Difference between revisions of "Weapon Unleash VisuStella MZ"

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Revision as of 23:00, 14 September 2020

Welcome to the wiki! This is where you can find resources from Yanfly.moe, Ækashics.moe,
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.



Download

System

This is a plugin created for RPG Maker MZ.

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


UpdatePlugins.png

Click here to learn how to update plugins.


Troubleshooting.jpg

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



WeaponUnleashMZ.gif


VisuStella MZ

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


Support VisuStella

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


Introduction

The Weapon Unleash plugin lets you give battlers a chance to perform a skill that's different from the usual Attack or Guard action they have. Unleashes work off a success rate system, meaning they can but not always occur.

In addition to Unleashes, replacements for the default Attack and Guard actions also available through this plugin. Unlike Unleashes, replacements are always present. Though, if an Unleash manages to succeed, they will take over the replacement skill.

Each of these features can help alleviate the monotony of using the same commands over and over throughout the game, giving more life to the battle system and keeping it fresh and interesting.

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

  • Weapon Unleashes allow Attack commands to perform a different skill at a percentile chance.
  • Guard Unleashes, in addition, allow Guard commands to perform a different skill at a percentile chance.
  • On the other hand, Replace Attack and Replace Guard traits will straight up replace the default Attack and Guard commands respectively.
  • If an Unleash succeeds, it will override the replacement skills.
  • Add JavaScript effects that run upon Unleash triggers.

Requirements

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


Tier 4

This plugin is a Tier 4 plugin. Place it under other plugins of lower tier value on your Plugin Manager list (ie: 0, 1, 2, 3, 4, 5).

This is to ensure that your plugins will have the best compatibility with the rest of the VisuStella MZ Plugin library.


Understanding Weapon Unleashes and Guard Unleashes

WeaponUnleashMZ.gif

If a battler (actor or enemy) has an associated Weapon or Guard Unleash notetag applied to itself (either directly, states, skills, or equipment), then it has a percent chance of performing an Unleash instead.

The Attack command can trigger Weapon Unleashes.

The Guard command can trigger Guard Unleashes.

In order for an Unleash to trigger, the battler must be able to use the skill normally. This means if the Unleash skill costs MP to use and the battler does not have enough MP, then the Unleash skill will not be performed. Likewise, if the Unleash skill is on cooldown, it will not trigger either.

If a battler has multiple Weapon or Guard Unleash traits, the game will go through each trait one by one, taking whichever Unleash succeeds first.

When an Unleash triggers, if the Plugin Parameter settings allow for it, then an animation will play (if Core Engine is installed) and a text popup will be shown (if Battle Core is installed). At this point, any JavaScript effects that trigger upon Unleash will also run, too.

Notetags

RPG Maker MZ's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.

Here is a list of Notetag(s) that you may use.


The following are notetags that have been added through this plugin. These notetags will not work with your game if this plugin is OFF or not present.

Unleash-Related Notetags

WeaponUnleashMZ.gif

The following notetags are related to Unleashes, which have a percent chance of trigger upon selecting "Attack" or "Guard" commands in-battle.

---

<Weapon Unleash id: x%>
<Weapon Unleash name: x%>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Gives this object a trait that allows the affiliated battler a chance to
  perform an action other than "Attack" when selected.
- Replace 'id' with either the skill's ID or name you wish for the "Attack"
  command to have a chance of activating.
- Replace 'x' with a number representing the percentile chance to activate
  the Unleash skill.
- If a battler has multiple Weapon Unleash traits, the game will go through
  each trait one by one, taking whichever Unleash skill succeeds first.

---

<Guard Unleash id: x%>
<Guard Unleash name: x%>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Gives this object a trait that allows the affiliated battler a chance to
  perform an action other than "Guard" when selected.
- Replace 'id' with either the skill's ID or name you wish for the "Guard"
  command to have a chance of activating.
- Replace 'x' with a number representing the percentile chance to activate
  the Unleash skill.
- If a battler has multiple Guard Unleash traits, the game will go through
  each trait one by one, taking whichever Unleash skill succeeds first.

