category: Text Codes (MZ)]] --></div>Irinahttp://www.yanfly.moe/wiki/Tile_Grafter_System_VisuStella_MZTile Grafter System VisuStella MZ2024-01-28T20:29:04Z<p>Irina: </p>
<hr />
<div>{{MzPlugin<br />
|preview = <youtube>https://youtu.be/3bbNd1Z_pX8</youtube><br />
<!-- |preview = [[File:VisuMZ.147.jpg|600px]] --><br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/2501192" width="552" height="167"><a href="https://visustellamz.itch.io/tile-grafter-system">Tile Grafter System plugin for RPG Maker MZ by VisuStellaMZ</a></iframe></html><br />
|link2 = {{VisuStella Wanderlust Vol 2}}<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:TileGrafterSystem_Preview1.gif]]<br />
<br />
[[File:TileGrafterSystem_Preview2.gif]]<br />
<br />
[[File:TileGrafterSystem_Preview3.gif]]<br />
<br />
[[File:TileGrafterSystem_Preview4.gif]]<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
{{RequiredPluginsMZ}}<br />
* [[Core Engine VisuStella MZ]]<br />
* [[Events and Movement Core VisuStella MZ]]<br />
<br />
<!--<br />
{{ExtensionPluginsMZ}}<br />
* [[Extension Plugin 1|Name1]]<br />
* [[Extension Plugin 2|Name2]]<br />
* [[Extension Plugin 3|Name3]]<br />
--><br />
<br />
{{Visustella MZ}}<br />
<br />
== Introduction ==<br />
<br />
Ever wanted to insert tiles onto one map from another in-game? And have them<br />
retain those changes? The Tile Grafter System allows for exactly that, so<br />
that you can make HUB-like maps containing evolving architecture overtime<br />
without the need to make lots of map variants. Take them exactly or by<br />
certain tile layers only.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Tiles from one map can be inserted into another map via Plugin Commands in the form of tile grafting. <br />
* These tiles can be inserted exactly or layer by layer depending on how you configure the Plugin Commands. <br />
* Returning to maps with changed tiles will have their changes retained. <br />
* Don't want these changes to be permanent? You can revert them or clean them up even. <br />
* Grafting tiles can optionally work with autotiles as well. <br />
* Insert shadows and even alter region IDs as well. <br />
* If allowed, events from the source map can be grafted into the current map as preserved spawned events. Likewise, those spawned events can be removed when cleared or reverted. <br />
<br />
<br />
<br />
== Requirements ==<br />
<br />
This plugin is made for RPG Maker MZ. This will not work in other iterations<br />
of RPG Maker.<br />
<br />
=== Required Plugin List ===<br />
<br />
* [[Core Engine VisuStella MZ]]<br />
* [[Events and Movement Core VisuStella MZ]]<br />
<br />
This plugin requires the above listed plugins to be installed inside your<br />
game's Plugin Manager list in order to work. You cannot start your game with<br />
this plugin enabled without the listed plugins.<br />
<br />
{{MZ Tier 2}}<br />
<br />
<br />
<br />
== Major Changes ==<br />
<br />
This plugin adds some new hard-coded features to RPG Maker MZ's functions.<br />
The following is a list of them.<br />
<br />
---<br />
<br />
=== Map Tileset Data ===<br />
<br />
[[File:TileGrafterSystem_Preview1.gif]]<br />
<br />
Tile Grafting will change up the tile data found present in the current map.<br />
As a result, $dataMap.data will have its values changed and adjusted<br />
appropriately to reflect the new changes made. This means that map collision<br />
and the like will be changed, too.<br />
<br />
When grafting, the tiles that will be imported from the source map will be<br />
changed to whatever the current map's tileset is. This means that you CANNOT<br />
use a different tilemap on a source map and expect it to remain the same<br />
when inserting into the current map. Instead, it will convert whatever tiles<br />
are being used into the current map's tileset instead.<br />
<br />
Upon leaving and returning to the map, the tile data will remain changed<br />
until reverted by a Plugin Command.<br />
<br />
*NOTE* When grafting from a source map for the first time, the game will<br />
need to load said map. This may cause the game to wait a few frames before<br />
continuing. Therefore, it's best to preload these source maps if possible<br />
using the Plugin Commands.<br />
<br />
---<br />
<br />
=== Autotiles ===<br />
<br />
[[File:TileGrafterSystem_Preview2.gif]]<br />
<br />
If you decide to graft using autotiles, autotiles will be applied slightly<br />
differently than how they're done in the RPG Maker MZ editor in order to<br />
preserve more of the game map. This is done INTENTIONALLY and is not a bug.<br />
<br />
Autotiles will only affect their own tiles and not surrounding tiles that<br />
aren't matching. In the editor, some road tiles will connect to one another<br />
regardless if they're the same type. That does not happen here in order to<br />
make more sense in the context of the game.<br />
<br />
When grafting an autotile to a coordinate, it will affect matching autotile<br />
types in the surrounding 8 tiles, too. This is to make sure that all of the<br />
pieces will connect properly.<br />
<br />
---<br />
<br />
=== Grafted Events ===<br />
<br />
[[File:TileGrafterSystem_Preview4.gif]]<br />
<br />
If you allow grafting the event layer (L7: Events), you can spawn any<br />
matching events from the source map as long as the locations coincide. These<br />
events will be spawned into the map as preserved spawns.<br />
<br />
When importing, if there are any normal events already existing on the<br />
grafting target location, they will be preserved in order to prevent a map<br />
desynchronization. Keep this in mind as you prepare for spawning. On the<br />
flip side, if there are any spawned events already existing on the target<br />
location, they will be despawned.<br />
<br />
If you want to make sure there are no events in the grafting target area<br />
before applying the grafting, use the<br />
<br />
When using the Clear and Revert Plugin Commands, currently existing spawned<br />
events (if the L7: Events layer is affected) will be removed from the target<br />
location. Both Clear and Revert function the same for the L7: Events layer.<br />
<br />
Clear and Revert will NOT remove any already existing normal events from the<br />
target location in order to ensure the game map does not desync. However, it<br />
will remove any spawned events that may have wandered into the area. Due to<br />
this clearing process, the "Revert" function will NOT restore any spawned<br />
events that may have been removed through grafting. Keep this in mind.<br />
<br />
---<br />
<br />
<br />
<br />
== VisuStella MZ Compatibility ==<br />
<br />
While this plugin is compatible with the majority of the VisuStella MZ<br />
plugin library, it is not compatible with specific plugins or specific<br />
features. This section will highlight the main plugins/features that will<br />
not be compatible with this plugin or put focus on how the make certain<br />
features compatible.<br />
<br />
---<br />
<br />
=== [[Lighting Effects VisuStella MZ]] ===<br />
<br />
The VisuStella MZ Lighting Effects plugin has "Anti-Light" and "Auto-Light"<br />
functions tied to region IDs. If these regions match a grafted tile's region<br />
then the map will fade out and fade back in to properly show the newly added<br />
"Anti-Light" and "Auto-Light" effects.<br />
<br />
---<br />
<br />
=== [[Visual Fogs VisuStella MZ]] ===<br />
<br />
The VisuStella MZ Visual Fogs plugin has fogs that can be applied to only<br />
certain regions on the map. If these regions match a grafted tile's region,<br />
then the map will fade out and fade back in to properly show the fog being<br />
applied to that region.<br />
<br />
---<br />
<br />
=== [[Visual Parallaxes VisuStella MZ]] ===<br />
<br />
The VisuStella MZ Visual Parallaxes plugin has water reflections that can be<br />
applied to only certain regions on the map. If these regions match a grafted<br />
tile's region, then the map will fade out and fade back in to properly show<br />
the parallax reflection being applied to that region.<br />
<br />
---<br />
<br />
=== [[TileD VisuStella MZ]] ===<br />
<br />
This plugin does not work with TileD.<br />
<br />
---<br />
<br />
<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ Tile Grafter System Plugin Commands}}<br />
<br />
<br />
<br />
== Plugin Parameters ==<br />
<br />
=== General Settings ===<br />
<br />
[[File:TileGrafterSystem_Preview3.gif]]<br />
<br />
There's a single Plugin Parameter that can be adjusted here.<br />
<br />
---<br />
<br />
[[File:TileGrafterSystem_Param1.png]]<br />
<br />
Parameters<br />
<br />
Nonmatch Tileset Warning:<br />
- Turn on warnings when using nonmatching tileset IDs.<br />
- This is because when grafting, the tiles that will be imported from the<br />
source map will be changed to whatever the current map's tileset is.<br />
- This means that you CANNOT use a different tilemap on a source map and<br />
expect it to remain the same when inserting into the current map.<br />
- Instead, it will convert whatever tiles are being used into the current<br />
map's tileset instead.<br />
<br />
---<br />
<br />
<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
* [[Arisu]]<br />
* [[Irina]]<br />
* [[Olivia]]<br />
* [[Yanfly]]<br />
<br />
<br />
<br />
== Changelog ==<br />
<br />
Version 1.01: February 15, 2024<br />
* Bug Fixes!<br />
** Fixed a function clash with the Save Core. Fix made by Olivia.<br />
<br />
<br />
<br />
Version 1.00 Official Release Date: February 23, 2024<br />
* Finished Plugin!<br />
<br />
== See Also ==<br />
<br />
* [[Inspiration Behind Wanderlust Volume 2]]<br />
<br />
<br />
<br />
== End of Helpfile ==<br />
<br />
|}<br />
<br />
<!-- This is a comment, remove the arrows surrounding this for the categories you want to show --><br />
<!-- [[Category: RPG Maker MZ Core Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Battle Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Item Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Skill Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Equip Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Status Menu Plugins]] --><br />
[[Category: RPG Maker MZ Gameplay Plugins]]<br />
<!-- [[Category: RPG Maker MZ Movement Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quest Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Options Plugins]] --><br />
[[Category: RPG Maker MZ Eventing Plugins]]<br />
[[Category: RPG Maker MZ Utility Plugins]]<br />
[[Category: RPG Maker MZ Mechanical Plugins]]<br />
[[Category: RPG Maker MZ Visual Plugins]]<br />
<!-- [[Category: RPG Maker MZ Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Message Plugins]] --><br />
[[Category: RPG Maker MZ Quality of Life Plugins]]<br />
<!-- [[Category: Action Sequences (MZ)]] --><br />
<!-- [[Category: Comment Tags (MZ)]] --><br />
<!-- [[Category: Main Menu Manager Integration (MZ)]] --><br />
<!-- [[Category: Notetags (MZ)]] --><br />
<!-- [[Category: Options Core Integration (MZ)]] --><br />
<!-- [[Category: Plugin Commands (MZ)]] --><br />
<!-- [[Category: Script Calls (MZ)]] --><br />
<!-- [[Category: Text Codes (MZ)]] --></div>Irinahttp://www.yanfly.moe/wiki/Picture_Effects_VisuStella_MZPicture Effects VisuStella MZ2024-01-28T20:29:01Z<p>Irina: </p>
<hr />
<div>{{MzPlugin<br />
|preview = <youtube>https://youtu.be/e_p8YAnEjbM</youtube><br />
<!-- |preview = [[File:VisuMZ.146.jpg|600px]] --><br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/2501191" width="552" height="167"><a href="https://visustellamz.itch.io/picture-effects">Picture Effects plugin for RPG Maker MZ by VisuStellaMZ</a></iframe></html><br />
|link2 = {{VisuStella Wanderlust Vol 2}}<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:PictureEffects_ArrangeCol.gif]]<br />
<br />
[[File:PictureEffects_Capsule.gif]]<br />
<br />
[[File:PictureEffects_FlyingCard.gif]]<br />
<br />
[[File:PictureEffects_Merge.gif]]<br />
<br />
[[File:PictureEffects_PieceInOut.gif]]<br />
<br />
[[File:PictureEffects_SpinChange.gif]]<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
{{RequiredPluginsMZ}}<br />
* [[Core Engine VisuStella MZ]]<br />
<br />
<!--<br />
{{ExtensionPluginsMZ}}<br />
* [[Extension Plugin 1|Name1]]<br />
* [[Extension Plugin 2|Name2]]<br />
* [[Extension Plugin 3|Name3]]<br />
--><br />
<br />
{{Visustella MZ}}<br />
<br />
== Introduction ==<br />
<br />
[[File:VisuMZ.146.jpg|600px]]<br />
<br />
Picture Effects is a comprehensive toolkit for enhancing RPG Maker MZ's<br />
picture by allowing various effects and transitions within your game. With<br />
over 70 different types of effects, users can adjust and animate pictures in<br />
various ways, ranging from banner-style transitions, hue shifts, many tonal<br />
changes, blur effects, transformations, and more.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Over 70 different Plugin Commands that will adjust and move pictures to perform various Picture Effects. <br />
* A plethora of picture transitions are available that are useful for banner like images to enter/exit from view. <br />
* Quick Plugin Commands that allow sorting a bunch of pictures on the screen into single file lines, by rows, or by columns. <br />
* Some effects have the ability to transform images into other graphics. <br />
* A batch of tone shifting effects that may be tedious to do otherwise. <br />
* Hue shifts can be applied to pictures to give more color variety. <br />
* Blur Filters can now be applied to pictures to add blurry effects. <br />
* Hovering and Sidestep effects allow pictures to move continuously up/down and/or left/right without constant event commands. <br />
* Breathing effects can make pictures look like they're breathing in and out in an alive fashion. <br />
* Swaying effects allow the pictures to rock its angles back and forth. <br />
* A depth of field effect where the player's mouse position can shift the perspective of a picture by having it go a certain direction. <br />
* Z Layer is now added to pictures. Game devs can now easily move pictures in front or behind other pictures by simply changing their Z values.<br />
<br />
== Requirements ==<br />
<br />
This plugin is made for RPG Maker MZ. This will not work in other iterations<br />
of RPG Maker.<br />
<br />
=== Required Plugin List ===<br />
<br />
* [[Core Engine VisuStella MZ]]<br />
<br />
This plugin requires the above listed plugins to be installed inside your<br />
game's Plugin Manager list in order to work. You cannot start your game with<br />
this plugin enabled without the listed plugins.<br />
<br />
{{MZ Tier 2}}<br />
<br />
<br />
<br />
== Instructions - Quick Start ==<br />
<br />
Here are some quick instructions on getting started.<br />
<br />
[[File:PictureEffects_Instructions.png]]<br />
<br />
---<br />
<br />
=== Step 1: "Show Picture" Event Command ===<br />
<br />
# Create a new event and use the "Show Picture" event command.<br />
# Pick the image you want and the position you want the image to be displayed at. We recommend using "Center" for the position origin.<br />
# This will be where the image either starts or ends. The relative position will vary depending on the Picture Effect and its parameters used.<br />
# Remember the Picture's ID number. This will be used later.<br />
<br />
---<br />
<br />
=== Step 2: "Picture Effect" Plugin Command ===<br />
<br />
# Immediately after the "Show Picture" event command, under event commands, select "Plugin Command" and select the "VisuMZ_2_PictureEffects" plugin from the list.<br />
# Select the desired "Picture Effect" you wish to apply.<br />
# Under the "Picture ID(s)" parameter, insert the ID of the picture from Step 1.<br />
# Adjust the other parameters as needed.<br />
<br />
---<br />
<br />
=== Step 3: Play Test ===<br />
<br />
# Save the event and save the game project.<br />
# Click Play Test and launch the event to make sure the effect is working properly. Some effects are jointed (namely the ones with "In/Out" in their Plugin Command names). You may need to put them back to back.<br />
<br />
---<br />
<br />
== Major Changes ==<br />
<br />
This plugin adds some new hard-coded features to RPG Maker MZ's functions.<br />
The following is a list of them.<br />
<br />
---<br />
<br />
=== Event Commands ===<br />
<br />
Keep in mind that when Picture Effects are used, using event commands that<br />
move, show, or erase the picture will very likely have an impact on how the<br />
Picture Effects are carried out. It is best for you to wait until they're<br />
done to make sure the Picture Effects are working as intended.<br />
<br />
We are not responsible for how Picture Effects turn out if you interrupt<br />
them with event commands, script calls, or other Plugin Commands.<br />
<br />
---<br />
<br />
<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ Picture Effects Plugin Commands}}<br />
<br />
<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
* [[Arisu]]<br />
* [[Olivia]]<br />
* [[Irina]]<br />
* [[Yanfly]]<br />
<br />
<br />
<br />
== Changelog ==<br />
<br />
Version 1.00 Official Release Date: February 21, 2024<br />
* Finished Plugin!<br />
<br />
<br />
<br />
== See Also ==<br />
<br />
* [[Inspiration Behind Wanderlust Volume 2]]<br />
<br />
<br />
<br />
== End of Helpfile ==<br />
<br />
|}<br />
<br />
<!-- This is a comment, remove the arrows surrounding this for the categories you want to show --><br />
<!-- [[Category: RPG Maker MZ Core Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Battle Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Item Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Skill Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Equip Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Status Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Gameplay Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Movement Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quest Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Options Plugins]] --><br />
[[Category: RPG Maker MZ Eventing Plugins]]<br />
[[Category: RPG Maker MZ Utility Plugins]]<br />
<!-- [[Category: RPG Maker MZ Mechanical Plugins]] --><br />
[[Category: RPG Maker MZ Visual Plugins]]<br />
<!-- [[Category: RPG Maker MZ Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Message Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --><br />
<!-- [[Category: Action Sequences (MZ)]] --><br />
<!-- [[Category: Comment Tags (MZ)]] --><br />
<!-- [[Category: Main Menu Manager Integration (MZ)]] --><br />
<!-- [[Category: Notetags (MZ)]] --><br />
<!-- [[Category: Options Core Integration (MZ)]] --><br />
<!-- [[Category: Plugin Commands (MZ)]] --><br />
<!-- [[Category: Script Calls (MZ)]] --><br />
<!-- [[Category: Text Codes (MZ)]] --></div>Irinahttp://www.yanfly.moe/wiki/Date_and_Time_VisuStella_MZDate and Time VisuStella MZ2024-01-28T20:28:58Z<p>Irina: </p>
<hr />
<div>{{MzPlugin<br />
|preview = <youtube>https://youtu.be/qOF1qCMqqyU</youtube><br />
<!-- |preview = [[File:VisuMZ.145.jpg|600px]] --><br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/2501190" width="552" height="167"><a href="https://visustellamz.itch.io/date-time-system">Date &amp; Time System plugin for RPG Maker MZ by VisuStellaMZ</a></iframe></html><br />
|link2 = {{VisuStella Wanderlust Vol 2}}<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:DateTimeSystem_Preview1.gif]]<br />
<br />
[[File:DateTimeSystem_HUD.png]]<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
{{RequiredPluginsMZ}}<br />
* [[Core Engine VisuStella MZ]]<br />
<br />
<!--<br />
{{ExtensionPluginsMZ}}<br />
* [[Extension Plugin 1|Name1]]<br />
* [[Extension Plugin 2|Name2]]<br />
* [[Extension Plugin 3|Name3]]<br />
--><br />
<br />
{{Visustella MZ}}<br />
<br />
== Introduction ==<br />
<br />
[[File:VisuMZ.145.jpg|600px]]<br />
<br />
Does your game need a time system? This plugin adds time-related mechanics<br />
to RPG Maker MZ, allowing you to control either Game Time, governed by your<br />
own custom rules, or Real Time, synchronized to the player's PC or device.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Pick between Game Time or Real Time. Game Time uses in-game rules while real time synchronizes the timer with the player's PC or device. <br />
* In Game Time, create custom months, weekdays, and even change up rulings like how many hours a day there are or minutes in an hour. <br />
* Game Time allows for Time Dilation, where you can change how fast a minute occurs or even slow it down. This can be adjusted midgame even. <br />
* Pause and unpause Game Time as you see fit, or even use notetags to halt the passage of Game Time inside certain maps like building interiors. <br />
* Enables usage of real time data, like dates and time. This data can be utilized in-game for variables, switches, and going as far as tinting the screen on certain maps based on the time of day. <br />
* Variables and switches will be automatically updated and can be used to save date and time-related information. <br />
* Recorded data found in variables and switches are highly useful for immediate event usage. <br />
* Determine the screen tone and/or overlay used depending on what time of the day it is. <br />
* Certain message-related text codes can be used to make quick mention of what time it is, certain aspects of a date, seasons, and more. <br />
* Compatibility with other plugins can enable more features to be used, such as date and time-related battle encounters, season items for shops, usage of different tilesets for different dates/times, and more! <br />
* Date/Time HUD is added for the map scene to quickly display information to the player about the date and time. <br />
* The HUD is fully customizable and custom images/icons can be used as well as custom JavaScript code to modify how certain aspects appear in-game. <br />
* Parts of the HUD can be disabled for those who may only want a Time system but not a Date system or vice versa. <br />
<br />
<br />
<br />
== Requirements ==<br />
<br />
This plugin is made for RPG Maker MZ. This will not work in other iterations<br />
of RPG Maker.<br />
<br />
=== Required Plugin List ===<br />
<br />
* [[Core Engine VisuStella MZ]]<br />
<br />
This plugin requires the above listed plugins to be installed inside your<br />
game's Plugin Manager list in order to work. You cannot start your game with<br />
this plugin enabled without the listed plugins.<br />
<br />
{{MZ Tier 2}}<br />
<br />
<br />
<br />
== Major Changes ==<br />
<br />
This plugin adds some new hard-coded features to RPG Maker MZ's functions.<br />
The following is a list of them.<br />
<br />
---<br />
<br />
=== Tint Screen / Screen Tone ===<br />
<br />
[[File:DateTimeSystem_Preview1.gif]]<br />
<br />
Although this plugin has screen tones for different times of the day, these<br />
do NOT conflict with the "Tint Screen" command to adjust screen tones like<br />
one may predict. Instead, the ones used in this plugin are a separate tint<br />
effect and can, in fact, be stacked on top of each other.<br />
<br />
Keep in mind that if you are using VisuMZ_2_LightingEffects, the screen<br />
tones added by this plugin won't take effect in favor of the overlay system<br />
to better work with the Lighting Effects system.<br />
<br />
---<br />
<br />
<br />
<br />
== Extra Features ==<br />
<br />
There are some extra features found if other VisuStella MZ plugins are found<br />
present in the Plugin Manager list.<br />
<br />
---<br />
<br />
=== [[Battle Core VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.002.jpg|300px|link=Battle Core VisuStella MZ]]<br />
<br />
If you have VisuStella MZ's Battle Core installed, you will gain access to<br />
a few of the new comment tags available to Troops. These comment tags allow<br />
you to setup which troops that appear based on certain Date and/or Time<br />
conditions.<br />
<br />
For example, if you want some enemies that only appear during the day time,<br />
you can use the <Encounter Cycles: Dawn, Day> comment tag. If you want them<br />
to appear at night, <Encounter Cycles: Dusk, Night> will work.<br />
<br />
For another example, we can make some enemies that appear only during<br />
specific seasons like <Encounter Season: Winter>. Other setups can be more<br />
numerically involved like during specific months, hours, weekdays, etc.<br />
<br />
Keep in mind that if you are using these conditions, all other conditions<br />
need to be met for those Troops, such as which regions they're supposed to<br />
appear in on the map or any other plugin related conditions like for the<br />
VisuStella MZ Conditional Random Encounters plugin.<br />
<br />
Battlebacks will need to do the same though the notetag for this will be<br />
placed on the map notebox itself and for seasonal changes only.<br />
<br />
---<br />
<br />
=== [[Events and Movement Core VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.005.jpg|300px|link=Events and Movement Core VisuStella MZ]]<br />
<br />
If you have VisuStella MZ's Events & Movement Core installed, you will gain<br />
access to allowing certain tilesets to swap to another upon loading the map.<br />
Inside the base tileset's notebox, you can insert <Winter Swap To: 7> and it<br />
will exchange itself to tileset 7 if the season happens to be winter.<br />
<br />
The effect does not end there, it will perform another check, but this time,<br />
on the new tileset the map was changed to. There, it can optionally perform<br />
another check like <Night Swap To: 8> if desired.<br />
<br />
Priority will be given to seasons first, then the day cycles (dawn, day,<br />
dusk, night). This way, you can ensure that the tileset you're using matches<br />
the conditions of the season or time of day if so desired.<br />
<br />
If time changes into a new season or day cycle while on the map, there won't<br />
be any changes made immediately. Instead, the player must exit and reenter<br />
the map for the changes to be seen. This is to prevent any awkward changes<br />
and transitions that may occur otherwise. The same applies to battlebacks.<br />
<br />
---<br />
<br />
=== [[Items and Equips Core VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.006.jpg|300px|link=Items and Equips Core VisuStella MZ]]<br />
