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	<id>http://www.yanfly.moe/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Irina</id>
	<title>Yanfly.moe Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://www.yanfly.moe/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Irina"/>
	<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/Special:Contributions/Irina"/>
	<updated>2026-04-17T14:29:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestPlugins&amp;diff=17643</id>
		<title>Template:MainPageLatestPlugins</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestPlugins&amp;diff=17643"/>
		<updated>2026-03-15T11:54:04Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__ &amp;lt;!-- Make sure there are only seven entries visible at a given time, everything after archive --&amp;gt;&lt;br /&gt;
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|&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; cellspacing=&amp;quot;5&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2026 March 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #159]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 6 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Mostly bug fixes and compatibility updates!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2026 February 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #158]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 5 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Mostly bug fixes!&lt;br /&gt;
: Happy Lunar New Year!❤️&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2026 January 19&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #157]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: [[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
; New Features: Reference Switches and Reference Variables&lt;br /&gt;
: &lt;br /&gt;
: [[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
; New Features: Auto-Conversion for States&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 December 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #156]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 12 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: [[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
; New Plugin Parameter&lt;br /&gt;
: &lt;br /&gt;
: [[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
; New Features/Plugin Parameters&lt;br /&gt;
: &lt;br /&gt;
: [[Map Camera Zoom VisuStella MZ]]&lt;br /&gt;
; New Plugin Parameter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 November 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #155]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 4 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: [[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
; New notetag&lt;br /&gt;
: &lt;br /&gt;
: [[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
; New script calls&lt;br /&gt;
: &lt;br /&gt;
: [[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
; New Voice Acting Plugin Parameters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 October 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #154]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 5 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: This month's changes are bug fixes and compatibility patches!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 September 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #153]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 11 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Mostly bug fixes and compatibility patches this month!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
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&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;== Archived ==&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
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&amp;lt;!-- Insert archived stuff below here. ================================================================================================================================= --&amp;gt;&lt;br /&gt;
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&amp;lt;!-- Insert archived stuff below here. ================================================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 August 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #152]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 6 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: All bug fixes and compatibility patches this month&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 July 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #151]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 7 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: All bug fixes and compatibility patches this month&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 June 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #150]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: AP, SP, CP, and JP got new notetags to give more options to gain bonuses.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 May 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #149]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Mostly bug fixes and compatibility patches&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 May 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #149]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Mostly bug fixes and compatibility patches&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 April 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #148]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Skill Toggles have been added&lt;br /&gt;
: [[File:SkillToggle.gif|228px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #147]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 11 Plugins&lt;br /&gt;
: Many bug fixes and new features!&lt;br /&gt;
: [[File:WeaknessUpdate.png|228px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #146]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 33 Plugins&lt;br /&gt;
: Mostly compatibility updates for RMMZ 1.9.0!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Read more about the RMMZ 1.9.0 changes here:&lt;br /&gt;
: [[File:RMMZ_190.png|228px|center|link=RMMZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 January 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #145]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 21 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: We wish you all a very Happy New Year!&lt;br /&gt;
: [[File:HappyNewYear2025.jpg|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 December 19&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #144]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 13 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Skills &amp;amp; States Core&lt;br /&gt;
: Aura and Miasma Passives&lt;br /&gt;
: [[File:SkillsStatesCore_Aura.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 November 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #143]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 13 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Items &amp;amp; Equips Core&lt;br /&gt;
: Shop Status Window Styles&lt;br /&gt;
: [[File:ItemEquipCore_StatusWindowStyles.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 October 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #142]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:EquipSetBonus_Wildcards.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 18 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎-&lt;br /&gt;
: Equipment Set Bonuses&lt;br /&gt;
: Set Wildcards&lt;br /&gt;
: [[File:EquipSetBonus_Wildcards.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 September 20&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Battle Core]:''' Fixed an error with in-battle status where buffed parameter value were visibly hidden.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/multi-layer-hp-gauge Multi-Layer HP Gauge]:''' Fixed an error where multi-layer HP gauges would cover the in-battle status window.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 September 19&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #141]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎-&lt;br /&gt;
: Battle Core&lt;br /&gt;
: In-Battle Status&lt;br /&gt;
: [[File:BattleCore_InBattleStatus1.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: -&lt;br /&gt;
: Main Menu Core&lt;br /&gt;
: Custom Mouse Cursor&lt;br /&gt;
: [[File:MainMenuCore_CustomCursor.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: -&lt;br /&gt;
: Encounter Effects&lt;br /&gt;
: Battle Transition Effects&lt;br /&gt;
: [[File:EncEffect_Glitch.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:EncEffect_Twirl.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:EncEffect_Warp.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 August 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #140]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Core Engine&lt;br /&gt;
: Taller Tiles&lt;br /&gt;
: [[File:CoreEngine-TallerTiles.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 July 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #139]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 22 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Options Core&lt;br /&gt;
: Rebind Keyboard/Controller&lt;br /&gt;
: [[File:OptionsCoreRebind1.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:OptionsCoreRebind2.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:OptionsCoreRebind3.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Message Core&lt;br /&gt;
: Auto-Casing&lt;br /&gt;
: [[File:MessageCore-AutoCasing.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 June 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #138]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 18 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Extended Tactics Menu&lt;br /&gt;
: [[File:BattleGridSystem_ExtendedTactics.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Tile expansion!&lt;br /&gt;
: [[File:EventsMoveCore_TileExpand.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Extinction Effect&lt;br /&gt;
: [[File:LifeStateEffects_Extinct.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Cascading Message Tooltips&lt;br /&gt;
: [[File:MessageKeywords_Cascades.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 May 18&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Battle Core]:''' Fixed an error that would cause a crash with Show Animation on the map scene.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 May 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #137]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 28 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
: [[File:DmgComboWindow.png]]&lt;br /&gt;
: A damage combo window added to Battle Core!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 May 8&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Skills &amp;amp; States Core]:''' Fixed an error with conditional switches not working for passive states.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/character-creation-system Character Creation System]:''' Fixed an error with BGM fading out after scene.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/skill-learn-system Skill Learn System]:''' Fixed incompatibility problem with Equip Passive System and ID clashing.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/item-amplify-skills Item Amplify Skills]:''' Fixed incompatibility problem with Sideview Battle UI.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 22&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' Fixed ''Area of Effect'' notetags should now work with regular targeting again.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-medal-system Equip Medal System]:''' Fixed odd error when medals have MaxHP/MaxMP traits.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/unique-tile-effects Unique Tile Effects]:''' ''Can Swim'' notetag can now work from inventory.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #136]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 30 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 31&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Skills &amp;amp; States Core]:''' Non-show passive state fixes.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' Lots of fixes.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/date-time-system Date &amp;amp; Time System]:''' Fix HUD display plugin parameters.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-battle-skills Equip Battle Skills]:''' Better Command Remember support.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-passive-system Equip Passive States]:''' Fixed non-description crash.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/event-chain-reactions Event Chain Reactions]:''' Non-heavy player fix.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.150.jpg|300px|link=Battle Grid System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Battle Grid System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/swoS2bwVj0k here]!&lt;br /&gt;
: This is VisuStella MZ's #150th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Equip Medal System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.149.jpg|300px|link=Equip Medal System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Equip Medal System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/guIvEDn_X3o here]!&lt;br /&gt;
: This is VisuStella MZ's #149th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Equip Passive System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.148.jpg|300px|link=Equip Passive System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Equip Passive System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/n_X2J2Q9FHQ here]!&lt;br /&gt;
: This is VisuStella MZ's #148th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 18 + 24&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for 1 plugin!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' &lt;br /&gt;
::: Fixed a game freeze that would occur from displaying certain skill types within non-battle scenes.&lt;br /&gt;
::: Fixed a bug with weapon ranges used by enemies not registering correctly&lt;br /&gt;
::: Fixed a bug where crash targets did not register properly&lt;br /&gt;
::: Fixed a bug where starting ranks/flanks did not register properly&lt;br /&gt;
::: Fixed a notetag example that was just incorrect and wouldn't do anything&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #135]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 28 Plugins&lt;br /&gt;
: Lots of bug fixes!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 6&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for 5 plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-passive-system Equip Passive System]:''' Fixed some notetags that did not allow for numeric ID's.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-medal-system Equip Medal System]:''' Fixed some notetags that did not allow for numeric ID's. Also fixed the evolve into next notetag.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/item-concoct-skills Item Concoction Skills]:''' Fixed masking not updating.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 24&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for 5 plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/aggro-control-system Aggro Control System]:''' Updated to better fit Battle Grid System&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' Fixed a bug where it required State Tooltips; Fixed a bug where the action sequence to add triggers to nodes did not work&lt;br /&gt;
:: '''[https://visustellamz.itch.io/item-crafting-system Item Crafting System]:''' Fixed a crash that would otherwise require the batch shop plugin.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-passive-system Equip Passive System]:''' Fixed a crash that required passives to have help descriptions&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-medal-system Equip Medal System]:''' Fixed the inability to access the medal menu if &amp;quot;Optimize&amp;quot; and &amp;quot;Clear&amp;quot; were removed.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/grande Early Access for the Grande Series has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:Grande.jpg|300px|link=https://visustellamz.itch.io/grande]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[Equip Passive System VisuStella MZ]]&lt;br /&gt;
; [[Equip Medal System VisuStella MZ]]&lt;br /&gt;
; [[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Tile Grafter System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.147.jpg|300px|link=Tile Grafter System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Tile Grafter System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/3bbNd1Z_pX8 here]!&lt;br /&gt;
: This is VisuStella MZ's #147th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Picture Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.146.jpg|300px|link=Picture Effects VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Picture Effects VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/e_p8YAnEjbM here]!&lt;br /&gt;
: This is VisuStella MZ's #146th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 19&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Date and Time System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.145.jpg|300px|link=Date and Time System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Date and Time System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/qOF1qCMqqyU here]!&lt;br /&gt;
: This is VisuStella MZ's #145th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #134]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 21 Plugins&lt;br /&gt;
: Lots of new features added including Custom Font Manager!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/wanderlust-vol-2 Early Access for the Wanderlust Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:WanderlustVol2.jpg|300px|link=https://visustellamz.itch.io/wanderlust-vol-2]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[Date and Time System VisuStella MZ]]&lt;br /&gt;
; [[Picture Effects VisuStella MZ]]&lt;br /&gt;
; [[Tile Grafter System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Dice Rolls and RNG Seeds VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.144.jpg|300px|link=Dice Rolls and RNG Seeds VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Dice Rolls and RNG Seeds VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=EwwPnRvCrS4 here]!&lt;br /&gt;
: This is VisuStella MZ's #144th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Event Signals VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.143.jpg|300px|link=Event Signals VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Event Signals VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/lLCr7T93Ndw here]!&lt;br /&gt;
: This is VisuStella MZ's #143rd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.142.jpg|300px|link=QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''QTE and Trigger System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/UTak0ezYszI here]!&lt;br /&gt;
: This is VisuStella MZ's #142nd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #133]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: Lots of new features added including Text &amp;amp; Audio Language Switching!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/custom-construct-vol-4 Early Access for the Custom Construct Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:CustomConstructVol4.jpg|300px|link=https://visustellamz.itch.io/custom-construct-vol-4]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
; [[Event Signals VisuStella MZ]]&lt;br /&gt;
; [[Dice Rolls and RNG Seeds VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 December 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #132]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 24 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 December 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Shop Bust Style UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.141.jpg|300px|link=Shop Bust Style UI VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Shop Bust Style UI''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=MDgeccpI3-0 here]!&lt;br /&gt;
: This is VisuStella MZ's #141st plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix made for 3 plugins!&lt;br /&gt;
: [[File:HotFix.jpg|300px|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
: [https://visustella.itch.io/visumz-sample Message Core] (better Wordwrap Support for CN/JP)&lt;br /&gt;
: [https://visustella.itch.io/visumz-sample Items &amp;amp; Equips Core] (fixed Cursed Item message)&lt;br /&gt;
: [https://visustellamz.itch.io/skill-shop Skill Shop] (fixed crash at startup)&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Shop Batches VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.140.jpg|300px|link=Shop Batches VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Shop Batches''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=fYBUbaifslU here]!&lt;br /&gt;
: This is VisuStella MZ's #140th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.139.jpg|300px|link=Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Shop Listing Unlock''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=D2PGsbSZUUY here]!&lt;br /&gt;
: This is VisuStella MZ's #139th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #131]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 17 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/merchant-manager-series-vol-4 Early Access for the Merchant Manager Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:MerchantManagerVol4.jpg|300px|link=https://visustellamz.itch.io/merchant-manager-series-vol-4]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
; [[Shop Batches VisuStella MZ]]&lt;br /&gt;
; [[Shop Bust Style UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.138.jpg|300px|link=Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Item Amplify Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=o2uU2f08-oU here]!&lt;br /&gt;
: This is VisuStella MZ's #138th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.137.jpg|300px|link=Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Item Concoction Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=BZ0AAnKa-cA here]!&lt;br /&gt;
: This is VisuStella MZ's #137th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Item Throw Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.136.jpg|300px|link=Item Throw Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Item Throw Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=16yks-S7o_s here]!&lt;br /&gt;