---

<Weapon Unleash: +x%>
<Weapon Unleash: -x%>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Raises/Lowers the activation chance of all Weapon Unleashes by x%.
- Replace 'x' with a number representing the additive increase/decrease of
  all Weapon Unleash success rates.

---

<Weapon Unleash id: +x%>
<Weapon Unleash id: -x%>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Raises/Lowers the activation chance of the listed Weapon Unleash by x%.
- Replace 'id' with either the skill's ID or name you wish to increase the
  Weapon Unleash success rate for.
- Replace 'x' with a number representing the additive increase/decrease of
  the specified Weapon Unleash success rates.

---

<Guard Unleash: +x%>
<Guard Unleash: -x%>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Raises/Lowers the activation chance of all Guard Unleashes by x%.
- Replace 'x' with a number representing the additive increase/decrease of
  all Guard Unleash success rates.

---

<Guard Unleash id: +x%>
<Guard Unleash id: -x%>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Raises/Lowers the activation chance of the listed Guard Unleash by x%.
- Replace 'id' with either the skill's ID or name you wish to increase the
  Guard Unleash success rate for.
- Replace 'x' with a number representing the additive increase/decrease of
  the specified Guard Unleash success rates.

---

JavaScript Notetags: Unleash-Related

WeaponUnleashMZ.gif

The following notetags are made for users with JavaScript knowledge to determine which Unleash skill will be used (if at all).

---

<JS Weapon Unleash>
 code
 code
 id = code;
</JS Weapon Unleash>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Determines the Weapon Unleash skill ID to use.
- Replace 'code' with JavaScript code to determine the skill ID to use.
- The 'user' is the battler who is attempting to unleash the skill.
- The 'id' variable is the skill ID that the character will use for the
  "Weapon Unleash".
- Hint: The Unleashes occur at a 100% success rate. If you wish to make a
  percent chance success rate, check for a random number, and make it use
  the desired skill ID if it passes, and the default attack skill ID if it
  does not pass.

---

<JS Guard Unleash>
 code
 code
 id = code;
</JS Guard Unleash>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Determines the Guard Unleash skill ID to use.
- Replace 'code' with JavaScript code to determine the skill ID to use.
- The 'user' is the battler who is attempting to unleash the skill.
- The 'id' variable is the skill ID that the character will use for the
  "Guard Unleash".
- Hint: The Unleashes occur at a 100% success rate. If you wish to make a
  percent chance success rate, check for a random number, and make it use
  the desired skill ID if it passes, and the default attack skill ID if it
  does not pass.

---

<JS On Unleash>
 code
 code
 code
</JS On Unleash>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- This code runs when any kind of Unleash, Weapon or Guard, triggers.
- Runs 'code' with JavaScript code to determine any effects that occur.
- The 'user' is the battler who is currently using the unleash skill.
- The 'id' variable is the skill ID being unleashed.
- The 'skill' variable is the skill being unleashed.

---

<JS On Weapon Unleash>
 code
 code
 code
</JS On Weapon Unleash>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- This code runs when a Weapon Unleash triggers.
- Runs 'code' with JavaScript code to determine any effects that occur.
- The 'user' is the battler who is currently using the unleash skill.
- The 'id' variable is the skill ID being unleashed.
- The 'skill' variable is the skill being unleashed.

---

<JS On Guard Unleash>
 code
 code
 code
</JS On Guard Unleash>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- This code runs when a Guard Unleash triggers.
- Runs 'code' with JavaScript code to determine any effects that occur.
- The 'user' is the battler who is currently using the unleash skill.
- The 'id' variable is the skill ID being unleashed.
- The 'skill' variable is the skill being unleashed.

---

Replace-Related Notetags

UnleashReplace.png

Skill replacement traits will replace the "Attack" and "Guard" commands in battle with other skills. They will always be replaced unless an Unleash successfully triggers and overrides them.