<br />
If you have VisuStella MZ's Items & Equips Core installed, you will gain<br />
access to new notetags that govern if some items, weapons, or armors can<br />
appear in shops during specific times or dates. This can make way for the<br />
idea of seasonal items and the like where certain holiday cookies are<br />
available during the winter and cool drinks are available during summers.<br />
<br />
Additionally, you can have price changes depending on seasons and times.<br />
Is it almost time for the bakery to close, make the items cheaper around<br />
then. What about the holiday season? Make them cheaper again. Make your<br />
players feel the discount frenzy.<br />
<br />
---<br />
<br />
=== [[Message Core VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.004.jpg|300px|link=Message Core VisuStella MZ]]<br />
<br />
If you have VisuStella MZ's Message Core installed, you can access the new<br />
text codes added through this plugin to quickly display times and dates. A<br />
few of these text codes are also used to display seasons, weekdays, parts of<br />
the day cycle, and more. This can be used with both Game Time and Real Time<br />
vocabularies.<br />
<br />
---<br />
<br />
=== [[Skills and States Core VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.007.jpg|300px|link=Skills and States Core VisuStella MZ]]<br />
<br />
Installing VisuStella MZ's Skills & States Core gives you access to several<br />
special notetags that allow you to take advantage of the Date & Time System.<br />
<br />
Some of these notetags make it so that some skills can only be used during<br />
specific seasons or times of the day. For example, the skill "Moon Beam" can<br />
only be used during the Night hours. Other things like "Summer Heat" can<br />
only be used during the Summer months.<br />
<br />
Other notetags involve changing up how much certain skills cost for MP, HP,<br />
TP, and more. A skill like "Icicle Rain" might cost 200% less MP during the<br />
Summer months while "Solarbeam" might cost 50% less MP during Day hours.<br />
<br />
Damage can also be affected by dates and times. Skills like "Vine Whip" can<br />
deal more damage during Spring months and skills like "Nocturnal Healing"<br />
might yield less HP recovery during non-Night hours.<br />
<br />
State turns can also benefit from these effects. A "Sleep" state might last<br />
a couple of more turns during the Night hours while "Burn" wouldn't last as<br />
long during Winter months.<br />
<br />
---<br />
<br />
=== [[Save Core VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.009.jpg|300px|link=Save Core VisuStella MZ]]<br />
<br />
Those using the VisuStella MZ Save Core plugin can gain access to another<br />
feature when used together with this plugin. If the player loads a save file<br />
then the game will record the time difference upon loading in minutes onto a<br />
variable. This means that you can detect how long the player has been away<br />
from the game offline and use that as a game mechanic.<br />
<br />
In order for this mechanic to work, the Save Core must be implemented, save<br />
the game (with this plugin installed), and then load it. If a save was made<br />
before this plugin is installed, loading the old save file won't give out a<br />
time difference. This is not an error as it is moreso a condition has not<br />
been first met.<br />
<br />
This uses Real Time and is based off the player's PC date and time settings.<br />
For what it's worth, it's possible for the player to "cheat" using time<br />
travel shenanigans, but just keep in mind that if a player travels backwards<br />
in time, the variable's value will be negative. Use that information however<br />
you want.<br />
<br />
---<br />
<br />
<br />
<br />
== VisuStella MZ Compatibility ==<br />
<br />
While this plugin is compatible with the majority of the VisuStella MZ<br />
plugin library, it is not compatible with specific plugins or specific<br />
features. This section will highlight the main plugins/features that will<br />
not be compatible with this plugin or put focus on how the make certain<br />
features compatible.<br />
<br />
---<br />
<br />
=== [[Lighting Effects VisuStella MZ]] ===<br />
<br />
[[File:VisuMZ.099.jpg|300px|link=Lighting Effects VisuStella MZ]]<br />
<br />
If you have using VisuStella MZ's Lighting Effects plugin, tints/tones will<br />
not be used, but instead, overlay values will be. This is so that the<br />
overlay can utilize the lighting system in play. Do not be surprised if any<br />
changes to this plugin's tone-related Plugin Parameters do nothing as long<br />
as Lighting Effects is enabled.<br />
<br />
---<br />
<br />
<br />
<br />
{{Notetags MZ}}<br />
<br />
{{VisuMZ Date and Time System Notetags}}<br />
<br />
<br />
<br />
{{Text Codes MZ}}<br />
<br />
{{VisuMZ Date and Time System Text Codes}}<br />
<br />
<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ Date and Time System Plugin Commands}}<br />
<br />
<br />
<br />
== Script Calls ==<br />
<br />
The following are Script Calls that can be used with this plugin. These are<br />
made for JavaScript proficient users. We are not responsible if you use them<br />
incorrectly or for unintended usage.<br />
<br />
---<br />
<br />
=== Date and Time-Related Script Calls ===<br />
<br />
---<br />
<br />
<pre><br />
TimeManager.getYear()<br />
<br />
- Gets the current year.<br />
- Works for both Game Time and Real Time.<br />
- The value received will depend on which mode you're using at the moment.<br />
- Returns a numeric value.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
TimeManager.getMonth()<br />
<br />
- Gets the current month.<br />
- Works for both Game Time and Real Time.<br />
- The value received will depend on which mode you're using at the moment.<br />
- Returns a numeric value.<br />
- The first month starts at 1.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
TimeManager.getDate()<br />
<br />
- Gets the current date.<br />
- Works for both Game Time and Real Time.<br />
- The value received will depend on which mode you're using at the moment.<br />
- Returns a numeric value.<br />
- The first date starts at 1.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
TimeManager.getWeekday()<br />
<br />
- Gets the current weekday.<br />
- Works for both Game Time and Real Time.<br />
- The value received will depend on which mode you're using at the moment.<br />
- Returns a numeric value.<br />
- The first weekday starts at 1.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
TimeManager.getHour()<br />
<br />
- Gets the current hour.<br />
- Works for both Game Time and Real Time.<br />
- The value received will depend on which mode you're using at the moment.<br />
- Returns a numeric value.<br />
- The first hour starts at 0.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
TimeManager.getMinute()<br />
<br />
TimeManager.getMinuteRaw()<br />
<br />
- Gets the current minute.<br />
- Works for both Game Time and Real Time.<br />
- The value received will depend on which mode you're using at the moment.<br />
- If you are using Game Time, you may be using the Plugin Parameter called<br />
"Round Minutes to 10s" where it only shows the minute count for every 10<br />
minutes. The Raw version will return the actual minute value while the<br />
non-raw version will show the selected version if enabled.<br />
- Returns a numeric value.<br />
- The first minute starts at 0.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
TimeManager.getSecond()<br />
<br />
- Gets the current minute.<br />
- Only works for Real Time.<br />
- Game Time does not use seconds and if you use this, you will always get 0.<br />
- Returns a numeric value.<br />
- The first second starts at 0.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
TimeManager.checkSeason()<br />
<br />
- Checks the current season based on what month it currently is.<br />
- Works for both Game Time and Real Time.<br />
- The value received will depend on which mode you're using at the moment.<br />
- Returns a numeric value.<br />
- 1 means Spring.<br />
- 2 means Summer.<br />
- 3 means Autumn.<br />
- 4 means Winter.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
TimeManager.checkWeekdayType()<br />
<br />
- Checks the current weekday type based on what weekday it currently is.<br />
- Works for both Game Time and Real Time.<br />
- The value received will depend on which mode you're using at the moment.<br />
- Returns a numeric value.<br />
- 1 means Weekday.<br />
- 2 means Weekend.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
TimeManager.checkDayCycle()<br />
<br />
- Checks the current day cycle based on what hour it currently is.<br />
- Works for both Game Time and Real Time.<br />
- The value received will depend on which mode you're using at the moment.<br />
- Returns a numeric value.<br />
- 1 means Dawn.<br />
- 2 means Day.<br />
- 3 means Dusk.<br />
- 4 means Night.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
TimeManager.forceRefreshHUD()<br />
<br />
- For the moment you need force the HUD to refresh.<br />
- Does not happen if you're not on the map and/or not using the HUD.<br />
<br />
</pre><br />
<br />
---<br />
<br />
<br />
<br />
== Plugin Parameters ==<br />
<br />
=== Default Settings ===<br />
<br />
[[File:DateTimeSystem_Preview1.gif]]<br />
<br />
These are the default settings for the plugin that determines time type<br />
and time-based screen tones/overlays.<br />
<br />
---<br />
<br />
Default Settings<br />
<br />
[[File:DateTimeSystem_Param1.png]]<br />
<br />
Default Map Time Type:<br />
- What do you want to be the default time system?<br />
- Change per map with <Time System: x> notetag.<br />
- None - Time doesn't pass on most maps<br />
- Game - Time passes based on game rules<br />
- Real - Time passes based on real life<br />
<br />
[[File:DateTimeSystem_Param2.png]]<br />
<br />
Default Map Time Tone:<br />
- Do maps have time-based screen tones/tints?<br />
- Can change with <No Time Tone> or <Time Tone> notetags.<br />
<br />
---<br />
<br />
<br />
<br />
=== Game Time General Settings ===<br />
<br />
[[File:DateTimeSystem_HUD.png]]<br />
<br />
[[File:DateTimeSystem_Param3.png]]<br />
<br />
Here are the general settings regarding Game Time.<br />
<br />
---<br />
<br />
Starting Data:<br />
<br />
Start Year:<br />
- What is the number of the starting year?<br />
<br />
Start Month:<br />
- What is the number of the starting month?<br />
<br />
Start Date:<br />
- What is the number of the starting date?<br />
<br />
Start Weekday:<br />
- What is the number of the starting weekday?<br />
<br />
Start Hour:<br />
- What is the number of the starting hour?<br />
<br />
Start Minute:<br />
- What is the number of the starting minute?<br />
<br />
---<br />
<br />
Game Time Mechanics:<br />
<br />
MS Per Game Minute:<br />
- How many milliseconds will count as a game minute?<br />
- 1000 milliseconds = 1 real life second.<br />
<br />
Minutes in an Hour:<br />
- How many minutes are there in an hour?<br />
- This is for Game Time only.<br />
<br />
Round Minutes to 10s:<br />
- Rounds the displayed minutes to 10's so they only visually update every<br />
10 Game Time minutes.<br />
<br />
Hours in a Day:<br />
- How many hours are there in a day? This is for Game Time only.<br />
<br />
JS: Check Leap Year:<br />
- Code used to determine how a year is considered a leap year.<br />
<br />
---<br />
<br />
Pause Conditions:<br />
<br />
If Event Running:<br />
- Pauses Game Time update if an event is running?<br />
- Doesn't apply to Parallels. Applies to Autorun.<br />
<br />
If Forced Player Move:<br />
- Pauses Game Time update if player movement is forced?<br />
- Doesn't apply to Parallels. Applies to Autorun.<br />
<br />
If Gather Followers:<br />
- Pauses Game Time update if followers are gathering?<br />
- Doesn't apply to Parallels. Applies to Autorun.<br />
<br />
If Vehicle Entry/Exit:<br />
- Pauses Game Time update if followers are gathering?<br />
- Doesn't apply to Parallels. Applies to Autorun.<br />
<br />
---<br />
<br />
Month Structure:<br />
<br />
List of Months:<br />
- Here, adjust the in-game months for Game Time.<br />
- Months will occur in the order they're in.<br />
<br />
Name:<br />
- What is the name of the month?<br />
<br />
Abbreviation:<br />
- What is the abbreviation of this month?<br />
<br />
Total Days:<br />
- How many days are there in this month?<br />
<br />
Leap Month?:<br />
- Is this month a leap month?<br />
- It'll get an extra day each leap year.<br />
<br />
Season:<br />
- What season is this month a part of?<br />
- Spring<br />
- Summer<br />
- Autumn<br />
- Winter<br />
<br />
<br />
<br />
---<br />
<br />
Weekday Structure:<br />
<br />
List of Weekdays:<br />
- Here, adjust the in-game weekdays for Game Time.<br />
- Weekdays will occur in the order they're in.<br />
<br />
Name:<br />
- What is the name of this weekday?<br />
<br />
Abbreviation:<br />
- What is the abbreviation of this weekday?<br />
<br />
Weekday Type:<br />
- Is this day part of the weekdays or weekend?<br />
- Weekday<br />
- Weekend<br />
<br />
---<br />
<br />
Day Structure:<br />
<br />
Dawn Hours:<br />
- What hours are considered "Dawn" hours?<br />
- This is for Game Time only.<br />
<br />
Day Hours:<br />
- What hours are considered "Day" hours?<br />
- This is for Game Time only.<br />
<br />
Dusk Hours:<br />
- What hours are considered "Dusk" hours?<br />
- This is for Game Time only.<br />
<br />
Night Hours:<br />
- What hours are considered "Night" hours?<br />
- This is for Game Time only.<br />
<br />
---<br />
<br />
<br />
<br />
=== Game Time Tone Settings ===<br />
<br />
[[File:DateTimeSystem_Preview1.gif]]<br />
<br />
[[File:DateTimeSystem_Param4.png]]<br />
<br />
These settings determine the screen tones used for Game Time and will occur<br />
the order the hours appear.<br />
<br />
---<br />
<br />
Tone Settings<br />
<br />
Tone:<br />
- What tone/tint is used for various Game Time hours?<br />
- Format: [Red, Green, Blue, Gray]. Starts at 0:00.<br />
<br />
---<br />
<br />
<br />
<br />
=== Game Time Overlay Settings ===<br />
<br />
[[File:DateTimeSystem_Preview1.gif]]<br />
<br />
[[File:DateTimeSystem_Param5.png]]<br />
<br />
These settings determine the screen tones used for Game Time and will occur<br />
the order the hours appear.<br />
<br />
Requires VisuMZ_2_LightingEffects!<br />
<br />
---<br />
<br />
Overlay Settings<br />
<br />
Overlay:<br />
- What overlay is used for this hour? Starts at 0:00.<br />
- Format: #rrggbb.<br />
- Requires VisuMZ_2_LightingEffects!<br />
<br />
---<br />
<br />
<br />
<br />
=== Game Time Variables & Switches ===<br />
<br />
[[File:DateTimeSystem_HUD.png]]<br />
<br />
[[File:DateTimeSystem_Param6.png]]<br />
<br />
Adjust the variables and switches that record data here. These will be<br />
automatically updated upon time changes.<br />
<br />
---<br />
<br />
Calendar:<br />
<br />
Year Variable:<br />
- Select a variable to record the year.<br />
- Leave at 0 to not use.<br />
<br />
Month Variable:<br />
- Select a variable to record the month.<br />
- Leave at 0 to not use.<br />
<br />
Date Variable:<br />
- Select a variable to record the date.<br />
- Leave at 0 to not use.<br />
<br />
Full Date Variable:<br />
- Select a variable to record the full date.<br />
- Leave at 0 to not use.<br />
- Result is year + month (2 digits) + date (2 digits)<br />
- For example, Year 2, Month 4, Date 12 will yield 20412<br />
<br />
---<br />
<br />
Weekday:<br />
<br />
Weekday Variable:<br />
- Select a variable to record the weekday.<br />
- Leave at 0 to not use.<br />
<br />
---<br />
<br />
Time:<br />
<br />
Hour Variable:<br />
- Select a variable to record the hour.<br />
- Leave at 0 to not use.<br />
<br />
Minute Variable:<br />
- Select a variable to record the minute.<br />
- Leave at 0 to not use.<br />
<br />
Second Variable:<br />
- Select a variable to record the second.<br />
- Leave at 0 to not use.<br />
- Not available for Game Time.<br />
<br />
Full Time Variable:<br />
- Select a variable to record the full time.<br />
- Leave at 0 to not use.<br />
- Result is hour + minutes (2 digits) + seconds (2 digits)<br />
- For example, Hour 16, Minute 8, Seconds 0 will yield 160800<br />
<br />
---<br />
<br />
Seasons:<br />
<br />
Spring Switch:<br />
- Turns on when season is a "Spring" month.<br />
- Leave at 0 to not use.<br />
<br />
Summer Switch:<br />
- Turns on when season is a "Summer" month.<br />
- Leave at 0 to not use.<br />
<br />
Autumn Switch:<br />
- Turns on when season is a "Autumn" month.<br />
- Leave at 0 to not use.<br />
<br />
Winter Switch:<br />
- Turns on when season is a "Winter" month.<br />
- Leave at 0 to not use.<br />
<br />
---<br />
<br />
Days:<br />
<br />
Weekday Switch:<br />
- Turns on when day is "Weekday". Leave at 0 to not use.<br />
<br />
Weekend Switch:<br />
- Turns on when day is "Weekend". Leave at 0 to not use.<br />
<br />
---<br />
<br />
Hours:<br />
<br />
Dawn Switch:<br />
- Turns on when time is "Dawn" hours. Leave at 0 to not use.<br />
<br />
Day Switch:<br />
- Turns on when time is "Day" hours. Leave at 0 to not use.<br />
<br />
Dusk Switch:<br />
- Turns on when time is "Dusk" hours. Leave at 0 to not use.<br />
<br />
Night Switch:<br />
- Turns on when time is "Night" hours. Leave at 0 to not use.<br />
<br />
---<br />
<br />
<br />
<br />
=== Game Time Vocabulary Settings ===<br />
<br />
[[File:DateTimeSystem_HUD.png]]<br />
<br />
[[File:DateTimeSystem_Param7.png]]<br />
<br />
Here are the vocabulary-related terms involving Game Time.<br />
<br />
---<br />
<br />
Seasons:<br />
<br />
Spring:<br />
- How "Spring" is displayed.<br />
<br />
Summer:<br />
- How "Summer" is displayed.<br />
<br />
Autumn:<br />
- How "Autumn" is displayed.<br />
<br />
Winter:<br />
- How "Winter" is displayed.<br />
<br />
---<br />
<br />
Weekday Type:<br />
<br />
Weekday:<br />
- How "Weekday" is displayed.<br />
<br />
Weekend:<br />
- how "Weekend" is displayed.<br />
<br />
---<br />
<br />
Time-Related:<br />
<br />
Meridiem:<br />
<br />
Ante Meridiem:<br />
- How "Ante Meridiem" is displayed.<br />
<br />
Post Meridiem:<br />
- How "Post Meridiem" is displayed.<br />
<br />
---<br />
<br />
Day Cycle:<br />
<br />
Dawn:<br />
- How "Dawn" is displayed.<br />
<br />
Day:<br />
- How "Day" is displayed.<br />
<br />
Dusk:<br />
- How "Dusk" is displayed.<br />
<br />
Night:<br />
- How "Night" is displayed.<br />
<br />
---<br />
<br />
<br />
<br />
=== Real Time General Settings ===<br />
<br />
[[File:DateTimeSystem_Preview1.gif]]<br />
<br />
[[File:DateTimeSystem_Param8.png]]<br />
<br />
Here are the general settings regarding Real Time.<br />
<br />
---<br />
<br />
Seasonal Months:<br />
<br />
Spring Months:<br />
- Which Real Time months are Spring months for this game?<br />
<br />
Summer Months:<br />
- Which Real Time months are Summer months for this game?<br />
<br />
Autumn Months:<br />
- Which Real Time months are Autumn months for this game?<br />
<br />
Winter Months:<br />
- Which Real Time months are Winter months for this game?<br />
<br />
---<br />
<br />
Week Structure:<br />
<br />
Weekdays:<br />
- Which Real Time weekdays are considered "Weekdays"?<br />
<br />
Weekends:<br />
- Which Real Time weekdays are considered "Weekends"?<br />
<br />
---<br />
<br />
Day Structure:<br />
<br />
Dawn Hours:<br />
- What hours are considered "Dawn" hours?<br />
- Use military time.<br />
<br />
Day Hours:<br />
- What hours are considered "Day" hours?<br />
- Use military time.<br />
<br />
Dusk Hours:<br />
- What hours are considered "Dusk" hours?<br />
- Use military time.<br />
<br />
Night Hours:<br />
- What hours are considered "Night" hours?<br />
- Use military time.<br />
<br />
---<br />
<br />
VisuMZ_1_SaveCore:<br />
<br />
Difference Variable:<br />
- Select a variable that records the time difference from the last save<br />
game and the current load game in minutes.<br />
<br />
---<br />
<br />
<br />
<br />
=== Real Time Tones & Overlay Settings ===<br />
<br />
[[File:DateTimeSystem_Preview1.gif]]<br />
<br />
[[File:DateTimeSystem_Param9.png]]<br />
<br />
Adjust the tones and overlay settings to change what color the screen will<br />
appear based on the time of day.<br />
<br />
---<br />
<br />
Screen Tones/Tints<br />
<br />
00:00 / 12 AM to 23:00 / 11 PM:<br />
- What tone/tint is used for this hour?<br />
- Format: [Red, Green, Blue, Gray]<br />
<br />
---<br />
<br />
Screen Overlay<br />
<br />
00:00 / 12 AM to 23:00 / 11 PM:<br />
- What overlay is used for this hour?<br />
- Format: #rrggbb.<br />
- Requires VisuMZ_2_LightingEffects!<br />
<br />
---<br />
<br />
<br />
<br />
=== Real Time Variables & Switches ===<br />
<br />
[[File:DateTimeSystem_HUD.png]]<br />
<br />
[[File:DateTimeSystem_Param10.png]]<br />
<br />
Adjust the variables and switches that record data here. These will be<br />
automatically updated upon time changes.<br />
<br />
---<br />
<br />
Calendar:<br />
<br />
Year Variable:<br />
- Select a variable to record the year.<br />
- Leave at 0 to not use.<br />
<br />
Month Variable:<br />
- Select a variable to record the month.<br />
- Leave at 0 to not use.<br />
<br />
Date Variable:<br />
- Select a variable to record the date.<br />
- Leave at 0 to not use.<br />
<br />
Full Date Variable:<br />
- Select a variable to record the full date.<br />
- Leave at 0 to not use.<br />
- Result is year + month (2 digits) + date (2 digits)<br />
- For example, Year 2, Month 4, Date 12 will yield 20412<br />
<br />
---<br />
<br />
Weekday:<br />
<br />
Weekday Variable:<br />
- Select a variable to record the weekday.<br />
- Leave at 0 to not use.<br />
<br />
---<br />
<br />
Time:<br />
<br />
Hour Variable:<br />
- Select a variable to record the hour.<br />
- Leave at 0 to not use.<br />
<br />
Minute Variable:<br />
- Select a variable to record the minute.<br />
- Leave at 0 to not use.<br />
<br />
Second Variable:<br />
- Select a variable to record the second.<br />
- Leave at 0 to not use.<br />
- Not available for Game Time.<br />
<br />
Full Time Variable:<br />
- Select a variable to record the full time.<br />
- Leave at 0 to not use.<br />
- Result is hour + minutes (2 digits) + seconds (2 digits)<br />
- For example, Hour 16, Minute 8, Seconds 0 will yield 160800<br />
<br />
---<br />
<br />
Seasons:<br />
<br />
Spring Switch:<br />
- Turns on when season is a "Spring" month.<br />
- Leave at 0 to not use.<br />
<br />
Summer Switch:<br />
- Turns on when season is a "Summer" month.<br />
- Leave at 0 to not use.<br />
<br />
Autumn Switch:<br />
- Turns on when season is a "Autumn" month.<br />
- Leave at 0 to not use.<br />
<br />
Winter Switch:<br />
- Turns on when season is a "Winter" month.<br />
- Leave at 0 to not use.<br />
<br />
---<br />
<br />
Days:<br />
<br />
Weekday Switch:<br />
- Turns on when day is "Weekday". Leave at 0 to not use.<br />
<br />
Weekend Switch:<br />
- Turns on when day is "Weekend". Leave at 0 to not use.<br />
<br />
---<br />
<br />
Hours:<br />
<br />
Dawn Switch:<br />
- Turns on when time is "Dawn" hours. Leave at 0 to not use.<br />
<br />
Day Switch:<br />
- Turns on when time is "Day" hours. Leave at 0 to not use.<br />
<br />
Dusk Switch:<br />
- Turns on when time is "Dusk" hours. Leave at 0 to not use.<br />
<br />
Night Switch:<br />
- Turns on when time is "Night" hours. Leave at 0 to not use.<br />
<br />
---<br />
<br />
<br />
<br />
=== Real Time Vocabulary Settings ===<br />
<br />
[[File:DateTimeSystem_HUD.png]]<br />
<br />
[[File:DateTimeSystem_Param11.png]]<br />
<br />
Here are the vocabulary-related terms involving Real Time.<br />
<br />
---<br />
<br />
Month Names:<br />
<br />
Full Names:<br />
<br />
Month 1 to 12:<br />
- Name of this month.<br />
<br />
Abbreviations:<br />
<br />
Month 1 to 12:<br />
- Abbreviation of this month.<br />
<br />
---<br />
<br />
Seasons:<br />
<br />
Spring:<br />
Summer:<br />
Autumn:<br />
Winter:<br />
- How this season is displayed.<br />
<br />
---<br />
<br />
Weekday Names:<br />
<br />
Full Names:<br />
<br />
Weekday 1 to Weekday 7:<br />
- Name of this weekday.<br />
<br />
Abbreviation:<br />
<br />
Weekday 1 to Weekday 7:<br />
- Abbreviation of this weekday.<br />
<br />
Weekday Type:<br />
<br />
Weekday:<br />
Weekend:<br />
- How "Weekday/end" is displayed.<br />
<br />
---<br />
<br />
Time-Related:<br />
<br />
Meridiem:<br />
<br />
Ante Meridiem:<br />
Post Meridiem:<br />
- How "Ante/Post Meridiem" is displayed.<br />
<br />
Day Cycle:<br />
<br />
Dawn:<br />
Day:<br />
Dusk:<br />
Night:<br />
- How "Dawn", "Day", "Dusk", "Night" is displayed.<br />
<br />
---<br />
<br />
<br />
<br />
=== Date/Time HUD Sprites ===<br />
<br />
[[File:DateTimeSystem_HUD.png]]<br />
<br />
[[File:DateTimeSystem_Param12.png]]<br />
<br />
These settings let you adjust the HUD sprites displayed for this plugin.<br />
<br />
---<br />
<br />
General:<br />
<br />
Enabled?:<br />
- Enables usage of the Date/Time HUD.<br />
<br />
Show by Default:<br />
- Sets up default visibility of the Date/Time HUD.<br />
- Individual maps can be adjusted by notetags.<br />
<br />
Opacity Speed:<br />
- How fast does fade in/out work?<br />
- Lower is slower. Higher is faster.<br />
<br />
---<br />
<br />
Position:<br />
<br />
Position X:<br />
- How much to position the HUD's X by.<br />
- Negative: left. Positive: right.<br />
<br />
Position Y:<br />
- How much to position the HUD's Y by.<br />
- Negative: up. Positive: down.<br />
<br />
---<br />
<br />
Season Sprite:<br />
<br />
Enabled?:<br />
- Enables usage of this sprite.<br />
<br />
Opacity:<br />
- What is the default opacity for this sprite?<br />
- Use a value between 0 and 255.<br />
<br />
Anchor:<br />
<br />
Anchor X:<br />
- Anchor X value for this sprite.<br />
- 0.0 - left; 0.5 - center; 1.0 - right<br />
<br />
Anchor Y:<br />
- Anchor Y value for this sprite.<br />
- 0.0 - top; 0.5 - middle; 1.0 - bottom<br />
<br />
Offset:<br />
<br />
Offset X:<br />
- How much to offset this sprite's X by.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- How much to offset this sprite's Y by.<br />