: This is VisuStella MZ's #136th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #130]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 13 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/combat-crusaders-vol-2 Early Access for the Combat Crusaders Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:CombatCrusadersVol2.jpg|300px|link=https://visustellamz.itch.io/combat-crusaders-vol-2]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Item Throw Skills VisuStella MZ]]&lt;br /&gt;
: [[Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
: [[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.135.jpg|300px|link=Character Creation System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Character Creation System''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=BHMzb6UUgQM here]!&lt;br /&gt;
: This is VisuStella MZ's #135th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Challenge System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.134.jpg|300px|link=Challenge System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Challenge System''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=Iz1YjaMpeuc here]!&lt;br /&gt;
: This is VisuStella MZ's #134th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Random Dungeon Maps VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.133.jpg|300px|link=Random Dungeon Maps VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Random Dungeon Maps''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=ZEF2WyxDDSU here]!&lt;br /&gt;
: This is VisuStella MZ's #133nd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #129]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 19 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/dungeon-divers-vol-2 Early Access for the Dungeon Divers Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:DungeonDiversVol2.jpg|300px|link=https://visustellamz.itch.io/dungeon-divers-vol-2]]&lt;br /&gt;
&amp;lt;!-- : &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2244952&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/dungeon-divers-vol-2&amp;quot;&amp;gt;[Access Key] Dungeon Divers Series Vol. 2 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Random Dungeon Maps VisuStella MZ]]&lt;br /&gt;
: [[Challenge System VisuStella MZ]]&lt;br /&gt;
: [[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Side Chatter VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.132.jpg|300px|link=Side Chatter VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Side Chatter''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/-BfMuGK4HAU here]!&lt;br /&gt;
: This is VisuStella MZ's #132nd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Battle Voices VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.131.jpg|300px|link=Battle Voices VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Battle Voices''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/3mBMJL4rbFc here]!&lt;br /&gt;
: This is VisuStella MZ's #131st plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Voice Acting Control VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.130.jpg|300px|link=Voice Acting Control VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Voice Acting Control''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=cHlAP5bBJEY here]!&lt;br /&gt;
: This is VisuStella MZ's #130th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #128]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 26 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/visual-novel-vol-4 Early Access for the Visual Novel Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2193581&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/visual-novel-vol-4&amp;quot;&amp;gt;[Access Key] Visual Novel Series Vol. 4 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Voice Acting Control VisuStella MZ]]&lt;br /&gt;
: [[Battle Voices VisuStella MZ]]&lt;br /&gt;
: [[Side Chatter VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Icon Balloons VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.129.jpg|300px|link=Icon Balloons VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Icon Balloons''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=seSLVWpaaVc here]!&lt;br /&gt;
: This is VisuStella MZ's #129th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Proximity Messages VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.128.jpg|300px|link=Proximity Messages VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Proximity Messages''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=oLHPOoqg6kc here]!&lt;br /&gt;
: This is VisuStella MZ's #128th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Map Event Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.127.jpg|300px|link=Map Event Effects VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Map Event Effects''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=Kk11pfa3v6w here]!&lt;br /&gt;
: This is VisuStella MZ's #127th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #127]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 23 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/enchanted-explorers-vol-2 Early Access for the Enchanted Explorers Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2142226&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/enchanted-explorers-vol-2&amp;quot;&amp;gt;[Access Key] Enchanted Explorers Series Volume 2 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Map Event Effects VisuStella MZ]]&lt;br /&gt;
: [[Proximity Messages VisuStella MZ]]&lt;br /&gt;
: [[Icon Balloons VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Skill Stealer VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.126.jpg|300px|link=Skill Stealer VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Skill Stealer''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=ab6cIhYMav8 here]!&lt;br /&gt;
: This is VisuStella MZ's #126th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Skill Mastery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.125.jpg|300px|link=Skill Mastery VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Skill Mastery''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=hjAEq9xIuA4 here]!&lt;br /&gt;
: This is VisuStella MZ's #125th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.124.jpg|300px|link=Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Equip Battle Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/EKaSYFdUdEE here]!&lt;br /&gt;
: This is VisuStella MZ's #124th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #126]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 14 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 31&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix made for 2 plugins!&lt;br /&gt;
: [[File:HotFix.jpg|300px|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
: [https://visustellamz.itch.io/frontview-battle-ui Frontview Battle UI]&lt;br /&gt;
: [https://visustellamz.itch.io/furniture-system Furniture System]&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/battle-technician-vol-4 Early Access for the Battle Technician Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2088596&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/battle-technician-vol-4&amp;quot;&amp;gt;[Access Key] Battle Technician Series Vol. 4 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
: [[Skill Mastery VisuStella MZ]]&lt;br /&gt;
: [[Skill Stealer VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Skill Shop VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.123.jpg|300px|link=Skill Shop VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Skill Shop''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=jNZerP-1hXY here]!&lt;br /&gt;
: This is VisuStella MZ's #123 plugin!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix made for Battle System - ATB&lt;br /&gt;
: [[File:VisuMZ.022.jpg|300px|link=https://visustellamz.itch.io/battle-system-atb]]&lt;br /&gt;
: A hot fix has been made for the Battle System - ATB plugin.&lt;br /&gt;
: [https://visustellamz.itch.io/battle-system-atb Please download it again].&lt;br /&gt;
: Thank you and sorry for the inconvenience!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Recruiting Board VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.122.jpg|300px|link=Recruiting Board VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Recruiting Board''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=j-QoO5dSja8 here]!&lt;br /&gt;
: This is VisuStella MZ's #122 plugin!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Hospital Shop VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.121.jpg|300px|link=Hospital Shop VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Hospital Shop''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=FdzG-ealtys here]!&lt;br /&gt;
: This is VisuStella MZ's #121 plugin!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #125]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 17 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/merchant-manager-series-vol-3 Early Access for the Merchant Manager Series Volume 3 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2013860&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/merchant-manager-series-vol-3&amp;quot;&amp;gt;[Access Key] Merchant Manager Series Vol. 3 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Hospital Shop VisuStella MZ]]&lt;br /&gt;
: [[Recruiting Board VisuStella MZ]]&lt;br /&gt;
: [[Skill Shop VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #124]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Multi-Layer HP Gauge VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=HgrL31Smu08&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 5&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Visual Gauge Styles VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=J7r-Yx2MBSA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 3&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Bestiary VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=VGzXdawZ16M&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 March 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix!&lt;br /&gt;
&lt;br /&gt;
Hot fixes have been made for plugin(s) below. Please download them again:&lt;br /&gt;
&lt;br /&gt;
: [[Unique Tile Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #123]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 22 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 February 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #122]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 19 Plugins&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/visual-novel-vol-3 Early Access for the Visual Novel Series Volume 3 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/1886739&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/visual-novel-vol-3&amp;quot;&amp;gt;[Access Key] Visual Novel Series Vol. 3 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Animated Message Text Effects VisuStella MZ]]&lt;br /&gt;
: [[Visual Cutin Effect VisuStella MZ]]&lt;br /&gt;
: [[CG Gallery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #121]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 23 Plugins&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Unique Tile Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=lZesyw9DFdo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Event Chain Reactions VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=RY7rxwZTw0I&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Tutorial Panel System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=Y9CwVDMpOPc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Latest Plugins 2023}}&lt;br /&gt;
{{Latest Plugins 2022 Q4}}&lt;br /&gt;
{{Latest Plugins 2022 Q3}}&lt;br /&gt;
{{Latest Plugins 2022 Q2}}&lt;br /&gt;
{{Latest Plugins 2022 Q1}}&lt;br /&gt;
{{Latest Plugins 2021 Q4}}&lt;br /&gt;
{{Latest Plugins 2021 Q3}}&lt;br /&gt;
{{Latest Plugins 2021 Q2}}&lt;br /&gt;
{{Latest Plugins 2021 Q1}}&lt;br /&gt;
{{Latest Plugins 2020 Q4}}&lt;br /&gt;
{{Latest Plugins 2020 Q3}}&lt;br /&gt;
{{Latest Plugins 2020 Q2}}&lt;br /&gt;
{{Latest Plugins 2020 Q1}}&lt;br /&gt;
{{Latest Plugins 2019}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Display templates|MainPageLatestPlugins]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;|}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Skills_and_States_Core_Notetags&amp;diff=17642</id>
		<title>Template:VisuMZ Skills and States Core Notetags</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Skills_and_States_Core_Notetags&amp;diff=17642"/>
		<updated>2026-03-15T02:03:45Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Display templates|VisuMZ Skills and States Core Notetags]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
The following are notetags that have been added through this plugin. These&lt;br /&gt;
notetags will not work with your game if this plugin is OFF or not present.&lt;br /&gt;
&lt;br /&gt;
=== General Skill Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreStype.png]]&lt;br /&gt;
&lt;br /&gt;
The following are general notetags that are skill-related.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Skill Type: x&amp;gt;&lt;br /&gt;
&amp;lt;Skill Types: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Skill Type: name&amp;gt;&lt;br /&gt;
&amp;lt;Skill Types: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Marks the skill to have multiple Skill Types, meaning they would appear&lt;br /&gt;
  under different skill types without needing to create duplicate skills.&lt;br /&gt;
- Replace 'x' with a number value representing the Skill Type's ID.&lt;br /&gt;
- If using 'name' notetag variant, replace 'name' with the Skill Type(s)&lt;br /&gt;
  name desired to be added.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;List Name: name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Makes the name of the skill appear different when show in the skill list.&lt;br /&gt;
- Using \V[x] as a part of the name will display that variable.&lt;br /&gt;
- If used with Battle Core's &amp;lt;Command Text: x&amp;gt;, the Command Text notetag&lt;br /&gt;
  will take priority in the command window, but the List Name notetag will&lt;br /&gt;
  appear in the skill list.&lt;br /&gt;
- This does not change the display text. If you'd like to change that, use&lt;br /&gt;
  the Battle Core's &amp;lt;Display Text: x&amp;gt; notetag along with this notetag.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;ID Sort Priority: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Used for Scene_Skill.&lt;br /&gt;
- Changes sorting priority by ID for skills to 'x'.&lt;br /&gt;
  - Default priority level is '50'.&lt;br /&gt;
- Skills with higher priority values will be sorted higher up on the list&lt;br /&gt;
  while lower values will be lower on the list.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Skill Cost Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesSkillCosts.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The following are notetags that can be used to adjust skill costs. Some of&lt;br /&gt;
these notetags are added through the Plugin Parameter: Skill Cost Types and&lt;br /&gt;
can be altered there. This also means that some of these notetags can have&lt;br /&gt;
their functionality altered and/or removed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;type Cost: x&amp;gt;&lt;br /&gt;
&amp;lt;type Cost: x%&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- These notetags are used to designate costs of custom or already existing&lt;br /&gt;
  types that cannot be made by the Database Editor.&lt;br /&gt;
- Replace 'type' with a resource type. Existing ones found in the Plugin&lt;br /&gt;
  Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added.&lt;br /&gt;
- Replace 'x' with a number value to determine the exact type cost value.&lt;br /&gt;
  This lets you bypass the Database Editor's limit of 9,999 MP and 100 TP.&lt;br /&gt;
- The 'x%' version is replaced with a percentile value to determine a cost&lt;br /&gt;
  equal to a % of the type's maximum quantity limit.&lt;br /&gt;
- Functionality for these notetags can be altered in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  &amp;lt;HP Cost: 500&amp;gt;&lt;br /&gt;
  &amp;lt;MP Cost: 25%&amp;gt;&lt;br /&gt;
  &amp;lt;Gold Cost: 3000&amp;gt;&lt;br /&gt;
  &amp;lt;Potion Cost: 5&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;type Cost Max: x&amp;gt;&lt;br /&gt;
&amp;lt;type Cost Min: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- These notetags are used to ensure conditional and % costs don't become too&lt;br /&gt;
  large or too small.&lt;br /&gt;
- Replace 'type' with a resource type. Existing ones found in the Plugin&lt;br /&gt;
  Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added.&lt;br /&gt;
- Replace 'x' with a number value to determine the maximum or minimum values&lt;br /&gt;
  that the cost can be.&lt;br /&gt;
- Functionality for these notetags can be altered in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  &amp;lt;HP Cost Max: 1500&amp;gt;&lt;br /&gt;
  &amp;lt;MP Cost Min: 5&amp;gt;&lt;br /&gt;
  &amp;lt;Gold Cost Max: 10000&amp;gt;&lt;br /&gt;
  &amp;lt;Potion Cost Min: 3&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;type Cost: +x&amp;gt;&lt;br /&gt;
&amp;lt;type Cost: -x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;type Cost: x%&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- The related actor will raise/lower the cost of any skill that uses the&lt;br /&gt;
  'type' cost by a specified amount.&lt;br /&gt;
- Replace 'type' with a resource type. Existing ones found in the Plugin&lt;br /&gt;
  Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added.&lt;br /&gt;
- For % notetag variant: Replace 'x' with a number value to determine the&lt;br /&gt;
  rate to adjust the Skill Cost Type by as a rate value. This is applied&lt;br /&gt;
  before &amp;lt;type Cost: +x&amp;gt; and &amp;lt;type Cost: -x&amp;gt; notetags.&lt;br /&gt;
- For + and - notetag variants: Replace 'x' with a number value to determine&lt;br /&gt;
  how much to adjust the Skill Cost Type by as a flat value. This is applied&lt;br /&gt;
  after &amp;lt;type Cost: x%&amp;gt; notetags.&lt;br /&gt;
- Functionality for these notetags can be altered in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  &amp;lt;HP Cost: +20&amp;gt;&lt;br /&gt;
  &amp;lt;MP Cost: -10&amp;gt;&lt;br /&gt;
  &amp;lt;Gold Cost: 50%&amp;gt;&lt;br /&gt;
  &amp;lt;Potion Cost: 200%&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Custom Cost Text&amp;gt;&lt;br /&gt;
 text&lt;br /&gt;
&amp;lt;/Custom Cost Text&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Allows you to insert custom text into the skill's cost area towards the&lt;br /&gt;
  end of the costs.&lt;br /&gt;
- Replace 'text' with the text you wish to display.&lt;br /&gt;
- Text codes may be used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== JavaScript Notetags: Skill Costs ===&lt;br /&gt;
&lt;br /&gt;
The following are notetags made for users with JavaScript knowledge to&lt;br /&gt;
determine any dynamic Skill Cost Types used for particular skills.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS type Cost&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 cost = code;&lt;br /&gt;
&amp;lt;/JS type Cost&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Replace 'type' with a resource type. Existing ones found in the Plugin&lt;br /&gt;
  Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added.&lt;br /&gt;
- Replace 'code' to determine the type 'cost' of the skill.&lt;br /&gt;
- Insert the final type cost into the 'cost' variable.&lt;br /&gt;
- The 'user' variable refers to the user about to perform the skill.&lt;br /&gt;
- The 'skill' variable refers to the skill being used.&lt;br /&gt;
- Functionality for the notetag can be altered in the Plugin Parameters.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Gauge Replacement Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesSpriteGauges.png]]&lt;br /&gt;
&lt;br /&gt;
Certain classes can have their gauges swapped out for other Skill Cost&lt;br /&gt;
Types. This is especially helpful for the classes that don't utilize those&lt;br /&gt;
Skill Cost Types. You can mix and match them however you want.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Replace HP Gauge: type&amp;gt;&lt;br /&gt;
&amp;lt;Replace MP Gauge: type&amp;gt;&lt;br /&gt;
&amp;lt;Replace TP Gauge: type&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Class Notetags&lt;br /&gt;
- Replaces the HP (1st), MP (2nd), or TP (3rd) gauge with a different Skill&lt;br /&gt;
  Cost Type.&lt;br /&gt;
- Replace 'type' with a resource type. Existing ones found in the Plugin&lt;br /&gt;
  Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added.&lt;br /&gt;
- Replace 'type' with 'none' to not display any gauges there.&lt;br /&gt;
- The &amp;lt;Replace TP Gauge: type&amp;gt; will require 'Display TP in Window' setting&lt;br /&gt;
  to be on in the Database &amp;gt; System 1 tab.&lt;br /&gt;
- Functionality for the notetags can be altered by changes made to the&lt;br /&gt;
  Skill &amp;amp; States Core Plugin Parameters.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Item Cost-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCore_Update123_Preview.png]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Item Cost: x name&amp;gt;&lt;br /&gt;
&amp;lt;Weapon Cost: x name&amp;gt;&lt;br /&gt;
&amp;lt;Armor Cost: x name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- The skill will consume items, weapons, and/or armors in order to be used.&lt;br /&gt;
  - Non-consumable items will not be consumed but their amounts will be&lt;br /&gt;
    required.&lt;br /&gt;
- Replace 'x' with a number representing the respective item cost.&lt;br /&gt;
- Replace 'name' with text representing the respective item, weapon, or&lt;br /&gt;
  armor to be consumed.&lt;br /&gt;
- Insert multiples of this notetag to consume multiple items, weapons,&lt;br /&gt;
  and/or armors.&lt;br /&gt;
- Functionality for these notetags can be altered in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;Item Cost: 5 Magic Water&amp;gt;&lt;br /&gt;
  &amp;lt;Item Cost: 2 Antidote&amp;gt;&lt;br /&gt;
  &amp;lt;Weapon Cost: 1 Short Sword&amp;gt;&lt;br /&gt;
  &amp;lt;Armor Cost: 3 Cloth Armor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Item Cost Max: x name&amp;gt;&lt;br /&gt;
&amp;lt;Item Cost Min: x name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Weapon Cost Max: x name&amp;gt;&lt;br /&gt;
&amp;lt;Weapon Cost Min: x name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Armor Cost Max: x name&amp;gt;&lt;br /&gt;
&amp;lt;Armor Cost Min: x name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Sets up a maximum/minimum cost for the item, weapon, armor type costs.&lt;br /&gt;
- Replace 'x' with a number representing the maximum or minimum cost.&lt;br /&gt;