---

<Replace Attack: id>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Replaces the battler's Attack command in battle with a different skill.
- Replace 'id' with the skill's ID or name you wish to replace the battler's
  Attack command with.
- If a Weapon Unleash occurs, the Weapon Unleash will take priority over the
  Replace Attack skill.
- If a battler has multiple Replace Attack traits, the game will go through
  each trait one by one, taking whichever replaced skill is found first.

---

<Replace Guard: id>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Replaces the battler's Guard command in battle with a different skill.
- Replace 'id' with the skill's ID or name you wish to replace the battler's
  Guard command with.
- If a Weapon Unleash occurs, the Weapon Unleash will take priority over the
  Replace Guard skill.
- If a battler has multiple Replace Guard traits, the game will go through
  each trait one by one, taking whichever replaced skill is found first.

---

JavaScript Notetags: Replace-Related

UnleashReplace.png

The following notetags are made for users with JavaScript knowledge to determine which replacement skill will be used (if at all).

---

<JS Replace Attack>
 code
 code
 id = code;
</JS Replace Attack>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Determines the Replace Attack skill ID to use.
- Replace 'code' with JavaScript code to determine the skill ID to use.
- The 'id' variable is the skill ID that the character will use for the
  attack replacement.

---

<JS Replace Guard>
 code
 code
 id = code;
</JS Replace Guard>

- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- Determines the Replace Guard skill ID to use.
- Replace 'code' with JavaScript code to determine the skill ID to use.
- The 'id' variable is the skill ID that the character will use for the
  attack replacement.

---

Plugin Parameters

Weapon Unleash Settings

WeaponUnleashMZ.gif

WeaponUnleashParams1.png

Special effects regarding Weapon Unleashes. These include animations and text popups that appear visually along with mechanical effects that can be extended upon with JavaScript.

---

Animation

 Animation ID:
 - Play this animation when the effect activates.
 - Requires VisuMZ_0_CoreEngine.
 Mirror Animation:
 - Mirror the effect animation?
 - Requires VisuMZ_0_CoreEngine.
 Mute Animation:
 - Mute the effect animation?
 - Requires VisuMZ_0_CoreEngine.

---

Popups

 Text:
 - Text displayed upon the effect activating.
 - Requires VisuMZ_1_BattleCore.
 Text Color:
 - Use #rrggbb for custom colors or regular numbers for text colors from
   the Window Skin.
 Flash Color:
 - Adjust the popup's flash color.
 - Format: [red, green, blue, alpha]
 Flash Duration:
 - What is the frame duration of the flash effect?

---

JavaScript

 JS: On Unleash:
 - Code ran when a Weapon Unleash triggers.

---

Guard Unleash Settings

WeaponUnleashMZ.gif

WeaponUnleashParams2.png

Special effects regarding Guard Unleashes. These include animations and text popups that appear visually along with mechanical effects that can be extended upon with JavaScript.

---

Animation

 Animation ID:
 - Play this animation when the effect activates.
 - Requires VisuMZ_0_CoreEngine.
 Mirror Animation:
 - Mirror the effect animation?
 - Requires VisuMZ_0_CoreEngine.
 Mute Animation:
 - Mute the effect animation?
 - Requires VisuMZ_0_CoreEngine.

---

Popups

 Text:
 - Text displayed upon the effect activating.
 - Requires VisuMZ_1_BattleCore.
 Text Color:
 - Use #rrggbb for custom colors or regular numbers for text colors from
   the Window Skin.
 Flash Color:
 - Adjust the popup's flash color.
 - Format: [red, green, blue, alpha]
 Flash Duration:
 - What is the frame duration of the flash effect?

---

JavaScript

 JS: On Unleash:
 - Code ran when a Guard Unleash triggers.

---


Terms of Use

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

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

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

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

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

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

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

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

Terms of Use: Japanese


『VisuStella MZ』利用規約

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

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

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

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

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

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

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

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

Credits

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

Team VisuStella

Changelog

Version 1.00: September 25, 2020

  • Finished Plugin!

End of File