- Negative: up. Positive: down.<br />
<br />
Scale:<br />
<br />
Scale X:<br />
- What is the scale used for this sprite icon's X?<br />
- 0.0 - 0%; 0.5 - 50%; 1.0 - 100%; 1.5 - 150%; 2.0 - 200%<br />
<br />
Scale Y:<br />
- What is the scale used for this sprite icon's Y?<br />
- 0.0 - 0%; 0.5 - 50%; 1.0 - 100%; 1.5 - 150%; 2.0 - 200%<br />
<br />
Icons:<br />
<br />
Spring Icon:<br />
Summer Icon:<br />
Autumn Icon:<br />
Winter Icon:<br />
- What icon is used for this months?<br />
- Ignore if there is an image equivalent.<br />
<br />
Images:<br />
<br />
Spring Image:<br />
Summer Image:<br />
Autumn Image:<br />
Winter Image:<br />
- What image is used for spring months?<br />
- Ignores any icon equivalents.<br />
<br />
---<br />
<br />
DayCycle Sprite:<br />
<br />
Enabled?:<br />
- Enables usage of this sprite.<br />
<br />
Opacity:<br />
- What is the default opacity for this sprite?<br />
- Use a value between 0 and 255.<br />
<br />
Anchor:<br />
<br />
Anchor X:<br />
- Anchor X value for this sprite.<br />
- 0.0 - left; 0.5 - center; 1.0 - right<br />
<br />
Anchor Y:<br />
- Anchor Y value for this sprite.<br />
- 0.0 - top; 0.5 - middle; 1.0 - bottom<br />
<br />
Offset:<br />
<br />
Offset X:<br />
- How much to offset this sprite's X by.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- How much to offset this sprite's Y by.<br />
- Negative: up. Positive: down.<br />
<br />
Scale:<br />
<br />
Scale X:<br />
- What is the scale used for this sprite icon's X?<br />
- 0.0 - 0%; 0.5 - 50%; 1.0 - 100%; 1.5 - 150%; 2.0 - 200%<br />
<br />
Scale Y:<br />
- What is the scale used for this sprite icon's Y?<br />
- 0.0 - 0%; 0.5 - 50%; 1.0 - 100%; 1.5 - 150%; 2.0 - 200%<br />
<br />
Icons:<br />
<br />
Dawn Icon:<br />
Day Icon:<br />
Dusk Icon:<br />
Night Icon:<br />
- What icon is used for these day cycle hours?<br />
- Ignore if there is an image equivalent.<br />
<br />
Images:<br />
<br />
Dawn Image:<br />
Day Image:<br />
Dusk Image:<br />
Night Image:<br />
- What image is used for these day cycle hours?<br />
- Ignores any icon equivalents.<br />
<br />
---<br />
<br />
Weekday Type Sprite:<br />
<br />
Enabled?:<br />
- Enables usage of this sprite.<br />
<br />
Opacity:<br />
- What is the default opacity for this sprite?<br />
- Use a value between 0 and 255.<br />
<br />
Anchor:<br />
<br />
Anchor X:<br />
- Anchor X value for this sprite.<br />
- 0.0 - left; 0.5 - center; 1.0 - right<br />
<br />
Anchor Y:<br />
- Anchor Y value for this sprite.<br />
- 0.0 - top; 0.5 - middle; 1.0 - bottom<br />
<br />
Offset:<br />
<br />
Offset X:<br />
- How much to offset this sprite's X by.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- How much to offset this sprite's Y by.<br />
- Negative: up. Positive: down.<br />
<br />
Scale:<br />
<br />
Scale X:<br />
- What is the scale used for this sprite icon's X?<br />
- 0.0 - 0%; 0.5 - 50%; 1.0 - 100%; 1.5 - 150%; 2.0 - 200%<br />
<br />
Scale Y:<br />
- What is the scale used for this sprite icon's Y?<br />
- 0.0 - 0%; 0.5 - 50%; 1.0 - 100%; 1.5 - 150%; 2.0 - 200%<br />
<br />
Icons:<br />
<br />
Weekday Icon:<br />
Weekend Icon:<br />
- What icon is used for weekdays?<br />
- Ignore if there is an image equivalent.<br />
<br />
Images:<br />
<br />
Weekday Image:<br />
Weekend Image:<br />
- What image is used for weekdays?<br />
- Ignores any icon equivalents.<br />
<br />
---<br />
<br />
Year Sprite:<br />
<br />
Enabled?:<br />
- Enables usage of this sprite.<br />
<br />
Angle:<br />
- What is the angle used for this sprite?<br />
- Value is written in degrees.<br />
<br />
Year Format:<br />
- How is the year written when it's less than 4 digits?<br />
- %1 - Current Year<br />
<br />
Size:<br />
<br />
Width:<br />
- What is the width of this sprite in pixels?<br />
<br />
Height:<br />
- What is the height of this sprite in pixels?<br />
<br />
Anchor:<br />
<br />
Anchor X:<br />
- Anchor X value for this sprite.<br />
- 0.0 - left; 0.5 - center; 1.0 - right<br />
<br />
Anchor Y:<br />
- Anchor Y value for this sprite.<br />
- 0.0 - top; 0.5 - middle; 1.0 - bottom<br />
<br />
Offset:<br />
<br />
Offset X:<br />
- How much to offset this sprite's X by.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- How much to offset this sprite's Y by.<br />
- Negative: up. Positive: down.<br />
<br />
JS: Draw Text:<br />
- Code used to draw the text for this sprite.<br />
<br />
---<br />
<br />
Month Sprite:<br />
<br />
Enabled?:<br />
- Enables usage of this sprite.<br />
<br />
Angle:<br />
- What is the angle used for this sprite?<br />
- Value is written in degrees.<br />
<br />
Size:<br />
<br />
Width:<br />
- What is the width of this sprite in pixels?<br />
<br />
Height:<br />
- What is the height of this sprite in pixels?<br />
<br />
Anchor:<br />
<br />
Anchor X:<br />
- Anchor X value for this sprite.<br />
- 0.0 - left; 0.5 - center; 1.0 - right<br />
<br />
Anchor Y:<br />
- Anchor Y value for this sprite.<br />
- 0.0 - top; 0.5 - middle; 1.0 - bottom<br />
<br />
Offset:<br />
<br />
Offset X:<br />
- How much to offset this sprite's X by.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- How much to offset this sprite's Y by.<br />
- Negative: up. Positive: down.<br />
<br />
JS: Draw Text:<br />
- Code used to draw the text for this sprite.<br />
<br />
---<br />
<br />
Date Sprite:<br />
<br />
Enabled?:<br />
- Enables usage of this sprite.<br />
<br />
Angle:<br />
- What is the angle used for this sprite?<br />
- Value is written in degrees.<br />
<br />
Size:<br />
<br />
Width:<br />
- What is the width of this sprite in pixels?<br />
<br />
Height:<br />
- What is the height of this sprite in pixels?<br />
<br />
Anchor:<br />
<br />
Anchor X:<br />
- Anchor X value for this sprite.<br />
- 0.0 - left; 0.5 - center; 1.0 - right<br />
<br />
Anchor Y:<br />
- Anchor Y value for this sprite.<br />
- 0.0 - top; 0.5 - middle; 1.0 - bottom<br />
<br />
Offset:<br />
<br />
Offset X:<br />
- How much to offset this sprite's X by.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- How much to offset this sprite's Y by.<br />
- Negative: up. Positive: down.<br />
<br />
JS: Draw Text:<br />
- Code used to draw the text for this sprite.<br />
<br />
---<br />
<br />
Weekday Sprite:<br />
<br />
Enabled?:<br />
- Enables usage of this sprite.<br />
<br />
Angle:<br />
- What is the angle used for this sprite?<br />
- Value is written in degrees.<br />
<br />
Size:<br />
<br />
Width:<br />
- What is the width of this sprite in pixels?<br />
<br />
Height:<br />
- What is the height of this sprite in pixels?<br />
<br />
Anchor:<br />
<br />
Anchor X:<br />
- Anchor X value for this sprite.<br />
- 0.0 - left; 0.5 - center; 1.0 - right<br />
<br />
Anchor Y:<br />
- Anchor Y value for this sprite.<br />
- 0.0 - top; 0.5 - middle; 1.0 - bottom<br />
<br />
Offset:<br />
<br />
Offset X:<br />
- How much to offset this sprite's X by.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- How much to offset this sprite's Y by.<br />
- Negative: up. Positive: down.<br />
<br />
JS: Draw Text:<br />
- Code used to draw the text for this sprite.<br />
<br />
---<br />
<br />
Time Sprite:<br />
<br />
Enabled?:<br />
- Enables usage of this sprite.<br />
<br />
Angle:<br />
- What is the angle used for this sprite?<br />
- Value is written in degrees.<br />
<br />
Size:<br />
<br />
Width:<br />
- What is the width of this sprite in pixels?<br />
<br />
Height:<br />
- What is the height of this sprite in pixels?<br />
<br />
Anchor:<br />
<br />
Anchor X:<br />
- Anchor X value for this sprite.<br />
- 0.0 - left; 0.5 - center; 1.0 - right<br />
<br />
Anchor Y:<br />
- Anchor Y value for this sprite.<br />
- 0.0 - top; 0.5 - middle; 1.0 - bottom<br />
<br />
Offset:<br />
<br />
Offset X:<br />
- How much to offset this sprite's X by.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- How much to offset this sprite's Y by.<br />
- Negative: up. Positive: down.<br />
<br />
JS: Draw Text:<br />
- Code used to draw the text for this sprite.<br />
<br />
---<br />
<br />
<br />
<br />
=== Date/Time HUD Options Settings ===<br />
<br />
[[File:DateTimeSystem_HUD.png]]<br />
<br />
[[File:DateTimeSystem_Param13.png]]<br />
<br />
Options settings for the Date & Time System.<br />
<br />
---<br />
<br />
Options:<br />
<br />
Add Option?:<br />
- Add the 'Date Time HUD' option to the Options menu?<br />
<br />
Adjust Window Height:<br />
- Automatically adjust the options window height?<br />
<br />
Option Name:<br />
- Command name of the option.<br />
<br />
---<br />
<br />
<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
* [[Irina]]<br />
* [[Arisu]]<br />
* [[Olivia]]<br />
* [[Yanfly]]<br />
<br />
<br />
<br />
== Changelog ==<br />
<br />
Version 1.01: February 15, 2024<br />
* Bug Fixes!<br />
** Fixed a bug that would cause a crash when using Real Time and skip title. Fix made by Irina.<br />
** Fixed a bug where seasonal tilesets could cause a crash. Fix by Irina.<br />
<br />
<br />
<br />
Version 1.00 Official Release Date: February 19, 2024<br />
* Finished Plugin!<br />
<br />
== See Also ==<br />
<br />
* [[Inspiration Behind Wanderlust Volume 2]]<br />
<br />
<br />
<br />
== End of Helpfile ==<br />
<br />
|}<br />
<br />
<!-- This is a comment, remove the arrows surrounding this for the categories you want to show --><br />
<!-- [[Category: RPG Maker MZ Core Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Battle Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Item Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Skill Plugins]] --><br />
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[[Category: RPG Maker MZ Gameplay Plugins]]<br />
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<!-- [[Category: RPG Maker MZ Quest Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Options Plugins]] --><br />
[[Category: RPG Maker MZ Eventing Plugins]]<br />
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[[Category: RPG Maker MZ Mechanical Plugins]]<br />
[[Category: RPG Maker MZ Visual Plugins]]<br />
<!-- [[Category: RPG Maker MZ Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Message Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --><br />
<!-- [[Category: Action Sequences (MZ)]] --><br />
<!-- [[Category: Comment Tags (MZ)]] --><br />
<!-- [[Category: Main Menu Manager Integration (MZ)]] --><br />
<!-- [[Category: Notetags (MZ)]] --><br />
<!-- [[Category: Options Core Integration (MZ)]] --><br />
<!-- [[Category: Plugin Commands (MZ)]] --><br />
<!-- [[Category: Script Calls (MZ)]] --><br />
<!-- [[Category: Text Codes (MZ)]] --></div>Irinahttp://www.yanfly.moe/wiki/Timed_Hits_with_Action_SequencesTimed Hits with Action Sequences2024-01-24T20:17:59Z<p>Arisu: </p>
<hr />
<div>{{TOCright}}<br />
{{Hide Sidebar}}<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
== Introduction ==<br />
<br />
[[File:VisuMZ.142.jpg|600px|link=]]<br />
<br />
Those familiar with [https://www.nintendo.com/us/store/products/super-mario-rpg-switch/ Super Mario RPG] know about the existence of '''Timed Hits''' and the flavor they bring to the battle system. However, we aren't here to talk about what the benefits of '''Timed Hits''' are, we are here to explain how to do them in [[RPG Maker MZ]] through the usage of [[Battle Core VisuStella MZ|Action Sequences]].<br />
<br />
Keep in mind that this is '''NOT''' a beginner's tutorial on [[Battle Core VisuStella MZ|Action Sequences]]. If you want a beginner's tutorial on [[Battle Core VisuStella MZ|Action Sequences]], read about it in [[Action Sequence Basic Skill Setup and Target All|this tutorial article]] by [[MirageV]].<br />
<br />
{{Article by Arisu}}<br />
<br />
Now, without further ado, let's begin.<br />
<br />
<br />
<br />
== What You Need ==<br />
<br />
We will need two plugins:<br />
<br />
; [[File:VisuMZ.002.jpg|300px|link=Battle Core VisuStella MZ]]<br />
:: The first is the [[Battle Core VisuStella MZ|Battle Core]].<br />
; [[File:VisuMZ.142.jpg|300px|link=QTE and Trigger System VisuStella MZ]]<br />
:: The next is [[QTE and Trigger System VisuStella MZ|QTE and Trigger System]].<br />
<br />
<br />
<br />
== Tutorial 1: Timed Hits ==<br />
<br />
[[File:TimedHitIntro.jpg|600px]]<br />
<br />
Just as a reminder, this is '''NOT''' a beginner tutorial on how to do [[Battle Core VisuStella MZ|Action Sequences]]. If you need a tutorial for that, read [[Action Sequence Basic Skill Setup and Target All|this tutorial article]] by [[MirageV]].<br />
<br />
We are going to skip right into the '''Common Event''' that is going to be used as the '''Action Sequence''' for the '''Timed Hit'''. Our goal here is to make an attack where if the attacking player presses the '''Z''' button at the right timing, the attack will yield a '''3x Damage Bonus'''. Otherwise, it will deal normal damage. If the player is receiving this attack and defends in time by pressing the '''Z''' button, then the damage will be reduced to 10%.<br />
<br />
Simple enough? Yeah, let's do this.<br />
<br />
<br />
<br />
=== Timed Hits: Full Action Sequence ===<br />
<br />
[[File:TimedHitTut1.png|600px]]<br />
<br />
Here is what the base '''Action Sequence''' should look like. The attack we'll be using will be an ice attack using animation 71: '''Ice I'''.<br />
<br />
<pre><br />
◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Setup Action Set<br />
: :Display Action = true<br />
: :Immortal: On = true<br />
: :Battle Step = true<br />
: :Wait For Movement = true<br />
: :Cast Animation = true<br />
: :Wait For Animation = true<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MOTION: Motion Type<br />
: :Targets = ["user"]<br />
: :Motion Type = spell<br />
: :Show Weapon? = false<br />
<br />
◆Plugin Command:VisuMZ_2_QTE_TriggerSys, QTE: Timed Hit (OK)<br />
: :Timed Hit Picture = >>>ATTENTION<<<<br />
: :Coordinate X = Graphics.width / 2<br />
: :Coordinate Y = Graphics.height / 2<br />
: :Press in X Frames = 40<br />
: :Success Switch ID = 1<br />
: :Timing Variable ID = 0<br />
: :Success Common Event = 0<br />
: :Success Sound = {"name:str":"Skill2","volume:num":"90","pit…<br />
: :Miss Common Event = 0<br />
: :Miss Sound = {"name:str":"Buzzer1","volume:num":"90","pitch…<br />
: :Input Start Delay = 0<br />
: :Wait for QTE? = false<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Show Animation<br />
: :Targets = ["all targets"]<br />
: :Animation ID = 71<br />
: :Mirror Animation = false<br />
: :Wait For Animation? = false<br />
<br />
◆Wait:40 frames<br />
<br />
◆If:Timed Hit Success is ON<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Balloon Animation<br />
: :Targets = ["all targets"]<br />
: :Balloon Type = Exclamation<br />
: :Wait for Completion = false<br />
<br />
◆If:Script:BattleManager._subject.isActor()<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Multipliers<br />
: :Critical Hit% = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Critical Damage = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Damage/Healing = <br />
: :Rate = 3.00<br />
: :Flat = +0.00<br />
: :Hit Rate = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
◆<br />
<br />
:Else<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Multipliers<br />
: :Critical Hit% = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Critical Damage = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Damage/Healing = <br />
: :Rate = 0.10<br />
: :Flat = +0.00<br />
: :Hit Rate = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
◆<br />
:End<br />
◆<br />
:End<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Action Effect<br />
: :Targets = ["all targets"]<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Multipliers<br />
: :Critical Hit% = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Critical Damage = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Damage/Healing = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Hit Rate = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Wait For Animation<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Finish Action<br />
: :Immortal: Off = true<br />
: :Wait For New Line = true<br />
: :Wait For Effects = true<br />
: :Clear Battle Log = true<br />
: :Home Reset = true<br />
: :Wait For Movement = true<br />
</pre><br />
<br />
<br />
<br />
=== Timed Hits: Breakdown ===<br />
<br />
For those who aren't able to follow, let's break down the '''event commands''' and '''Action Sequences''' used here.<br />
<br />
<pre><br />
◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Setup Action Set<br />
: :Display Action = true<br />
: :Immortal: On = true<br />
: :Battle Step = true<br />
: :Wait For Movement = true<br />
: :Cast Animation = true<br />
: :Wait For Animation = true<br />
</pre><br />
Above is the typical setup action set. Nothing is really changed there. All it does is play the action name, setup immortality flags, play cast animations, and wait for the cast animation to finish.<br />
<br />
<br />
<br />
<pre><br />
◆Plugin Command:VisuMZ_1_BattleCore, MOTION: Motion Type<br />
: :Targets = ["user"]<br />
: :Motion Type = spell<br />
: :Show Weapon? = false<br />
</pre><br />
Above is just a motion request for the user to perform a spell motion if the user has a Sideview Battler sprite.<br />
<br />
<br />
<br />
<pre><br />
◆Plugin Command:VisuMZ_2_QTE_TriggerSys, QTE: Timed Hit (OK)<br />
: :Timed Hit Picture = >>>ATTENTION<<<<br />
: :Coordinate X = Graphics.width / 2<br />
: :Coordinate Y = Graphics.height / 2<br />
: :Press in X Frames = 40<br />
: :Success Switch ID = 1<br />
: :Timing Variable ID = 0<br />
: :Success Common Event = 0<br />
: :Success Sound = {"name:str":"Skill2","volume:num":"90","pit…<br />
: :Miss Common Event = 0<br />
: :Miss Sound = {"name:str":"Buzzer1","volume:num":"90","pitch…<br />
: :Input Start Delay = 0<br />
: :Wait for QTE? = false<br />
</pre><br />
A [[QTE and Trigger System VisuStella MZ|QTE Plugin Command]] occurs. The '''QTE Plugin Command''' doesn't use any special graphics (though it could) and requires the player to press '''Z''' in 40 frames. If it succeeds, then '''Switch 1''' is turned on. '''Wait for QTE''' is also turned '''OFF''' (very important). If you're wondering why 40 frames specifically, that's because for animation 71: '''Ice I''', that we're using for this tutorial, the hit lands at frame 40. If you need help figuring out the duration of animations, read [[How to Get Animation Frame Durations|this article here]] on [[How to Get Animation Frame Durations]].<br />
<br />
The same timing is used for both if the target is an enemy or an actor.<br />
<br />
<br />
<br />
<pre><br />
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Show Animation<br />
: :Targets = ["all targets"]<br />
: :Animation ID = 71<br />
: :Mirror Animation = false<br />
: :Wait For Animation? = false<br />
</pre><br />
Next, we just show animation 71, which is the '''Ice I''' animation that we're using for this tutorial. '''Wait for Animation''' is also turned to '''OFF'''.<br />
<br />
<br />
<br />
<pre><br />
◆Wait:40 frames<br />
</pre><br />
We wait 40 frames because that's when the animation displays a hit on the target. Once again, if you need help figuring out the duration of animations, read [[How to Get Animation Frame Durations|this article here]] on [[How to Get Animation Frame Durations]].<br />
<br />
<br />
<br />
<pre><br />
◆If:Timed Hit Success is ON<br />
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Balloon Animation<br />
: :Targets = ["all targets"]<br />
: :Balloon Type = Exclamation<br />
: :Wait for Completion = false<br />
◆If:Script:BattleManager._subject.isActor()<br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Multipliers<br />
: :Critical Hit% = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Critical Damage = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Damage/Healing = <br />
: :Rate = 3.00<br />
: :Flat = +0.00<br />
: :Hit Rate = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
◆<br />
:Else<br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Multipliers<br />
: :Critical Hit% = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Critical Damage = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Damage/Healing = <br />
: :Rate = 0.10<br />
: :Flat = +0.00<br />
: :Hit Rate = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
◆<br />
:End<br />
◆<br />
:End<br />
</pre><br />
<br />
Here's where things change up. We do a '''Conditional Branch''' event command to check the status of '''Switch 1'''. If '''Switch 1''' is '''ON''', that means the [[QTE and Trigger System VisuStella MZ|Timed Hit QTE]] is successful. We play a '''Balloon Animation Action Sequence''' to indicate the success.<br />
<br />
Next, we do another '''Conditional Branch''' event command but with the script call '''BattleManager._subject.isActor()''' to check if the user is an actor. If the user is actor, then we use the '''MECH: Multipliers''' Action Sequence Plugin Command to increase the damage multiplier to 3x. If the user is '''NOT''' an actor (and therefore an enemy), then '''MECH: Multipliers''' Action Sequence Plugin Command changes the multiplier to x0.1<br />
<br />
<br />
<br />
<pre><br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Action Effect<br />
: :Targets = ["all targets"]<br />
</pre><br />
Normal '''MECH: Action Effect''' stuff to apply the damage and effects.<br />
<br />
<br />
<br />
<pre><br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Multipliers<br />
: :Critical Hit% = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Critical Damage = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Damage/Healing = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Hit Rate = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
</pre><br />
Reset the multipliers.<br />
<br />
<br />
<br />
<pre><br />
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Wait For Animation<br />
</pre><br />
Wait for the rest of the animation to finish.<br />
<br />
<br />
<br />
<pre><br />
◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Finish Action<br />
: :Immortal: Off = true<br />
: :Wait For New Line = true<br />
: :Wait For Effects = true<br />
: :Clear Battle Log = true<br />
: :Home Reset = true<br />
: :Wait For Movement = true<br />
</pre><br />
Finish up the rest of the '''Action Sequence'''.<br />
<br />
<br />
=== Timed Hits: Test Play ===<br />
<br />
Let's look at how the damage appears without landing any '''Timed Hits'''.<br />
<br />
[[File:TimedHitTut2.gif]]<br />
<br />
<br />
<br />
Now, let's look at the damage when '''Timed Hits''' are landed.<br />
<br />
[[File:TimedHitTut3.gif]]<br />
<br />
There's a 3x multiplier when used by the player and a 0.1x multiplier when defended.<br />
<br />
<br />
<br />
== Tutorial 2: Fireball Button Mash ==<br />
<br />
[[File:FireballSpam1.jpg|600px]]<br />
<br />
Just as a reminder, this is '''NOT''' a beginner tutorial on how to do [[Battle Core VisuStella MZ|Action Sequences]]. If you need a tutorial for that, read [[Action Sequence Basic Skill Setup and Target All|this tutorial article]] by [[MirageV]].<br />
<br />
We are going to skip right into the '''Common Event''' that is going to be used as the '''Action Sequence''' for the '''Timed Hit'''. Our goal here is to make an attack where when it is used by a player character, the player can button mash '''Z''' to unload a barrage of fireballs to the enemy at 10% damage per fireball. When the attack is used by an enemy, it will be a single attack that the player can use a '''Timed Attack''' to block damage and reduce it to 10%.<br />
<br />
Understood? Let's go!<br />
<br />
<br />
<br />
=== Fireball Button Mash: Full Action Sequence ===<br />
<br />
Here is what the base '''Action Sequence''' should look like. The attack we'll be using will be a fire attack using animation 66: '''Fire I'''.<br />
<br />
<pre><br />
◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Setup Action Set<br />
: :Display Action = true<br />
: :Immortal: On = true<br />
: :Battle Step = true<br />
: :Wait For Movement = true<br />
: :Cast Animation = true<br />
: :Wait For Animation = true<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MOTION: Motion Type<br />
: :Targets = ["user"]<br />
: :Motion Type = spell<br />
: :Show Weapon? = false<br />
<br />
◆If:Script:BattleManager._subject.isActor()<br />
<br />
◆Plugin Command:VisuMZ_2_QTE_TriggerSys, QTE: Button Mash (OK)<br />
: :Trigger Variable ID = 1<br />
: :Trigger Common Event = 228<br />
: :Trigger Sound = {"name:str":"Skill2","volume:num":"90","pit…<br />
: :Input Start Delay = 20<br />
: :QTE Duration = 180<br />
: :Wait for QTE? = true<br />
◆<br />
<br />
:Else<br />
<br />
◆Plugin Command:VisuMZ_2_QTE_TriggerSys, QTE: Timed Hit (OK)<br />
: :Timed Hit Picture = >>>ATTENTION<<<<br />
: :Coordinate X = Graphics.width / 2<br />
: :Coordinate Y = Graphics.height / 2<br />
: :Press in X Frames = 80<br />
: :Success Switch ID = 1<br />
: :Timing Variable ID = 0<br />
: :Success Common Event = 0<br />
: :Success Sound = {"name:str":"Skill2","volume:num":"90","pit…<br />
: :Miss Common Event = 0<br />
: :Miss Sound = {"name:str":"Buzzer1","volume:num":"90","pitch…<br />
: :Input Start Delay = 0<br />
: :Wait for QTE? = false<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Show Animation<br />
: :Targets = ["all targets"]<br />
: :Animation ID = 66<br />
: :Mirror Animation = false<br />
: :Wait For Animation? = false<br />
<br />
◆Wait:80 frames<br />
<br />
◆If:Timed Hit Success is ON<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Balloon Animation<br />
: :Targets = ["all targets"]<br />
: :Balloon Type = Exclamation<br />
: :Wait for Completion = false<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Multipliers<br />
: :Critical Hit% = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Critical Damage = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Damage/Healing = <br />
: :Rate = 0.10<br />
: :Flat = +0.00<br />
: :Hit Rate = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
◆<br />
<br />
:Else<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Multipliers<br />
: :Critical Hit% = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Critical Damage = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Damage/Healing = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Hit Rate = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