- Replace 'name' with text representing the respective item, weapon, or&lt;br /&gt;
  armor to be consumed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;Item Cost Max: 10 Magic Water&amp;gt;&lt;br /&gt;
  &amp;lt;Item Cost Min: 2 Antidote&amp;gt;&lt;br /&gt;
  &amp;lt;Weapon Cost Max: 3 Short Sword&amp;gt;&lt;br /&gt;
  &amp;lt;Armor Cost Min: 1 Cloth Armor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Item Cost: +x name&amp;gt;&lt;br /&gt;
&amp;lt;Item Cost: -x name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Weapon Cost: +x name&amp;gt;&lt;br /&gt;
&amp;lt;Weapon Cost: -x name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Armor Cost: +x name&amp;gt;&lt;br /&gt;
&amp;lt;Armor Cost: -x name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Item Cost: x% name&amp;gt;&lt;br /&gt;
&amp;lt;Weapon Cost: x% name&amp;gt;&lt;br /&gt;
&amp;lt;Armor Cost: x% name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- The related actor will raise/lower the item, weapon, and/or armor costs of&lt;br /&gt;
  any skill that costs those items, weapons, and/or armors by x%.&lt;br /&gt;
- For % notetag variant: Replace 'x' with a number value to determine the&lt;br /&gt;
  rate to adjust the Skill Cost Type by as a rate value. This is applied&lt;br /&gt;
  before &amp;lt;type Cost: +x&amp;gt; and &amp;lt;type Cost: -x&amp;gt; notetags.&lt;br /&gt;
- For + and - notetag variants: Replace 'x' with a number value to determine&lt;br /&gt;
  how much to adjust the Skill Cost Type by as a flat value. This is applied&lt;br /&gt;
  after &amp;lt;type Cost: x%&amp;gt; notetags.&lt;br /&gt;
- Replace 'name' with text representing the respective item, weapon, or&lt;br /&gt;
  armor to be consumed.&lt;br /&gt;
- Insert multiples of this notetag to consume multiple items, weapons,&lt;br /&gt;
  and/or armors.&lt;br /&gt;
- Functionality for these notetags can be altered in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;Item Cost: +1 Magic Water&amp;gt;&lt;br /&gt;
  &amp;lt;Item Cost: -2 Antidote&amp;gt;&lt;br /&gt;
  &amp;lt;Weapon Cost: 50% Short Sword&amp;gt;&lt;br /&gt;
  &amp;lt;Armor Cost: 200% Cloth Armor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Replace Item name1 Cost: name2&amp;gt;&lt;br /&gt;
&amp;lt;Replace Weapon name1 Cost: name2&amp;gt;&lt;br /&gt;
&amp;lt;Replace Armor name1 Cost: name2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- The related actor will not consume 'name1' items, weapons, or armors.&lt;br /&gt;
  Instead, the cost will be redirected to 'name2' items, weapons, or armors.&lt;br /&gt;
  - Even non-consumable items will be consumed.&lt;br /&gt;
- Replace 'name1' with text representing the respective item, weapon, or&lt;br /&gt;
  armor that is the original cost type.&lt;br /&gt;
- Replace 'name2' with text representing the respective item, weapon, or&lt;br /&gt;
  armor that will be consumed instead.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;Replace Item Magic Water Cost: Potion&amp;gt;&lt;br /&gt;
  &amp;lt;Replace Item Antidote Cost: Dispel Herb&amp;gt;&lt;br /&gt;
  &amp;lt;Replace Weapon Short Sword Cost: Falchion&amp;gt;&lt;br /&gt;
  &amp;lt;Replace Armor Cloth Armor Cost: Leather Armor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Skill Accessibility Notetags ===&lt;br /&gt;
&lt;br /&gt;
Sometimes, you don't want all skills to be visible whether it be to hide&lt;br /&gt;
menu-only skills during battle, until certain switches are turned ON/OFF, or&lt;br /&gt;
until certain skills have been learned.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Hide in Battle&amp;gt;&lt;br /&gt;
&amp;lt;Hide outside Battle&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Makes the specific skill visible or hidden depending on whether or not the&lt;br /&gt;
  player is currently in battle.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Show Switch: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Show All Switches: x,x,x&amp;gt;&lt;br /&gt;
&amp;lt;Show Any Switches: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines the visibility of the skill based on switches.&lt;br /&gt;
- Replace 'x' with the switch ID to determine the skill's visibility.&lt;br /&gt;
- If 'All' notetag variant is used, skill will be hidden until all switches&lt;br /&gt;
  are ON. Then, it would be shown.&lt;br /&gt;
- If 'Any' notetag variant is used, skill will be shown if any of the&lt;br /&gt;
  switches are ON. Otherwise, it would be hidden.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Hide Switch: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hide All Switches: x,x,x&amp;gt;&lt;br /&gt;
&amp;lt;Hide Any Switches: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines the visibility of the skill based on switches.&lt;br /&gt;
- Replace 'x' with the switch ID to determine the skill's visibility.&lt;br /&gt;
- If 'All' notetag variant is used, skill will be shown until all switches&lt;br /&gt;
  are ON. Then, it would be hidden.&lt;br /&gt;
- If 'Any' notetag variant is used, skill will be hidden if any of the&lt;br /&gt;
  switches are ON. Otherwise, it would be shown.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Show if learned Skill: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Show if learned All Skills: x,x,x&amp;gt;&lt;br /&gt;
&amp;lt;Show if learned Any Skills: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Show if learned Skill: name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Show if learned All Skills: name, name, name&amp;gt;&lt;br /&gt;
&amp;lt;Show if learned Any Skills: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines the visibility of the skill based on skills learned.&lt;br /&gt;
- Determines the visibility of the skill based on skills learned.&lt;br /&gt;
- This does not apply to skills added by traits on actors, classes, any&lt;br /&gt;
  equipment, or states. These are not considered learned skills. They are&lt;br /&gt;
  considered temporary skills.&lt;br /&gt;
- Replace 'x' with the skill ID to determine the skill's visibility.&lt;br /&gt;
- If 'name' notetag viarant is used, replace 'name' with the skill's name to&lt;br /&gt;
  be checked for the notetag.&lt;br /&gt;
- If 'All' notetag variant is used, skill will be hidden until all skills&lt;br /&gt;
  are learned. Then, it would be shown.&lt;br /&gt;
- If 'Any' notetag variant is used, skill will be shown if any of the skills&lt;br /&gt;
  are learned. Otherwise, it would be hidden.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Hide if learned Skill: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hide if learned All Skills: x,x,x&amp;gt;&lt;br /&gt;
&amp;lt;Hide if learned Any Skills: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hide if learned Skill: name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hide if learned All Skills: name, name, name&amp;gt;&lt;br /&gt;
&amp;lt;Hide if learned Any Skills: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines the visibility of the skill based on skills learned.&lt;br /&gt;
- This does not apply to skills added by traits on actors, classes, any&lt;br /&gt;
  equipment, or states. These are not considered learned skills. They are&lt;br /&gt;
  considered temporary skills.&lt;br /&gt;
- Replace 'x' with the skill ID to determine the skill's visibility.&lt;br /&gt;
- If 'name' notetag viarant is used, replace 'name' with the skill's name to&lt;br /&gt;
  be checked for the notetag.&lt;br /&gt;
- If 'All' notetag variant is used, skill will be shown until all skills&lt;br /&gt;
  are learned. Then, it would be hidden.&lt;br /&gt;
- If 'Any' notetag variant is used, skill will be hidden if any of the&lt;br /&gt;
  skills are learned. Otherwise, it would be shown.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Show if has Skill: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Show if have All Skills: x,x,x&amp;gt;&lt;br /&gt;
&amp;lt;Show if have Any Skills: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Show if has Skill: name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Show if have All Skills: name, name, name&amp;gt;&lt;br /&gt;
&amp;lt;Show if have Any Skills: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines the visibility of the skill based on skills available.&lt;br /&gt;
- This applies to both skills that have been learned and/or temporarily&lt;br /&gt;
  added through traits on actors, classes, equipment, or states.&lt;br /&gt;
- Replace 'x' with the skill ID to determine the skill's visibility.&lt;br /&gt;
- If 'name' notetag viarant is used, replace 'name' with the skill's name to&lt;br /&gt;
  be checked for the notetag.&lt;br /&gt;
- If 'All' notetag variant is used, skill will be hidden until all skills&lt;br /&gt;
  are learned. Then, it would be shown.&lt;br /&gt;
- If 'Any' notetag variant is used, skill will be shown if any of the skills&lt;br /&gt;
  are learned. Otherwise, it would be hidden.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Hide if has Skill: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hide if have All Skills: x,x,x&amp;gt;&lt;br /&gt;
&amp;lt;Hide if have Any Skills: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hide if has Skill: name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hide if have All Skills: name, name, name&amp;gt;&lt;br /&gt;
&amp;lt;Hide if have Any Skills: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines the visibility of the skill based on skills available.&lt;br /&gt;
- This applies to both skills that have been learned and/or temporarily&lt;br /&gt;
  added through traits on actors, classes, equipment, or states.&lt;br /&gt;
- Replace 'x' with the skill ID to determine the skill's visibility.&lt;br /&gt;
- If 'name' notetag viarant is used, replace 'name' with the skill's name to&lt;br /&gt;
  be checked for the notetag.&lt;br /&gt;
- If 'All' notetag variant is used, skill will be shown until all skills&lt;br /&gt;
  are learned. Then, it would be hidden.&lt;br /&gt;
- If 'Any' notetag variant is used, skill will be hidden if any of the&lt;br /&gt;
  skills are learned. Otherwise, it would be shown.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Enable Switch: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Enable All Switches: x,x,x&amp;gt;&lt;br /&gt;
&amp;lt;Enable Any Switches: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines the enabled status of the skill based on switches.&lt;br /&gt;
- Replace 'x' with the switch ID to determine the skill's enabled status.&lt;br /&gt;
- If 'All' notetag variant is used, skill will be disabled until all&lt;br /&gt;
  switches are ON. Then, it would be enabled.&lt;br /&gt;
- If 'Any' notetag variant is used, skill will be enabled if any of the&lt;br /&gt;
  switches are ON. Otherwise, it would be disabled.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Disable Switch: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Disable All Switches: x,x,x&amp;gt;&lt;br /&gt;
&amp;lt;Disable Any Switches: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines the enabled status of the skill based on switches.&lt;br /&gt;
- Replace 'x' with the switch ID to determine the skill's enabled status.&lt;br /&gt;
- If 'All' notetag variant is used, skill will be enabled until all switches&lt;br /&gt;
  are ON. Then, it would be disabled.&lt;br /&gt;
- If 'Any' notetag variant is used, skill will be disabled if any of the&lt;br /&gt;
  switches are ON. Otherwise, it would be enabled.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== JavaScript Notetags: Skill Accessibility ===&lt;br /&gt;
&lt;br /&gt;
The following are notetags made for users with JavaScript knowledge to&lt;br /&gt;
determine if a skill can be accessible visibly or through usage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS Skill Visible&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 visible = code;&lt;br /&gt;
&amp;lt;/JS Skill Visible&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines the visibility of the skill based on JavaScript code.&lt;br /&gt;
- Replace 'code' to determine the type visibility of the skill.&lt;br /&gt;
- The 'visible' variable returns a boolean (true/false) to determine if the&lt;br /&gt;
  skill will be visible or not.&lt;br /&gt;
- The 'user' variable refers to the user with the skill.&lt;br /&gt;
- The 'skill' variable refers to the skill being checked.&lt;br /&gt;
- All other visibility conditions must be met for this code to count.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS Skill Enable&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 enabled = code;&lt;br /&gt;
&amp;lt;/JS Skill Enable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines the enabled status of the skill based on JavaScript code.&lt;br /&gt;
- Replace 'code' to determine the type enabled status of the skill.&lt;br /&gt;
- The 'enabled' variable returns a boolean (true/false) to determine if the&lt;br /&gt;
  skill will be enabled or not.&lt;br /&gt;
- The 'user' variable refers to the user with the skill.&lt;br /&gt;
- The 'skill' variable refers to the skill being checked.&lt;br /&gt;
- All other skill conditions must be met in order for this to code to count.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== General State-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreColors.png]]&lt;br /&gt;
&lt;br /&gt;
The following notetags are centered around states, such as how their turn&lt;br /&gt;
counts are displayed, items and skills that affect state turns, if the state&lt;br /&gt;
can avoid removal by death state, etc.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;No Death Clear&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Prevents this state from being cleared upon death.&lt;br /&gt;
- This allows this state to be added to an already dead battler, too.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;No Recover All Clear&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Prevents this state from being cleared upon using the Recover All command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Group Defeat&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- If an entire party is affected by states with the &amp;lt;Group Defeat&amp;gt; notetag,&lt;br /&gt;
  they are considered defeated.&lt;br /&gt;
- Usage for this includes party-wide petrification, frozen, etc.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Reapply Rules: Ignore&amp;gt;&lt;br /&gt;
&amp;lt;Reapply Rules: Reset&amp;gt;&lt;br /&gt;
&amp;lt;Reapply Rules: Greater&amp;gt;&lt;br /&gt;
&amp;lt;Reapply Rules: Add&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Choose what kind of rules this state follows if the state is being applied&lt;br /&gt;
  to a target that already has the state. This affects turns specifically.&lt;br /&gt;
- 'Ignore' will bypass any turn changes.&lt;br /&gt;
- 'Reset' will recalculate the state's turns.&lt;br /&gt;
- 'Greater' will choose to either keep the current turn count if it's higher&lt;br /&gt;
  than the reset amount or reset it if the current turn count is lower.&lt;br /&gt;
- 'Add' will add the state's turn count to the applied amount.&lt;br /&gt;
- If this notetag isn't used, it will use the rules set in the States &amp;gt;&lt;br /&gt;
  Plugin Parameters.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Positive State&amp;gt;&lt;br /&gt;
&amp;lt;Negative State&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Marks the state as a positive state or negative state, also altering the&lt;br /&gt;
  state's turn count color to match the Plugin Parameter settings.&lt;br /&gt;
- This also puts the state into either the 'Positive' category or&lt;br /&gt;
  'Negative' category.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Category: name&amp;gt;&lt;br /&gt;
&amp;lt;Category: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Arranges states into certain/multiple categories.&lt;br /&gt;
- Replace 'name' with a category name to mark this state as.&lt;br /&gt;
- Insert multiples of this to mark the state with  multiple categories.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Categories&amp;gt;&lt;br /&gt;
 name&lt;br /&gt;
 name&lt;br /&gt;
&amp;lt;/Categories&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Arranges states into certain/multiple categories.&lt;br /&gt;
- Replace each 'name' with a category name to mark this state as.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Bypass State Damage Removal: id&amp;gt;&lt;br /&gt;
&amp;lt;Bypass State Damage Removal: id, id, id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Bypass State Damage Removal: name&amp;gt;&lt;br /&gt;
&amp;lt;Bypass State Damage Removal: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- When this skill/item is used to attack an enemy with the listed state that&lt;br /&gt;
  would normally have on damage removal (ie Sleep).&lt;br /&gt;
- For 'id' variant, replace each 'id' with a number representing the state's&lt;br /&gt;
  ID to bypass the damage removal for.&lt;br /&gt;
- For 'name' variant, replace each 'name' with the state's name to bypass&lt;br /&gt;
  the damage removal for.&lt;br /&gt;
- This can be used for attacks like &amp;quot;Dream Eater&amp;quot; that would prevent waking&lt;br /&gt;
  up a sleeping opponent.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Bypass State Damage Removal as Attacker: id&amp;gt;&lt;br /&gt;
&amp;lt;Bypass State Damage Removal as Attacker: id, id, id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Bypass State Damage Removal as Attacker: name&amp;gt;&lt;br /&gt;
&amp;lt;Bypass State Damage Removal as Attacker: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- When an attacker with an associated trait object that has this notetag&lt;br /&gt;
  would attack an enemy with the listed state, bypass on damage removal.&lt;br /&gt;
- For 'id' variant, replace each 'id' with a number representing the state's&lt;br /&gt;
  ID to bypass the damage removal for.&lt;br /&gt;
- For 'name' variant, replace each 'name' with the state's name to bypass&lt;br /&gt;
  the damage removal for.&lt;br /&gt;
- This can be used for effects like &amp;quot;Sleep Striker&amp;quot; that would prevent the&lt;br /&gt;
  attacker from waking up a sleeping opponent.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Bypass State Damage Removal as Target: id&amp;gt;&lt;br /&gt;
&amp;lt;Bypass State Damage Removal as Target: id, id, id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Bypass State Damage Removal as Target: name&amp;gt;&lt;br /&gt;
&amp;lt;Bypass State Damage Removal as Target: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- When a target with an associated trait object that has this notetag is&lt;br /&gt;
  attacked as the target with the listed state, bypass on damage removal.&lt;br /&gt;
- For 'id' variant, replace each 'id' with a number representing the state's&lt;br /&gt;
  ID to bypass the damage removal for.&lt;br /&gt;
- For 'name' variant, replace each 'name' with the state's name to bypass&lt;br /&gt;
  the damage removal for.&lt;br /&gt;
- This can be used for effects like &amp;quot;Deep Sleep&amp;quot; that would prevent the&lt;br /&gt;
  attacked target from waking up.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Resist State Category: name&amp;gt;&lt;br /&gt;
&amp;lt;Resist State Categories: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Causes the affected battler resist the listed categories.&lt;br /&gt;
- Replace each 'name' with a category name to resist.&lt;br /&gt;
  - Insert multiple 'name' entries to add more categories.&lt;br /&gt;
- This works exactly like how state resistances work in-game. If a battler&lt;br /&gt;
  who was originally NOT resistant to &amp;quot;Poison&amp;quot; before gaining a&lt;br /&gt;
  poison-resistant trait, the &amp;quot;Poison&amp;quot; state will remain because it was&lt;br /&gt;
  applied before poison-resistance as enabled.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Resist State Categories&amp;gt;&lt;br /&gt;
 name&lt;br /&gt;
 name&lt;br /&gt;
 name&lt;br /&gt;
&amp;lt;/Resist State Categories&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Causes the affected battler resist the listed categories.&lt;br /&gt;
- Replace each 'name' with a category name to resist.&lt;br /&gt;
  - Insert multiple 'name' entries to add more categories.&lt;br /&gt;
- This works exactly like how state resistances work in-game. If a battler&lt;br /&gt;
  who was originally NOT resistant to &amp;quot;Poison&amp;quot; before gaining a&lt;br /&gt;
  poison-resistant trait, the &amp;quot;Poison&amp;quot; state will remain because it was&lt;br /&gt;
  applied before poison-resistance as enabled.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;State x Category Remove: y&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;State x Category Remove: All&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Allows the skill/item to remove 'y' states from specific category 'x'.&lt;br /&gt;
- Replace 'x' with a category name to remove from.&lt;br /&gt;
- Replace 'y' with the number of times to remove from that category.&lt;br /&gt;
- Use the 'All' variant to remove all of the states of that category.&lt;br /&gt;
- Insert multiples of this to remove different types of categories.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Remove Other x States&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- When the state with this notetag is added, remove other 'x' category&lt;br /&gt;
  states from the battler (except for the state being added).&lt;br /&gt;
- Replace 'x' with a category name to remove from.&lt;br /&gt;
- Insert multiples of this to remove different types of categories.&lt;br /&gt;
- Useful for thing state types like stances and forms that there is usually&lt;br /&gt;
  only one active at a time.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Hide State Turns&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Hides the state turns from being shown at all.&lt;br /&gt;
- This will by pass any Plugin Parameter settings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Turn Color: x&amp;gt;&lt;br /&gt;
&amp;lt;Turn Color: #rrggbb&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Hides the state turns from being shown at all.&lt;br /&gt;
- Determines the color of the state's turn count.&lt;br /&gt;
- Replace 'x' with a number value depicting a window text color.&lt;br /&gt;
- Replace 'rrggbb' with a hex color code for a more custom color.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Max Turns: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Determines the upper limit on the maximum number of turns for this state.&lt;br /&gt;
- Replace 'x' with a number representing the maximum number of turns used&lt;br /&gt;
  for this state.&lt;br /&gt;
- If no notetag is used, refer to the default setting found in the Plugin&lt;br /&gt;
  Parameters under &amp;quot;State Settings&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;State id Turns: +x&amp;gt;&lt;br /&gt;
&amp;lt;State id Turns: -x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Set State id Turns: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;State name Turns: +x&amp;gt;&lt;br /&gt;
&amp;lt;State name Turns: -x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Set State name Turns: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- If the target is affected by state 'id' or state 'name', change the state&lt;br /&gt;
  turn duration for target.&lt;br /&gt;
- For 'id' variant, replace 'id' with the ID of the state to modify.&lt;br /&gt;
- For 'name' variant, replace 'name' with the name of the state to modify.&lt;br /&gt;
- Replace 'x' with the value you wish to increase, decrease, or set to.&lt;br /&gt;
- Insert multiples of this notetag to affect multiple states at once.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;param Buff Turns: +x&amp;gt;&lt;br /&gt;
&amp;lt;param Buff Turns: -x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Set param Buff Turns: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- If the target is affected by a 'param' buff, change that buff's turn&lt;br /&gt;
  duration for target.&lt;br /&gt;
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',&lt;br /&gt;
  or 'LUK' to determine which parameter buff to modify.&lt;br /&gt;
- Replace 'x' with the value you wish to increase, decrease, or set to.&lt;br /&gt;
- Insert multiples of this notetag to affect multiple parameters at once.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;param Debuff Turns: +x&amp;gt;&lt;br /&gt;
&amp;lt;param Debuff Turns: -x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Set param Debuff Turns: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- If the target is affected by a 'param' debuff, change that debuff's turn&lt;br /&gt;
  duration for target.&lt;br /&gt;
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',&lt;br /&gt;
  or 'LUK' to determine which parameter debuff to modify.&lt;br /&gt;
- Replace 'x' with the value you wish to increase, decrease, or set to.&lt;br /&gt;
- Insert multiples of this notetag to affect multiple parameters at once.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== JavaScript Notetags: On Add/Erase/Expire ===&lt;br /&gt;
&lt;br /&gt;
Using JavaScript code, you can use create custom effects that occur when a&lt;br /&gt;
state has bee added, erased, or expired.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS On Add State&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS On Add State&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- When a state is added, run the code added by this notetag.&lt;br /&gt;
- The 'user' variable refers to the current active battler.&lt;br /&gt;
- The 'target' variable refers to the battler affected by this state.&lt;br /&gt;
- The 'origin' variable refers to the one who applied this state.&lt;br /&gt;
- The 'state' variable refers to the current state being affected.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS On Erase State&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS On Erase State&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- When a state is erased, run the code added by this notetag.&lt;br /&gt;
- The 'user' variable refers to the current active battler.&lt;br /&gt;
- The 'target' variable refers to the battler affected by this state.&lt;br /&gt;
- The 'origin' variable refers to the one who applied this state.&lt;br /&gt;
- The 'state' variable refers to the current state being affected.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS On Expire State&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS On Expire State&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- When a state has expired, run the code added by this notetag.&lt;br /&gt;
- The 'user' variable refers to the current active battler.&lt;br /&gt;
- The 'target' variable refers to the battler affected by this state.&lt;br /&gt;
- The 'origin' variable refers to the one who applied this state.&lt;br /&gt;
- The 'state' variable refers to the current state being affected.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== JavaScript Notetags: Slip Damage/Healing ===&lt;br /&gt;
&lt;br /&gt;
Slip Damage, in RPG Maker vocabulary, refers to damage over time. The&lt;br /&gt;
following notetags allow you to perform custom slip damage/healing.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS type Slip Damage&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 damage = code;&lt;br /&gt;
&amp;lt;/JS type Slip Damage&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Code used to determine how much slip damage is dealt to the affected unit&lt;br /&gt;
  during each regeneration phase.&lt;br /&gt;
- Replace 'type' with 'HP', 'MP', or 'TP'.&lt;br /&gt;
- Replace 'code' with the calculations on what to determine slip damage.&lt;br /&gt;
- The 'user' variable refers to the origin of the state.&lt;br /&gt;
- The 'target' variable refers to the affected unit receiving the damage.&lt;br /&gt;
- The 'state' variable refers to the current state being affected.&lt;br /&gt;
- The 'damage' variable is the finalized slip damage to be dealt.&lt;br /&gt;
- When these states are applied via action effects, the slip calculations&lt;br /&gt;
  are one time calculations made upon applying and the damage is cached to&lt;br /&gt;
  be used for future on regeneration calculations.&lt;br /&gt;
- For that reason, do not include game mechanics here such as adding states,&lt;br /&gt;
  buffs, debuffs, etc. as this notetag is meant for calculations only. Use&lt;br /&gt;
  the VisuStella Battle Core's &amp;lt;JS Pre-Regenerate&amp;gt; and &amp;lt;JS Post-Regenerate&amp;gt;&lt;br /&gt;
  notetags for game mechanics instead.&lt;br /&gt;
- Passive states and states with the &amp;lt;JS Slip Refresh&amp;gt; notetag are exempt&lt;br /&gt;
  from the one time calculation and recalculated each regeneration phase.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS type Slip Heal&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 heal = code;&lt;br /&gt;
&amp;lt;/JS type Slip Heal&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Code used to determine how much slip healing is dealt to the affected unit&lt;br /&gt;
  during each regeneration phase.&lt;br /&gt;
- Replace 'type' with 'HP', 'MP', or 'TP'.&lt;br /&gt;
- Replace 'code' with the calculations on what to determine slip healing.&lt;br /&gt;
- The 'user' variable refers to the origin of the state.&lt;br /&gt;
- The 'target' variable refers to the affected unit receiving the healing.&lt;br /&gt;
- The 'state' variable refers to the current state being affected.&lt;br /&gt;
- The 'heal' variable is the finalized slip healing to be recovered.&lt;br /&gt;
- When these states are applied via action effects, the slip calculations&lt;br /&gt;
  are one time calculations made upon applying and the damage is cached to&lt;br /&gt;
  be used for future on regeneration calculations.&lt;br /&gt;
- For that reason, do not include game mechanics here such as adding states,&lt;br /&gt;
  buffs, debuffs, etc. as this notetag is meant for calculations only. Use&lt;br /&gt;
  the VisuStella Battle Core's &amp;lt;JS Pre-Regenerate&amp;gt; and &amp;lt;JS Post-Regenerate&amp;gt;&lt;br /&gt;
  notetags for game mechanics instead.&lt;br /&gt;
- Passive states and states with the &amp;lt;JS Slip Refresh&amp;gt; notetag are exempt&lt;br /&gt;
  from the one time calculation and recalculated each regeneration phase.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS Slip Refresh&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Refreshes the calculations made for the JS Slip Damage/Heal amounts at the&lt;br /&gt;
  start of each regeneration phase to allow for dynamic damage ranges.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Passive State Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCorePassives.png]]&lt;br /&gt;
&lt;br /&gt;
Passive States are states that are always applied to actors and enemies&lt;br /&gt;
provided that their conditions have been met. These can be granted through&lt;br /&gt;
database objects or through the Passive States Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
{{Skills and States Core Passive States Clarification}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Passive State: x&amp;gt;&lt;br /&gt;
&amp;lt;Passive States: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Passive State: name&amp;gt;&lt;br /&gt;
&amp;lt;Passive States: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Skill, Weapon, Armor, Enemy Notetags&lt;br /&gt;
- Adds passive state(s) x to trait object, applying it to affected actor or&lt;br /&gt;
  enemy unit(s).&lt;br /&gt;
- Replace 'x' with a number to determine which state to add as a passive.&lt;br /&gt;
- If using 'name' notetag variant, replace 'name' with the name of the&lt;br /&gt;
  state(s) to add as a passive.&lt;br /&gt;
- Note: If you plan on applying a passive state through a skill, it must be&lt;br /&gt;
  through a skill that has been learned by the target and not a skill that&lt;br /&gt;
  is given through a trait.&lt;br /&gt;
- If you are using VisuMZ's Equip Battle Skills, know that the notetag&lt;br /&gt;
  &amp;lt;Passive State: x&amp;gt; will always have the passive state be available no&lt;br /&gt;
  matter if the skill is equipped or not, as long as the skill is learned.&lt;br /&gt;
  - If you want the passive state to only appear while the skill is equipped&lt;br /&gt;
    then use the VisuMZ Equip Battle Skills notetag &amp;lt;Equip State: x&amp;gt; for&lt;br /&gt;
    this effect instead.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Passive Stackable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Makes it possible for this passive state to be added multiple times.&lt;br /&gt;
- Otherwise, only one instance of the passive state can be available.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Passive Condition Class: id&amp;gt;&lt;br /&gt;
&amp;lt;Passive Condition Classes: id, id, id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Passive Condition Class: name&amp;gt;&lt;br /&gt;
&amp;lt;Passive Condition Classes: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Determines the passive condition of the passive state based on the actor's&lt;br /&gt;
  current class. As long as the actor's current class matches one of the&lt;br /&gt;
  data entries, the passive condition is considered passed.&lt;br /&gt;
- For 'id' variant, replace 'id' with a number representing class's ID.&lt;br /&gt;
- For 'name' variant, replace 'name' with the class's name.&lt;br /&gt;
- This does not affect enemies.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Passive Condition Multiclass: id&amp;gt;&lt;br /&gt;
&amp;lt;Passive Condition Multiclass: id, id, id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Passive Condition Multiclass: name&amp;gt;&lt;br /&gt;
&amp;lt;Passive Condition Multiclass: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Requires VisuMZ_2_ClassChangeSystem!&lt;br /&gt;
- Determines the passive condition of the passive state based on the actor's&lt;br /&gt;
  multiclasses. As long as the actor has any of the matching classes&lt;br /&gt;
  assigned as a multiclass, the passive condition is considered passed.&lt;br /&gt;
- For 'id' variant, replace 'id' with a number representing class's ID.&lt;br /&gt;
- For 'name' variant, replace 'name' with the class's name.&lt;br /&gt;
- This does not affect enemies.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Passive Condition Switch ON: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Passive Condition All Switches ON: x,x,x&amp;gt;&lt;br /&gt;
&amp;lt;Passive Condition Any Switch ON: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Determines the passive condition of the passive state based on switches.&lt;br /&gt;
- Replace 'x' with the switch ID to determine the state's passive condition.&lt;br /&gt;
- If 'All' notetag variant is used, conditions will not be met until all&lt;br /&gt;
  switches are ON. Then, it would be met.&lt;br /&gt;
- If 'Any' notetag variant is used, conditions will be met if any of the&lt;br /&gt;
  switches are ON. Otherwise, it would not be met.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Passive Condition Switch OFF: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Passive Condition All Switches OFF: x,x,x&amp;gt;&lt;br /&gt;
&amp;lt;Passive Condition Any Switch OFF: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Determines the passive condition of the passive state based on switches.&lt;br /&gt;
- Replace 'x' with the switch ID to determine the state's passive condition.&lt;br /&gt;
- If 'All' notetag variant is used, conditions will not be met until all&lt;br /&gt;
  switches are OFF. Then, it would be met.&lt;br /&gt;
- If 'Any' notetag variant is used, conditions will be met if any of the&lt;br /&gt;
  switches are OFF. Otherwise, it would not be met.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== JavaScript Notetags: Passive State ===&lt;br /&gt;
&lt;br /&gt;
The following is a notetag made for users with JavaScript knowledge to&lt;br /&gt;
determine if a passive state's condition can be met.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS Passive Condition&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 condition = code;&lt;br /&gt;
&amp;lt;/JS Passive Condition&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Determines the passive condition of the state based on JavaScript code.&lt;br /&gt;
- Replace 'code' to determine if a passive state's condition has been met.&lt;br /&gt;
- The 'condition' variable returns a boolean (true/false) to determine if&lt;br /&gt;
  the passive state's condition is met or not.&lt;br /&gt;
- The 'user' variable refers to the user affected by the passive state.&lt;br /&gt;
- The 'state' variable refers to the passive state being checked.&lt;br /&gt;
- All other passive conditions must be met for this code to count.&lt;br /&gt;
&lt;br /&gt;
**NOTE** Not everything can be used as a custom JS Passive Condition due to&lt;br /&gt;
limitations of the code. There are failsafe checks to prevent infinite loops&lt;br /&gt;
and some passive conditions will not register for this reason and the&lt;br /&gt;
conditional checks will behave as if the passive states have NOT been&lt;br /&gt;
applied for this reason. Such examples include the following:&lt;br /&gt;
&lt;br /&gt;
- A passive state that requires another passive state&lt;br /&gt;
- A passive state that requires a trait effect from another state&lt;br /&gt;
- A passive state that requires a parameter value altered by another state&lt;br /&gt;
- A passive state that requires equipment to be worn but its equipment type&lt;br /&gt;
  access is provided by another state.&lt;br /&gt;
- Anything else that is similar in style.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skill Toggle Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillToggle.gif]]&lt;br /&gt;
&lt;br /&gt;
Skill Toggles are skills that can be toggled ON or OFF. If ON, then any&lt;br /&gt;
passive states on that skill will become enabled (assuming all other passive&lt;br /&gt;
conditions are met) and if toggled OFF, then that passive state will not&lt;br /&gt;
appear (even if all other conditions are met).&lt;br /&gt;
&lt;br /&gt;
Skill Toggles do not take up actions, even in battle. They will not consume&lt;br /&gt;
an actor's current turn. A player can toggle multiple skill toggles at a&lt;br /&gt;
time.&lt;br /&gt;
&lt;br /&gt;
Skill Toggles require the character to pay the skill cost ONLY when the&lt;br /&gt;
skill is toggled from OFF to ON, not when it is toggled ON to OFF.&lt;br /&gt;
&lt;br /&gt;
Enemies are unable to switch Toggle Skills and the passive effects on a&lt;br /&gt;
Toggle Skill for an enemy will always be considered ON.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you can use JavaScript calls like the following for script call&lt;br /&gt;
checks, and the like:&lt;br /&gt;
&lt;br /&gt;
  $gameActors.actor(2).isSkillToggled($dataSkills[3])&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Toggle&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Turns the skill into a toggle skill.&lt;br /&gt;
- Best used with a passive state.&lt;br /&gt;
  - Just like with regular &amp;lt;Passive State: x&amp;gt; notetag:&lt;br /&gt;
  - If you plan on applying a passive state through a skill, it must be&lt;br /&gt;
    through a skill that has been learned by the target and not a skill that&lt;br /&gt;
    is given through a trait.&lt;br /&gt;
- Toggle skills cannot be used with certain skill effects:&lt;br /&gt;
  - Active Chain Skills, Evolution Matrix Skills, Input Combo Skills&lt;br /&gt;
  - Field Skills&lt;br /&gt;
  - Item Amplify Skills, Item Concoct Skills, Item Throw Skills&lt;br /&gt;
  - Toggle skills cannot be Skill Containers&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Initial Toggle: On&amp;gt;&lt;br /&gt;
&amp;lt;Initial Toggle: Off&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Pair this notetag together with skill toggles.&lt;br /&gt;
- Sets the initial toggle for this skill to be ON/OFF.&lt;br /&gt;
  - aka when an actor learns the skill for the first time and this&lt;br /&gt;
    determines what toggle it will have&lt;br /&gt;
- If this notetag is not used, refer to the setting found in the&lt;br /&gt;
  Plugin Parameters&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Toggle Exclusion Group: key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Pair this notetag together with skill toggles.&lt;br /&gt;
- When this skill is toggled, all other toggle skills with a matching 'key'&lt;br /&gt;
  will be turned off.&lt;br /&gt;
  - For example, the skills Fire Force, Ice Force, and Thunder Force have&lt;br /&gt;
    the &amp;lt;Toggle Exclusion Group: Force&amp;gt; notetag.&lt;br /&gt;
  - When Fire Force is toggled ON, then Ice Force and Thunder Force will&lt;br /&gt;
    automatically turn OFF.&lt;br /&gt;
- Replace 'key' with a toggle exclusion group name for this skill to use.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Toggle On Animation: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Pair this notetag together with skill toggles.&lt;br /&gt;
- When a skill is turned off, this is the animation that plays.&lt;br /&gt;
- If this notetag is not used, refer to the skill's animation.&lt;br /&gt;
- Replace 'x' with a number representing the ID of the animation to play&lt;br /&gt;
  when the skill is toggled on.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Toggle Off Animation: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Pair this notetag together with skill toggles.&lt;br /&gt;
- When a skill is turned off, this is the animation that plays.&lt;br /&gt;
- If this notetag is not used, refer to the Plugin Parameters' animation.&lt;br /&gt;
- Replace 'x' with a number representing the ID of the animation to play&lt;br /&gt;
  when the skill is toggled off.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Aura &amp;amp; Miasma Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCore_Aura.png|600px|link=]]&lt;br /&gt;
&lt;br /&gt;
Auras are a type passive that affects an allied party. Miasmas are a type of&lt;br /&gt;
passive that affects an opposing party. Auras and Miasmas only need to come&lt;br /&gt;
from a single source to give an entire party or troop a passive provided&lt;br /&gt;
that the battler emitting the aura/miasma is alive and in battle.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Aura State: x&amp;gt;&lt;br /&gt;
&amp;lt;Aura States: x, x, x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Aura State: name&amp;gt;&lt;br /&gt;
&amp;lt;Aura States: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Skill, Weapon, Armor, Enemy Notetags&lt;br /&gt;
- Emits an aura that affects the battler's allies and gives each affected&lt;br /&gt;
  member passive state(s) 'x'.&lt;br /&gt;
- Replace 'x' with a number to determine which state to add as a passive&lt;br /&gt;
  generated by this aura.&lt;br /&gt;
- If using 'name' notetag variant, replace 'name' with the name of the&lt;br /&gt;
  state(s) to add as a passive generated by this aura.&lt;br /&gt;
- Note: If you plan on applying an aura effect through a skill, it must be&lt;br /&gt;
  through a skill that has been learned by the target and not a skill that&lt;br /&gt;
  is given through a trait.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Miasma State: x&amp;gt;&lt;br /&gt;
&amp;lt;Miasma States: x, x, x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Miasma State: name&amp;gt;&lt;br /&gt;
&amp;lt;Miasma States: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Skill, Weapon, Armor, Enemy Notetags&lt;br /&gt;
- Emits an miasma that affects the battler's opponents and gives each&lt;br /&gt;
  affected member passive state(s) 'x'.&lt;br /&gt;
- Miasmas do NOT apply outside of battle.&lt;br /&gt;
- Replace 'x' with a number to determine which state to add as a passive&lt;br /&gt;
  generated by this miasma.&lt;br /&gt;
- If using 'name' notetag variant, replace 'name' with the name of the&lt;br /&gt;
  state(s) to add as a passive generated by this miasma.&lt;br /&gt;
- Note: If you plan on applying a miasma effect through a skill, it must be&lt;br /&gt;
  through a skill that has been learned by the target and not a skill that&lt;br /&gt;
  is given through a trait.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Not User Aura&amp;gt;&lt;br /&gt;
&amp;lt;Aura Not For User&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Prevents the emitting user from being affected by the related aura.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Allow Dead Aura&amp;gt;&lt;br /&gt;
&amp;lt;Allow Dead Miasma&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Allows aura/miasma to continue emitting even after the emitting user is&lt;br /&gt;
  in a dead state.&lt;br /&gt;
- When used with Actor, Class, Skill, Weapon, Armor, Enemy objects, it will&lt;br /&gt;
  only affect the auras/miasmas emitted from that object.&lt;br /&gt;
- When used with States, the effect will take place as long as it is used&lt;br /&gt;
  as an aura or miasma regardless of where it is emitting from.&lt;br /&gt;
- Takes priority over &amp;lt;Dead Aura Only&amp;gt; and &amp;lt;Dead Miasma Only&amp;gt; notetags.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Dead Aura Only&amp;gt;&lt;br /&gt;
&amp;lt;Dead Miasma Only&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Allows aura/miasma to only emit if the emitting user is in a dead state.&lt;br /&gt;
- When used with Actor, Class, Skill, Weapon, Armor, Enemy objects, it will&lt;br /&gt;
  only affect the auras/miasmas emitted from that object.&lt;br /&gt;