◆<br />
<br />
:End<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Action Effect<br />
: :Targets = ["all targets"]<br />
◆<br />
<br />
:End<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Wait For Animation<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Multipliers<br />
: :Critical Hit% = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Critical Damage = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Damage/Healing = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Hit Rate = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Finish Action<br />
: :Immortal: Off = true<br />
: :Wait For New Line = true<br />
: :Wait For Effects = true<br />
: :Clear Battle Log = true<br />
: :Home Reset = true<br />
: :Wait For Movement = true<br />
</pre><br />
<br />
<br />
<br />
There is a '''Once Parallel''' Action Sequence that is put on a '''different''' Common Event and that is called by the [[QTE|Button Mash QTE]]. Here are its contents.<br />
<br />
<pre><br />
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Show Animation<br />
: :Targets = ["all targets"]<br />
: :Animation ID = 13<br />
: :Mirror Animation = false<br />
: :Wait For Animation? = false<br />
<br />
◆Wait:4 frames<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Multipliers<br />
: :Critical Hit% = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Critical Damage = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Damage/Healing = <br />
: :Rate = 0.10<br />
: :Flat = +0.00<br />
: :Hit Rate = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Action Effect<br />
: :Targets = ["all targets"]<br />
</pre><br />
<br />
<br />
<br />
=== Fireball Button Mash: Base Breakdown ===<br />
<br />
For those who aren't able to follow, let's break down the '''event commands''' and '''Action Sequences''' used here.<br />
<br />
<pre><br />
◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Setup Action Set<br />
: :Display Action = true<br />
: :Immortal: On = true<br />
: :Battle Step = true<br />
: :Wait For Movement = true<br />
: :Cast Animation = true<br />
: :Wait For Animation = true<br />
</pre><br />
Above is the typical setup action set. Nothing is really changed there. All it does is play the action name, setup immortality flags, play cast animations, and wait for the cast animation to finish.<br />
<br />
<br />
<br />
<pre><br />
◆Plugin Command:VisuMZ_1_BattleCore, MOTION: Motion Type<br />
: :Targets = ["user"]<br />
: :Motion Type = spell<br />
: :Show Weapon? = false<br />
</pre><br />
Above is just a motion request for the user to perform a spell motion if the user has a Sideview Battler sprite.<br />
<br />
<br />
<br />
<pre><br />
◆If:Script:BattleManager._subject.isActor()<br />
<br />
◆Plugin Command:VisuMZ_2_QTE_TriggerSys, QTE: Button Mash (OK)<br />
: :Trigger Variable ID = 1<br />
: :Trigger Common Event = 228<br />
: :Trigger Sound = {"name:str":"Skill2","volume:num":"90","pit…<br />
: :Input Start Delay = 20<br />
: :QTE Duration = 180<br />
: :Wait for QTE? = true<br />
◆<br />
<br />
:Else<br />
<br />
x<br />
<br />
:End<br />
</pre><br />
Here is where things change up a bit. A '''Conditional Branch''' event command is added in to check for a script call: '''BattleManager._subject.isActor()'''. This determines if the user is an actor or not. If the user is an actor, the above [[QTE|Button Mash QTE]] happens. Whenever the '''Z''' button is pressed, the '''Trigger Common Event''' will play (in this case, 228). There is an '''Input Start Delay''' of 20 frames to let the player quickly start inputting and a total '''QTE Duration''' of 180 frames. The plugin command will '''Wait for QTE''' and the following event commands won't process until this [[QTE]] is done.<br />
<br />
<br />
<br />
<pre><br />
◆If:Script:BattleManager._subject.isActor()<br />
<br />
x<br />
<br />
:Else<br />
<br />
◆Plugin Command:VisuMZ_2_QTE_TriggerSys, QTE: Timed Hit (OK)<br />
: :Timed Hit Picture = >>>ATTENTION<<<<br />
: :Coordinate X = Graphics.width / 2<br />
: :Coordinate Y = Graphics.height / 2<br />
: :Press in X Frames = 80<br />
: :Success Switch ID = 1<br />
: :Timing Variable ID = 0<br />
: :Success Common Event = 0<br />
: :Success Sound = {"name:str":"Skill2","volume:num":"90","pit…<br />
: :Miss Common Event = 0<br />
: :Miss Sound = {"name:str":"Buzzer1","volume:num":"90","pitch…<br />
: :Input Start Delay = 0<br />
: :Wait for QTE? = false<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Show Animation<br />
: :Targets = ["all targets"]<br />
: :Animation ID = 66<br />
: :Mirror Animation = false<br />
: :Wait For Animation? = false<br />
<br />
◆Wait:80 frames<br />
<br />
◆If:Timed Hit Success is ON<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Balloon Animation<br />
: :Targets = ["all targets"]<br />
: :Balloon Type = Exclamation<br />
: :Wait for Completion = false<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Multipliers<br />
: :Critical Hit% = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Critical Damage = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Damage/Healing = <br />
: :Rate = 0.10<br />
: :Flat = +0.00<br />
: :Hit Rate = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
◆<br />
<br />
:Else<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Multipliers<br />
: :Critical Hit% = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Critical Damage = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Damage/Healing = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Hit Rate = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
◆<br />
<br />
:End<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Action Effect<br />
: :Targets = ["all targets"]<br />
◆<br />
<br />
:End<br />
</pre><br />
Now let's look at the '''else'''. This is what happens when the enemy uses this skill. A [[QTE|Timed Hit QTE]] will play and the player has to block a single attack with a timing of around 80 frames. Animation 66: '''Fire I''' will be played without a '''Wait for Animation'''. After '''80 frames''', if successfully blocked ('''Switch 1 ON'''), the damage multiplier is reduced to 10%. Otherwise, the damage multiplier is set to 100%. The typical '''Action Effect''' then occurs.<br />
<br />
<br />
<br />
<pre><br />
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Wait For Animation<br />
</pre><br />
Wait for any remaining animations to finish.<br />
<br />
<br />
<br />
<pre><br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Multipliers<br />
: :Critical Hit% = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Critical Damage = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Damage/Healing = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Hit Rate = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
</pre><br />
Reset the multipliers.<br />
<br />
<br />
<br />
<pre><br />
◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Finish Action<br />
: :Immortal: Off = true<br />
: :Wait For New Line = true<br />
: :Wait For Effects = true<br />
: :Clear Battle Log = true<br />
: :Home Reset = true<br />
: :Wait For Movement = true<br />
</pre><br />
Finish up the rest of the '''Action Sequence'''.<br />
<br />
<br />
<br />
=== Fireball Button Mash: Once Parallel Breakdown ===<br />
<br />
Within the [[QTE|Button Mash QTE]], there is a '''Trigger Common Event''' that references this '''Once Parallel''' Common Event. Here is the breakdown for it.<br />
<br />
<pre><br />
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Show Animation<br />
: :Targets = ["all targets"]<br />
: :Animation ID = 13<br />
: :Mirror Animation = false<br />
: :Wait For Animation? = false<br />
</pre><br />
<br />
We play a different animation that's shorter. No '''Wait for Animation''' though.<br />
<br />
<br />
<br />
<pre><br />
◆Wait:4 frames<br />
</pre><br />
A 4 frame wait.<br />
<br />
<br />
<br />
<pre><br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Multipliers<br />
: :Critical Hit% = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Critical Damage = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Damage/Healing = <br />
: :Rate = 0.10<br />
: :Flat = +0.00<br />
: :Hit Rate = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
</pre><br />
Damage multiplier is set to 10% due to the huge volume of attacks.<br />
<br />
<br />
<br />
<pre><br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Action Effect<br />
: :Targets = ["all targets"]<br />
</pre><br />
Perform an action effect to deal damage and any other effects.<br />
<br />
<br />
<br />
=== Fireball Button Mash: Test Play ===<br />
<br />
Let's take a look at the skill in action used by both the player and the enemy.<br />
<br />
[[File:FireballSpam2.gif]]<br />
<br />
When the player uses the skill, a barrage of fireballs occur deal multiple hits. When the enemy uses the skill, a single attack occurs with the chance of the player blocking most of the damage.<br />
<br />
Also, this is just an opinion, but this would look great with [[Action Sequence Projectiles VisuStella MZ|Projectiles]]. They were left out of the tutorial in order to keep the tutorial simple and easy to digest.<br />
<br />
<br />
<br />
== Tutorial 3: Super Jump ==<br />
<br />
[[File:SuperJumpTut1.jpg|600px]]<br />
<br />
Just as a reminder, this is '''NOT''' a beginner tutorial on how to do [[Battle Core VisuStella MZ|Action Sequences]]. If you need a tutorial for that, read [[Action Sequence Basic Skill Setup and Target All|this tutorial article]] by [[MirageV]].<br />
<br />
In [https://www.nintendo.com/us/store/products/super-mario-rpg-switch/ Super Mario RPG], the '''Super Jump''' is a special move where upon landing a successful '''Timed Hit''', the character jumps back up into the air again for another [[QTE|Timed Hit QTE]]. We'll do the same thing here. Though the difference will be that instead of doing the damage all at once like in '''Super Mario RPG''', we'll be applying the damage each time there's a jump landing.<br />
<br />
Our goal here is to make an attack that can be repeated for multiple instances of damage when used by the player or the enemy. If done by the player, the player will need to successfully land '''Timed Hits''' in order to continue the jumping spree up to a maximum of 10 times. If done by the enemy, the enemy will continuously jump on the player character until a '''Timed Hit''' blocks the attack. The enemy will jump for a maximum of 3 times.<br />
<br />
Capeesh? Let's do this!<br />
<br />
'''WARNING!''' This '''will''' require at least version '''1.01''' of the [[QTE|QTE and Trigger System]] plugin for this effect to work as we will need the '''Clear Current QTE''' Plugin Command.<br />
<br />
<br />
<br />
=== Super Jump: Full Action Sequence ===<br />
<br />
Here is what the full '''Action Sequence''' should look like for '''Super Jump'''. The animation we'll be using will be a thunder attack animation using animation 76: '''Thunder I'''.<br />
<pre><br />
◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Setup Action Set<br />
: :Display Action = true<br />
: :Immortal: On = true<br />
: :Battle Step = true<br />
: :Wait For Movement = true<br />
: :Cast Animation = true<br />
: :Wait For Animation = true<br />
<br />
◆If:Script:BattleManager._subject.isActor()<br />
<br />
◆Control Variables:#0020 Total Jumps = 10<br />
◆<br />
:Else<br />
<br />
◆Control Variables:#0020 Total Jumps = 3<br />
◆<br />
:End<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MOVE: Move To Target(s)<br />
: :Targets (Moving) = ["user"]<br />
: :Targets (Destination) = ["all targets"]<br />
: :Target Location = middle head<br />
: :Melee Distance = 24<br />
: :Offset Adjustment = horz<br />
: :Offset: X = 0<br />
: :Offset: Y = 0<br />
: :Duration = 40<br />
: :Face Destination? = true<br />
: :Movement Easing = Linear<br />
: :Movement Motion = walk<br />
: :Wait For Movement? = false<br />
<br />
◆Loop<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MOVE: Jump<br />
: :Targets = ["user"]<br />
: :Desired Height = 300<br />
: :Duration = 40<br />
: :Wait For Jump? = false<br />
<br />
◆Plugin Command:VisuMZ_2_QTE_TriggerSys, QTE: Clear Current QTE<br />
<br />
◆Plugin Command:VisuMZ_2_QTE_TriggerSys, QTE: Timed Hit (OK)<br />
: :Timed Hit Picture = >>>ATTENTION<<<<br />
: :Coordinate X = Graphics.width / 2<br />
: :Coordinate Y = Graphics.height / 2<br />
: :Press in X Frames = 40<br />
: :Success Switch ID = 1<br />
: :Timing Variable ID = 0<br />
: :Success Common Event = 0<br />
: :Success Sound = {"name:str":"Skill2","volume:num":"90","pit…<br />
: :Miss Common Event = 0<br />
: :Miss Sound = {"name:str":"Buzzer1","volume:num":"90","pitch…<br />
: :Input Start Delay = 0<br />
: :Wait for QTE? = false<br />
<br />
◆Wait:40 frames<br />
<br />
◆If:Timed Hit Success is ON<br />
<br />
◆If:Script:BattleManager._subject.isActor()<br />
<br />
◆Control Variables:#0020 Total Jumps -= 1<br />
◆<br />
:Else<br />
<br />
◆Control Variables:#0020 Total Jumps = 0<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Multipliers<br />
: :Critical Hit% = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Critical Damage = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Damage/Healing = <br />
: :Rate = 0.10<br />
: :Flat = +0.00<br />
: :Hit Rate = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
◆<br />
:End<br />
◆<br />
:Else<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Multipliers<br />
: :Critical Hit% = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Critical Damage = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Damage/Healing = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Hit Rate = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
<br />
◆If:Script:BattleManager._subject.isActor()<br />
<br />
◆Control Variables:#0020 Total Jumps = 0<br />
◆<br />
:Else<br />
<br />
◆Control Variables:#0020 Total Jumps -= 1<br />
◆<br />
:End<br />
◆<br />
:End<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Show Animation<br />
: :Targets = ["all targets"]<br />
: :Animation ID = 76<br />
: :Mirror Animation = false<br />
: :Wait For Animation? = false<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Action Effect<br />
: :Targets = ["all targets"]<br />
<br />
◆If:Total Jumps < 1<br />
◆Break Loop<br />
◆<br />
:End<br />
◆<br />
<br />
:Repeat Above<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Multipliers<br />
: :Critical Hit% = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Critical Damage = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Damage/Healing = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Hit Rate = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Finish Action<br />
: :Immortal: Off = true<br />
: :Wait For New Line = true<br />
: :Wait For Effects = true<br />
: :Clear Battle Log = true<br />
: :Home Reset = true<br />
: :Wait For Movement = true<br />
</pre><br />
<br />
<br />
<br />
=== Super Jump: Breakdown ===<br />
<br />
For those who aren't able to follow, let's break down the '''event commands''' and '''Action Sequences''' used here.<br />
<br />
<pre><br />
◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Setup Action Set<br />
: :Display Action = true<br />
: :Immortal: On = true<br />
: :Battle Step = true<br />
: :Wait For Movement = true<br />
: :Cast Animation = true<br />
: :Wait For Animation = true<br />
</pre><br />
Above is the typical setup action set. Nothing is really changed there. All it does is play the action name, setup immortality flags, play cast animations, and wait for the cast animation to finish.<br />
<br />
<br />
<br />
<pre><br />
◆If:Script:BattleManager._subject.isActor()<br />
<br />
◆Control Variables:#0020 Total Jumps = 10<br />
◆<br />
:Else<br />
<br />
◆Control Variables:#0020 Total Jumps = 3<br />
◆<br />
:End<br />
</pre><br />
Here, we setup the total number of jumps through a '''Control Variable''' event command. The '''Conditional Branch''' using the script call '''BattleManager._subject.isActor()''' allows you to set different values for actors and enemies.<br />
<br />
<br />
<br />
<pre><br />
◆Plugin Command:VisuMZ_1_BattleCore, MOVE: Move To Target(s)<br />
: :Targets (Moving) = ["user"]<br />
: :Targets (Destination) = ["all targets"]<br />
: :Target Location = middle head<br />
: :Melee Distance = 24<br />
: :Offset Adjustment = horz<br />
: :Offset: X = 0<br />
: :Offset: Y = 0<br />
: :Duration = 40<br />
: :Face Destination? = true<br />
: :Movement Easing = Linear<br />
: :Movement Motion = walk<br />
: :Wait For Movement? = false<br />
</pre><br />
This '''Action Sequence Plugin Command''' moves the user to the head of the target. There is no '''Wait for Movement'''.<br />
<br />
<br />
<br />
<pre><br />
◆Loop<br />
<br />
x<br />
<br />
:Repeat Above<br />
</pre><br />
We will be using a '''Loop''' event command to process the multiple jumps. The following content will be found inside of the '''Loop Command'''.<br />
<br />
<br />
<br />
<pre><br />
◆Loop<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MOVE: Jump<br />
: :Targets = ["user"]<br />
: :Desired Height = 300<br />
: :Duration = 40<br />
: :Wait For Jump? = false<br />
<br />
x<br />
<br />
:Repeat Above<br />
</pre><br />
At the start of each loop, the skill user will jump for a total of 40 frames. There is no '''Wait for Jump'''.<br />
<br />
<br />
<br />
<pre><br />
◆Loop<br />
<br />
x<br />
<br />
◆Plugin Command:VisuMZ_2_QTE_TriggerSys, QTE: Clear Current QTE<br />
<br />
◆Plugin Command:VisuMZ_2_QTE_TriggerSys, QTE: Timed Hit (OK)<br />
: :Timed Hit Picture = >>>ATTENTION<<<<br />
: :Coordinate X = Graphics.width / 2<br />
: :Coordinate Y = Graphics.height / 2<br />
: :Press in X Frames = 40<br />
: :Success Switch ID = 1<br />
: :Timing Variable ID = 0<br />
: :Success Common Event = 0<br />
: :Success Sound = {"name:str":"Skill2","volume:num":"90","pit…<br />
: :Miss Common Event = 0<br />
: :Miss Sound = {"name:str":"Buzzer1","volume:num":"90","pitch…<br />
: :Input Start Delay = 0<br />
: :Wait for QTE? = false<br />
<br />
◆Wait:40 frames<br />
<br />
x<br />
<br />
:Repeat Above<br />
</pre><br />
<br />
Afterwards, we clear any QTE sessions that may be occurring. This '''Plugin Command''' does not exist in [[QTE|QTE and Trigger System]]'s version 1.00 and requires at least version 1.01.<br />
<br />
Follow that up with a [[QTE|Timed Hit QTE]] that lasts for 40 frames. There is no '''Wait for QTE'''.<br />
<br />
For those curious why we need the '''Clear Current QTE''' Plugin Command, it's because upon completing a QTE usually, there's a small bit of delay afterwards to allow the player to know if they've succeeded in landing the QTE or not. The clear command allows you to drop that delay and instantly go onto the next QTE.<br />
<br />
We then wait for 40 frames.<br />
<br />
<br />
<br />
<pre><br />
◆Loop<br />
<br />
x<br />
<br />
◆If:Timed Hit Success is ON<br />
<br />
◆If:Script:BattleManager._subject.isActor()<br />
<br />
◆Control Variables:#0020 Total Jumps -= 1<br />
◆<br />
:Else<br />
<br />
◆Control Variables:#0020 Total Jumps = 0<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Multipliers<br />
: :Critical Hit% = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Critical Damage = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Damage/Healing = <br />
: :Rate = 0.10<br />
: :Flat = +0.00<br />
: :Hit Rate = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
◆<br />
:End<br />
◆<br />
:Else<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Multipliers<br />
: :Critical Hit% = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Critical Damage = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Damage/Healing = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Hit Rate = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
<br />
◆If:Script:BattleManager._subject.isActor()<br />
<br />
◆Control Variables:#0020 Total Jumps = 0<br />
◆<br />
:Else<br />
<br />
◆Control Variables:#0020 Total Jumps -= 1<br />
◆<br />
:End<br />
◆<br />
:End<br />
<br />
x<br />
<br />
:Repeat Above<br />
</pre><br />
; If the '''Timed Hit''' succeeds, then '''Switch 1''' is enabled and set to '''ON'''.<br />
: Another '''Conditional Branch''' follows up with the usual script call '''BattleManager._subject.isActor()''' to check if the user is an actor.<br />
: If the user is an actor, reduce the '''Total Jumps Variable''' by -1.<br />
: If the user is not an actor (therefore an enemy), then consider the '''Super Jump''' blocked and halted prematurely. Set the '''Total Jumps Variable''' remaining to 0 reflect this. Also, since the attack is blocked, set the damage '''multiplier''' to 10%.<br />
; If the '''Timed Hit''' fails, then '''Switch 1''' is disabled and set to '''OFF'''.<br />
: The '''multipliers''' are reset back to 100%.<br />
: Another '''Conditional Branch''' follows up with the usual script call '''BattleManager._subject.isActor()''' to check if the user is an actor.<br />
: If the user is an actor, the '''Super Jump''' ends prematurely and we set the '''Total Jumps Variable''' to 0 to reflect this.<br />
: If the user is not an actor (therefore an enemy), then the player has failed to block the '''Super Jump''' and the combo continues. Reduce the '''Total Jumps Variable''' by -1 to reflect this.<br />
<br />
<br />
<br />
<pre><br />
◆Loop<br />
<br />
x<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, ANIM: Show Animation<br />
: :Targets = ["all targets"]<br />
: :Animation ID = 76<br />
: :Mirror Animation = false<br />
: :Wait For Animation? = false<br />
<br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Action Effect<br />
: :Targets = ["all targets"]<br />
<br />
x<br />
<br />
:Repeat Above<br />
</pre><br />
Typical animation stuff here. We use animation 76: '''Thunder I''' for the effect. There is no '''Wait for Animation'''.<br />
<br />
Follow this up with '''MECH: Action Effect''' to produce damage and any other skill effects.<br />
<br />
<br />
<br />
<pre><br />
◆Loop<br />
<br />
x<br />
<br />
◆If:Total Jumps < 1<br />
◆Break Loop<br />
◆<br />
:End<br />
◆<br />
<br />
:Repeat Above<br />
</pre><br />
Finally, before the loop repeats, we check to see if the '''Total Jumps Variable''' has a value of less than 1. If it does, the loop is broken and we can finish the skill. If not, the loop continues and another jump will occur, dealing more damage.<br />
<br />
<br />
<br />
<pre><br />
◆Plugin Command:VisuMZ_1_BattleCore, MECH: Multipliers<br />
: :Critical Hit% = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Critical Damage = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Damage/Healing = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
: :Hit Rate = <br />
: :Rate = 1.00<br />
: :Flat = +0.00<br />
</pre><br />
Reset the multipliers.<br />
<br />
<br />
<br />
<pre><br />
◆Plugin Command:VisuMZ_1_BattleCore, ACSET: Finish Action<br />
: :Immortal: Off = true<br />
: :Wait For New Line = true<br />
: :Wait For Effects = true<br />
: :Clear Battle Log = true<br />
: :Home Reset = true<br />
: :Wait For Movement = true<br />
</pre><br />
Finish up the rest of the '''Action Sequence'''.<br />
<br />
<br />
<br />
=== Super Jump: Test Play ===<br />
<br />
Let's look at the '''Super Jump''' skill without landing any '''Timed Hits'''.<br />
<br />
[[File:SuperJumpTut2.gif]]<br />
<br />
Reid only gets in 1 jump and ends the '''Super Jump''' prematurely while the Treant gets in all 3 that is allowed of it.<br />
<br />
<br />
<br />
Now, let's look at the '''Super Jump''' when landing all of the '''Timed Hits''' for both the actor and enemy.<br />
<br />
[[File:SuperJumpTut3.gif]]<br />
<br />
Reid gets in all 10 jumps while the Treant's blocked jump only gets in 1 and ends the '''Super Jump''' prematurely. Reid also takes less damage.<br />
<br />
<br />
<br />
== Good Practices ==<br />
<br />
What the tutorial shows you is the bare minimum needed to produce a '''Timed Hit''' effect with [[QTE|QTE's]], but the tutorials do '''NOT''' include good practices that go along with them. Here's some of the good practices that I recommend:<br />
<br />
<br />
<br />
; Telegraph the timed attacks<br />
: Make the timed attacks easy to recognize from startup so that the player has enough time to react and time the presses properly. The average human reaction time is 250 milliseconds. That's 15 frames. And that's just being able to register the image mentally. Then to think about what to do and which button to press adds another 250 milliseconds. That's about 30 frames total. Make sure you give your players enough time.<br />
; Use Indicator Graphics<br />
: The enclosing graphic effect for the Timed Hits QTE Plugin Command is a great way to help the player properly time the Timed Hit. The indicator graphics help the player know when to press the '''Z''' button instead of trying to guess the timing. This is especially helpful for new attacks that the player may have learned and to remove any feelings of unfairness.<br />
; Positive Reinforcement vs Negative Reinforcement<br />
: Give bonus effects to landing Timed Hits (like more damage) rather than punishing the player (no damage) for not landing them. Not everybody is skilled enough to land '''Timed Hits''' consistently and you don't want to alienate your audience into those who can complete the game versus those who can't over something like this.<br />
<br />
<br />
<br />
== More to Come? ==<br />
<br />
I may (or may not) add more tutorials to this article at a later date if I can think of more things that may help.<br />
<br />
<br />
<br />
== Conclusion ==<br />
<br />
'''Timed Hits''' are made possible by VisuStella MZ's [[Battle Core VisuStella MZ|Battle Core]] and [[QTE and Trigger System VisuStella MZ|QTE and Trigger System]] plugins. While there aren't any notetags to make timed attacks happen, they are definitely possible through clever usage of '''Action Sequences'''. I hope this tutorial article helps you figure out how to create '''Timed Hits''' for your battle system should you wish to include them in.<br />
<br />
Happy RPG Making!<br />
<br />
<br />
<br />
== End of Article ==<br />
<br />
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|}</div>Arisuhttp://www.yanfly.moe/wiki/How_to_Get_Animation_Frame_DurationsHow to Get Animation Frame Durations2024-01-24T16:46:52Z<p>Arisu: </p>