- When used with States, the effect will take place as long as it is used&lt;br /&gt;
  as an aura or miasma regardless of where it is emitting from.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Items_and_Equips_Core_VisuStella_MZ&amp;diff=17641</id>
		<title>Items and Equips Core VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Items_and_Equips_Core_VisuStella_MZ&amp;diff=17641"/>
		<updated>2026-03-15T02:03:03Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=R7ylHVC-ykE&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = {{VisuStella Wave 1}}&lt;br /&gt;
|link2 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| [[File:ItemsEquipsCoreEquipTypes.png|400px]]&lt;br /&gt;
| [[File:ItemsEquipsCoreShopStatus.png|400px]]&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[File:ItemsEquipsCoreEquipChange.png|400px]]&lt;br /&gt;
| [[File:ItemsEquipsCoreShopEquip.png|400px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - ETB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - FTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
* [[Equip Medal System VisuStella MZ]]&lt;br /&gt;
* [[Equipment Set Bonuses VisuStella MZ]]&lt;br /&gt;
* [[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
* [[Item Crafting System VisuStella MZ]]&lt;br /&gt;
* [[Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
* [[Item Throw Skills VisuStella MZ]]&lt;br /&gt;
* [[More Currencies VisuStella MZ]]&lt;br /&gt;
* [[One Time Purchase VisuStella MZ]]&lt;br /&gt;
* [[Shop Batches VisuStella MZ]]&lt;br /&gt;
* [[Shop Bust Style UI VisuStella MZ]]&lt;br /&gt;
* [[Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
* [[Weapon Swap System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Items &amp;amp; Equips Core makes improvements to the RPG Maker MZ item and&lt;br /&gt;
equipment dedicated scenes (including the shop) and how they're handled.&lt;br /&gt;
From more item categories, better parameter control, rulings, and more, game&lt;br /&gt;
devs are able to take control over key aspects of their game's items.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Modifying the appearances to the Item Scene, Equip Scene, and Shop Scene.&lt;br /&gt;
* Categorizing items in unique and multiple categories.&lt;br /&gt;
* Item Scene and Shop Scene will now display detailed information on items.&lt;br /&gt;
* NEW! marker can be displayed over recently acquired items in-game.&lt;br /&gt;
* Equipment notetags to adjust parameters past the editor limitations.&lt;br /&gt;
* Equipment Rulings to adjust what slot types can and can't be unequipped and/or optimized.&lt;br /&gt;
* Equipment Type Handling offers more control over equipment loadouts.&lt;br /&gt;
* Items sold in shops can be hidden/shown based on Switches.&lt;br /&gt;
* Items sold in shops can have varying prices adjusted by notetags.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 1}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes: New Hard-Coded Features ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Equipment Type Handling ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreEquipTypes.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Characters will no longer have one universal equipment slot setting.&lt;br /&gt;
Classes can have different equipment type loadouts, made possible through&lt;br /&gt;
the usage of notetags. Also, equipment types of matching names would be&lt;br /&gt;
treated as the same type, where previously, they would be different types.&lt;br /&gt;
This means if you have two &amp;quot;Accessory&amp;quot; slots, be it in the form of notetags&lt;br /&gt;
or through the Database &amp;gt; Types tab, they can both equip the same type of&lt;br /&gt;
accessories.&lt;br /&gt;
&lt;br /&gt;
The Change Equip event command is now updated to reflect this new change.&lt;br /&gt;
When processing an equip change, the slot changed will go to the first&lt;br /&gt;
empty slot of matching type. If all of the actor's matching slot types are&lt;br /&gt;
equipped, then the equip will replace the last slot available.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Shop Status Window ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreShopStatus.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The Status Window found in the Shop Scene was originally barren and did&lt;br /&gt;
not display much information at all. This is changed through this plugin's&lt;br /&gt;
new features. While the contents of the Shop Status Window can be customized&lt;br /&gt;
through the Plugin Parameters, it is a change that cannot be reversed and&lt;br /&gt;
for the better since it gives players the much needed information revolving&lt;br /&gt;
around the game's items.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Core Engine Compatibility: Modern Controls ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreShopEquip.png|600px]]&lt;br /&gt;
&lt;br /&gt;
If the [[Core Engine VisuStella MZ|VisuStella Core Engine]] is added to your game with Modern Controls&lt;br /&gt;
enabled, then the Item Menu Scene, Equip Menu Scene, and Shop Menu Scene's&lt;br /&gt;
controls will be changed a bit.&lt;br /&gt;
&lt;br /&gt;
The Item Menu Scene will automatically have the Item List Window active,&lt;br /&gt;
with using the Left/Right (for single column) or Page Up/Page Down (for&lt;br /&gt;
multi-columns) to navigate between the Item Categories. Similar will occur&lt;br /&gt;
when trying to sell items in the Shop Menu Scene.&lt;br /&gt;
&lt;br /&gt;
The Equip Menu Scene will automatically have the Equip Slots Window active&lt;br /&gt;
and only activate the command window upon moving up to it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== VisuStella MZ Compatibility ==&lt;br /&gt;
&lt;br /&gt;
While this plugin is compatible with the majority of the VisuStella MZ&lt;br /&gt;
plugin library, it is not compatible with specific plugins or specific&lt;br /&gt;
features. This section will highlight the main plugins/features that will&lt;br /&gt;
not be compatible with this plugin or put focus on how the make certain&lt;br /&gt;
features compatible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCore_37_Comp_1.png]]&lt;br /&gt;
&lt;br /&gt;
Changing the &amp;quot;Damage Multiplier&amp;quot; or &amp;quot;Healing Multiplier&amp;quot; vocabulary for the&lt;br /&gt;
Item and Equip Core's Shop Status Window is not done with the Item and Equip&lt;br /&gt;
Core's Plugin Parameters if you have the Battle Core installed.&lt;br /&gt;
&lt;br /&gt;
Instead, go to Battle Core's Plugin Parameters, Damage Settings, Damage&lt;br /&gt;
Styles, and adjust the style's version of the &amp;quot;Damage Multiplier&amp;quot; or&lt;br /&gt;
&amp;quot;Healing Multiplier&amp;quot; text instead.&lt;br /&gt;
&lt;br /&gt;
Why does this work this way? Because not all damage styles work off&lt;br /&gt;
&amp;quot;Multipliers&amp;quot; so in order for it to convey the proper message to the player,&lt;br /&gt;
each damage style has its own vocabulary to be more accurate.&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCore_37_Comp_2.png]]&lt;br /&gt;
&lt;br /&gt;
In case you forget about that, when you visit the Item and Equip Core's&lt;br /&gt;
plugin parameters for these, it should also remind you in the parameter's&lt;br /&gt;
description on where to change it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Weapon Swap System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
The custom equip slots feature from the VisuStella MZ Items and Equips Core&lt;br /&gt;
allowed you to add in extra weapon slots. This is now curated up to a max&lt;br /&gt;
of one weapon slot per character. This needs to be done to make the Weapon&lt;br /&gt;
Swap System viable.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Items and Equips Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Items and Equips Core Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Item Menu Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreShopStatus.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams01.png]]&lt;br /&gt;
&lt;br /&gt;
The Item Menu Settings allow you to adjust specifics on how key objects and&lt;br /&gt;
windows in the Item Menu Scene operate.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General Window&lt;br /&gt;
&lt;br /&gt;
  Use Updated Layout:&lt;br /&gt;
  - Use the Updated Item Menu Layout provided by this plugin?&lt;br /&gt;
  - This will automatically enable the Status Window.&lt;br /&gt;
  - This will override the Core Engine windows settings.&lt;br /&gt;
&lt;br /&gt;
    Disabled: Vanilla:&lt;br /&gt;
    - If NOT using the updated layout, keep all settings to pure vanilla and&lt;br /&gt;
      ignore other Plugin Parameters.&lt;br /&gt;
    - Used for those who do not wish to fiddle with the Plugin Parameter&lt;br /&gt;
      settings to return the item menu back to default MZ vanilla.&lt;br /&gt;
    - Does not apply if using updated layout.&lt;br /&gt;
    - The following settings are disabled if using vanilla:&lt;br /&gt;
      - Categories: Only the default 4&lt;br /&gt;
      - Category Names only display text and no icons&lt;br /&gt;
      - No Shop Status Window&lt;br /&gt;
      - Modern Controls Disabled&lt;br /&gt;
      - Columns: Any -&amp;gt; 2&lt;br /&gt;
&lt;br /&gt;
  Layout Style:&lt;br /&gt;
  - If using an updated layout, how do you want to style the menu scene?&lt;br /&gt;
    - Upper Help, Left Input&lt;br /&gt;
    - Upper Help, Right Input&lt;br /&gt;
    - Lower Help, Left Input&lt;br /&gt;
    - Lower Help, Right Input&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
List Window&lt;br /&gt;
&lt;br /&gt;
  Columns:&lt;br /&gt;
  - Number of maximum columns.&lt;br /&gt;
  - If you are using the VisuStella MZ Core Engine and the &amp;quot;Modern Controls&amp;quot;&lt;br /&gt;
    Plugin Parameter, please read through that section in case you have any&lt;br /&gt;
    questions about how to switch between categories when using multiple&lt;br /&gt;
    columns of items at a time.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Item Quantity&lt;br /&gt;
&lt;br /&gt;
  Item Max:&lt;br /&gt;
  Weapon Max:&lt;br /&gt;
  Armor Max:&lt;br /&gt;
  - The default maximum quantity for items, weapons, and/or armors.&lt;br /&gt;
&lt;br /&gt;
  Quantity Format:&lt;br /&gt;
  - How to display an item's quantity.&lt;br /&gt;
  - %1 - Item Quantity&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - Default font size for item quantity.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Shop Status Window&lt;br /&gt;
&lt;br /&gt;
  Show in Item Menu?:&lt;br /&gt;
  - Show the Shop Status Window in the Item Menu?&lt;br /&gt;
  - This is enabled if the Updated Layout is on.&lt;br /&gt;
&lt;br /&gt;
  Adjust List Window?:&lt;br /&gt;
  - Automatically adjust the Item List Window in the Item Menu if using the&lt;br /&gt;
    Shop Status Window?&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
    - 0 - Window&lt;br /&gt;
    - 1 - Dim&lt;br /&gt;
    - 2 - Transparent&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for this Status Window in the&lt;br /&gt;
    Item Menu.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Button Assist Window&lt;br /&gt;
&lt;br /&gt;
  Switch Category:&lt;br /&gt;
  - Button assist text used for switching categories.&lt;br /&gt;
  - For VisuStella MZ's Core Engine's Button Assist Window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Item Categories ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreCategories.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams02.png]]&lt;br /&gt;
&lt;br /&gt;
Item Categories appear both in the Item Menu Scene and Shop Menu Scene (but&lt;br /&gt;
only under the Sell command). These Plugin Parameters give you the ability&lt;br /&gt;
to add in the specific categories you want displayed, remove the ones you&lt;br /&gt;
don't, and associate them with icons.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
List&lt;br /&gt;
&lt;br /&gt;
  Category List&lt;br /&gt;
  - A list of the item categories displayed in the Item/Shop menus.&lt;br /&gt;
&lt;br /&gt;
    Type:&lt;br /&gt;
    - A list of the item categories displayed in the Item/Shop menus.&lt;br /&gt;
    - Replace x with ID numbers or text.&lt;br /&gt;
    - AllItems, RegularItems, KeyItems&lt;br /&gt;
    - HiddenItemA, HiddenItemB&lt;br /&gt;
    - Consumable, Nonconsumable&lt;br /&gt;
    - AlwaysUsable, BattleUsable, FieldUsable, NeverUsable&lt;br /&gt;
    - AllWeapons, WType:x&lt;br /&gt;
    - AllArmors, AType:x, EType:x&lt;br /&gt;
    - Category:x&lt;br /&gt;
&lt;br /&gt;
    Icon:&lt;br /&gt;
    - Icon used for this category.&lt;br /&gt;
    - Use 0 for no icon.&lt;br /&gt;
&lt;br /&gt;
    Visibility Switch:&lt;br /&gt;
    - This Switch must be turned ON in order for the category to show.&lt;br /&gt;
    - Use 0 for no Switch requirement.&lt;br /&gt;
&lt;br /&gt;
    Sort By:&lt;br /&gt;
    - Sort this category (in Scene_Item and Scene_Shop only) this way.&lt;br /&gt;
&lt;br /&gt;
  Style:&lt;br /&gt;
  - How do you wish to draw categorie entries in the Category Window?&lt;br /&gt;
  - Text Only: Display only the text.&lt;br /&gt;
  - Icon Only: Display only the icon.&lt;br /&gt;
  - Icon + Text: Display the icon first, then the text.&lt;br /&gt;
  - Auto: Determine which is better to use based on the size of the cell.&lt;br /&gt;
&lt;br /&gt;
  Text Alignment&lt;br /&gt;
  - Decide how you want the text to be aligned.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Vocabulary&lt;br /&gt;
&lt;br /&gt;
  Hidden Item A&lt;br /&gt;
  Hidden Item B&lt;br /&gt;
  Consumable&lt;br /&gt;
  Nonconsumable&lt;br /&gt;
  Always Usable&lt;br /&gt;
  Battle Usable&lt;br /&gt;
  Field Usable&lt;br /&gt;
  Never Usable&lt;br /&gt;
  - How these categories are named in the Item Menu.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== NEW! Labels ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreNew.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams03.png]]&lt;br /&gt;
&lt;br /&gt;
Whenever the player receives a new item(s), a NEW! Label can be placed on&lt;br /&gt;
top of the item's icon when browsing a menu displaying the item(s). This is&lt;br /&gt;
a quality of life addition from more modern RPG's to help players figure out&lt;br /&gt;
what they've recently received. The following are Plugin Parameters made to&lt;br /&gt;
adjust how the NEW! Labels are handled in-game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
NEW! Labels&lt;br /&gt;
&lt;br /&gt;
  Use NEW! Labels?:&lt;br /&gt;
  - Use the NEW! Labels or not?&lt;br /&gt;
&lt;br /&gt;
  Icon:&lt;br /&gt;
  - The icon index used to represent the NEW! text.&lt;br /&gt;
  - Use 0 to not draw any icons.&lt;br /&gt;
&lt;br /&gt;
  Text:&lt;br /&gt;
  - The text written on the NEW! Label.&lt;br /&gt;
&lt;br /&gt;
    Font Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Font Size:&lt;br /&gt;
    - The font size used for the NEW! text.&lt;br /&gt;
&lt;br /&gt;
  Fade Limit:&lt;br /&gt;
  - What's the upper opaque limit before reversing?&lt;br /&gt;
&lt;br /&gt;
  Fade Speed:&lt;br /&gt;
  - What's the fade speed of the NEW! Label?&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - How much to offset the NEW! Label's X position by.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - How much to offset the NEW! Label's Y position by.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Equip Menu Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreEquipTypes.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams04.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters adjust the Equipment Menu Scene, ranging from using&lt;br /&gt;
a more updated and modern layout, changing the styles of other windows, and&lt;br /&gt;
other key visual aspects of the Equip Menu Scene. Other settings here allow&lt;br /&gt;
you to adjust how equipment operate under certain rulings, too.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Use Updated Layout:&lt;br /&gt;
  - Use the Updated Equip Layout provided by this plugin?&lt;br /&gt;
  - This will override the Core Engine windows settings.&lt;br /&gt;
&lt;br /&gt;
    Param Font Size:&lt;br /&gt;
    - The font size used for parameter values.&lt;br /&gt;
&lt;br /&gt;
    Show Menu Portraits?:&lt;br /&gt;
    - If Main Menu Core is installed, display the Menu Portraits instead of&lt;br /&gt;
      the actor's face in the status window?&lt;br /&gt;
&lt;br /&gt;
    JS: Portrait Upper:&lt;br /&gt;
    - If Menu Portraits are available, this is code used to draw the upper&lt;br /&gt;
      data like this in the Status Window.&lt;br /&gt;
&lt;br /&gt;
    JS: Face Upper:&lt;br /&gt;
    - If faces used used, this is code used to draw the upper data like this&lt;br /&gt;
      in the Status Window.&lt;br /&gt;
&lt;br /&gt;
    JS: Parameter Lower:&lt;br /&gt;
    - Code to determine how parameters are drawn in the Status Window.&lt;br /&gt;
&lt;br /&gt;
  Layout Style:&lt;br /&gt;
  - If using an updated layout, how do you want to style the menu scene?&lt;br /&gt;
    - Upper Help, Left Input&lt;br /&gt;
    - Upper Help, Right Input&lt;br /&gt;
    - Lower Help, Left Input&lt;br /&gt;
    - Lower Help, Right Input&lt;br /&gt;
&lt;br /&gt;
  Status Window Width:&lt;br /&gt;
  - The usual width of the status window if using the non-Updated Equip&lt;br /&gt;
    Menu Layout.&lt;br /&gt;
&lt;br /&gt;
  Show Back Rectangles?:&lt;br /&gt;
  - Show back rectangles of darker colors to display information better?&lt;br /&gt;
&lt;br /&gt;
    Back Rectangle Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Cursed Equip Popup:&lt;br /&gt;
  - Text popup appears when an actor equips a cursed weapon/armor.&lt;br /&gt;
  - Text codes allowed.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
  - Empty to not use.&lt;br /&gt;
  -  %1 - Actor, %2 - Equip, %3 - Icon.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Command Window&lt;br /&gt;
&lt;br /&gt;
  Style:&lt;br /&gt;
  - How do you wish to draw commands in the Command Window?&lt;br /&gt;
  - Text Only: Display only the text.&lt;br /&gt;
  - Icon Only: Display only the icon.&lt;br /&gt;
  - Icon + Text: Display the icon first, then the text.&lt;br /&gt;
  - Auto: Determine which is better to use based on the size of the cell.&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for the Command Window.&lt;br /&gt;
&lt;br /&gt;
  Equip Icon:&lt;br /&gt;
  - The icon used for the Equip command.&lt;br /&gt;
&lt;br /&gt;
    Help Description:&lt;br /&gt;
    - Help description used when this command is selected.&lt;br /&gt;
    - Text codes allowed.&lt;br /&gt;
&lt;br /&gt;
  Add Optimize Command?:&lt;br /&gt;
  - Add the &amp;quot;Optimize&amp;quot; command to the Command Window?&lt;br /&gt;
&lt;br /&gt;
    Help Description:&lt;br /&gt;
    - Help description used when this command is selected.&lt;br /&gt;
    - Text codes allowed.&lt;br /&gt;
&lt;br /&gt;
    Optimize Icon:&lt;br /&gt;
    - The icon used for the Optimize command.&lt;br /&gt;
&lt;br /&gt;
  Add Clear Command?:&lt;br /&gt;
  - Add the &amp;quot;Clear&amp;quot; command to the Command Window?&lt;br /&gt;
&lt;br /&gt;
    Help Description:&lt;br /&gt;
    - Help description used when this command is selected.&lt;br /&gt;
    - Text codes allowed.&lt;br /&gt;
&lt;br /&gt;
    Clear Icon:&lt;br /&gt;
    - The icon used for the Clear command.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Remove Equip&lt;br /&gt;
&lt;br /&gt;
  Icon:&lt;br /&gt;
  - Icon used for equipment removal.&lt;br /&gt;
&lt;br /&gt;
  Text:&lt;br /&gt;
  - Text used for equipment removal.&lt;br /&gt;
&lt;br /&gt;
  Use SHIFT Shortcut?:&lt;br /&gt;
  - Add the &amp;quot;Shift&amp;quot; button as a shortcut key to removing items?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Rulings&lt;br /&gt;
&lt;br /&gt;
  Equip-Adjust HP/MP:&lt;br /&gt;
  - Adjust HP/MP differences after changing equips with MaxHP/MaxMP values.&lt;br /&gt;
&lt;br /&gt;
  Non-Removable Types:&lt;br /&gt;
  - Insert ID's of the Equipment Types that must always have an item&lt;br /&gt;
    equipped and cannot be empty.&lt;br /&gt;
&lt;br /&gt;
  Non-Optimized Types:&lt;br /&gt;
  - Insert ID's of the Equipment Types that will be ignored when equipment&lt;br /&gt;
    is being optimized.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Button Assist Window&lt;br /&gt;
&lt;br /&gt;
  SHIFT: Remove:&lt;br /&gt;
  - Button assist text used for the SHIFT Remove Shortcut.&lt;br /&gt;
  - For VisuStella MZ's Core Engine's Button Assist Window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Shop Menu Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreShopEquip.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams05.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters allow you a number of options to adjust the Shop&lt;br /&gt;
Menu Scene. These options range from enabling an updated and modern layout,&lt;br /&gt;
adjust how various key visual aspects appear, and determine how prices can&lt;br /&gt;
be affected when it comes to selling them or buying them (for coders).&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Use Updated Layout:&lt;br /&gt;
  - Use the Updated Shop Layout provided by this plugin?&lt;br /&gt;
  - This will override the Core Engine windows settings.&lt;br /&gt;
&lt;br /&gt;
  Layout Style:&lt;br /&gt;
  - If using an updated layout, how do you want to style the menu scene?&lt;br /&gt;
    - Upper Help, Left Input&lt;br /&gt;
    - Upper Help, Right Input&lt;br /&gt;
    - Lower Help, Left Input&lt;br /&gt;
    - Lower Help, Right Input&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCore_Update28_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
Switches&lt;br /&gt;
&lt;br /&gt;
  Switch: Buy:&lt;br /&gt;
  - Buying items in the Shop Scene turns this Switch to ON.&lt;br /&gt;
  - Switch reverts to OFF whenever the Shop Scene opens.&lt;br /&gt;
&lt;br /&gt;
  Switch: Sell&lt;br /&gt;
  - Selling items in the Shop Scene turns this Switch to ON.&lt;br /&gt;
  - Switch reverts to OFF whenever the Shop Scene opens.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Command Window&lt;br /&gt;
&lt;br /&gt;
  Hide Unavailable?:&lt;br /&gt;
  - Hide all unavailable commands like when a shop is set to Purchase Only?&lt;br /&gt;
&lt;br /&gt;
  Style:&lt;br /&gt;
  - How do you wish to draw commands in the Command Window?&lt;br /&gt;
  - Text Only: Display only the text.&lt;br /&gt;
  - Icon Only: Display only the icon.&lt;br /&gt;
  - Icon + Text: Display the icon first, then the text.&lt;br /&gt;
  - Auto: Determine which is better to use based on the size of the cell.&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for the Command Window.&lt;br /&gt;
&lt;br /&gt;
  Buy Icon:&lt;br /&gt;
  - The icon used for the Buy command.&lt;br /&gt;
&lt;br /&gt;
  Sell Icon:&lt;br /&gt;
  - The icon used for the Sell command.&lt;br /&gt;
&lt;br /&gt;
  Cancel Icon:&lt;br /&gt;
  - The icon used for the Cancel command.&lt;br /&gt;
&lt;br /&gt;
  Rename &amp;quot;Cancel&amp;quot;:&lt;br /&gt;
  - Rename Cancel to something more logical for the Shop Menu Scene.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Prices&lt;br /&gt;
&lt;br /&gt;
  Sell Price Rate:&lt;br /&gt;
  - The default sell price rate.&lt;br /&gt;
&lt;br /&gt;
  JS: Buy Price:&lt;br /&gt;
  - Modificatons made to the buy price before finalizing it.&lt;br /&gt;
&lt;br /&gt;
  JS: Sell Price:&lt;br /&gt;
  - Modificatons made to the sell price before finalizing it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Button Assist Window&lt;br /&gt;
&lt;br /&gt;
  Small Increment:&lt;br /&gt;
  Large Increment:&lt;br /&gt;
  - Text used for changing amount bought/sold.&lt;br /&gt;
  - For VisuStella MZ's Core Engine's Button Assist Window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Shop Status Window ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreShopStatusWindow.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams06.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters focuses on the Shop Status Window and determines how&lt;br /&gt;
its data is displayed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Window Width:&lt;br /&gt;
  - The usual width of the status window.&lt;br /&gt;
&lt;br /&gt;
  Parameter Font Size:&lt;br /&gt;
  - Font size used for parameter changes.&lt;br /&gt;
&lt;br /&gt;
  Translucent Opacity:&lt;br /&gt;
  - Opacity setting used for translucent window objects.&lt;br /&gt;
&lt;br /&gt;
  Show Back Rectangles?:&lt;br /&gt;
  - Show back rectangles of darker colors to display information better?&lt;br /&gt;
&lt;br /&gt;
    Back Rectangle Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Equipment Data&lt;br /&gt;
&lt;br /&gt;
[[File:ItemEquipCore_StatusWindowStyles.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Data Style:&lt;br /&gt;
  - How do you wish to display equipment data?&lt;br /&gt;
    - Compare - Compares selected equip to equipped gear&lt;br /&gt;
      - Lists all main party actors&lt;br /&gt;
      - Displays the parameter differences when equipped&lt;br /&gt;
      - Calculates custom JS values&lt;br /&gt;
    - Classic - Shows basic parameters of selected equip&lt;br /&gt;
      - Involves no actors, only shows the item's stats&lt;br /&gt;
      - Shows weapon or armor specific parameters&lt;br /&gt;
      - Does not show custom JS values as those are calculated per actor&lt;br /&gt;
      - Does not show custom parameters as those are calculated per actor&lt;br /&gt;
      - Use &amp;lt;Status Info&amp;gt; and &amp;lt;Custom Status Info&amp;gt; notetags to overwrite or&lt;br /&gt;
        add custom data to classic equip data&lt;br /&gt;
    - Double - Shows basic parameters in double columns&lt;br /&gt;
      - Involves no actors, only shows the item's stats&lt;br /&gt;
      - Shows weapon or armor specific parameters&lt;br /&gt;
      - Does not show custom JS values as those are calculated per actor&lt;br /&gt;
      - Does not show custom parameters as those are calculated per actor&lt;br /&gt;
      - Use &amp;lt;Status Info&amp;gt; and &amp;lt;Custom Status Info&amp;gt; notetags to overwrite or&lt;br /&gt;
        add custom data to classic equip data&lt;br /&gt;
&lt;br /&gt;
    Compare Style:&lt;br /&gt;
&lt;br /&gt;
      Already Equipped:&lt;br /&gt;
      - Marker used to show an actor cannot equip an item.&lt;br /&gt;
&lt;br /&gt;
      Can't Equip:&lt;br /&gt;
      - Marker used to show an actor cannot equip an item.&lt;br /&gt;
&lt;br /&gt;
      No Changes:&lt;br /&gt;
      - Marker used to show no changes have occurred.&lt;br /&gt;
&lt;br /&gt;
      JS: Draw Equip Data:&lt;br /&gt;
      - Code used to draw the equipment data for the Shop Status Window.&lt;br /&gt;
&lt;br /&gt;
    Classic Style:&lt;br /&gt;
&lt;br /&gt;
      Added Weapon Params:&lt;br /&gt;
      Added Armor Params:&lt;br /&gt;
      - Display these parameters when a weapon/armor is selected.&lt;br /&gt;
      - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
      JS: Draw Equip Data:&lt;br /&gt;
      - Code used to draw the equipment data for the Shop Status Window.&lt;br /&gt;
&lt;br /&gt;
    Double Style:&lt;br /&gt;
&lt;br /&gt;
      Added Weapon Params:&lt;br /&gt;
      Added Armor Params:&lt;br /&gt;
      - Display these parameters when a weapon/armor is selected.&lt;br /&gt;
      - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
      JS: Draw Equip Data:&lt;br /&gt;
      - Code used to draw the equipment data for the Shop Status Window.&lt;br /&gt;
&lt;br /&gt;
  Delay MS:&lt;br /&gt;
  - How many milliseconds (MS) to delay the preview update?&lt;br /&gt;
  - This is to prevent lag spikes for equips only.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Item Data&lt;br /&gt;
&lt;br /&gt;
  Max State/Buff Icons:&lt;br /&gt;
  - Maximum number of icons that can be displayed for Add/Remove&lt;br /&gt;
    States/Buffs.&lt;br /&gt;
&lt;br /&gt;
  Multiplier Standard:&lt;br /&gt;
  - Constant standard to filter out random values when calculating the&lt;br /&gt;
    damage multiplier.&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Item Data:&lt;br /&gt;
  - Code used to draw the item data for the Shop Status Window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Vocabulary&lt;br /&gt;
&lt;br /&gt;
  Consumable:&lt;br /&gt;
  Occasions:&lt;br /&gt;
  Scope:&lt;br /&gt;
  Speed:&lt;br /&gt;
  Success Rate:&lt;br /&gt;
  Repeats:&lt;br /&gt;
  Hit Type:&lt;br /&gt;
  Element:&lt;br /&gt;
  Damage Type:&lt;br /&gt;
  Effects:&lt;br /&gt;
  - Vocabulary used for these data entries.&lt;br /&gt;
  - Some of these have Plugin Parameters have sub-entries.&lt;br /&gt;
&lt;br /&gt;
  NOTE: Regarding Damage Labels&lt;br /&gt;
&lt;br /&gt;
  If Visu_1_BattleCore is installed, priority goes to its Damage Style&lt;br /&gt;
  settings. The label displayed is based on the damage style settings in&lt;br /&gt;
  place for that specific skill or item.&lt;br /&gt;
&lt;br /&gt;
  Go to Battle Core &amp;gt; Plugin Parameters &amp;gt; Damage Settings &amp;gt; Style List &amp;gt;&lt;br /&gt;
  pick the damage style you want to edit &amp;gt; Damage Label and change the&lt;br /&gt;
  text settings you'd like there.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* Yanfly&lt;br /&gt;
* Arisu&lt;br /&gt;
* Olivia&lt;br /&gt;
* Irina&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.60: March 16, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Item Menu Settings &amp;gt; Use Updated Layout &amp;gt; Disabled: Vanilla&lt;br /&gt;
**** If NOT using the updated layout, keep all settings to pure vanilla and ignore other Plugin Parameters.&lt;br /&gt;
**** Used for those who do not wish to fiddle with the Plugin Parameter settings to return the item menu back to default MZ vanilla.&lt;br /&gt;
**** Does not apply if using updated layout.&lt;br /&gt;
**** The following settings are disabled if using vanilla:&lt;br /&gt;
***** Categories: Only the default 4&lt;br /&gt;
***** Category Names only display text and no icons&lt;br /&gt;
***** No Shop Status Window&lt;br /&gt;
***** Modern Controls Disabled&lt;br /&gt;
***** Columns: Any -&amp;gt; 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.59: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where a changed parameter in the equipment menu would accidentally highlight the next parameter's name. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.58: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Optimize no longer allows player to bypass the following notetags: &amp;lt;nowiki&amp;gt;&amp;lt;Equip Copy Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;, &amp;lt;nowiki&amp;gt;&amp;lt;Equip Weapon Type Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;, and &amp;lt;nowiki&amp;gt;&amp;lt;Equip Armor Type Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.57: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different line height settings. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Status Info&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** For clarity regarding &amp;quot;Damage Multiplier&amp;quot; and &amp;quot;HP Recovery&amp;quot;/&amp;quot;HP Damage&amp;quot;:&lt;br /&gt;
**** &amp;quot;Damage Multiplier&amp;quot; refers to the amount determined by damage formulas.&lt;br /&gt;
**** &amp;quot;HP Recovery&amp;quot;/&amp;quot;HP Damage&amp;quot; refers to the &amp;quot;Recover HP&amp;quot; database effect.&lt;br /&gt;
**** Likewise, the same will apply to &amp;quot;MP Recovery&amp;quot;/&amp;quot;MP Damage&amp;quot; if the damage formula type is to deal MP recovery/damage instead.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Status Style: type&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Changes up the way the shop status window displays data for this database object in particular.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Custom Status Parameters: name, name, name&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Customize which parameters are displayed for this equipment object's shop status window.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.56: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where newly added equipment would cause crashes upon interaction. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.55: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where you can no longer attempt to equip an actor with zero equip slots and causing a crash. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;lt;Status Info&amp;gt;&lt;br /&gt;
*** Used for: Skill, Item, Weapon, Armor Notetags&lt;br /&gt;
**** Replace 'key' with one of the following for weapons and armors:&lt;br /&gt;
***** 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK'&lt;br /&gt;
***** For those with VisuMZ_0_CoreEngine:&lt;br /&gt;
****** 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', 'HRG', 'MRG', 'TRG'&lt;br /&gt;
****** 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', 'MDR', 'FDR', 'EXR'&lt;br /&gt;
**** Only relevant if the Draw Style for equipment is &amp;quot;classic&amp;quot; or &amp;quot;double&amp;quot;.&lt;br /&gt;
** Updated &amp;lt;Custom Status Info&amp;gt; notetag:&lt;br /&gt;
*** Used for: Skill, Item, Weapon, Armor Notetags&lt;br /&gt;
**** When used with weapon or armor database objects, this information is only relevant if the Draw Style for equipment is &amp;quot;classic&amp;quot; or &amp;quot;double&amp;quot;.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameters:&lt;br /&gt;
*** Parameters &amp;gt; Shop Status Window &amp;gt; Data Style:&lt;br /&gt;
**** How do you wish to display equipment data?&lt;br /&gt;
***** Compare - Compares selected equip to equipped gear&lt;br /&gt;
****** Lists all main party actors&lt;br /&gt;
****** Displays the parameter differences when equipped&lt;br /&gt;
****** Calculates custom JS values&lt;br /&gt;
***** Classic - Shows basic parameters of selected equip&lt;br /&gt;
***** Double - Shows basic parameters in double columns&lt;br /&gt;
****** Involves no actors, only shows the item's stats&lt;br /&gt;
****** Shows weapon or armor specific parameters&lt;br /&gt;
****** Does not show custom JS values as those are calculated per actor&lt;br /&gt;
****** Does not show custom parameters as those are calculated per actor&lt;br /&gt;
****** Use &amp;lt;Status Info&amp;gt; and &amp;lt;Custom Status Info&amp;gt; notetags to overwrite or add custom data to classic equip data&lt;br /&gt;
**** Data Style &amp;gt; Classic Style:&lt;br /&gt;
**** Data Style &amp;gt; Double Style:&lt;br /&gt;
***** Added Weapon Params&lt;br /&gt;
***** Added Armor Params&lt;br /&gt;
****** Display these parameters when a weapon/armor is selected.&lt;br /&gt;
****** Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.54: October 17, 2024&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If &amp;quot;Modern Controls&amp;quot; is selected while &amp;quot;Remove Equip&amp;quot; and &amp;quot;Optimize&amp;quot; are gone from the Equip Menu, right click will exit the menu. Feature added by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.53: July 18, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added warning to &amp;lt;JS Parameters&amp;gt;:&lt;br /&gt;
*** If you are trying to calculate a value based off a full parameter value, such as &amp;quot;ATK = user.atk * 0.10&amp;quot;, it's going to break and will cause an infinite loop. Use base parameter values instead.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Irina:&lt;br /&gt;
*** &amp;lt;ID Sort Priority: x&amp;gt;&lt;br /&gt;
**** Used for Scene_Item, Scene_Equip, Scene_Battle, and Scene_Shop's sell option (only when selling).&lt;br /&gt;
**** Changes sorting priority by ID for item, weapon, or armor to 'x'.&lt;br /&gt;
**** Default priority level is '50'.&lt;br /&gt;
**** Items, weapons, and armors with higher priority values will be sorted higher up on the list while lower values will be lower on the list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.52: May 16, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Item Categories &amp;gt; Category List &amp;gt; Category &amp;gt; Sorted By:&lt;br /&gt;
**** You can now sort specific item categories by ID or Name.&lt;br /&gt;
**** Only usable within Scene_Item and Scene_Shop.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.51: December 14, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an item is unequipped, it may cause a crash. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where &amp;lt;Proxy: id&amp;gt; did not properly give the proxy item. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.50: November 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;JS Buy Price&amp;gt; and &amp;lt;JS Sell Price&amp;gt; was not working properly. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Cursed&amp;gt;&lt;br /&gt;
**** If this weapon or armor is equipped, it cannot manually be removed by the player until it is purified.&lt;br /&gt;
**** To remove it, it must be done by event commands, script calls, or through the Purify-related Plugin Commands provided by this plugin.&lt;br /&gt;
**** Once purified, the weapon or armor will become unequipped unless it has a purify transformation.&lt;br /&gt;
**** If the newly transformed weapon/armor is equippable, it will remain in the actor's equipment slots.&lt;br /&gt;
**** If you are using VisuMZ_2_WeaponSwapSystem, weapons cannot become cursed in order to allow free weapon swapping. Weaponry will not be cursed if VisuMZ_2_WeaponSwapSystem is installed.&lt;br /&gt;
*** &amp;lt;Purify Transform: id&amp;gt;&lt;br /&gt;
*** &amp;lt;Purify Transform: name&amp;gt;&lt;br /&gt;
**** If this notetag is present on a &amp;lt;Cursed&amp;gt; weapon or armor, then upon the actor receiving purification, the weapon or armor will transform into a different item.&lt;br /&gt;
** New Plugin Commands added by Arisu:&lt;br /&gt;
*** Purify: Target Actor(s)&lt;br /&gt;
**** Purifies target actor(s) of any cursed weapons or armors.&lt;br /&gt;
*** Purify: Whole Party&lt;br /&gt;
**** Purifies whole party of any cursed weapons or armors.&lt;br /&gt;
** Added &amp;quot;Cursed Equip Popup&amp;quot; to Equip Scene Plugin Parameters.&lt;br /&gt;
*** Text popup appears when an actor equips a cursed weapon/armor.&lt;br /&gt;
** Added &amp;quot;Ally or Enemy&amp;quot; or &amp;quot;Enemy or Ally&amp;quot; scopes to Shop Status Window Plugin Parameters.&lt;br /&gt;
*** If unused, will default to &amp;quot;1 Ally&amp;quot; or &amp;quot;1 Enemy&amp;quot; like usual. Added by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.49: October 12, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem where for weapon types, all weapon types are listed in the equip menu even when the actor cannot equip them (though they would be disabled). Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia and sponsored by AndyL:&lt;br /&gt;
*** &amp;lt;Added EType: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Added ETypes: x, x, x&amp;gt;&lt;br /&gt;
**** This is for armors only and does NOT work with weapons!&lt;br /&gt;
**** Allows a piece of armor to belong to multiple ETypes. This means a glove can be equipped as &amp;quot;Armgear&amp;quot; or as an &amp;quot;Accessory&amp;quot; if you so choose.&lt;br /&gt;
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Version 1.48: September 14, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem where the help window position of the non-updated layout would appear in the wrong position. Fix made by Irina.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized when weapons and armors exceed 2000 in database quantity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Version 1.47: July 13, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause the shop status window to display incorrect removed buffs and debuffs. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Changes made to dynamic shop listings in order to update upon listing changes rather than having to enter and exit the shop again. Update made by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag effects added by Arisu and sponsored by AndyL:&lt;br /&gt;
*** &amp;lt;Conserve: x%&amp;gt;&lt;br /&gt;
**** Gives the item a percent chance when used to not consume the item.&lt;br /&gt;
*** &amp;lt;Buy Turn On Switches: x, x, x&amp;gt;&lt;br /&gt;
*** &amp;lt;Buy Turn Off Switches: x, x, x&amp;gt;&lt;br /&gt;
*** &amp;lt;Sell Turn On Switches: x, x, x&amp;gt;&lt;br /&gt;
*** &amp;lt;Sell Turn Off Switches: x, x, x&amp;gt;&lt;br /&gt;
**** When buying/selling an item, weapon, or armor with these notetags, turn on/off switch(es) 'x'.&lt;br /&gt;
*** New Plugin Parameters added by Arisu:&lt;br /&gt;
**** Params &amp;gt; Settings &amp;gt; Shop Status Window &amp;gt; Equipment Data &amp;gt; Delay MS:&lt;br /&gt;
***** How many milliseconds (MS) to delay the preview update?&lt;br /&gt;
***** This is to prevent lag spikes for equips only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.46: June 15, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem where the help and input modes are not adequately adjusted when not used with the updated layout or without the Options Core custom UI placement. Fix made by Arisu.&lt;br /&gt;
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Version 1.45: May 18, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause equip slots to not be recognized properly if the equip slot name ends in a space.&lt;br /&gt;
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Version 1.44: April 13, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag effects added by Arisu and sponsored by Anon:&lt;br /&gt;
*** &amp;lt;Equip For Class Only: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Equip For Classes Only: x, x, x&amp;gt;&lt;br /&gt;
*** &amp;lt;Equip For Class Only: name&amp;gt;&lt;br /&gt;
*** &amp;lt;Equip For Classes Only: name, name, name&amp;gt;&lt;br /&gt;
**** The piece of equipment can only be worn by the listed classes.&lt;br /&gt;
*** &amp;lt;Equip Requirements&amp;gt; notetag added.&lt;br /&gt;
**** Define multiple requirements that the actor needs to meet in order for this equip item to be equippable.&lt;br /&gt;
**** See help file for more information on the types of requirements that can be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.43: March 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Artifact armors should now update and refresh the party members' cache upon acquisition. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Version 1.42: February 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Proxy items should no longer cause infinite loops if they're made to reference other proxy items in a circular fashion. Instead, they just give the exact first found proxy instead of cycling through others. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.41: December 15, 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu and sponsored by Anon:&lt;br /&gt;
*** Equip Scene &amp;gt; Equip Command &amp;gt; Help Description&lt;br /&gt;
*** Equip Scene &amp;gt; Optimize Command &amp;gt; Help Description&lt;br /&gt;
*** Equip Scene &amp;gt; Clear Command &amp;gt; Help Description&lt;br /&gt;
**** Help description used when these commands are selected.&lt;br /&gt;
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Version 1.40: October 20, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** For the shop status window, when comparing equipment of a type where there are multiple equipment slots (such as accessories), the plugin will now check for an empty equipment slot first and then make calculations there. Otherwise, it will use the first available equipment slot of that type regardless of the equipped item. Update made by Arisu.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.39: September 29, 2022:&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Changed the default code for the equip scene's status window display to prevent the face graphic and basic actor stats from going above the window boundaries if there are too many parameters displayed in the status window at a time.&lt;br /&gt;
** If you already have this plugin installed the changes will not be reflected unless you do the following:&lt;br /&gt;
**** BACKUP your game project.&lt;br /&gt;
**** REMOVE this plugin from the Plugin Manager list.&lt;br /&gt;
**** REINSTALL this plugin into the Plugin Manager list.&lt;br /&gt;
**** SAVE the game project.&lt;br /&gt;
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Version 1.38: March 3, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New mechanics and notetags added by Olivia and sponsored by Anon:&lt;br /&gt;
*** &amp;lt;Party Artifact&amp;gt;&lt;br /&gt;
*** &amp;lt;Troop Artifact&amp;gt;&lt;br /&gt;
*** &amp;lt;Stackable Party Artifact&amp;gt;&lt;br /&gt;
*** &amp;lt;Stackable Troop Artifact&amp;gt;&lt;br /&gt;
**** Armors only! This armor cannot be equipped at all. However, by simply being in the party's inventory, its parameter bonuses and traits will be applied globally throughout the whole party or troop (depending on the notetag). Add both notetags to affect both groups.&lt;br /&gt;
**** The normal versions of the notetag is only applied once regardless of the number of copies are found in the party's inventory.&lt;br /&gt;
**** The stackable versions of the notetag will have the bonuses and traits stacked multiple times relative to the number of copies found in the party's inventory.&lt;br /&gt;
**** This item will NOT be added during the setup phase for Battle Tests.&lt;br /&gt;
***** If you want to add the item, do it manually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.37: December 23, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Created foundation for proxy items to be used in any applicable system and extension plugins. Update made by Arisu.&lt;br /&gt;
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Version 1.36: December 2, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** For those using custom parameters from the Core Engine and do not have the parameters all-capitalized, the plugin will automatically do it for you to prevent errors. Update made by Olivia.&lt;br /&gt;