<hr />
<div>{{TOCright}}<br />
{{Hide Sidebar}}<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
== Introduction ==<br />
<br />
[[File:FrameCountTutorial1.png]]<br />
<br />
Ever wanted to figure out how many frames an animation is? You probably know that in [[RPG Maker MV]], the animation frames listed in the database don't equal the wait duration in the game. Or in [[RPG Maker MZ]], the Effekseer animations don't even have durations listed at all. Here's how to figure them out.<br />
<br />
This will be a TL;DR article without all the fluff text.<br />
<br />
{{Article by Arisu}}<br />
<br />
<br />
<br />
== Instructions ==<br />
<br />
=== Step 1: Create New Event ===<br />
<br />
[[File:FrameCountTutorial2.png|600px]]<br />
<br />
First, create a new event.<br />
<br />
<br />
<br />
=== Step 2: Set Variable ===<br />
<br />
[[File:FrameCountTutorial3.png]]<br />
<br />
Next, create a '''Control Variable''' event command with this as the '''Script''' value:<br />
<br />
<pre><br />
Graphics.frameCount<br />
</pre><br />
<br />
Make sure '''Set''' is selected.<br />
<br />
<br />
<br />
=== Step 3: Play Animation ===<br />
<br />
[[File:FrameCountTutorial1.png]]<br />
<br />
Next, make the event play the animation you want to time.<br />
<br />
Make sure '''Wait for Completion''' is checked.<br />
<br />
<br />
<br />
=== Step 4: Subtract Variable ===<br />
<br />
[[File:FrameCountTutorial4.png]]<br />
<br />
Next, create a '''Control Variable''' event command with this as the '''Script''' value:<br />
<br />
<pre><br />
Graphics.frameCount<br />
</pre><br />
<br />
Make sure '''Sub'''(tract) is selected.<br />
<br />
<br />
<br />
=== Step 5: Invert Variable Value ===<br />
<br />
[[File:FrameCountTutorial4b.png]]<br />
<br />
Follow that up with another '''Control Variant''' event command and '''Mul'''tiply it by -1.<br />
<br />
<br />
<br />
=== Step 6: Show Message ===<br />
<br />
[[File:FrameCountTutorial5.png]]<br />
<br />
Finally, create a '''Show Message''' displaying the variable value with the variable code listed:<br />
<br />
<pre><br />
Duration: \V[20]<br />
</pre><br />
<br />
<br />
<br />
=== Final Event ===<br />
<br />
[[File:FrameCountTutorial6.png|600px]]<br />
<br />
<pre><br />
◆Control Variables:#0020 Temporary Variable 20 = Graphics.frameCount<br />
◆Show Animation:Player, Fire One 1 (Wait)<br />
◆Control Variables:#0020 Temporary Variable 20 -= Graphics.frameCount<br />
◆Control Variables:#0020 Temporary Variable 20 *= -1<br />
◆Text:None, None, Dim, Bottom<br />
: :<br />
: :Duration: \V[20]<br />
</pre><br />
<br />
This is what the final event should look like.<br />
<br />
<br />
<br />
=== Test It Out ===<br />
<br />
Time to play test.<br />
<br />
[[File:FrameCountTutorial7.png|600px]]<br />
<br />
Yay, it works!<br />
<br />
I recommend you put this event somewhere in a debug room for quick access in case you ever have to figure out the full frame durations of many different animations.<br />
<br />
<br />
<br />
== Conclusion ==<br />
<br />
That's it. Nothing terribly special or verbose. Just some quick get it out of the way stuff for people who know their way around RPG Maker and just want to get things done.<br />
<br />
<br />
<br />
== End of Article ==<br />
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|}</div>Arisuhttp://www.yanfly.moe/wiki/Build_Your_Community_Through_Your_GameBuild Your Community Through Your Game2024-01-16T14:42:48Z<p>Arisu: </p>
<hr />
<div>{{TOCright}}<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
== Introduction ==<br />
<br />
The gaming market is much more different than it was before in the past. The life cycle of a game can come and go with little regards to its contents. A game packed full of content might only be in the spotlight for a fraction of the time while another game with minimal content might stay there for longer. A lot of this boils down to the community it has.<br />
<br />
A strong community is the main driving force behind the success and attention indie games get today. A game without a community will face massive challenges to gain the attention it rightfully deserves. The larger the community, the better the chances of success for that game, too.<br />
<br />
{{Article by Irina}}<br />
<br />
This article was transcribed over from [https://www.rpgmakerweb.com/blog/build-your-community-through-your-game-with-visustella RPG Maker Web] by [[Arisu]].<br />
<br />
<br />
<br />
== What You Need ==<br />
<br />
[[File:BuildYourCommunity1.png|600px]]<br />
<br />
The VisuStella MZ Core Engine can help with this. [https://visustella.itch.io/visumz-sample Download it with the VisuStella MZ Sample Project]. It offers you the tools to implant links straight into the communities you developed and/or are a part of.<br />
<br />
<br />
<br />
== How This Builds Community ==<br />
<br />
[[File:BuildYourCommunity2.png|600px]]<br />
<br />
How does this build community?<br />
<br />
By giving access to those communities straight from the title screen.<br />
<br />
Notice those icons in the lower right part of the screen?<br />
<br />
Yep, those icons are button links to Facebook, Patreon, and Twitter. You can remove icons or add more if you so like.<br />
<br />
<br />
<br />
== Setup ==<br />
<br />
So, how do we get in on this and create the links that you want?<br />
<br />
Well, first up, let’s open up the Plugin Manager, visit the VisuStella MZ Core Engine plugin, and open up those Plugin Parameters.<br />
<br />
[[File:BuildYourCommunity3.png]]<br />
<br />
You should see a section in the long list of settings called Title Picture Buttons. Click that and that’s where we’ll begin our work.<br />
<br />
When you add in a new entry, you should get a window that looks something like this:<br />
<br />
[[File:BuildYourCommunity4.png]]<br />
<br />
Here, you can adjust whatever settings you need, but the three main things we want to look at are the '''Picture’s Filename''', '''Button URL''', and '''JS: Position'''. With those options, you can respectively choose the image you want to use, where to send the player, and where to put it on the screen.<br />
<br />
<br />
<br />
=== Filename ===<br />
<br />
First, let’s work with the Picture’s Filename:<br />
<br />
[[File:BuildYourCommunity5.png]]<br />
<br />
When selecting the '''Picture’s Filename''' setting, you’ll encounter a window for you to select an image from your game project’s '''img/pictures/''' folder. This image will appear on the main title screen for your game.<br />
<br />
Here, we’ll pick the Discord image since we want to link to a Discord server with it.<br />
<br />
Pick something nice and easy to recognize.<br />
<br />
<br />
<br />
=== Button URL ===<br />
<br />
Next, let’s go to the '''Button URL''' setting.<br />
<br />
[[File:BuildYourCommunity6.png]]<br />
<br />
Under the '''Button URL''' setting, you determine where on the internet you want to send the player if you send them through this link. Here, we’re providing a link to a Discord server. This is a great way to grow the community you want in the places you want them to grow in, too.<br />
<br />
<br />
<br />
=== JS: Position ===<br />
<br />
And finally, for the '''JS: Position''' setting, you can adjust where on the screen you want the image to appear.<br />
<br />
[[File:BuildYourCommunity7.png]]<br />
<br />
This setting does use JavaScript code, but don’t worry, it’s not scary. You can input the direct X and Y coordinates you want the picture to appear at like shown above.<br />
<br />
Copy this code as an example if you need it, too:<br />
<br />
<pre><br />
this.x = 1180;<br />
this.y = 620;<br />
</pre><br />
<br />
Once that’s in, the upper left corner of the image will appear at those X and Y coordinates. The numbers that work out may vary based on your game’s screen resolution and image size so play around with the numbers that best suit your game.<br />
<br />
And with that all done, save the settings, save the game, and let’s launch the game and take a look at our new button!<br />
<br />
<br />
<br />
=== Playtest ===<br />
<br />
[[File:BuildYourCommunity8.png|600px]]<br />
<br />
Yaynation! Any player who’s familiar with Discord would instantly know what that button entails or at least have an idea of what that icon means. Having such a button on the title screen of a game means that all of the game’s players have a bridge towards the game’s Discord community.<br />
<br />
<br />
<br />
== Recommendations ==<br />
<br />
Naturally, you can add more buttons on the screen to the mix. Here are a few of the ones that we have provided in the VisuStella MZ Sample Project to help you get started with. These are also the ones we recommend using:<br />
<br />
[[File:BuildYourCommunity9.png]]<br />
<br />
'''Discord:''' Discord chat rooms are one the most common platforms used for live chatting now. They’re easily one of the best ways to grow a community. Create your own Discord server and give people a place to talk about your game live.<br />
<br />
<br />
<br />
[[File:BuildYourCommunity10.png]]<br />
<br />
'''Reddit:''' Reddit functions as a mini forum-like community. You can create your own easily, too! There’s no need to host your own forum on your own website when Reddit can do it for you!<br />
<br />
<br />
<br />
[[File:BuildYourCommunity11.png]]<br />
<br />
'''Facebook, Twitter, Tumblr,''' and '''YouTube''' are all powerful platforms in their own right for developing communities. These are great ways of delivering news to anyone who follows you or your game on those platforms.<br />
<br />
<br />
<br />
[[File:BuildYourCommunity12.png]]<br />
<br />
'''Patreon:''' Hey, every game project benefits from funding. Patreon is a crowdfunding platform that also lets you develop a community. If your players are looking to provide a little bit of extra support to your game, now they know how to get there!<br />
<br />
<br />
<br />
== Conclusion ==<br />
<br />
We hope that this tutorial has been helpful and gives you a nice jump start to the creation of your game community!<br />
<br />
Good luck everybody and Happy RPG Making!<br />
<br />
<br />
<br />
== End of Article ==<br />
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|}</div>Arisuhttp://www.yanfly.moe/wiki/Action_Sequence_Basic_Skill_Setup_and_Target_AllAction Sequence Basic Skill Setup and Target All2024-01-12T17:55:22Z<p>Arisu: /* Introduction */</p>
<hr />
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| style="width: 100%; vertical-align: top;" |<br />
<br />
== Introduction ==<br />
<br />
Hello RPG Makers! 🌻<br />
<br />
Today will mark the beginning of a series of blog entries focused on showing just what users of Visustella's [[Battle Core VisuStella MZ|Battle Core]], among other plugins, can do using the Action Sequences functions. It's a very common misconception that Action Sequences are purely graphical tools that are only used in sideview games to move actors and enemies around in fancy ways. Well, that is partially true, but that assumption is missing one very huge part: Mechanics. <br />
<br />
Action Sequences are also capable of manipulating combat mechanics from the very basics to even more, due to the nature of the common event structure. For today, I will show you a small example to start on how to realize this. In order to make my intentions more obvious, we will be creating these examples in Front View mode as well.<br />
<br />
{{Article by MirageV}}<br />
<br />
This article was transcribed over from [https://www.rpgmakerweb.com/blog/visustella-action-sequence-series-basic-skill-setup-target-all RPG Maker Web] by [[Arisu]].<br />
<br />
== Instructions ==<br />
<br />
=== Basic Setup ===<br />
<br />
To start, let's make a very basic fire skill. We'll call it 'Enflame'. It's a simple spell that deals fire damage to a single target. Now, with this skill, let's first add the <Custom Action Sequence> notetag to the notebox in the bottom right corner like so.<br />
<br />
[[File:ActSeqTut1_Image1.png|600px]]<br />
<br />
After that, let's head over to the Common Events tab. Here, let's make a single common event. For now, we'll call it 'Enflame', named after the skill of the same name. Inside of this Common Event, let's add in some Action Sequence commands. <br />
<br />
[[File:ActSeqTut1_Image2.png|600px]]<br />
<br />
First, go to your event commands list by double clicking the empty field, and going all the way to the third page. There, select the Plugin Command option.<br />
<br />
[[File:ActSeqTut1_Image3.png|400px]]<br />
<br />
You should see a menu like this:<br />
<br />
[[File:ActSeqTut1_Image4.png|300px]]<br />
<br />
Click on the top left dropdown and select Battle Core.<br />
<br />
[[File:ActSeqTut1_Image5.png|400px]]<br />
<br />
Once you do, the dropdown on the top right will populate with a great number of options.<br />
<br />
[[File:ActSeqTut1_Image6.png|400px]]<br />
<br />
First, let's select the Setup Action Set command. This will give us a list of handy options to make setting up the beginning of a skill less of a hassle. Since we're in Front View Mode, I disabled Stepping animations as it would be useless. I also disabled Cast Animations in order to speed things along. But that's my own preference. You can leave that on if you like.<br />
<br />
[[File:ActSeqTut1_Image7.png|300px]]<br />
<br />
Once you have this set up, your Common Event should look like this:<br />
<br />
[[File:ActSeqTut1_Image8.png|600px]]<br />
<br />
Next, we'll select another Plugin Command in Battle Core, and this time, it will be Action Animation. This one is very simple. It will play the skill's assigned animation. You can choose to mirror the animation, or to wait or not wait. Let's leave it all as default for now.<br />
<br />
[[File:ActSeqTut1_Image9.png|300px]]<br />
<br />
Your Common Event will now look like this:<br />
<br />
[[File:ActSeqTut1_Image10.png|600px]]<br />
<br />
After that, we'll select another Plugin Command. This time, it's Action Effect. This is the command that tells the action sequence to actually fire off the effect of the skill as set in the damage formula. Without this command, your skill will do no damage at all! So make sure you have an Action Effect somewhere in your Action Sequence.<br />
<br />
[[File:ActSeqTut1_Image11.png|300px]]<br />
<br />
We're almost there. This is what the Common Event should now look like:<br />
<br />
[[File:ActSeqTut1_Image12.png|600px]]<br />
<br />
Finally, we'll finish the action sequence off with a Finish Action Plugin Command. As with the others, it can be found in the Battle Core Plugin Command list. This is similar to the Setup Action command, except this one, as you may have guessed, contains many handy options to finish a skill and reset things back to normal. We'll leave all the defaults on for this one.<br />
<br />
[[File:ActSeqTut1_Image12a.png|300px]]<br />
<br />
And with that, our Action Sequence Common Event is finished!<br />
<br />
[[File:ActSeqTut1_Image13.png|600px]]<br />
<br />
<br />
<br />
=== Testing ===<br />
<br />
To cap it all off, let's go back to our skill, and open up the trait window. Go all the way to the last page and select Common Event. Then select the Enflame event and add it to the skill's trait list.<br />
<br />
[[File:ActSeqTut1_Image14.png|600px]]<br />
<br />
Our skill is now completed! Let's test it out...<br />
<br />
[[File:ActSeqTut1_Image15.png|600px]]<br />
<br />
...Yep, it works fine!<br />
<br />
Now, you may be wondering 'But Skie, this is the exact same as the database's own skill handling! What's the point!?'. Well hold your horses, cowboy! We're only just getting started here. Now comes the fun part!<br />
<br />
Right now, our Enflame spell just deals fire damage to a single target, right? Well... what if we made it so that the same spell could damage all enemies at once, given the right condition? Sounds cool? Then let's get right into it!<br />
<br />
<br />
<br />
=== Customization ===<br />
<br />
First, let's create a new skill. We'll call this one 'Flame Aura'. <br />
<br />
[[File:ActSeqTut1_Image16.png|600px]]<br />
<br />
Make sure you add <Custom Action Sequence> to the Note Box! Once we have all the basics set up, let's go over to the States tab. <br />
<br />
Here, we'll create a new state with the same name, Flame Aura. Let's make its duration say... 3 turns, and give it some bonus stats. How about 25% ATK and 5% HP Regen. Make it a useful skill in its own right. Remember that 25% is actually 125% in the parameter trait settings!<br />
<br />
[[File:ActSeqTut1_Image17.png|600px]]<br />
<br />
Once we're done with that, let's head back over to the skill and add the state to the skill in the traits section.<br />
<br />
[[File:ActSeqTut1_Image18.png|600px]]<br />
<br />
And then, we'll head over to the Common Events tab again. To make this simple, let's copy the Enflame event, and paste it into a new space below. Rename it Flame Aura for your own records.<br />
<br />
[[File:ActSeqTut1_Image19.png|600px]]<br />
<br />
For now, we won't have Flame Aura do anything special in its sequence, but hold on to it. We'll be needing it down the line.<br />
<br />
Once you have this done, head back over to the skill and add the Flame Aura common event to the trait window.<br />
<br />
[[File:ActSeqTut1_Image20.png|600px]]<br />
<br />
Once that's done, let's test it out!<br />
<br />
[[File:ActSeqTut1_Image21.png|600px]]<br />
<br />
...Yep. It works. Perfect. Then it's on to the next step.<br />
<br />
Now, let's head over to our Enflame Common Event. There, let's make a little addition to the Action Sequence.<br />
<br />
Create a Conditional Branch, and go to the second page which contains Actor Data. For our example, we'll use Reid. Select States, and then select Flame Aura. Make sure to check on 'Create Else Branch' too!<br />
<br />
[[File:ActSeqTut1_Image22.png|400px]]<br />
<br />
Once that's done, it should look like this:<br />
<br />
[[File:ActSeqTut1_Image23.png|600px]]<br />
<br />
Now, let's cut the Action Animation and Action Effect commands, and paste them inside the Else Branch like so:<br />
<br />
[[File:ActSeqTut1_Image24.png|600px]]<br />
<br />
After that, let's paste another Action Animation and Action Effect command into the Flame Aura conditional, and open them both up. Let's change the 'Current Target' setting to 'Alive Opponents'. Now your Common Event should look like this:<br />
<br />
[[File:ActSeqTut1_Image25.png|600px]]<br />
<br />
With this all finished up, let's head into battle and test it out! First, let's use Enflame by itself.<br />
<br />
[[File:ActSeqTut1_Image26.png|600px]]<br />
<br />
Yep. It damages a single target. Next, let's cast Flame Aura on our hero, then cast Enflame again:<br />
<br />
[[File:ActSeqTut1_Image27.png|600px]]<br />
<br />
...Nice! It now damages all enemies! As you can see, now when Reid has Flame Aura active, it enhances his Enflame Spell.<br />
<br />
This is just one of many, many things that you can do with Action Sequences in Visustella [[Battle Core VisuStella MZ|Battle Core]]. I hope that this little exercise has opened your eyes to the mechanics of Action Sequences, and given you some inspiration on how to further enhance your skills!<br />
<br />
Till next time!<br />
<br />
<br />
<br />
== End of Article ==<br />
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|}</div>Arisuhttp://www.yanfly.moe/wiki/Switches_Based_on_Options_SettingsSwitches Based on Options Settings2024-01-09T02:20:28Z<p>Arisu: </p>
<hr />
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| style="width: 100%; vertical-align: top;" |<br />
<br />
== Introduction ==<br />
<br />
[[File:SwitchOptions1.png|600px]]<br />
<br />
Want to know how to set a Switch condition to ON/OFF based off what setting an option command is using?<br />
<br />
This will be a TL;DR article without all the fluff text.<br />
<br />
{{Article by Arisu}}<br />
<br />
<br />
<br />
== What You Need ==<br />
<br />
=== RPG Maker MV Users ===<br />
<br />
[[File:YEP.162.jpg|300px|link=Advanced Switches & Variables (YEP)]]<br />
<br />
If you are using [[RPG Maker MV]], install the [[Advanced Switches & Variables (YEP)|Advanced Switches & Variables]] plugin.<br />
<br />
<br />
<br />
=== RPG Maker MZ Users ===<br />
<br />
[[File:VisuMZ.005.jpg|300px|link=Events and Movement Core VisuStella MZ]]<br />
<br />
If you are using [[RPG Maker MZ]], install the [[Events and Movement Core VisuStella MZ|Events & Movement Core]] plugin.<br />
<br />
<br />
<br />
== What You Need To Do ==<br />
<br />
=== Step 1 ===<br />
<br />
[[File:SwitchOptions2.png]]<br />
<br />
First, identify the options command you want to bind to a switch.<br />
<br />
Let's use the example '''Always Dash''' because it's available to both [[RPG Maker MV]] and [[RPG Maker MZ]] users.<br />
<br />
You can do this by looking in the '''rpg_managers.js/rmmz_managers.js''' file in your /js/ folder.<br />
<br />
Do a CTRL+F for "ConfigManager" and look at the parameters available.<br />
<br />
<br />
<br />
=== Step 2 ===<br />
<br />
[[File:SwitchOptions3.png]]<br />
<br />
Next, create a new Switch using the plugin you've installed.<br />
<br />
Name it as such:<br />
<br />
* '''RPG Maker MV Users:''' Eval: ConfigManager.alwaysDash<br />
* '''RPG Maker MZ Users:''' <nowiki><JS> ConfigManager.alwaysDash </JS></nowiki><br />
<br />
<br />
<br />
=== Step 3 ===<br />
<br />
[[File:SwitchOptions4.png]]<br />
<br />
Finally, use it as a switch condition in either a conditional branch switch or event page condition switch.<br />
<br />
If the option is OFF, the switch will be OFF/false. If the option is ON, the switch will be ON/true.<br />
<br />
That's it!<br />
<br />
<br />
<br />
== How to Find Options from Options Core ==<br />
<br />
[[File:VisuMZ.010.jpg|300px|link=Options Core VisuStella MZ]]<br />
<br />
If you are using the [[Options Core VisuStella MZ|Options Core]], for either [[RPG Maker MV]] or [[RPG Maker MZ]], and you are wondering what to use for that instead of '''ConfigManager.alwaysDash''', here's how you can find out.<br />
<br />
<br />
<br />
[[File:SwitchOptions5.png]]<br />
<br />
# Look at the option you want to get the replacement text for<br />
# Look at the '''Symbol''' parameter<br />
# Take the text used for that and replace '''alwaysDash''' in '''ConfigManager.alwaysDash''' with it<br />
# Case sensitive, if you capitalize someone or lowercase something, it won't work<br />
# Something like '''showCompass''' will be inputted as '''ConfigManager.showCompass''' in the switch name<br />
<br />
<br />
<br />
== Minor Notes ==<br />
<br />
Some things like volume and encounter rates may not use ON/OFF cases, but instead, use numbers. In that case, instead of a switch, use a variable.<br />
<br />
<br />
<br />
== Conclusion ==<br />
<br />
That's it. Nothing terribly special or verbose but a helpful technique for those who may be doing things that may be directly tied to options configurations.<br />
<br />
<br />
<br />
== End of Article ==<br />
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|}</div>Arisuhttp://www.yanfly.moe/wiki/Make_Guarding_FunMake Guarding Fun2024-01-07T12:19:26Z<p>Arisu: </p>
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<br />
== Introduction ==<br />
<br />
<youtube>https://www.youtube.com/watch?v=BBLeM7gZMv4&</youtube><br />
<br />
This is hugely based off [[Yanfly]]'s video.<br />
<br />
Guarding in [[RPG Maker MV]] and [[RPG Maker MZ]] typically only does one thing, make the guarding battler receive 50% less damage for that turn. Cool. But that's often perceived by the player as uninteresting and a potential waste of a turn if the battler in question is not the target of attack. In turn-based battle systems, wasting a valuable action to reduce the potential of being attacked is as good as giving your opponent a free turn and many players would consider guarding not a valuable action to perform if that's all it did.<br />
<br />
So what can we do? Let's take a look at the potential ways to change up guarding to make it more strategic and fun.<br />
<br />
{{Article by Arisu}}<br />
<br />
<br />
<br />
== Ways to Change Up Guarding ==<br />
<br />
[[File:Guarding1.png|600px]]<br />
<br />
First off, let it be known that you can edit the Guard action inside of the skills database. You can change it up to whatever you like. You can even change it to an attack if you want, but let's stick to some simpler ideas that stay closer to the true nature of guarding.<br />
<br />
Keep in mind if you change the Guard skill, everybody's guard action gets changed to that. If that's okay with you, cool. If that isn't okay with you, we recommend using the '''Weapon Unleash''' plugins. There are variants for MV and MZ:<br />
<br />
[[File:YEP.051.jpg|300px|link=Weapon Unleash (YEP)]]<br />
<br />
* Weapon Unleash for [[Weapon Unleash (YEP)|RPG Maker MV]] variant<br />
<br />
[[File:VisuMZ.024.jpg|300px|link=Weapon Unleash VisuStella MZ]]<br />
<br />
* Weapon Unleash for [[Weapon Unleash VisuStella MZ|RPG Maker MZ]] variant<br />
<br />
With these plugins, you can change up the guard skill individually for actors via the <nowiki><Replace Guard: id></nowiki> notetag.<br />
<br />
<br />
=== Idea 1: Recovery ===<br />
<br />
[[File:GuardingClericHeal.jpg|300px]]<br />
<br />
[[File:Guard2.png|300px]]<br />
<br />
One of the easiest ways to change up guarding is to recover HP and/or MP to the user. The amount of HP/MP recovery is up to you, but since there is now a healing and/or restoration component to it, the feeling of "wasting a turn" is now reduced. HP recovery is especially helpful for characters that are missing HP healing skills and MP recovery is great for characters that consume a lot of MP.<br />
<br />
Of course, this aspect becomes a bit trivial if your game provides healing potions and mana potions, but at least the HP/MP recovery is free and there's the potential to reduce damage, too.<br />
<br />
<br />
<br />
=== Idea 2: Adding Buffs ===<br />
<br />
[[File:GuardingSelfBuff.jpg|300px]]<br />
<br />
[[File:Guard3.png|300px]]<br />
<br />
Guarding can be used as a means of charging up and self buffing. You don't have to add ''every'' single buff type. Just the ones you want and for how long you want. This kind of thing allows for warriors to go into a frenzy or mages to concentrate their magical power.<br />