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Version 1.35: November 18, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** If this plugin's updated scene is disabled, the Help Window locations for the Item, Equip, and Shop Scenes should now be at their designated locations as calculated by the VisuMZ Core Engine instead of the RMMZ default location. Update made by Irina.&lt;br /&gt;
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Version 1.34: October 28, 2021&lt;br /&gt;
* Feature Update&lt;br /&gt;
** Added fail safe checks for projects that are using old data for starting equipment that no longer exist, thus preventing the game from opening. Update made by Arisu.&lt;br /&gt;
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Version 1.33: August 6, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Removed &amp;quot;Weapon&amp;quot; and &amp;quot;Armor&amp;quot; from &amp;quot;Used For&amp;quot; for &amp;lt;Status Info&amp;gt;. This was an unintended piece of documentation.&lt;br /&gt;
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Version 1.32: July 23, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause armor duplication when changing to classes with unaligned equipment slot types. Fix made by Arisu.&lt;br /&gt;
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Version 1.31: July 9, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added a failsafe for price manipulation JavaScript to never have prices drop below 0 if possible. Update made by Arisu.&lt;br /&gt;
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Version 1.30: July 2, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added an extra note to the help file for the following: Plugin Parameters &amp;gt; Item Menu Settings &amp;gt; List Window &amp;gt; Columns&lt;br /&gt;
*** If you are using the VisuStella MZ Core Engine and the &amp;quot;Modern Controls&amp;quot; Plugin Parameter, please read through that section in case you have any questions about how to switch between categories when using multiple columns of items at a time.&lt;br /&gt;
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Version 1.29: June 25, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Compatibility update with RPG Maker MZ 1.3.0+.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Phantom data when changing equipment types in the database should no longer affect actors with cached equip ID's. Update made by Arisu.&lt;br /&gt;
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Version 1.28: June 4, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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&lt;br /&gt;
Version 1.27: May 21, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Using the mouse right click in the Equip Scene while inside of the item to slot window will no longer exit the Equip Scene. Fix made by Yanfly.&lt;br /&gt;
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Version 1.26: April 30, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** &amp;quot;VisuStella MZ Compatibility&amp;quot; added VisuMZ_1_BattleCore section regarding Damage Multiplier and Healing Multiplier vocabulary settings to reduce commonly asked questions.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Irina and sponsored by Archeia:&lt;br /&gt;
*** &amp;lt;Shop Picture Name: filename&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Layer: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Max Width: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Max Height: y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Max Dimensions: x, y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Alignment: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Position: y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset X: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset X: -x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset Y: +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset Y: -y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset: +x, +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset: -x, -y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Opacity: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Opacity: x%&amp;gt;&lt;br /&gt;
**** Add images from the game project's img/pictures/ folder to display in the Shop Status Window.&lt;br /&gt;
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Version 1.25: April 23, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added clarity to the &amp;lt;param: +x&amp;gt; and &amp;lt;param: -x&amp;gt; notetags:&lt;br /&gt;
*** These notetags do NOT work with X Parameters, S Parameters, or any custom parameters. These notetags ONLY work with the base parameters.&lt;br /&gt;
&lt;br /&gt;
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Version 1.24: April 16, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Changing an actor's equipment slots to past their original amount will no longer yield errors with duplicate slot types. Fix made by Arisu.&lt;br /&gt;
** Completely selling an item should now refresh the help window to the new selected item's help description. Fix made by Arisu.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Non-removable equipment restrictions for the equipment scene are now better optimized. Update made by Olivia.&lt;br /&gt;
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Version 1.23: April 2, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.22: March 26, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;VisuStella MZ Compatibility&amp;quot; section for detailed compatibility explanations with the VisuMZ_4_BreakShields plugin.&lt;br /&gt;
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Version 1.21: March 5, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Custom equipment slots are disabled during Battle Testing for better accuracy and results.&lt;br /&gt;
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Version 1.20: February 26, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina and sponsored by AndyL:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Shop Menu Settings &amp;gt; Switches &amp;gt; Switch: Buy&lt;br /&gt;
*** Plugin Parameters &amp;gt; Shop Menu Settings &amp;gt; Switches &amp;gt; Switch: Sell&lt;br /&gt;
**** Buying/selling items in the Shop Scene turns this Switch to ON.&lt;br /&gt;
**** Switch reverts to OFF whenever the Shop Scene opens.&lt;br /&gt;
**** These switches can be used after a &amp;quot;Shop Processing&amp;quot; event command to determine if the player has bought an item, bought and sold an item, sold an item, or neither.&lt;br /&gt;
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Version 1.19: January 29, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Irina.&lt;br /&gt;
*** &amp;lt;Equip Copy Limit: x&amp;gt;&lt;br /&gt;
**** Sets a maximum number of copies that the actor can wear of this equipment. Usage Example: Actors can only equip one copy of the &amp;quot;One-of-a-Kind Ring&amp;quot; on at any time despite having empty accessory slots because the ring has a &amp;lt;Equip Copy Limit: 1&amp;gt; notetag.&lt;br /&gt;
*** &amp;lt;Equip Weapon Type Limit: x&amp;gt;&lt;br /&gt;
**** This weapon cannot be equipped with other weapons of the same type once the limited amount has been reached. Usage Example: A dualwielding warrior who can only equip one sword and a dagger but never two swords or two daggers because the swords and daggers all have the &amp;lt;Equip Weapon Type Limit: 1&amp;gt; notetags on them.&lt;br /&gt;
*** &amp;lt;Equip Armor Type Limit: x&amp;gt;&lt;br /&gt;
**** This armor cannot be equipped with other armors of the same type once the limited amount has been reached. Usage Example: People cannot equip more than two glove accessories on at a time because the glove is a &amp;quot;Glove&amp;quot; armor-type and each glove item has the &amp;lt;Equip Armor Type Limit: 2&amp;gt; notetags on them.&lt;br /&gt;
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Version 1.18: January 15, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Pressing &amp;quot;Shift&amp;quot; to remove equipment will now refresh the status window unlike before. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameters added&lt;br /&gt;
*** Plugin Parameters &amp;gt; Item Menu Settings &amp;gt; Background Type&lt;br /&gt;
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Version 1.17: January 1, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Equipping should be working properly again. Fix made by Yanfly.&lt;br /&gt;
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Version 1.16: December 25, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Equip-Adjust HP/MP should work properly now. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added more clarity for &amp;lt;JS Item Enable&amp;gt; to state that if the VisuStella Battle Core is installed, then all battle scope items are visible, but not necessarily enabled if they are disabled otherwise.&lt;br /&gt;
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Version 1.15: December 18, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** RPG Maker MZ Bug: Unusable items on an individual-actor basis will no longer be overwritten by party-based usability for battle. Fix by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added more clarity for &amp;lt;JS Item Enable&amp;gt; to state that it removes the usable item from visibility as well if the actor unable to use it is the only person in the party.&lt;br /&gt;
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Version 1.14: December 11, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
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Version 1.13: December 4, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Arisu!&lt;br /&gt;
*** Actor: Change Equip Slots&lt;br /&gt;
*** Actor: Reset Equip Slots&lt;br /&gt;
**** These plugin commands allow you to forcefully change the equip slots available to an actor regardless of the slots provided by its class as well as reset them.&lt;br /&gt;
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Version 1.12: November 15, 2020&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.11: November 8, 2020&lt;br /&gt;
* Bug Fix!&lt;br /&gt;
** Font size ratio for the shop status window now scales to a hard coded value to prevent smaller font sizes from expanding icon sizes. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Currency display in the shop menu is now reflected upon how the plugin parameters set them to display. Update made by Arisu.&lt;br /&gt;
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Version 1.10: November 1, 2020&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Modern Controls compatibility with Core Engine no longer enables the Item Categories window and child classes to utilize the Home/End keys.&lt;br /&gt;
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Version 1.09: October 25, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;All Items&amp;quot; category should now display the &amp;quot;Items&amp;quot; text. Fix by Irina.&lt;br /&gt;
** WType, AType, and EType categories now work with text. Fix by Irina.&lt;br /&gt;
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Version 1.08: October 18, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
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Version 1.07: October 11, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** XParams and SParams in the Window_EquipStatus window will no longer show a non-percentile difference if the original value is not a whole value. Fix made by Yanfly.&lt;br /&gt;
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Version 1.06: October 4, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Select Item event command now displays the default amount of columns instead of whatever setting is made with the plugin parameters.&lt;br /&gt;
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Version 1.05: September 27, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When using the updated shop layout, leaving the sell option will no longer cause the dummy window to appear.&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** &amp;quot;Use Updated Layout&amp;quot; plugin parameters now have the added clause: &amp;quot;This will override the Core Engine windows settings.&amp;quot; to reduce confusion. Added by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: September 13, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Pressing Shift to quickly remove equipment should no longer crash the game. This will also clear the help window text. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: September 6, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** If both Optimize and Clear commands have been removed and using modern controls, pressing up at the top of the slot window list will not go to the window. Fix made by Yanfly.&lt;br /&gt;
** If both Optimize and Clear commands have been removed, the window will no longer appear and the slot window will be moved upward to fill any empty spaces. Fix made by Yanfly.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added in NEW! Label to let you adjust the font face.&lt;br /&gt;
** New Plugin Parameters added in Equip Menu Scene Settings for disabling the back rectangles and/or changing their colors.&lt;br /&gt;
** New Plugin Parameters added in Shop Status Window Settings for disabling the back rectangles and/or changing their colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: August 30, 2020&lt;br /&gt;
* Documentation Fix!&lt;br /&gt;
** Added: NOTE: Regarding Damage Labels&lt;br /&gt;
*** If Visu_1_BattleCore is installed, priority goes to its Damage Style settings. The label displayed is based on the damage style settings in place for that specific skill or item.&lt;br /&gt;
*** Go to Battle Core &amp;gt; Plugin Parameters &amp;gt; Damage Settings &amp;gt; Style List &amp;gt; pick the damage style you want to edit &amp;gt; Damage Label and change the text settings you'd like there.&lt;br /&gt;
*** Documentation update added by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: August 23, 2020&lt;br /&gt;
* Added failsafe to prevent non-existent equipment (because the database entries have been deleted) from being equipped as initial equipment. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: August 20, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Core Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Item Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Equip Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Menu Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Chain_Battles_VisuStella_MZ&amp;diff=17640</id>
		<title>Chain Battles VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Chain_Battles_VisuStella_MZ&amp;diff=17640"/>
		<updated>2026-03-15T02:02:11Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=dZ9FqKKWgL8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/1157898&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/chain-battles&amp;quot;&amp;gt;Chain Battles plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Battle Technician Vol 1}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ChainBattles_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:ChainBattles_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Ever wanted to have a continuous stream of battles without the victory&lt;br /&gt;
sequence appearing until the very end? The Chain Battles plugin will allow&lt;br /&gt;
RPG Maker MZ to do just that. As the player's party progresses forward, they&lt;br /&gt;
maintain their states, buffs, and debuffs. The such effects will keep their&lt;br /&gt;
stacks and turns. Chain Battles will make creating a marathon of battles&lt;br /&gt;
a possibility.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Queue up battles to be chained one after the other. This can be done in or out of battle. An unlimited amount of battles can be chained.&lt;br /&gt;
* Chained battles can be randomized across a pool of Troop ID's, based off the random encounter pool, or calculated through JavaScript.&lt;br /&gt;
* Battlebacks can be changed as chain battles continue to give a scenary change and a sense of progression.&lt;br /&gt;
* Any states, buffs, and/or debuffs that are applied to battlers as they transition from one battle to another will be carried over with their turn durations intact.&lt;br /&gt;
* Battle rewards such as EXP, Gold, and Drop Rates can be affected by the total number of chain battles, increasing the overall multiplier (or decreasing it if you so wish).&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=== Required Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 3}}&lt;br /&gt;
&lt;br /&gt;
== Chain Battle Carry Over ==&lt;br /&gt;
&lt;br /&gt;
[[File:ChainBattles_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The following section will explain what happens whenever chain battles&lt;br /&gt;
occur and describe exactly what is carried over.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== HP, MP, and TP ===&lt;br /&gt;
&lt;br /&gt;
HP and MP, by default, are static across battles and will not reset&lt;br /&gt;
themselves at the start of each chained battle.&lt;br /&gt;
&lt;br /&gt;
TP, however, will depend. If TP is preserved, then the TP values will be&lt;br /&gt;
maintained as chain battles progress. If TP is not preserved, then, by&lt;br /&gt;
default, the battler will gain a random amount of TP at the start of each&lt;br /&gt;
chained battle.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Turn Count ===&lt;br /&gt;
&lt;br /&gt;
When chaining into the next battle, the turn count will be preserved and&lt;br /&gt;
then increased by 1. This means if you end the first battle at Turn 10, then&lt;br /&gt;
you will start the second battle at Turn 11. This applies to TPB battle&lt;br /&gt;
systems as well.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Troop Event Page Span ===&lt;br /&gt;
&lt;br /&gt;
If a troop event page's span is set to &amp;quot;battle&amp;quot;, it will be reset at the&lt;br /&gt;
start of each chain battle. This means even if you are utilizing the same&lt;br /&gt;
conditions as before for the same page, the same page's span will be reset.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Next Victory ===&lt;br /&gt;
&lt;br /&gt;
You can setup certain Common Events to run upon achieving Victory but before&lt;br /&gt;
the battle ends or moves onto the next chain. These are achieved through the&lt;br /&gt;
new Plugin Commands added through this plugin. If multiple Common Events are&lt;br /&gt;
queued, then all of them will run before the next victory phase.&lt;br /&gt;
&lt;br /&gt;
If enemies revive in the middle of the Common Event queue, the queue is&lt;br /&gt;
paused and resumed after the enemies are defeated once again.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
# Common Events A, B, C, D, E are queued.&lt;br /&gt;
# Enemies are set to revive on Common Event B.&lt;br /&gt;
# When the player achieves battle victory, Common Events A and B run.&lt;br /&gt;
# The enemies will revive.&lt;br /&gt;
# The player has to defeat the enemies again.&lt;br /&gt;
# Once the enemies are defeated, Common Events C, D, and E then run.&lt;br /&gt;
# Afterwards, any chain battles will occur.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Extra Features ==&lt;br /&gt;
&lt;br /&gt;
[[File:ChainBattles_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
There are some extra features found if other VisuStella MZ plugins are found&lt;br /&gt;
present in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Class Change System VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
This plugin offers bonus reward multipliers for the Class Change System's&lt;br /&gt;
CP and JP resource points earned from battle.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Skill Learn System VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
This plugin offers bonus reward multipliers for the Skill Learn System's&lt;br /&gt;
AP and SP resource points earned from battle.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== VisuStella MZ Compatibility ==&lt;br /&gt;
&lt;br /&gt;
[[File:ChainBattles_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
While this plugin is compatible with the majority of the VisuStella MZ&lt;br /&gt;
plugin library, it is not compatible with specific plugins or specific&lt;br /&gt;
features. This section will highlight the main plugins/features that will&lt;br /&gt;
not be compatible with this plugin or put focus on how the make certain&lt;br /&gt;
features compatible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Extra Enemy Drops VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
Extra Rewards will be carried over into subsequently chained battles instead&lt;br /&gt;
of being cleared. However, Forced Rewards will still overwrite everything.&lt;br /&gt;
Keep this in mind as you use these Extra Enemy Drops Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Chain Battles Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== General Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ChainBattles_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ChainBattles_Param1.png]]&lt;br /&gt;
&lt;br /&gt;
General settings related to Chain Battles.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Animation&lt;br /&gt;
&lt;br /&gt;
  Chain Walk Forward?&lt;br /&gt;
  - Does player party perform walk up animation for chain battles?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Delay&lt;br /&gt;
&lt;br /&gt;
  Frames:&lt;br /&gt;
  - How many frames should be delayed on average?&lt;br /&gt;
&lt;br /&gt;
  Allow Fast Forward?:&lt;br /&gt;
  - Allow fast forwarding the delay by holding down the OK or Cancel&lt;br /&gt;
    buttons?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Tracking&lt;br /&gt;
&lt;br /&gt;
  Variable: Chains:&lt;br /&gt;
  - Automatically tracks total chained battles.&lt;br /&gt;
  - Insert Variable ID '0' to not use.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Reward Multipliers ===&lt;br /&gt;
&lt;br /&gt;
[[File:ChainBattles_Param2.png]]&lt;br /&gt;
&lt;br /&gt;
Reward multipliers based on the number of Chain Battles in total.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Enable Multipliers?:&lt;br /&gt;
  - Enable victory reward multipliers?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  EXP Rates:&lt;br /&gt;