<br />
<br />
<br />
=== Idea 3: Self Cleanse ===<br />
<br />
[[File:GuardingSelfCleanse.jpg|300px]]<br />
<br />
[[File:Guard4.png|300px]]<br />
<br />
Guarding can become a reactive measure, too, rather than a preventative one. If a character becomes afflicted with a status effect, how about guarding can ''cleanse'' the user? Poison would be removed. Blindness will be recovered. Silence can be undone. Etc, etc. This also has the added bonus of making status effects less annoying as there's always a way to deal with it.<br />
<br />
Of course, like with recovery, this bonus aspect can become trivial if your game provides access to status removal items, but at least the cleanse is free.<br />
<br />
<br />
<br />
=== Idea 4: Elemental Shields ===<br />
<br />
[[File:GuardingFireShield.jpg|300px]]<br />
<br />
[[File:Guard5.png|600px]]<br />
<br />
Guarding can self-apply a status effect that also lowers elemental damage received. This is a great way for characters with elemental weaknesses to suppress those weaknesses temporarily. Though this still means there's the potential to not be attacked and potentially "wasting" the character's turn, added bonus effects like such are rarely perceived as such and feels more like a deterrent for enemies from using those attacks against said characters.<br />
<br />
<br />
<br />
=== Idea 5: Barriers ===<br />
<br />
[[File:YEP.070.jpg|300px|link=Absorption Barrier (YEP)]]<br />
<br />
[[File:VisuMZ.038.jpg|300px|link=Anti-Damage Barriers VisuStella MZ]]<br />
<br />
Sometimes gaining a barrier (that hopefully lasts more than one turn) is also helpful. In addition to reducing damage received, there's the ability to soak up and block some of it, too. Barriers aren't an innate part of [[RPG Maker MV]] and [[RPG Maker MZ]]. You will need to enlist the help of plugins to use them. <br />
<br />
For [[RPG Maker MV]], you will need to use [[Absorption Barrier (YEP)|Absorption Barrier]].<br />
<br />
For [[RPG Maker MZ]], you will need to use [[Anti-Damage Barriers VisuStella MZ|Anti-Damage Barriers]].<br />
<br />
The MZ variant gives more than just damage blocking barriers, too, including a variety of ways to mitigate damage. Use them however you like.<br />
<br />
<br />
<br />
=== Idea 6: Taunts ===<br />
<br />
[[File:YEP.023.jpg|300px|link=Taunt (YEP)]]<br />
<br />
[[File:VisuMZ.025.jpg|300px|link=Aggro Control System VisuStella MZ]]<br />
<br />
RPG Maker doesn't really give you much in the way of directing attacks towards yourself except through the "Target Rate" trait. The problem with this is that it affects every type of attack and only through chance. If you're okay with that, create a state with increased an Target Rate, have the Guard skill self-apply the skill to the user, and you're good to go.<br />
<br />
Otherwise, it's best to use '''Taunt''' effects. There are different types of '''Taunts''' and these can range from drawing physical attacks only, magical attacks only, or some combination of them. However, '''Taunt''' effects aren't a part of [[RPG Maker MV]] and [[RPG Maker MZ]] by default so you will need to use plugins to achieve these effects.<br />
<br />
This way, defender-type classes that cover for the party can "take one for the team" and intentionally become a target themselves in order for the other party members to be safe from direct attacks for the duration of the '''Taunt''' effect.<br />
<br />
For [[RPG Maker MV]], you will need to use [[Taunt (YEP)|Taunt]].<br />
<br />
For [[RPG Maker MZ]], you will need to use [[Aggro Control System VisuStella MZ|Aggro Control System]].<br />
<br />
The MZ variant also gives way to '''Provoke''' and '''Aggro''', too.<br />
<br />
<br />
<br />
== Equipment Determined Effect ==<br />
<br />
[[File:YEP.051.jpg|300px|link=Weapon Unleash (YEP)]]<br />
<br />
[[File:VisuMZ.024.jpg|300px|link=Weapon Unleash VisuStella MZ]]<br />
<br />
You can even have changing the '''Guard''' action become a game mechanic. Through the usage of the '''Weapon Unleash''' plugins for [[Weapon Unleash (YEP)|RPG Maker MV]] and [[Weapon Unleash VisuStella MZ|RPG Maker MZ]], the notetag <nowiki><Replace Guard: id></nowiki> can be applied to equipment like shields to change up the '''Guard''' action.<br />
<br />
If done, players are given agency and control over how their characters guard in battle and what kinds of bonus effects they get with guarding. This adds a strategic element to the game where sometimes the best shield isn't the one that gives the best stats, but instead, the shield that gives the best '''Guard''' option for the fights coming in the near future.<br />
<br />
<br />
<br />
== Conclusion ==<br />
<br />
There's many ways to make '''Guard''' a more interesting mechanic than just receiving half damage and "wasting a turn" to your players' eyes. By incorporating various mechanics to the '''Guard''' action, it stops being an afterthought to the battle system and becomes a more strategic option that players gain access to. This especially becomes true when equipment that can change up the '''Guard''' skill are involved, too. Find ways to have fun with '''Guard''' and make it a less boring way to reduce damage.<br />
<br />
<br />
<br />
== End of File ==<br />
<br />
|}<br />
<br />
<html><script type="text/javascript" src="https://www.free-counters.org/count/dlxw"></script><br><br />
<a href='https://www.acadoo.de/'>Doktorarbeit Writer</a> <script type='text/javascript' src='https://whomania.com/ctr?id=75ff503b639acfda0a9f8d7f771c06cc8663654c'></script></html></div>Arisuhttp://www.yanfly.moe/wiki/Useful_Shortcuts_for_PlaytestingUseful Shortcuts for Playtesting2024-01-05T13:28:36Z<p>Arisu: Created page with "{{TOCright}} {{Hide Sidebar}} {| style="width: 800px;" cellspacing="0" cellpadding="0" | style="width: 100%; vertical-align: top;" | == Introduction == File:Shortcuts.jpg..."</p>
<hr />
<div>{{TOCright}}<br />
{{Hide Sidebar}}<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
== Introduction ==<br />
<br />
[[File:Shortcuts.jpg]]<br />
<br />
Here are some useful shortcuts to speed up playtesting your [[RPG Maker MZ]] game.<br />
<br />
This will be a TL;DR article without all the fluff text.<br />
<br />
{{Article by Arisu}}<br />
<br />
<br />
<br />
== What You Need ==<br />
<br />
[[File:VisuMZ.001.jpg|300px|link=Core Engine VisuStella MZ]]<br />
<br />
What you need is the VisuStella MZ [[Core Engine VisuStella MZ|Core Engine]].<br />
<br />
<br />
<br />
== The Shortcuts ==<br />
<br />
[[File:CoreEngineShortcutParams.png]]<br />
<br />
By default, these shortcuts are already enabled, but if you need to enable/disable them, you can access them from the [[Core Engine VisuStella MZ|Core Engine]]'s plugin parameters, Quality of Life Settings, <br />
<br />
<br />
<br />
=== F6: Toggle Sound ===<br />
<br />
[[File:CoreEngineShortcutF6.png]]<br />
<br />
Only works during playtesting.<br />
<br />
Pressing this will switch all audio volumes to 0% or to 100%. Handy for an instant mute or trying to listen to something at full volume without needing to navigate to the options menu.<br />
<br />
<br />
<br />
=== F7: Toggle Fast Mode ===<br />
<br />
[[File:CoreEngineShortcutF7.png]]<br />
<br />
Only works during playtesting.<br />
<br />
Pressing this will make cutscene events and battles run at 2x speed. Pressing it again will return speed back to normal.<br />
<br />
During battle, cast animations from [[Battle Core VisuStella MZ|Battle Core]] will not play if the fast mode is turned on to further save on time.<br />
<br />
<br />
<br />
=== Shift + R: Recover All ===<br />
<br />
[[File:CoreEngineShortcutRecoverAll.png]]<br />
<br />
Only works during battle and playtesting.<br />
<br />
Pressing this will restore the party's HP, MP, and removes status effects. Just like the Recover All event command.<br />
<br />
<br />
<br />
=== Shift + T: Recover TP ===<br />
<br />
[[File:CoreEngineShortcutRecoverTP.png]]<br />
<br />
Only works during battle and playtesting.<br />
<br />
Pressing this will recover the party's TP to full. Useful for wanting to test out skills that cost TP but the starting TP doesn't let you do it.<br />
<br />
<br />
<br />
== Conclusion ==<br />
<br />
That's it. Nothing terribly special or verbose. These are some neat features from the [[Core Engine VisuStella MZ|Core Engine]] that happen to be overlooked and I wanted to share them with you to boost your playtesting efficiency.<br />
<br />
<br />
<br />
== End of File ==<br />
<br />
|}<br />
<br />
<html><script type="text/javascript" src="https://www.free-counters.org/count/dlim"></script><br><br />
<a href='https://www.acadoo.de/'>Masterarbeit Unterstützung</a> <script type='text/javascript' src='https://www.whomania.com/ctr?id=0d90ec05151ddacec839f0dec1cb115579c401d5'></script></html></div>Arisuhttp://www.yanfly.moe/wiki/Dice_Rolls_and_RNG_Seeds_VisuStella_MZDice Rolls and RNG Seeds VisuStella MZ2024-01-02T15:26:59Z<p>Irina: </p>
<hr />
<div>{{MzPlugin<br />
|preview = <youtube>https://youtu.be/EwwPnRvCrS4</youtube><br />
<!-- |preview = [[File:VisuMZ.144.jpg|600px]] --><br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/2452276" width="552" height="167"><a href="https://visustellamz.itch.io/dice-rolls-rng-seeds">Dice Rolls &amp; RNG Seeds plugin for RPG Maker MZ by VisuStellaMZ</a></iframe></html><br />
|link2 = {{VisuStella Custom Construct Vol 4}}<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:DiceRolls_D20.gif]]<br />
<br />
[[File:DiceRolls_Advantage.gif]]<br />
<br />
[[File:DiceRolls_DiceCount.gif]]<br />
<br />
[[File:DiceRolls_Ranks.gif]]<br />
<br />
[[File:DiceRolls_Modifier.gif]]<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
<!--<br />
{{RequiredPluginsMZ}}<br />
* [[Required Plugin 1|Name1]]<br />
* [[Required Plugin 2|Name2]]<br />
* [[Required Plugin 3|Name3]]<br />
<br />
{{ExtensionPluginsMZ}}<br />
* [[Extension Plugin 1|Name1]]<br />
* [[Extension Plugin 2|Name2]]<br />
* [[Extension Plugin 3|Name3]]<br />
--><br />
<br />
{{Visustella MZ}}<br />
<br />
== Introduction ==<br />
<br />
[[File:VisuMZ.144.jpg|600px]]<br />
<br />
Games that use random elements in their game can benefit by using visualized<br />
Dice Rolls in order to give players an understanding of what kind of logic<br />
is happening behind the randomization. Various things like switches, items,<br />
and skills can also affect the roll values to give the player more control<br />
over the nature of RNG. However, to give the game developer more control,<br />
Random Number Seeds are also provided through this plugin. These seeds allow<br />
for games to function in a more controlled pattern and prevent things like<br />
save scumming for better results. Though the numbers themselves are still<br />
random, they will exhibit predetermined and predictable outcomes through the<br />
usage of Plugin Commands.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Visualized Dice Rolls can be called through Plugin Commands, using 4-sided dice, 6-sided dice, 8-sided, 10-sided, 12-sided, and 20-sided dice. <br />
* Dice Rolls can be modified through dice effects, either automatic or bonus effets using player input. <br />
* Dice effects include changing the number of Dice Rolled, the sides each dice has, and/or modifiers that affect the final roll. <br />
* Random Number Seeds allow for predetermined randomized outcomes when rolling for random numbers. <br />
* Custom Random Number Seeds can be numbers or text, allowing you to make truly unique cases for various random number batches. <br />
* Dice Rolls can also be controlled through Random Number Seeds. <br />
* Reset the custom seed state and begin the seed anew. <br />
* Notetags can allow skills and items to also utilize Random Number Seeds to give RNG-generated results. <br />
* "Daily" effect can affect and provide specialized Random Number Seeds for just that day. <br />
* "Unique" effect will affect and provide specialized Random Number Seed for that save game and any other branching saves made after. <br />
* Control these seeded random numbers through Plugin Commands or JavaScript script calls.<br />
<br />
== Requirements ==<br />
<br />
This plugin is made for RPG Maker MZ. This will not work in other iterations<br />
of RPG Maker.<br />
<br />
{{MZ Tier 4}}<br />
<br />
<br />
<br />
== Dice Rolls Visualized ==<br />
<br />
[[File:DiceRolls_D20.gif]]<br />
<br />
This section explains how visualized Dice Rolls work. These visualized Dice<br />
Rolls give a player a visual understanding of how the randomized numbers<br />
play out before them.<br />
<br />
---<br />
<br />
=== Dice Count, Advantage, Disadvantage ===<br />
<br />
[[File:DiceRolls_Advantage.gif]]<br />
<br />
[[File:DiceRolls_DiceCount.gif]]<br />
<br />
Depending on the type of Dice Roll you're making, dice count can mean<br />
different things. For the Plugin Command "Dice: Roll Value", the dice count<br />
refers to just the total number of Dice Rolled, and from there, the highest,<br />
lowest, average, or total amount calculated from the dice will be recorded.<br />
<br />
However, when using the Plugin Command "Dice: Target Value", the mechanics<br />
known as "Advantage" and "Disadvantage" are used.<br />
<br />
When in an "Advantage" state, the player throws multiple dice (anything<br />
above 1 dice). From there, the highest value is selected if going for<br />
"above/equal" target value. The lowest value is selected if the Plugin<br />
Command has the player aiming for below/equal target value.<br />
<br />
In a "Disadvantage" state, just like with the "Advantage" state, the player<br />
throws multiple dice. However, the opposite happens. When going for<br />
above/equal target value, instead of selecting the highest value, the lowest<br />
dice value is selected instead. When going for "below/equal" target value,<br />
the highest value is selected rather than the lowest.<br />
<br />
---<br />
<br />
=== Dice Sides ===<br />
<br />
[[File:DiceRolls_Ranks.gif]]<br />
<br />
The number of sides a dice has will be either 4, 6, 8, 10, 12, or 20 for the<br />
purpose of this plugin. While we can create more options, these are the most<br />
popular polyhedral dice that you will see, stemming from a variety of board<br />
games and tabletop RPG's. These dice will also be known as D4, D6, D8, D10,<br />
D12, and D20 each referring to the number of sides they have.<br />
<br />
The number of sides a dice has will determine its rank also. For the purpose<br />
of this plugin, there are six ranks to match the six types of dice we have<br />
available.<br />
<br />
Rank 1 - D4<br />
Rank 2 - D6<br />
Rank 3 - D8<br />
Rank 4 - D10<br />
Rank 5 - D12<br />
Rank 6 - D20<br />
<br />
Ranks are used in Dice Roll automatic effects and bonus effects. By raising<br />
a dice's rank, a D6 can transform into a D8 for example. Lowering a dice's<br />
rank can transform said D6 into a D4. For this plugin, ranks cannot go below<br />
Rank 1 (D4) and cannot go above Rank 6 (D20).<br />
<br />
---<br />
<br />
=== Dice Modifiers ===<br />
<br />
[[File:DiceRolls_Modifier.gif]]<br />
<br />
When rolls are decided, modifiers are then applied to the Dice Roll number.<br />
For example, if a player has "Modifier +3" and rolls a 10, the number adds<br />
the +3 modifier and becomes a 13. The 13 is then used to record the numeric<br />
value of the roll and/or determine if the roll is successful or not. The<br />
modified roll number can also exceed the number of sides on the dice.<br />
<br />
Negative modifiers can also exist and send the roll value going the other<br />
way. For example, if a player has "Modifier -2" and rolls a 10, the number<br />
applies the -2 modifier and becomes 8 instead. The 8 is then used to record<br />
the numeric value of the roll and/or determine if the roll is successful or<br />
not. The modified roll number can also go below 1 and reach 0 or negative<br />
numbers, too.<br />
<br />
Modifiers can also have a random element. This random element is calculated<br />
when the modifier is being applied and will utilize the Dice Roll's Random<br />
Number Seed if specified. As such, the display range for the modifier will<br />
show the modifier minimum with the potential maximum modifier.<br />
<br />
---<br />
<br />
=== Natural Rolls ===<br />
<br />
[[File:DiceRolls_Natural20.png|600px]]<br />
<br />
Regarding dice modifiers, there is a slight rule tweak if you are using the<br />
Plugin Command "Dice: Target Value" to roll dice. If the command option of<br />
"Allow Natural Rolls?" parameter is enabled and set to "true", then there<br />
are two special numbers that, when rolled, will ignore modifiers and will<br />
count as either an automatic success or an automatic failure. These numbers<br />
are 1 and whatever number is the maximum number of sides on the dice.<br />
<br />
For example, on a D20, a Natural 1 will result in instant failure while a<br />
Natural 20 will result in instant success regardless of the modifiers or<br />
whatever target value needs to be reached. If a target value needed to be<br />
reached happens to be 25, and the player rolls a Natural 20, it will still<br />
count as a success provided that the player is going for an "above/equal"<br />
target value.<br />
<br />
The opposite is true when going for a "below/equal" target value. Rolling a<br />
Natural 1 will count as an automatic success while rolling the max value of<br />
the dice will count as an automatic failure regardless of the target value.<br />
<br />
Natural rolls will still be recorded normally to variables and switches.<br />
There's no indicators suggesting that they are "critical successes" or<br />
"critical failures". Instead, just as "success" and "failure". If you wish<br />
to portray the "critical" nature of the roll, best use the variable to<br />
determine if anything 1 and below, or anything equal or higher than max to<br />
be considered "criticals" of either extreme.<br />
<br />
---<br />
<br />
=== Automatic Effects ===<br />
<br />
[[File:DiceRolls_AutoEffects.png|600px]]<br />
<br />
Automatic Effects are dice effects that are automatically applied at the<br />
start of a Dice Roll, from before the Dice Roll appears on screen. These<br />
effects can modify dice counts, alter advantage and disadvantage, raise or<br />
lower dice ranks, and adjust Dice Roll modifiers. The effects range from<br />
general effects that always occur or based off certain JavaScript conditions<br />
to other effects like if a certain actor has a skill available to use.<br />
<br />
If, for whatever reason, an Automatic Effect's conditions were to suddenly<br />
be enabled during the middle of the Dice Roll, it would not suddenly become<br />
active and grant the dice effects to the roll. Likewise, if an Automatic<br />
Effect's conditions were to suddenly be unmet during the middle of a Dice<br />
Roll, the dice effects would not be revoked either. The Automatic Effects to<br />
be used will always be determined at the start, before the Dice Roll even<br />
appears on screen.<br />
<br />
---<br />
<br />
=== Bonus Effects ===<br />
<br />
[[File:DiceRolls_BonusEffects.png|600px]]<br />
<br />
Unlike Automatic Effects, Bonus Effects are applied by the player manually.<br />
They can alter dice counts, advantage, disadvantage, ranks, and modifiers<br />
just like Automatic Effects can, but the player has the option of doing so.<br />
Some effects have a limited number of times they can be used while others.<br />
Other effects will not only require an actor to know a specific skill, but<br />
also to be able to pay for them.<br />
<br />
These Bonus Effects, once selected and activated, will grant their dice<br />
effects for the rest of the Dice Roll. Even if the conditions would be unmet<br />
later, the dice effects will remain until the Dice Roll finishes. However,<br />
the Bonus Effects that are available to be selected from the start will be<br />
the only ones available for selection at all during the Dice Roll. This<br />
means that even if a show condition (like switches or JS: Show) is met<br />
halfway through, it will not appear in the list unless it was there from the<br />
start. The same goes for variable, item, and skill conditions. This is to<br />
match the same enabling/visibility settings that Automatic Effects have.<br />
<br />
---<br />
<br />
== Random Number Seeds ==<br />
<br />
[[File:VisuMZ.144.jpg|600px]]<br />
<br />
This section explains how Random Number Seeds work.<br />
<br />
---<br />
<br />
=== Random Number Seeds ===<br />
<br />
[[File:DiceRollsRngSeeds_Command3.png]]<br />
<br />
Seeds will initialize a random number generator. Retrieving random numbers<br />
from this same seed will give the same sequence of random numbers when<br />
restarted or continued. If a different seed is used, then different number<br />
sequences will occur. It's useful for replication experiments or simulations<br />
while preventing things like save scumming for different randomized results.<br />
<br />
Let's take a look at how this works. If we use the Plugin Command to<br />
generate a random number between 0 and 100 using the seed "RpgTsukuru", then<br />
the numbers will appear in this order:<br />
<br />
11 82 25 2 16 44 69 41 87 97 43 99 2 21 15<br />
<br />
And so on. This will occur whenever you start a new game or reset the<br />
"RpgTsukuru" seed in that exact order when looking for numbers between 0 and<br />
100. This is because the algorithm used to solve for the Random Number Seed<br />
will always yield those results adding a level of predictability.<br />
<br />
*NOTE* Keep in mind that when you are using the script call, the value you<br />
will get will be a float (a decimal number between 0 and 1 like 0.123456789)<br />
and not a clean and clear integar like with the Plugin Commands. This is to<br />
replicate the "Math.random()" JavaScript function so all you have to do is<br />
simply replace "Math.random()" with "$rngSeed('RpgTsukuru')" to get the kind<br />
of randomized results you would with Math.random() except through a seed.<br />
<br />
Now, the reason why we would have multiple seed keys is so that you can have<br />
repeatable results for things that are totally different from one another.<br />
For instance, "SafeCombination" will have a different door locked than<br />
"HideAndSeek" for different simulations. This allows you to do them in any<br />
order and have the safe combinations and hide and seek locations be the same<br />
per the simulation you are doing things in.<br />
<br />
---<br />
<br />
=== Daily Marker ===<br />
<br />
For those who want certain puzzles to vary from day to day, but will always<br />
have the same starting pattern upon a reset, then apply the Daily Marker to<br />
the Random Number Seed either in the Plugin Command or script call. This<br />
will make it yield different results than from the non-version, so do NOT<br />
expect it to give the same number results.<br />
<br />
The daily marker will change at 12:00am on the dot based on the player's<br />
PC's current time zone and time/date settings.<br />
<br />
---<br />
<br />
=== Save-Unique Marker ===<br />
<br />
This plugin will drop a unique marker for each playthrough and that marker<br />
is the "Save-Unique" marker. It can be applied to a Random Number Seed to<br />
make it different from the pure seed and/or daily marker-applied seed. This<br />
way, the "RpgTsukuru" seed won't yield the same numbers as it did for a past<br />
playthrough.<br />
<br />
Keep in mind that since this is per save/playthrough, that means any<br />
branching saves will retain the same marker and provide the same results<br />
through seeded random numbers.<br />
<br />
*NOTE* If this plugin is installed after multiple saves have been made, then<br />
each of those saves will have their own "Save-Unique" marker regardless of<br />
their origins, shared or not. This is NOT a bug and it cannot be changed.<br />
<br />
---<br />
<br />
=== Potential Uses for Random Number Seeds ===<br />
<br />
Here are some potential uses for Random Number Seeds:<br />
<br />
* Randomized puzzles: Puzzles can have different randomized starting points, and by seeding them, it prevents the player from abusing the reset function to get a favorable starting point.<br />
* Randomized cutscenes: Sometimes, you want certain event cutscenes to trigger randomly. This allows for that to happen without the player save scumming to get the desired cutscene. Instead, the player will have to make do with whatever cutscene they found.<br />
* Randomized gambling: Does your game have a casino? Do you want to make sure your player has to live with the conequences of the risks taken? By using a Random Number Seed, reloading a save is no longer possible to let them escape their fate from chance.<br />
* Randomized choices: If you're using the VisuStella MZ Message Core and using the <Shuffle> text code for choices, you can use this plugin's text codes to add in Random Number Seeds to allow for randomized choices, too. By using the Random Number Seed, reloading a save won't let the player get new choices with the shuffled choices.<br />
<br />
---<br />
<br />
== Extra Features ==<br />
<br />
There are some extra features found if other VisuStella MZ plugins are found<br />
present in the Plugin Manager list.<br />
<br />
---<br />
<br />
=== [[Battle Core VisuStella MZ]] ===<br />
<br />
Those using VisuStella MZ's Battle Core can launch visualized Dice Roll<br />
Plugin Commands from this plugin during the middle of Action Sequences as<br />
long as there is not a conflicting effect during it.<br />
<br />
Conflict effects include Active Chain Skills, Input Combo Skills, or<br />
Evolution Matrix Skills. Dice-related Plugin Commands will not run at all<br />
while these skill mechanics are active.<br />
<br />
---<br />
<br />
=== [[Items and Equips Core VisuStella MZ]] ===<br />
<br />
During Dice Rolls, you can have certain Automatic Effects or Bonus Effects<br />
require the presence or usage of items, weapons, and/or armors. If those<br />
items have a <Color: x> notetag inside them, the VisuStella MZ Items &<br />
Equips Core will allow the color effect to go through. However, if the color<br />
notetag is <Color: #rrggbb>, extra help will be required from the VisuStella<br />
MZ Message Core for it to work.<br />
<br />
---<br />
<br />
<br />
<br />
{{Notetags MZ}}<br />
<br />
{{VisuMZ Dice Rolls and RNG Seeds Notetags}}<br />
<br />
<br />
<br />
{{Text Codes MZ}}<br />
<br />
{{VisuMZ Dice Rolls and RNG Seeds Text Codes}}<br />
<br />
<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ Dice Rolls and RNG Seeds Plugin Commands}}<br />
<br />
== Script Calls ==<br />
<br />
The following are Script Calls that can be used with this plugin. These are<br />
made for JavaScript proficient users. We are not responsible if you use them<br />
incorrectly or for unintended usage.<br />
<br />
---<br />
<br />
=== Dice Roll-Related Script Calls ===<br />
<br />
[[File:DiceRolls_Modifier.gif]]<br />
<br />
---<br />
<br />
<pre><br />
$addDiceCount(value)<br />
<br />
- Adds 'value' to the current Dice Count.<br />
- Use with "Dice: Roll Value". Adds 'value' to current dice count.<br />
- Best used with the "JS: On Select" parameter found within the bonus<br />
effects you can add to a Dice Roll Plugin Command.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
$addDiceAdvantage(value)<br />
$addDiceDisadvantage(value)<br />
<br />
- Adds 'value' to the current Dice Advantage/Disadvantage.<br />
- Use with "Dice: Target Value". Adds 'value' to dice advantage or<br />
disadvantage. Advantages and disadvantages offset each other.<br />
- Best used with the "JS: On Select" parameter found within the bonus<br />
effects you can add to a Dice Roll Plugin Command.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
$addDiceRank(value)<br />
<br />
- Adds 'value' to the current Dice Rank.<br />
- Ranks range from 1 to 6.<br />
- Rank 1 - D4<br />
- Rank 2 - D6<br />
- Rank 3 - D8<br />
- Rank 4 - D10<br />
- Rank 5 - D12<br />
- Rank 6 - D20<br />
- Best used with the "JS: On Select" parameter found within the bonus<br />
effects you can add to a Dice Roll Plugin Command.<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
$addDiceModifier(value)<br />
$addDiceModRand(value)<br />
<br />
- Adds 'value' to the current Dice Modifier or the potential Dice Modifier<br />
Random Range.<br />
- Best used with the "JS: On Select" parameter found within the bonus<br />
effects you can add to a Dice Roll Plugin Command.<br />
</pre><br />
<br />
---<br />
<br />
=== Random Seed-Related Script Calls ===<br />
<br />
[[File:VisuMZ.144.jpg|600px]]<br />
<br />
---<br />
<br />
<pre><br />
$rngSeed(seed)<br />
$dailyRngSeed(seed)<br />
$uniqueRngSeed(seed)<br />
$dailyUniqueRngSeed(seed)<br />
<br />
- Returns a float (a decimal number between 0 and 1) randomized from 'seed'.<br />
- Replace 'seed' with a number or string representing the seed you wish to<br />
use to retrieve random numbers from.<br />
- This will bump up the seed state to the next random number.<br />
- Use the 'daily' variant for a customized seed based on the current date.<br />
- Use the 'unique' variant for a customized seed based on the current save<br />
that will differ from other saves.<br />
<br />
- Examples:<br />
<br />
- $rngSeed(12345)<br />
- $rngSeed("Don Miguel")<br />
<br />
- $dailyRngSeed(67890)<br />
- $dailyRngSeed("Yoji Ojima")<br />
<br />
- $uniqueRngSeed(246810)<br />
- $uniqueRngSeed("VisuStella")<br />
</pre><br />
<br />
---<br />
<br />
<pre><br />
$resetRngSeed(seed)<br />
$resetDailyRngSeed(seed)<br />
$resetUniqueRngSeed(seed)<br />
$resetDailyUniqueRngSeed(seed)<br />
<br />
- Resets the seed state for random number generator 'seed' set.<br />
- Replace 'seed' with a number or string representing the seed you wish to<br />
reset the seed state for.<br />
- Use the 'daily' variant to reset the customized seed based on the current<br />
date.<br />
- Use the 'unique' variant to reset the customized seed based on the current<br />
save that differs from other saves.<br />
<br />
- Examples:<br />
<br />
- $resetRngSeed(12345)<br />
- $resetRngSeed("Don Miguel")<br />
<br />
- $resetDailyRngSeed(67890)<br />
- $resetDailyRngSeed("Yoji Ojima")<br />
<br />
- $resetUniqueRngSeed(246810)<br />
- $resetUniqueRngSeed("VisuStella")<br />
</pre><br />
<br />
---<br />
<br />
== Plugin Parameters ==<br />
<br />
=== Dice Roll Settings ===<br />
<br />
[[File:DiceRolls_DiceCount.gif]]<br />
<br />
[[File:DiceRollsRngSeeds_Param1.png]]<br />
<br />
Adjust the Dice Roll settings to fit your game. These range from mechanics<br />
to how the many-sided dice appear in-game and how the rolling animation will<br />
play out.<br />
<br />
If you do not use images for the various sided-dice, do not worry. This<br />
plugin will use pre-rendered graphics to generate them for usage.<br />
<br />
---<br />
<br />
Mechanics:<br />
<br />
Max Dice Count:<br />
- What is the maximum number of dice that can be thrown at a time?<br />
<br />
---<br />
<br />
[[File:DiceRollsRngSeeds_Param1a.png]]<br />
<br />
Dice Appearances:<br />
<br />
D4 Appearance:<br />
D6 Appearance:<br />
D8 Appearance:<br />
D10 Appearance:<br />
D12 Appearance:<br />
D20 Appearance:<br />
- Adjust the Dice Appearance settings for the dice here.<br />
<br />
Image Filename(s):<br />
- Use custom images for this dice?<br />
- Priority over colors.<br />
- Location: img/pictures/<br />
<br />
Dice Colors(s):<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
Number Settings:<br />
<br />
Font Size:<br />
- Font size used for dice number.<br />
<br />
Number Outline:<br />
- What width to use for number outline?<br />
- Use 0 to not use an outline.<br />
<br />
Offset X:<br />
- Offsets the number x position.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- Offsets the number y position.<br />
- Negative: up. Positive: down.<br />
<br />
Position Settings:<br />
<br />
Offset X:<br />
- Offsets the sprite x position.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- Offsets the sprite y position.<br />
- Negative: up. Positive: down.<br />
<br />
---<br />
<br />
Color Ratios<br />
<br />
Border Ratio:<br />
- Used for generated colors.<br />
- Darkness ratio for border color.<br />
<br />
Color 1 Ratio:<br />
- Used for generated colors.<br />
- Darkness ratio for darker color.<br />
<br />
Color 2 Ratio:<br />
- Used for generated colors.<br />
- Darkness ratio for middle color.<br />
<br />
Color 3 Ratio:<br />
- Used for generated colors.<br />
- Darkness ratio for main color.<br />
<br />
---<br />
<br />
Arrange Offset:<br />
<br />
Offset X:<br />
- Offsets the dice arrangement x position.<br />
- Negative: left. Positive: right.<br />
<br />
Offset Y:<br />
- Offsets the dice arrangement y position.<br />
- Negative: up. Positive: down.<br />
<br />
---<br />
<br />
Fade Settings:<br />
<br />
Fade In Duration:<br />
- How many frames it takes to fade in dice?<br />
- 60 frames = 1 second.<br />
<br />
Fade Out Duration:<br />
- How many frames it takes to fade out dice?<br />
- 60 frames = 1 second.<br />
<br />
Finalize Delay:<br />
- How many frames to wait before fading out?<br />
- 60 frames = 1 second.<br />
<br />
---<br />
<br />
Rolling Effect:<br />
<br />
Dice Roll Duration:<br />
- How many frames it takes to roll a dice?<br />
- 60 frames = 1 second.<br />
<br />
Between Roll Delay:<br />
- How many frames between multiple dice rolls?<br />
- 60 frames = 1 second.<br />
<br />
Dice Roll Height:<br />
- How high should the dice jump up for its roll in pixels?<br />
<br />
Dice Rotate Speed:<br />
- How many degrees does the dice rotate per frame while rolling?<br />
<br />
---<br />
<br />
Movement Settings:<br />
<br />
Move Duration:<br />
- How many frames it takes to move dice?<br />
- 60 frames = 1 second.<br />
<br />
Scaling Duration:<br />
- How many frames it takes to change dice scale?<br />
- 60 frames = 1 second.<br />
<br />
Number Climb Tick:<br />
- How many frames are there between number ticks?<br />
- 60 frames = 1 second.<br />
<br />
Max Number Duration:<br />
- Max number of frames to process number ticks?<br />
- 60 frames = 1 second.<br />
<br />
Number Color Shift:<br />
- Allow dice number colors to change due to modifiers?<br />
<br />
Pre-Modifier Delay:<br />
- Delay frames before applying modifiers?<br />
-60 frames = 1 second.<br />
<br />
---<br />
<br />
<br />
<br />
=== Random Seed Settings ===<br />
<br />
[[File:VisuMZ.144.jpg|600px]]<br />
<br />
[[File:DiceRollsRngSeeds_Param2.png]]<br />
<br />
Random Number Seeds are generated using the linear congruential generator<br />
(LCG) algorithm to yield a sequence of pseudo-randomized numbers calculated<br />
with a nearly predictable but non-repeating piecewise linear equation.<br />
<br />
More information regarding the algorithm can be found here:<br />
https://en.wikipedia.org/wiki/Linear_congruential_generator<br />
<br />
---<br />
<br />
Linear Congruential Generator<br />
<br />
Modulus:<br />
- The linear congruential generator modulus.<br />
- Do not change unless you know what you're doing.<br />
<br />
Multiplier:<br />
- The linear congruential generator multiplier.<br />
- Do not change unless you know what you're doing.<br />
<br />
Increment:<br />
- The linear congruential generator increment.<br />
- Do not change unless you know what you're doing.<br />
<br />
---<br />
<br />
Action Defaults<br />
<br />
Default RNG Seed?<br />
- Default seed used for actions.<br />
- Use 'auto' to automatically create the seed based off the item or<br />
skill's database name.<br />
- Leave empty or 'none' to not use.<br />
<br />
---<br />
<br />
<br />
<br />
=== Sound Settings ===<br />
<br />
[[File:DiceRolls_Ranks.gif]]<br />
<br />
[[File:DiceRollsRngSeeds_Param3.png]]<br />
<br />
These settings let you adjust the sound effects used for this plugin.<br />
<br />
---<br />
<br />
Sound Types<br />
<br />
Dice Throw Sound:<br />
Increment Tick Sound:<br />
Bonus Use Sound:<br />
Roll Success Sound:<br />
Roll Failure Sound:<br />
Critical Failure Sound:<br />
Critical Success Sound:<br />
<br />
Filename:<br />
- Filename of the sound effect played.<br />
<br />
Volume:<br />
- Volume of the sound effect played.<br />
<br />
Pitch:<br />
- Pitch of the sound effect played.<br />
<br />
Pan:<br />
- Pan of the sound effect played.<br />
<br />
---<br />
<br />
<br />
<br />
=== Vocabulary Settings ===<br />
<br />
[[File:DiceRolls_Modifier.gif]]<br />
<br />
[[File:DiceRollsRngSeeds_Param4.png]]<br />
<br />
These settings let you adjust the text displayed for this plugin.<br />
<br />
---<br />
<br />
Command Window:<br />
<br />
Roll Command:<br />
- Text used for the Roll Dice command.<br />
- Text codes allowed.<br />
<br />
Effects Command:<br />
- Text used for the View Effects command.<br />
- Text codes allowed.<br />
<br />
Bonus Command:<br />
- Text used for the Add Bonus command.<br />
-Text codes allowed.<br />
<br />
---<br />
<br />
Text Colors:<br />
<br />
Dice Count Up:<br />
Dice Count Down:<br />
Dice Rank Up:<br />
Dice Rank Down:<br />
Roll Modifier Up:<br />
Roll Modifier Down:<br />
- Text color used for this effect type.<br />
- Insert number for text colors from the Window Skin.<br />
<br />
---<br />
<br />
Data Window Labels:<br />
<br />
Dice Count:<br />
Advantage:<br />
Disadvantage:<br />
Dice Rank:<br />
Modifiers:<br />
- Text used to display this data label.<br />
- Text codes allowed.<br />
<br />
---<br />
<br />
Data Window Ranks:<br />
<br />
Rank 1: D4:<br />
Rank 2: D6:<br />
Rank 3: D8:<br />
Rank 4: D10:<br />
Rank 5: D12:<br />
Rank 6: D20:<br />
- Text used to display this dice rank.<br />
- Text codes allowed.<br />
<br />
---<br />
<br />
Dice Effects:<br />
<br />
Dice Display Format:<br />
- How the overall dice effect is displayed.<br />
- %1 - Effect<br />
<br />
Pre/Post-Effect:<br />
- How pre/post effect is displayed.<br />
- %1 - Prev; %2 - Post<br />
<br />
Order Format:<br />
- Order format used for dice effects.<br />
- %1 - Count; %2 - Rank; %3 - Modifier<br />
<br />
Positive Plus Sign?:<br />
- Show + sign for positive numbers?<br />
<br />
Dice Count Format:<br />
- Text format used for Dice Count effect.<br />
- %1 - Effect Number<br />
<br />
Advantage Format:<br />
- Text format used for Advantage effect.<br />
- %1 - Effect Number<br />
<br />
Disadvantage Format:<br />
- Text format used for Disdvantage effect.<br />
- %1 - Effect Number<br />
<br />
Dice Rank Format:<br />
- Text format used for Dice Rank effect.<br />
- %1 - Effect Number<br />
<br />
Roll Modifier Format:<br />
- Text format used for Roll Modifier effect.<br />
- %1 - Effect Number<br />
<br />
---<br />
<br />
Effect Costs:<br />
<br />
Cost Display Format:<br />
- How the overall cost is displayed.<br />
- %1 - Cost Text<br />
<br />
Pre/Post-Cost:<br />
- How pre/post cost text is displayed.<br />
- %1 - Prev; %2 - Post<br />
<br />
Used Up:<br />
- How a cost is displayed when its uses are spent.<br />
- Text codes allowed.<br />
<br />
Use Times Format:<br />
- How use times are formated.<br />
- %1 - Current; %2 - Max Uses; %3 - Remaining<br />
<br />
Show Max Use of 1?:<br />
- Show the use cost when there's only 1 max use?<br />
<br />
Unlimited Uses:<br />
- Text used to indicate unlimited usage.<br />
- Text codes allowed.<br />
<br />
Variable Cost Format:<br />
- How variable cost is displayed.<br />
- %1 - Cost; %2 - Quantity<br />
<br />
Item Cost Format:<br />
- How item cost is displayed.<br />
- %1 - Cost; %2 - Quantity<br />
<br />
Weapon Cost Format:<br />
- How weapon cost is displayed.<br />
- %1 - Cost; %2 - Quantity<br />
<br />
Variable Cost Format:<br />
- How variable cost is displayed.<br />
- %1 - Cost; %2 - Quantity<br />
<br />
Skill User's Name:<br />
- How the skill user's name is displayed.<br />
- %1 - Name<br />
<br />
User to Cost Format:<br />
- How the skill user's name is displayed to cost.<br />
- %1 - Name; %2 - Skill Cost<br />
<br />
---<br />
<br />
Subtitle Window:<br />
<br />
Roll for Total:<br />
- Subtitle text for a roll total.<br />
<br />
Roll for Highest:<br />
- Subtitle text to roll for highest.<br />
<br />
Roll for Average:<br />
- Subtitle text to roll for average.<br />
<br />
Roll for Lowest:<br />
- Subtitle text to roll for lowest.<br />
<br />
Roll: > Target:<br />
- Subtitle text to roll for above target.<br />
- %1 - Target Roll<br />
<br />
Roll: >= Target:<br />
- Subtitle text to roll for above/equal target.<br />
- %1 - Target Roll<br />
<br />
Roll: <= Target:<br />
- Subtitle text to roll for below/equal target.<br />
- %1 - Target Roll<br />
<br />
Roll: < Target:<br />
- Subtitle text to roll for below target.<br />
- %1 - Target Roll<br />
<br />
Critical Success:<br />
- Subtitle text for a Critical Success on a Natural Roll.<br />
<br />
Critical Failure:<br />
- Subtitle text for a Critical Failure on a Natural Roll.<br />
<br />
---<br />
<br />
<br />
<br />
=== Window Settings ===<br />
<br />
[[File:DiceRolls_Advantage.gif]]<br />
<br />
[[File:DiceRollsRngSeeds_Param5.png]]<br />
<br />
These settings let you adjust the windows displayed for this plugin.<br />
<br />
---<br />
<br />
Sprite Container:<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for this window.<br />
<br />
---<br />
<br />
Title Window:<br />
<br />
Background Type:<br />
- Select background type for this window.<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for this window.<br />
<br />
---<br />
<br />
Subtitle Window:<br />
<br />
Background Type:<br />
- Select background type for this window.<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for this window.<br />
<br />
---<br />
<br />
Data Windows:<br />
<br />
Dice Count: BG Type:<br />
- Select background type for this window.<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for this window.<br />
<br />
Dice Rank: BG Type:<br />
- Select background type for this window.<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for this window.<br />
<br />
Modifier: BG Type:<br />
- Select background type for this window.<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for this window.<br />
<br />
---<br />
<br />
Command Window:<br />
<br />
Background Type:<br />
- Select background type for this window.<br />
<br />
Show "View Effects"?:<br />
- Show "View Effects" command?<br />
<br />
Show "Add Bonus"?:<br />
- Show "Add Bonus" command?<br />
<br />
Text Align:<br />
- Text alignment for this window?<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for this window.<br />
<br />
---<br />
<br />
List Windows:<br />
<br />
Effect List: BG Type:<br />
- Select background type for this window.<br />
<br />
Bonus List: BG Type:<br />
- Select background type for this window.<br />
<br />
Window Columns:<br />
- How many columns are used for these windows?<br />
<br />
Column Spacing:<br />
- How much spacing is there between columns?<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the dimensions for this window.<br />
<br />
---<br />
<br />
<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
* [[Arisu]]<br />
* [[Irina]]<br />
* [[Olivia]]<br />
* [[Yanfly]]<br />
<br />
[https://creazilla.com/pages/11-creazilla-open-source-license Creazilla Open-Source]<br />
<br />
* Many of the canvas drawings are made by various artists under Creazilla.<br />
* These are under the Creazilla Open-Source License.<br />
* They are free for personal and commercial use. No attribution required.<br />
<br />
<br />
<br />
== Changelog ==<br />
<br />
Version 1.00 Official Release Date: January 26, 2024<br />
* Finished Plugin!<br />
<br />
<br />
<br />
== See Also ==<br />
<br />
* [[Inspiration Behind Custom Construct Volume 4]]<br />
<br />
<br />
<br />
== End of Helpfile ==<br />
<br />
|}<br />
<br />
<!-- This is a comment, remove the arrows surrounding this for the categories you want to show --><br />
<!-- [[Category: RPG Maker MZ Core Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Battle Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Item Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Skill Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Equip Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Status Menu Plugins]] --><br />
[[Category: RPG Maker MZ Gameplay Plugins]]<br />
<!-- [[Category: RPG Maker MZ Movement Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quest Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Options Plugins]] --><br />
[[Category: RPG Maker MZ Eventing Plugins]]<br />
[[Category: RPG Maker MZ Utility Plugins]]<br />
[[Category: RPG Maker MZ Mechanical Plugins]]<br />
[[Category: RPG Maker MZ Visual Plugins]]<br />
<!-- [[Category: RPG Maker MZ Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Message Plugins]] --><br />
[[Category: RPG Maker MZ Quality of Life Plugins]]<br />
<!-- [[Category: Action Sequences (MZ)]] --><br />
<!-- [[Category: Comment Tags (MZ)]] --><br />
<!-- [[Category: Main Menu Manager Integration (MZ)]] --><br />
<!-- [[Category: Notetags (MZ)]] --><br />
<!-- [[Category: Options Core Integration (MZ)]] --><br />
<!-- [[Category: Plugin Commands (MZ)]] --><br />
<!-- [[Category: Script Calls (MZ)]] --><br />
<!-- [[Category: Text Codes (MZ)]] --></div>Irinahttp://www.yanfly.moe/wiki/Event_Signals_VisuStella_MZEvent Signals VisuStella MZ2024-01-02T15:26:56Z<p>Irina: /* Changelog */</p>
<hr />
<div>{{MzPlugin<br />
|preview = <youtube>https://youtu.be/lLCr7T93Ndw</youtube><br />
<!-- |preview = [[File:VisuMZ.143.jpg|600px]] --><br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/2452275" width="552" height="167"><a href="https://visustellamz.itch.io/event-signals">Event Signals plugin for RPG Maker MZ by VisuStellaMZ</a></iframe></html><br />
|link2 = {{VisuStella Custom Construct Vol 4}}<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:EventSignals_Preview.gif]]<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
{{RequiredPluginsMZ}}<br />
* [[Events and Movement Core VisuStella MZ]]<br />
<br />
<!--<br />
{{ExtensionPluginsMZ}}<br />
* [[Extension Plugin 1|Name1]]<br />
* [[Extension Plugin 2|Name2]]<br />
* [[Extension Plugin 3|Name3]]<br />
--><br />
<br />
{{Visustella MZ}}<br />
<br />
== Introduction ==<br />
<br />
[[File:VisuMZ.143.jpg|600px]]<br />
<br />
Event Signals is a new way for events to trigger actions, either to or from<br />
one another. This will cause events to respond in certain ways based on the<br />
type of signals they receive provided that they have a response set up for<br />
those specific signals.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Emit signals from specific locations (ie the player's location) using a Plugin Command. <br />
* Any nearby events or events within the designated range can respond to them if they have the associated notetags. <br />
* Responding events will stop whatever it is that they're doing and perform the signal page's event commands as a parallel. <br />
* Optionally play an animation at the emitting tile location. <br />
* Once the signal page's event commands are finished, events will resume regular behavior. <br />
* This signal response setup allows for a more organic way for events to respond to various scenarios in-game.<br />
<br />
== Requirements ==<br />
<br />
This plugin is made for RPG Maker MZ. This will not work in other iterations<br />
of RPG Maker.<br />
<br />
=== Required Plugin List ===<br />
<br />
* [[Events and Movement Core VisuStella MZ]]<br />
<br />
This plugin requires the above listed plugins to be installed inside your<br />
game's Plugin Manager list in order to work. You cannot start your game with<br />
this plugin enabled without the listed plugins.<br />
<br />
{{MZ Tier 3}}<br />
<br />
<br />
<br />
== How Do Event Signals Work? ==<br />
<br />
[[File:EventSignals_Preview.gif]]<br />
<br />
This section explains how Event Signals Work.<br />
<br />
---<br />
<br />
=== Signal Emitters ===<br />
<br />
[[File:EventSignal_Command1.png]]<br />
<br />
Signal emitters are where it all begins. A signal is nothing more than a<br />
piece of "text" that is sent to nearby events or events within the<br />
designated range.<br />
<br />
To emit a signal, use either a Plugin Command or a Script Call. The Plugin<br />
Commands and Script Calls will determine the range and center of where the<br />
signal will be emitted from.<br />
<br />
---<br />
<br />
=== Signal Responses ===<br />
<br />
[[File:EventSignals_ResponsePage.png|600px]]<br />
<br />
Only events can respond to signals. In order to respond to a signal, they<br />
need to have a signal response comment tag applied to one of their pages.<br />
<br />
<Responds to Signal: text><br />
<br />
If this comment tag exists on a page, this page can NEVER be the active page<br />
on its own unless an emitted signal causes it to trigger. When it does<br />
trigger, the signal response page will take over as the active page, perform<br />
its event command actions as a parallel from start to finish, and then the<br />
event will resume its normal event behavior.<br />
<br />
This means that the event will need a valid event page OTHER than the signal<br />
response page. Otherwise, the event will be invisible until the signal<br />
response conditions are met, appear temporarily, and the return back to<br />
being invisible.<br />
<br />
Keep in mind that even if an event is the one launching the Plugin Command<br />
to emit a signal, it can respond to its own signal, too. However, you can<br />
bypass this by utilizing the Event variant of the plugin command and setting<br />
the designated event as its own exception.<br />
<br />
---<br />
<br />
=== Different Signal Responses ===<br />
<br />
If you want an event to be able to respond to different signals, make them<br />
separate pages for the event. For example:<br />
<br />
<Responds to Signal: Bomb><br />
<br />
<Responds to Signal: Fire><br />
<br />
These should be on different pages. Therefore, if the event receives a<br />
nearby "Bomb" signal, then the "Bomb" page will become the active event page<br />
until it is done. If a "Fire" signal is sent, then the "Fire" page will be<br />
active and performing and not the "Bomb" page.<br />
<br />
---<br />
<br />
=== Signal Immunity ===<br />
<br />
Sometimes, you don't want an event to respond to specific signals all the<br />
time. This can be achieved through this comment tag:<br />
<br />
<Immune to Signal: text><br />
<br />
This immunity will only last while the current event page is the active page<br />
and not a random page.<br />
<br />
Also, if an event is already responding to a signal, then it cannot respond<br />
to any other signals until the event signal response page is finished. From<br />
there, it will only respond to signals it receives after finishing.<br />
<br />
---<br />
<br />
=== Response Switch ===<br />
<br />
If you are emitting a signal through a Plugin Command, you can set up a<br />
"Response Switch ID" to turn ON/OFF a Switch if there are any events that<br />
have responded to the signals.<br />
<br />
---<br />
<br />
<br />
<br />
{{Notetags MZ}}<br />
<br />
{{VisuMZ Event Signals Notetags}}<br />
<br />
<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ Event Signals Plugin Commands}}<br />
<br />
<br />
<br />
== Script Calls ==<br />
<br />
[[File:EventSignals_Preview.gif]]<br />
<br />
The following are Script Calls that can be used with this plugin. These are<br />
made for JavaScript proficient users. We are not responsible if you use them<br />
incorrectly or for unintended usage.<br />
<br />
---<br />
<br />
=== Type-Related Script Calls ===<br />
<br />
---<br />
<br />
<pre><br />
$emitSignalAtSquare(signal, centerX, centerY, range, exceptions)<br />
$emitSignalAtCircle(signal, centerX, centerY, range, exceptions)<br />
$emitSignalAtDelta(signal, centerX, centerY, range, exceptions)<br />
$emitSignalAtRow(signal, centerX, centerY, range, exceptions)<br />
$emitSignalAtColumn(signal, centerX, centerY, range, exceptions)<br />
<br />
- Emits a 'signal' in a certain shape of a square with the center coordinate<br />
'centerX' and 'centerY' with a 'range' distance.<br />
- Replace 'signal' with a string indicating the signal.<br />
- Replace 'centerX' with a number representing the X map coordinate.<br />
- Replace 'centerY' with a number representing the Y map coordinate.<br />
- Replace 'range' to determine the range of the area to emit the signal.<br />
- OPTIONAL ARG. Replace 'exceptions' with an array including the ID's of the<br />
events to not send signals to. 0 does NOT work here for "this event"<br />
unlike the Plugin Command. Be sure to include the target ID manually.<br />
<br />
Example:<br />
<br />
$emitSignalAtSquare('panic', 5, 8, 3)<br />
$emitSignalAtCircle('aggro', $gamePlayer.x, $gamePlayer.y, 5, [2])<br />
$emitSignalAtDelta('toggle', $gameMap.event(1).x, $gameMap.event(1).y, 1)<br />
$emitSignalAtRow('beam', 5, 4, 2, [$gameVariables.value(8)])<br />
$emitSignalAtColumn('charm', 8, 6, 4, [1, 2, 3])<br />
</pre><br />
<br />
---<br />
<br />
<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
* [[Arisu]]<br />
* [[Irina]]<br />
* [[Olivia]]<br />
* [[Yanfly]]<br />
<br />
<br />
<br />
== Changelog ==<br />
<br />
Version 1.01: February 15, 2024<br />
* Bug Fixes!<br />
** Fixed a bug with clashing common events that would cause a crash after leaving the main menu. Fix made by Arisu.<br />
* Documentation Update!<br />
** Added in VisuMZ_0_CoreEngine requirement for animation ID's.<br />
** Sorry, we forgot to add that in.<br />
<br />
<br />
<br />
Version 1.00 Official Release Date: January 24, 2024<br />
* Finished Plugin!<br />
<br />
== See Also ==<br />
<br />
* [[Inspiration Behind Custom Construct Volume 4]]<br />
<br />
<br />
<br />
== End of Helpfile ==<br />
<br />
|}<br />
<br />
<!-- This is a comment, remove the arrows surrounding this for the categories you want to show --><br />
<!-- [[Category: RPG Maker MZ Core Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Battle Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Item Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Skill Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Equip Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Status Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Gameplay Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Movement Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quest Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Options Plugins]] --><br />
[[Category: RPG Maker MZ Eventing Plugins]]<br />
[[Category: RPG Maker MZ Utility Plugins]]<br />
[[Category: RPG Maker MZ Mechanical Plugins]]<br />
[[Category: RPG Maker MZ Visual Plugins]]<br />
<!-- [[Category: RPG Maker MZ Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Message Plugins]] --><br />
[[Category: RPG Maker MZ Quality of Life Plugins]]<br />
<!-- [[Category: Action Sequences (MZ)]] --><br />
<!-- [[Category: Comment Tags (MZ)]] --><br />
<!-- [[Category: Main Menu Manager Integration (MZ)]] --><br />
<!-- [[Category: Notetags (MZ)]] --><br />
<!-- [[Category: Options Core Integration (MZ)]] --><br />
<!-- [[Category: Plugin Commands (MZ)]] --><br />
<!-- [[Category: Script Calls (MZ)]] --><br />
<!-- [[Category: Text Codes (MZ)]] --></div>Irinahttp://www.yanfly.moe/wiki/QTE_and_Trigger_System_VisuStella_MZQTE and Trigger System VisuStella MZ2024-01-02T15:26:53Z<p>Irina: /* Changelog */</p>
<hr />
<div>{{MzPlugin<br />
|preview = <youtube>https://youtu.be/UTak0ezYszI</youtube><br />
<!-- |preview = [[File:VisuMZ.142.jpg|600px]] --><br />
|link1 = <html><iframe frameborder="0" src="https://itch.io/embed/2452274" width="552" height="167"><a href="https://visustellamz.itch.io/qte-trigger-sys">QTE &amp; Trigger System plugin for RPG Maker MZ by VisuStellaMZ</a></iframe></html><br />
|link2 = {{VisuStella Custom Construct Vol 4}}<br />
<br />
}}<br />
<br />
<!-- Preview --><br />
<br />
[[File:QteTrigger_ButtonSequence.gif]]<br />
<br />
[[File:QteTrigger_FillGauge.gif]]<br />
<br />
[[File:QteTrigger_TimedHit.gif]]<br />
<br />
[[File:QteTrigger_TimedSeq.gif]]<br />
<br />
[[File:QteTrigger_TimingBar.gif]]<br />
<br />
{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
{{RequiredPluginsMZ}}<br />
* [[Core Engine VisuStella MZ]]<br />
* [[Events and Movement Core VisuStella MZ]]<br />
<br />
<!--<br />
{{ExtensionPluginsMZ}}<br />
* [[Extension Plugin 1|Name1]]<br />
* [[Extension Plugin 2|Name2]]<br />
* [[Extension Plugin 3|Name3]]<br />
--><br />
<br />
{{Visustella MZ}}<br />
<br />
== Introduction ==<br />
<br />
[[File:VisuMZ.142.jpg|600px]]<br />
<br />
Sometimes, we need a way to trigger Switch or Variable changes. This can be<br />
in an organic fashion or through Quick Time Events (QTE's). QTE's allow for<br />
immediate changes to Switches or Variables through player inputs. Or if you<br />
have ever wanted a Common Event to run when a specific Switch or Variable<br />
changes its current value to something else, you can use this plugin's<br />
trigger system for Switches, Variables, Items, Weapons, and Armors to call<br />
and trigger Common Events whenever their values change. These don't have to<br />
be recurring as they can also function as one-time "promises", too.<br />
<br />
Features include all (but not limited to) the following:<br />
<br />
* Quick Time Events (QTE) can be played to adjust values of variables and/or switches based off different types of QTE's like Button Mashing, Direction Struggle, Timed Hits, and more. <br />
* 10+ different QTE Plugin Commands for you to pick and choose from to give players more engaging gameplay. <br />
* Trigger Common Events by simply changing certain Switches to ON/OFF positions or Variables to different values. <br />
* Items, weapons, and armors can also register Common Events to trigger when the party gains or loses a copy of that item, weapon, or armor. <br />
* If these triggers occur on a scene that isn't battle or the map, then the Common Events are queued up for until the player moves to the battle or map scenes to trigger them. <br />
* If the triggering Common Event only has script calls, then the effect will run right then and there. <br />
* Create Promises, one-time Common Event triggers upon a switch, variable, item, weapon, or armor having its value changed. <br />
* Getting a Game Over can also result in a trigger that will bypass the Game Over scene, too. <br />
* Game Over Common Events will prevent the game from ending completely and return back to map scene. <br />
* The Common Event that is run upon a Game Over can be altered and changed. <br />
* Have different Common Events depending on the map or troop encountered. <br />
* The Game Over Common Event can be persistent or function as a one time deal depending on how you, as the game dev, choose to follow up with it.<br />
<br />
== Requirements ==<br />
<br />
This plugin is made for RPG Maker MZ. This will not work in other iterations<br />
of RPG Maker.<br />
<br />
=== Required Plugin List ===<br />
<br />
* [[Core Engine VisuStella MZ]]<br />
* [[Events and Movement Core VisuStella MZ]]<br />
<br />
This plugin requires the above listed plugins to be installed inside your<br />
game's Plugin Manager list in order to work. You cannot start your game with<br />
this plugin enabled without the listed plugins.<br />
<br />
{{MZ Tier 2}}<br />
<br />
<br />
<br />
== Major Changes ==<br />
<br />
This plugin adds some new hard-coded features to RPG Maker MZ's functions.<br />
The following is a list of them.<br />
<br />
---<br />
<br />
=== Quick Time Events ===<br />
<br />
[[File:QteTrigger_TimingBar.gif]]<br />
<br />
Also known as QTE's, these events function as player involved input trigger<br />
systems which affect Variable or Switch values depending on the QTE type<br />
(such as Variables for Button Mashing). Because these are player-input<br />
reliant triggers, it's usually best for the event to be halted while the QTE<br />
plays out (although you can disable this). Naturally, as such, the event<br />
will not continue until the QTE is finished playing in the event commands.<br />
<br />
QTE's are activated through Plugin Commands and can have the messages and<br />
such displayed with each QTE displayed differently each time. Adjust this in<br />
the Plugin Parameters for each QTE to fit the situation.<br />
<br />
Only one QTE type can be played at a single time. Two or more QTE's cannot<br />
be played at the same time. This is to prevent clutter and cause input<br />
clashes.<br />
<br />
If a QTE Plugin Command has a Switch and/or Variable assigned (or multiple),<br />
those Switches and Variables will be reset to OFF and 0 respectively. Based<br />
on the QTE type, data can be recorded to both the Switches and Variables.<br />
Some Switches can indicate the successful player input of a QTE while other<br />
Variables can indicate how much time was remaining upon finishing the QTE or<br />
the score for the QTE.<br />
<br />
Furthermore, for play testing purposes, during a QTE input sequence, you can<br />
just hold down the "debug" button (usually Control) to automatically input<br />
the needed input sequences. This ONLY works during Play Testing!<br />
<br />
---<br />
<br />
=== Switch and Variable Triggers ===<br />
<br />
[[File:SwVarTrigger.png]]<br />
<br />
Switches and Variables can have their names included with the name tags:<br />
<Toggle Trigger Common Event: x> or <Change Trigger Common Event: x> to<br />
automatically activate a Common Event at the next available moment. The<br />
activated Common Event will only run once per trigger as opposed to<br />
continuously like an Autorun or Parallel Common Event.<br />
<br />
These apply to Self Switches (only the custom ones added through the <Self><br />
name tag VisuMZ_1_ItemsEquipsCore) and Self Variables (likewise), too. The<br />
same also applies to Map Switches and Variables (with <Map>) and any Global<br />
Switches and Variables (with <Global>).<br />
<br />
However, Self Switches/Variables that have triggered any Common Events will<br />
not utilize any "This Event" event command functions. They will behave as if<br />
they are triggered on a non-event environment.<br />
<br />
Possible uses for this mechanic can be things like making a picture change<br />
into something else whenever a Variable's number value is altered, or have a<br />
picture become visible or invisible depending on a Switch's ON/OFF value.<br />
<br />
Be wary of creating infinite loops by "turning off" Switches or "resetting"<br />
any Variables. That will cause them to trigger, too. If you have to turn off<br />
or reset switches/variables, consider using Promise Plugin Commands instead<br />
of the auto-repeat tags.<br />
<br />
---<br />
<br />
=== JS Switch and Variable Triggers ===<br />
<br />
[[File:QteTriggerSys_JsParam.png]]<br />
<br />
Triggers that function off of JS Switches and Variables will behave slightly<br />
different. As these have dynamic values that may be constantly changing, in<br />
order to prevent lag and endless loops, there is a delay system put in place<br />
to ensure the triggers occur properly.<br />
<br />
This delay is set up in the Plugin Parameters. A delay of 60 means that<br />
every 60 frames in-game, a check will be performed to see if a trigger<br />
should occur or not.<br />
<br />
---<br />
<br />
=== Repeat Triggers ===<br />
<br />
A triggered Common Event can only be repeated once per availability. This<br />
means that if you have toggled a Switch ON/OFF three times in a single frame<br />
then the triggered Common Event will only process one time. The same applies<br />
to variables, items, weapons, and armors.<br />
<br />
This also means that if the Common Event is triggered multiple times outside<br />
of the battle and map scenes, then it will only run once when available to<br />
run the Common Event.<br />
<br />
---<br />
<br />
=== Triggers for JavaScript Only Common Events ===<br />
<br />
[[File:QteTriggerSys_JsTrigger.png|600px]]<br />
<br />
If a triggered Common Event only has JavaScript in it through the "Script"<br />
event command, then instead of waiting until reaching the battle or map<br />
scene, the triggered Common Event will run the JS code immediately. Comments<br />
will be ignored and allowed as a part of JavaScript Only Common Events.<br />
<br />
If multiple "Script" event commands are found in the triggered Common Event,<br />
they will run independent of each other and as local functions. This means<br />
that the any custom JS variables declared in one of the Script call events<br />
may not necessarily transfer over to the others if not originally meant to.<br />
<br />
---<br />
<br />
=== Promise Triggers ===<br />
<br />
Anything that is assigned through a name tag or notetag will result in an<br />
auto-repeat trigger and will always trigger without fail. However, if you<br />
want something to trigger only once (or until you assign it again), use a<br />
Promise Trigger.<br />
<br />
These are assigned through Plugin Commands and they will only trigger once.<br />
After that, the condition that caused them to trigger will not trigger again<br />
until another Promise is made to them.<br />
<br />
---<br />
<br />
=== Game Over Scene ===<br />
<br />
[[File:GameOver.png|600px]]<br />
<br />
The Game Over scene is skipped over if there's a designated Game Over Common<br />
Event determined. If there isn't any Game Over Common Events, then the Game<br />
Over scene will occur normally.<br />
<br />
If there are multiple Game Over Common Events, determined through the<br />
default Plugin Parameters, Map Notetags, or Troop Name Tags, then a priority<br />
system is used:<br />
<br />
# Battle Processing "Can Lose"<br />
# Troop Name Tag Game Over Common Event<br />
# Map Notetag Game Over Common Event<br />
# Plugin Parameters/Command Game Over Common Event<br />
<br />
If a "Battle Processing" event command has a "Can Lose" option, then there<br />
will be no Game Over Common Event to be run and instead, whatever is found<br />
in the "Can Lose" segment will run instead. The event will not be<br />
interrupted and continue forward. Ignore the rest.<br />
<br />
Otherwise, if there is a Game Over Common Event determined by the enemy<br />
troop's name with the Name Tag <Game Over Common Event: x>, then priority<br />
will go to that Common Event. Any event running will end prematurely in<br />
favor of this Game Over Common Event. Ignore the rest.<br />
<br />
If there is a Game Over Common Event determined by the current map's notes<br />
with the notetag <Game Over Common Event: x>, then priority will go to that<br />
Common Event. Any event running will end prematurely in favor of this Game<br />
Over Common Event. Ignore the rest.<br />
<br />
And finally, if there are any Game Over Common Events determined through<br />
Plugin Commands or Plugin Parameters, then follow through with those. Keep<br />
in mind that if it is based off a Plugin Parameter, and if the parameter<br />
"Clear Common Event After?" is enabled, it will be only a one time deal.<br />
<br />
If there are no Game Over Common Events designated, then finally, the player<br />
will reach the Game Over scene.<br />
<br />
---<br />
<br />
== Extra Features ==<br />
<br />
There are some extra features found if other VisuStella MZ plugins are found<br />
present in the Plugin Manager list.<br />
<br />
---<br />
<br />
=== [[Battle Core VisuStella MZ]] ===<br />
<br />
Those using VisuStella MZ's Battle Core can launch QTE Plugin Commands from<br />
this plugin during the middle of Action Sequences as long as there is not<br />
a conflicting effect during it.<br />
<br />
Conflict effects include Active Chain Skills, Input Combo Skills, or<br />
Evolution Matrix Skills. QTE events will not run at all while these skill<br />
mechanics are active.<br />
<br />
---<br />
<br />
<br />
<br />
{{Notetags MZ}}<br />
<br />
{{VisuMZ QTE and Trigger System Notetags}}<br />
<br />
<br />
<br />
{{Plugin Commands MZ}}<br />
<br />
{{VisuMZ QTE and Trigger System Plugin Commands}}<br />
<br />
== Plugin Parameters ==<br />
<br />
=== General Settings ===<br />
<br />
[[File:VisuMZ.142.jpg|600px]]<br />
<br />
There aren't too many Plugin Parameters for this plugin.<br />
<br />
---<br />
<br />
General Settings<br />
<br />
[[File:QteTriggerSys_JsParam.png]]<br />
<br />
JS Watch Update Delay:<br />
- Used for <JS> Switches and Variables.<br />
- How many frames delay to wait for triggers?<br />
- 60 frames = 1 second.<br />
<br />
---<br />
<br />
=== Game Over Settings ===<br />
<br />
[[File:GameOver.png|600px]]<br />
<br />
[[File:QteTriggerSys_Param1.png]]<br />
<br />
These settings let you adjust Game Over-related trigger aspects.<br />
<br />
---<br />
<br />
Game Over Settings<br />
<br />
Default Common Event:<br />
- Do you want there to be a Default Common Event?<br />
- It can be changed later with a Plugin Command.<br />
- 0 to not use.<br />
<br />
Heal on Common Event?:<br />
- Do you want to heal 1 HP for all dead members after running the<br />
Game Over Common Event?<br />
<br />
Clear After?:<br />
- Do you wish to clear the Game Over Common Event after it launches<br />
or not?<br />
<br />
---<br />
<br />
=== QTE Settings ===<br />
<br />
[[File:QteTrigger_FillGauge.gif]]<br />
<br />
[[File:QteTriggerSys_Param2.png]]<br />
<br />
These settings let you adjust QTE-related trigger aspects.<br />
<br />
---<br />
<br />
Settings<br />
<br />
Early Finish Duration:<br />
- How many frames should the game wait if the player finishes a QTE early?<br />
<br />
Show QTE Timer?:<br />
- Do you wish to show a QTE Timer over each QTE window?<br />
<br />
Timer Gauge Style:<br />
- Select the gauge style to use for QTE Timer.<br />
- Requires VisuMZ_3_VisualGaugeStyles!<br />
<br />
Gauge Color 1:<br />
Gauge Color 2:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the position and dimensions for this window<br />
containing the gauge.<br />
<br />
Show QTE Progress?:<br />
- Show a progress gauge for certain types of QTE's?<br />
<br />
Progress Gauge Style:<br />
- Select the gauge style to use for QTE Timer.<br />
- Requires VisuMZ_3_VisualGaugeStyles!<br />
<br />
Gauge Color 1:<br />
Gauge Color 2:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the position and dimensions for this window<br />
containing the gauge.<br />
<br />
Timed Hit Leeway:<br />
- How many frames of leeway should be granted to Timed Hit QTE?<br />
<br />
Overlay Opacity:<br />
- Timed Hit overlay sprite opacity.<br />
<br />
Max Scaling:<br />
- What's the max scaling for Timed Hit QTE indicators?<br />
<br />
Timed Sequence Leeway:<br />
- How many frames of leeway should be granted to Timed Sequence QTE?<br />
<br />
Sequence Position:<br />
- What is the position for the Timed Sequence Landing Icon?<br />
- Use a number between 0 and 100.<br />
<br />
QTE Timing Bar Width:<br />
- This is the width of the Timing Bar in pixels.<br />
<br />
Cursor Offset X:<br />
- Offsets the cursor x position.<br />
- Negative: left. Positive: right.<br />
<br />
Cursor Offset Y:<br />
- Offsets the cursor y position.<br />
- Negative: up. Positive: down.<br />
<br />
Label Font Size:<br />
- What is the font size used to display timing bar labels?<br />
<br />
Label Offset X:<br />
- Offsets the label x position.<br />
- Negative: left. Positive: right.<br />
<br />
Label Offset Y:<br />
- Offsets the label y position.<br />
- Negative: up. Positive: down.<br />
<br />
Timing Bar Color 1:<br />
Timing Bar Color 2:<br />
- Use #rrggbb for custom colors or regular numbers for text colors from<br />
the Window Skin.<br />
<br />
---<br />
<br />
<br />
<br />
=== Vocabulary Settings ===<br />
<br />
[[File:QteTrigger_TimedHit.gif]]<br />
<br />
[[File:QteTriggerSys_Param3.png]]<br />
<br />
These settings let you adjust the text displayed and QTE text window for<br />
this plugin.<br />
<br />
---<br />
<br />
General Settings<br />
<br />
Text Alignment:<br />
- What is the text alignment?<br />
- Requires VisuMZ_1_MessageCore!<br />
- Otherwise, defaults to left alignment.<br />
<br />
--<br />
<br />
Message Settings:<br />
<br />
Button Mash Text:<br />
- Alter the text that appears for the QTE Window.<br />
- Text codes are supported.<br />
- Leave empty for no window.<br />
<br />
Button Sequence Text:<br />
- Alter the text that appears for the QTE Window.<br />
- Text codes are supported.<br />
<br />
Direction Struggle:<br />
- Alter the text that appears for the QTE Window.<br />
- Text codes are supported.<br />
- Leave empty for no window.<br />
<br />
Fill Gauge Text:<br />
- Alter the text that appears for the QTE Window.<br />
- Text codes are supported.<br />
- Leave empty for no window.<br />
<br />
Hold & Release Text:<br />
- Alter the text that appears for the QTE Window.<br />
- Text codes are supported.<br />
- Leave empty for no window.<br />
<br />
Marcher Text:<br />
- Alter the text that appears for the QTE Window.<br />
- Text codes are supported.<br />
- Leave empty for no window.<br />
<br />
Swapper Text:<br />
- Alter the text that appears for the QTE Window.<br />
- Text codes are supported.<br />
- Leave empty for no window.<br />
<br />
Timed Hit Text:<br />
- Alter the text that appears for the QTE Window.<br />
- Text codes are supported.<br />
- Leave empty for no window.<br />
<br />
Timed Sequence Text:<br />
- Alter the text that appears for the QTE Window.<br />
- Text codes are supported.<br />
<br />
Timing Bar Text:<br />
- Alter the text that appears for the QTE Window.<br />
- Text codes are supported.<br />
- Leave empty for no window.<br />
<br />
---<br />
<br />
Message Window:<br />
<br />
Background Type:<br />
- Select background type for this window.<br />
<br />
JS: X, Y, W, H:<br />
- Code used to determine the position and dimensions for this window.<br />
<br />
---<br />
<br />
<br />
<br />
{{VisuStella MZ Terms of Use}}<br />
<br />
== Credits ==<br />
<br />
If you are using this plugin, credit the following people in your game:<br />
<br />
Team VisuStella<br />
* [[Arisu]]<br />
* [[Irina]]<br />
* [[Olivia]]<br />
* [[Yanfly]]<br />
<br />
<br />
<br />
== Changelog ==<br />
<br />
Version 1.01: February 15, 2024<br />
* Bug Fixes!<br />
** Fixed a bug where any input can be used for Timed Sequence QTE. Fix made by Arisu.<br />
* Documentation Update!<br />
** Help file updated for new features.<br />
* New Features!<br />
** New Plugin Comman added by Arisu:<br />
*** QTE: Clear Current QTE<br />
**** Clears the currently existing QTE.<br />
* Feature Updated!<br />
** Plugin Command: QTE: Hold & Release (OK)<br />
*** Added Hold Common Event<br />
*** Added Release Common Event<br />
*** Added Overload Common Event<br />
**** These common events will play upon different aspects of the QTE.<br />
<br />
<br />
<br />
Version 1.00 Official Release Date: January 22, 2024<br />
* Finished Plugin!<br />
<br />
== See Also ==<br />
<br />
* [[Inspiration Behind Custom Construct Volume 4]]<br />
* [[Timed Hits with Action Sequences]]<br />
<br />
<br />
<br />
== End of Helpfile ==<br />
<br />
|}<br />
<br />
<!-- This is a comment, remove the arrows surrounding this for the categories you want to show --><br />
<!-- [[Category: RPG Maker MZ Core Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Battle Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Item Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Skill Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Equip Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Status Menu Plugins]] --><br />
[[Category: RPG Maker MZ Gameplay Plugins]]<br />
<!-- [[Category: RPG Maker MZ Movement Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Quest Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Options Plugins]] --><br />
[[Category: RPG Maker MZ Eventing Plugins]]<br />
[[Category: RPG Maker MZ Utility Plugins]]<br />
[[Category: RPG Maker MZ Mechanical Plugins]]<br />
[[Category: RPG Maker MZ Visual Plugins]]<br />
<!-- [[Category: RPG Maker MZ Menu Plugins]] --><br />
<!-- [[Category: RPG Maker MZ Message Plugins]] --><br />
[[Category: RPG Maker MZ Quality of Life Plugins]]<br />
<!-- [[Category: Action Sequences (MZ)]] --><br />
<!-- [[Category: Comment Tags (MZ)]] --><br />
<!-- [[Category: Main Menu Manager Integration (MZ)]] --><br />
<!-- [[Category: Notetags (MZ)]] --><br />
<!-- [[Category: Options Core Integration (MZ)]] --><br />
<!-- [[Category: Plugin Commands (MZ)]] --><br />
<!-- [[Category: Script Calls (MZ)]] --><br />
<!-- [[Category: Text Codes (MZ)]] --></div>Irinahttp://www.yanfly.moe/wiki/WASD_MovementWASD Movement2023-12-29T11:28:08Z<p>Arisu: </p>
<hr />
<div>{{TOCright}}<br />
{{Hide Sidebar}}<br />
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{| style="width: 800px;" cellspacing="0" cellpadding="0"<br />
| style="width: 100%; vertical-align: top;" |<br />
<br />
== Introduction ==<br />
<br />
[[File:WASD.jpg|600px]]<br />
<br />
Ever wanted to setup your [[RPG Maker MZ]] game to have [https://en.wikipedia.org/wiki/Arrow_keys#WASD_keys WASD movement]? Now you can.<br />
<br />
This will be a TL;DR article without all the fluff text.<br />
<br />
{{Article by Arisu}}<br />
<br />
<br />
<br />
== What You Need ==<br />
<br />
[[File:VisuMZ.001.jpg|300px|link=Core Engine VisuStella MZ]]<br />
<br />
What you need is the VisuStella MZ [[Core Engine VisuStella MZ|Core Engine]].<br />
<br />
<br />
<br />
== What You Need to Do ==<br />
<br />
=== Step 1 ===<br />
<br />
[[File:WASD1.png|600px]]<br />
<br />
Open up the [[Core Engine VisuStella MZ|Core Engine]]'s Plugin Parameters and select '''Keyboard Input'''.<br />
<br />
<br />
<br />
=== Step 2 ===<br />
<br />
[[File:WASD2.png]]<br />
<br />
Under '''Controls''', select '''WASD Movement''' and open it up.<br />
<br />
<br />
<br />
=== Step 3 ===<br />
<br />
[[File:WASD3.png]]<br />
<br />
Set it to '''Enable''' and press the '''OK Button'''.<br />
<br />
The '''WASD Movement''' settings will change from "false" to "true".<br />
<br />
<br />
<br />
=== Step 4 ===<br />
<br />
[[File:WASD4.png]]<br />
<br />
'''Save your game''' and '''Playtest''' it.<br />
<br />
You should now be able to control the player character with WASD controls.<br />
<br />
If not, it's because you have some other plugin conflicting with it.<br />
<br />
<br />
<br />
== Conclusion ==<br />
<br />
That's it. Nothing terribly special or verbose. Just some quick get it out of the way stuff for people who know their way around RPG Maker and just want to get things done.<br />
<br />
<br />
<br />
== End of Article ==<br />
<br />
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|}</div>Arisu