  Gold Rates:&lt;br /&gt;
  Drop Rates:&lt;br /&gt;
  - What rates do you want per total chain battles?&lt;br /&gt;
  - 1.0 = 100%, 1.5 = 150%&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Compatibility &amp;gt; Class Change System&lt;br /&gt;
&lt;br /&gt;
  CP Rates:&lt;br /&gt;
  JP Rates:&lt;br /&gt;
  - What rates do you want per total chain battles?&lt;br /&gt;
  - 1.0 = 100%, 1.5 = 150%&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Compatibility &amp;gt; Skill Learn System&lt;br /&gt;
&lt;br /&gt;
  AP Rates:&lt;br /&gt;
  SP Rates:&lt;br /&gt;
  - What rates do you want per total chain battles?&lt;br /&gt;
  - 1.0 = 100%, 1.5 = 150%&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.05: March 16, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where EXP and Gold multipliers weren't calculating correctly based on the number of chain battles participated in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: July 13, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;quot;Next Victory: Queue Common Event&amp;quot; Plugin Command in the help file:&lt;br /&gt;
*** The &amp;quot;Next Victory: Queue Common Event&amp;quot; Plugin Command will always refer to the immediate next victory sequence.&lt;br /&gt;
*** Even if you put it after a &amp;quot;Chain Battle: Queue Troop ID(s)&amp;quot;, it does not mean it will occur for that next queued troop's victory.&lt;br /&gt;
*** Instead, the common event will run for the immediate next victory sequence regardless.&lt;br /&gt;
*** If you would like for the queued troop ID's to have a &amp;quot;Next Victory&amp;quot; effect, run this Plugin Command AFTER the queued troop ID has been initiated in battle first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: May 18, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Boost Action and Skill Cooldowns. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: February 17, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated features list in Introduction.&lt;br /&gt;
** Added &amp;quot;Next Victory&amp;quot; segment to &amp;quot;Chain Battle Carry Over&amp;quot; section.&lt;br /&gt;
*** Next Victory&lt;br /&gt;
*** You can setup certain Common Events to run upon achieving Victory but before the battle ends or moves onto the next chain. These are achieved through the new Plugin Commands added through this plugin. If multiple Common Events are queued, then all of them will run before the next victory phase.&lt;br /&gt;
*** If enemies revive in the middle of the Common Event queue, the queue is paused and resumed after the enemies are defeated once again.&lt;br /&gt;
**** Example provided inside segment.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Olivia and sponsored by AndyL:&lt;br /&gt;
*** Next Victory: Queue Common Event&lt;br /&gt;
**** Queue a Common Event(s) to run next victory. If multiple, Common Events run in queued order. The Common Events will run before the next queued chain battle.&lt;br /&gt;
*** Next Victory: Clear Common Event Queue&lt;br /&gt;
**** Clear queued Common Event(s) for next victory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: October 21, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Battle win/lose branches should now carry over. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; General &amp;gt; Animation &amp;gt; Chain Walk Forward?&lt;br /&gt;
**** Does player party perform walk up animation for chain battles?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: September 8, 2021&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Battle Technician Volume 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Gameplay Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Eventing Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Visual Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Equip_Passive_System_VisuStella_MZ&amp;diff=17639</id>
		<title>Equip Passive System VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Equip_Passive_System_VisuStella_MZ&amp;diff=17639"/>
		<updated>2026-03-15T02:02:04Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://youtu.be/n_X2J2Q9FHQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;!-- |preview = [[File:VisuMZ.148.jpg|600px]] --&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2546114&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/equip-passive-system&amp;quot;&amp;gt;Equip Passive System plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Grande Vol 1}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:EquipPassiveSys_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:EquipPassiveSys_Preview2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:EquipPassiveSys_Preview3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.148.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
Actors can now equip passive states to further enhance their battle&lt;br /&gt;
potential. With how flexible states are, equippable passive states can boost&lt;br /&gt;
actors in numerous ways. Equippable passive states can be learned in many&lt;br /&gt;
different ways and add further customization potential to your actors.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Passive states can be accessed and equipped from the skill scene. &lt;br /&gt;
* Passive states are limited to the passive capacity that an actor has and the amount of capacity that passive state costs. &lt;br /&gt;
* As passive are states at the fundamental level, they take on all the advantages and traits that states have like motions and overlays. &lt;br /&gt;
* Dictate which passives an actor can learn through notetags. &lt;br /&gt;
* Some passives can be linked to when skills are learned. &lt;br /&gt;
* Passives can have a variety of conditions before they are learned. &lt;br /&gt;
* Branch out passives so that when they're learned, more passives can be unlocked for that actor. &lt;br /&gt;
* Some of these conditions include leveling, winning battles, escaping, being afflicted by states, attacking a certain amount of times, and more! &lt;br /&gt;
* Globally learn and remove passive states across all actors. &lt;br /&gt;
* Optionally combines with the Skill Learn System to allow actors to learn equippable passives using the Skill Learn System's notetags and AP/SP. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=== Required Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How Equippable Passives Work ==&lt;br /&gt;
&lt;br /&gt;
This section explains how Equippable Passives work in detail.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== States at the Core ===&lt;br /&gt;
&lt;br /&gt;
[[File:EquipPassiveSys_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Equippable Passives are states that actors can toggle ON/OFF as long as the&lt;br /&gt;
actors have enough &amp;quot;Passive Capacity&amp;quot; to support the passives. As these are&lt;br /&gt;
states, they have all of the traits that states have access to in addition&lt;br /&gt;
to their motion and overlay related aspects.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Unlock Conditions ===&lt;br /&gt;
&lt;br /&gt;
[[File:EquipPassiveSys_Preview2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
If an actor has unlearned Equippable Passives listed, that actor can attempt&lt;br /&gt;
to meet the conditions of those passive states and learn them. Actors will&lt;br /&gt;
not be able to learn passive states that aren't listed, regardless of the&lt;br /&gt;
actor fulfilling the unlock conditions for the unlisted Equippable Passives.&lt;br /&gt;
&lt;br /&gt;
Unlock conditions can range from things like fighting 5 battles since the&lt;br /&gt;
time the Equippable Passive has been listed to things like casting 8 magical&lt;br /&gt;
skills. There is a huge list of unlock conditions that can be used found in&lt;br /&gt;
the notetags section.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Skill Learn System ===&lt;br /&gt;
&lt;br /&gt;
[[File:EquipPassiveSys_Preview3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
If unlock conditions are not your thing, actors can bypass all of them and&lt;br /&gt;
just straight up pay for them in the Skill Learn System as long as the&lt;br /&gt;
Equippable Passives are listed there. Naturally, this will require VisuMZ's&lt;br /&gt;
Skill Learn System plugin installed for this integration to work out.&lt;br /&gt;
&lt;br /&gt;
Actors can pay for Equippable Passives in the Skill Learn System using AP,&lt;br /&gt;
CP, JP, SP, items, weapons, armors, just about anything that normal skills&lt;br /&gt;
can be used to pay with.&lt;br /&gt;
&lt;br /&gt;
Once again, Equippable Passives through the Skill Learn System will not&lt;br /&gt;
require unlock conditions to be fulfilled in order to be bought and learned.&lt;br /&gt;
This functions as an alternative way for players to acquire Equippable&lt;br /&gt;
Passives if they're not a fan of the unlock system.&lt;br /&gt;
&lt;br /&gt;
This does not mean that all Equippable Passives have to be placed through&lt;br /&gt;
the Skill Learn System while being condition unlockable or vice versa. You&lt;br /&gt;
can have some passives exclusive to the Skill Learn System while others are&lt;br /&gt;
exclusive to the unlocking mechanisms at play.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Extra Features ==&lt;br /&gt;
&lt;br /&gt;
There are some extra features found if other VisuStella MZ plugins are found&lt;br /&gt;
present in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Elements and Status Menu Core VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.008.jpg|300px|link=Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Certain notetags will become available if the VisuStella MZ Elements and&lt;br /&gt;
Status Menu Core plugin is installed in addition to this plugin. This&lt;br /&gt;
notetag is the &amp;lt;Equip Passive Learn Defeat name Trait: x&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Skill Learn System VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.042.jpg|300px|link=Skill Learn System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
If you have the VisuStella MZ Skill Learn System installed in addition to&lt;br /&gt;
this plugin, you can integrate the passive learning aspect into the skill&lt;br /&gt;
learn system itself and pay for passives using AP, SP (as well as CP and JP&lt;br /&gt;
if the VisuStella MZ Class Change System is installed).&lt;br /&gt;
&lt;br /&gt;
Unlock conditions do NOT need to be fulfilled if passives are learned&lt;br /&gt;
through the Skill Learn System. This is because the normal unlocking passive&lt;br /&gt;
conditions are made specifically for learning passives organically through&lt;br /&gt;
playing the game while the Skill Learn System allows for players to&lt;br /&gt;
carefully choose their options and buy them on the spot.&lt;br /&gt;
&lt;br /&gt;
Passives placed through the Skill Learn System will use a different set of&lt;br /&gt;
notetags which will be listed in the notetags section of this plugin.&lt;br /&gt;
&lt;br /&gt;
Unlearned passives listed in the Skill Learn System will not necessarily&lt;br /&gt;
appear in the unlearned passives list of the Passives window unless you&lt;br /&gt;
have the organic notetags used to list them there.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Equip Passive System Notetags}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Equip Passive System Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== General Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EquipPassiveSys_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:EquipPassiveSys_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
General settings for the Equip Passive System.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General Settings:&lt;br /&gt;
&lt;br /&gt;
  Default Show Command:&lt;br /&gt;
  - Shows Passive Command by default?&lt;br /&gt;
&lt;br /&gt;
  Auto-Equip on Learn:&lt;br /&gt;
  - Automatically equips newly learned Passives.&lt;br /&gt;
&lt;br /&gt;
  Text Popup on Learn:&lt;br /&gt;
  - Produce a text popup when a Passive is learned?&lt;br /&gt;
&lt;br /&gt;
    Text Popup Format:&lt;br /&gt;
    - Text format used for text popup.&lt;br /&gt;
    - %1 - Actor, %2 - Passive, %3 - Icon&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Capacity Settings:&lt;br /&gt;
&lt;br /&gt;
  Capacity Formula:&lt;br /&gt;
  - What is the formula used to determine current max capacity?&lt;br /&gt;
&lt;br /&gt;
  Default Capacity Cost:&lt;br /&gt;
  - What is the default capacity cost of equipping a Passive?&lt;br /&gt;
&lt;br /&gt;
  Minimum Capacity Cap:&lt;br /&gt;
  - What is the minimum capacity value?&lt;br /&gt;
&lt;br /&gt;
  Maximum Capacity Cap:&lt;br /&gt;
  - What is the maximum capacity value?&lt;br /&gt;
&lt;br /&gt;
  Check Over-Capacity:&lt;br /&gt;
  - Checks over-capacity when EXP changes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Vocabulary Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EquipPassiveSys_Preview2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:EquipPassiveSys_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
These settings let you adjust the text displayed for this plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Scene_Skill:&lt;br /&gt;
&lt;br /&gt;
  Command Name:&lt;br /&gt;
  - Text used for the Passives Command.&lt;br /&gt;
&lt;br /&gt;
    Command Icon:&lt;br /&gt;
    - Icon used for the Passives command and for any passives that are&lt;br /&gt;
      displayed without any icon.&lt;br /&gt;
&lt;br /&gt;
  Capacity Text:&lt;br /&gt;
  - Text used for Passives Capacity.&lt;br /&gt;
&lt;br /&gt;
    Capacity Icon:&lt;br /&gt;
    - Icon used to represent Passives Capacity when displayed as a limited&lt;br /&gt;
      resource.&lt;br /&gt;
&lt;br /&gt;
    Capacity Format:&lt;br /&gt;
    - Text format used to representing Capacity.&lt;br /&gt;
    - %1 - Current, %2 - Max, %3 - Icon&lt;br /&gt;
&lt;br /&gt;
  Cost Format:&lt;br /&gt;
  - Text format used for Capacity Cost.&lt;br /&gt;
  - %1 - Cost, %2 - Icon&lt;br /&gt;
&lt;br /&gt;
    Unlearned Text:&lt;br /&gt;
    - Text displayed instead of cost for unlearned Passives.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Shop Status Window:&lt;br /&gt;
&lt;br /&gt;
  Shop Status Text:&lt;br /&gt;
  - Text used to representing Passives in shop status.&lt;br /&gt;
  - Requires VisuMZ_1_ItemsEquipsCore!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Help Window:&lt;br /&gt;
&lt;br /&gt;
  Description Format:&lt;br /&gt;
  - Text format used to create help descriptions.&lt;br /&gt;
  - %1 - Unlocking Conditions&lt;br /&gt;
&lt;br /&gt;
  Word Wrap?:&lt;br /&gt;
  - Apply word wrap to unlock conditions?&lt;br /&gt;
  - Requires VisuMZ_1_MessageCore!&lt;br /&gt;
&lt;br /&gt;
  Spacing?:&lt;br /&gt;
  - Add spacing between conditions?&lt;br /&gt;
&lt;br /&gt;
  Spacer:&lt;br /&gt;
  - Text inserted between conditions.&lt;br /&gt;
&lt;br /&gt;
  Empty Descriptions:&lt;br /&gt;
  - Text used when no condition text is made.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Unlock Condition Text:&lt;br /&gt;
&lt;br /&gt;
  Condition Met Color:&lt;br /&gt;
  - Use text colors from the Window Skin only.&lt;br /&gt;
&lt;br /&gt;
  Progress Format:&lt;br /&gt;
  - Text format used to indicate progress amount.&lt;br /&gt;
  - %1 - Progress Text&lt;br /&gt;
&lt;br /&gt;
    Fraction Format:&lt;br /&gt;
    - Text format used for progress fraction.&lt;br /&gt;
    - %1 - Current, %2 - Goal&lt;br /&gt;
&lt;br /&gt;
    Percent Format:&lt;br /&gt;
    - Text format used for percentile value.&lt;br /&gt;
    - %1 - Percent&lt;br /&gt;
&lt;br /&gt;
    Length Limit:&lt;br /&gt;
    - What is the character limit before a percentage is used instead&lt;br /&gt;
      fractions for progress text?&lt;br /&gt;
&lt;br /&gt;
    Complete:&lt;br /&gt;
    - Progress text used when unlock condition is fulfilled.&lt;br /&gt;
&lt;br /&gt;
  Level Format:&lt;br /&gt;
  - Text format used for level conditions.&lt;br /&gt;
  - %1 - Level, %2 - Progress&lt;br /&gt;
&lt;br /&gt;
  Battle Format:&lt;br /&gt;
  - Text format used for fought battles.&lt;br /&gt;
  * %1 - Needed, %2 - Progress&lt;br /&gt;
&lt;br /&gt;
    Victory Format:&lt;br /&gt;
    - Text format used for victorious battles.&lt;br /&gt;
    - %1 - Needed, %2 - Progress&lt;br /&gt;
&lt;br /&gt;
    Escape Format:&lt;br /&gt;
    - Text format used for escaped battles.&lt;br /&gt;
    - %1 - Needed, %2 - Progress&lt;br /&gt;
&lt;br /&gt;
    Defeat Format:&lt;br /&gt;
    - Text format used for lost battles.&lt;br /&gt;
    - %1 - Needed, %2 - Progress&lt;br /&gt;
&lt;br /&gt;
  Attack Format:&lt;br /&gt;
  - Text format used for attack times.&lt;br /&gt;
  - %1 - Needed, %2 - Progress&lt;br /&gt;
&lt;br /&gt;
    Guard Format:&lt;br /&gt;
    - Text format used for guard times.&lt;br /&gt;
    - %1 - Needed, %2 - Progress&lt;br /&gt;
&lt;br /&gt;
  Skill Format:&lt;br /&gt;
  - Text format used for skill times.&lt;br /&gt;
  - %1 - Needed, %2 - Progress&lt;br /&gt;
&lt;br /&gt;
    Physical Skills:&lt;br /&gt;
    - Text format used for physical skills.&lt;br /&gt;
    - %1 - Needed, %2 - Progress&lt;br /&gt;
&lt;br /&gt;
    Magical Skills:&lt;br /&gt;
    - Text format used for magical skills.&lt;br /&gt;
    - %1 - Needed, %2 - Progress&lt;br /&gt;
&lt;br /&gt;
    Certain Hit Skills:&lt;br /&gt;
    - Text format used for certain hit skills.&lt;br /&gt;
    - %1 - Needed, %2 - Progress&lt;br /&gt;
&lt;br /&gt;
  Item Format:&lt;br /&gt;
  - Text format used for item uses.&lt;br /&gt;
  - %1 - Needed, %2 - Progress&lt;br /&gt;
&lt;br /&gt;
  Deal Criticals:&lt;br /&gt;
  - Text format used for dealing criticals.&lt;br /&gt;
  - %1 - Needed, %2 - Progress&lt;br /&gt;
&lt;br /&gt;
    Take Criticals:&lt;br /&gt;
    - Text format used for taking criticals.&lt;br /&gt;
    - %1 - Needed, %2 - Progress&lt;br /&gt;
&lt;br /&gt;
  Miss Format:&lt;br /&gt;
  - Text format for missing attacks.&lt;br /&gt;
  - %1 - Needed, %2 - Progress&lt;br /&gt;
&lt;br /&gt;
    Evade Format:&lt;br /&gt;
    - Text format for evading attacks.&lt;br /&gt;
    - %1 - Needed, %2 - Progress&lt;br /&gt;
&lt;br /&gt;
  SType Use:&lt;br /&gt;
  - Text format for using SType Skills.&lt;br /&gt;
  - %1 - Needed, %2 - Progress, %3 - Type Text&lt;br /&gt;
&lt;br /&gt;
  Deal Element DMG:&lt;br /&gt;
  - Text format used for inflicting element damage.&lt;br /&gt;
  - %1 - Needed, %2 - Progress, %3 - Element&lt;br /&gt;
&lt;br /&gt;
    Take Element DMG:&lt;br /&gt;
    - Text format used for receiving element damage.&lt;br /&gt;
    - %1 - Needed, %2 - Progress, %3 - Element&lt;br /&gt;
&lt;br /&gt;
  Deal State:&lt;br /&gt;
  - Text format used for inflicting states.&lt;br /&gt;
  - %1 - Needed, %2 - Progress, %3 - State&lt;br /&gt;
&lt;br /&gt;
    Take State:&lt;br /&gt;
    - Text format used for receiving states.&lt;br /&gt;
    - %1 - Needed, %2 - Progress, %3 - State&lt;br /&gt;
&lt;br /&gt;
  Trait Slayer:&lt;br /&gt;
  - Text format for slaying trait types.&lt;br /&gt;
  - %1 - Needed, %2 - Progress, %3 - Type Text&lt;br /&gt;
&lt;br /&gt;
  Total Damage Dealt:&lt;br /&gt;
  - Text format for total damage dealt.&lt;br /&gt;
  - %1 - Needed, %2 - Progress&lt;br /&gt;
&lt;br /&gt;
    Total Damage Taken:&lt;br /&gt;
    - Text format for total damage received.&lt;br /&gt;
    - %1 - Needed, %2 - Progress&lt;br /&gt;
&lt;br /&gt;
  Total Healing Dealt:&lt;br /&gt;
  - Text format for total healing given.&lt;br /&gt;
  - %1 - Needed, %2 - Progress&lt;br /&gt;
&lt;br /&gt;
    Total Healing Taken:&lt;br /&gt;
    - Text format for total healing taken.&lt;br /&gt;
    - %1 - Needed, %2 - Progress&lt;br /&gt;
&lt;br /&gt;
  Kills Format:&lt;br /&gt;
  - Text format for kills performed.&lt;br /&gt;
  - %1 - Needed, %2 - Progress&lt;br /&gt;
&lt;br /&gt;
    Deaths Format:&lt;br /&gt;
    - Text format for deaths in battle.&lt;br /&gt;
    - %1 - Needed, %2 - Progress&lt;br /&gt;
&lt;br /&gt;
  Assists Format:&lt;br /&gt;
    - Text format for assists made.&lt;br /&gt;
    - %1 - Needed, %2 - Progress&lt;br /&gt;
&lt;br /&gt;
  Reach Gold Total:&lt;br /&gt;
  - Text format for reaching gold quantity.&lt;br /&gt;
  - %1 - Needed, %2 - Progress, %3 - Gold&lt;br /&gt;
&lt;br /&gt;
    Reach Item Total:&lt;br /&gt;
    - Text format for reaching item quantity.&lt;br /&gt;
    - %1 - Needed, %2 - Progress, %3 - Item&lt;br /&gt;
&lt;br /&gt;
    Reach Weapon Total:&lt;br /&gt;
    - Text format for reaching weapon quantity.&lt;br /&gt;
    - %1 - Needed, %2 - Progress, %3 - Weapon&lt;br /&gt;
&lt;br /&gt;
    Reach Armor Total:&lt;br /&gt;
    - Text format for reaching armor quantity.&lt;br /&gt;
    - %1 - Needed, %2 - Progress, %3 - Armor&lt;br /&gt;
&lt;br /&gt;
  Reach Base Param:&lt;br /&gt;
  - Text format for reaching base Param amount.&lt;br /&gt;
  - %1 - Needed, %2 - Progress, %3 - Param Name&lt;br /&gt;
&lt;br /&gt;
    Reach XParam Amount:&lt;br /&gt;
    - Text format for reaching X Param amount.&lt;br /&gt;
    - %1 - Needed, %2 - Progress, %3 - XParam Name&lt;br /&gt;
&lt;br /&gt;
    Reach SParam Amount:&lt;br /&gt;
    - Text format for reaching S Param amount.&lt;br /&gt;
    - %1 - Needed, %2 - Progress, %3 - SParam Name&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Window Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EquipPassiveSys_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:EquipPassiveSys_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
These settings let you adjust the windows displayed for this plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Equip Passive List:&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
&lt;br /&gt;
  Equipped Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Show Capacity Costs?:&lt;br /&gt;
  - Shows capacity costs on Passives?&lt;br /&gt;
&lt;br /&gt;
    Show 0 Costs?:&lt;br /&gt;
    - Shows capacity costs if they cost 0?&lt;br /&gt;
&lt;br /&gt;
    Show 1 Costs?:&lt;br /&gt;
    - Shows capacity costs if they only cost 1?&lt;br /&gt;
&lt;br /&gt;
    Show Cost Numbers?:&lt;br /&gt;
    - Shows capacity cost values?&lt;br /&gt;
    - If not, displays multiple icons instead.&lt;br /&gt;
&lt;br /&gt;
      Cost Icon Limit:&lt;br /&gt;
      - If &amp;quot;Show Cost Numbers&amp;quot; is false, this is how many icons can be&lt;br /&gt;
        displayed max before showing number costs.&lt;br /&gt;
&lt;br /&gt;
  Sort Style:&lt;br /&gt;
  - How do you wish to sort passives by?&lt;br /&gt;
&lt;br /&gt;
  Show Unlearned?:&lt;br /&gt;
  - Shows unlearned passives in the list window?&lt;br /&gt;
&lt;br /&gt;
    Separate Unlearned?:&lt;br /&gt;
    - Separate unlearned passives from learned passives?&lt;br /&gt;
&lt;br /&gt;
    Mask Unlearned?:&lt;br /&gt;
    - Masks unlearned passives in list window?&lt;br /&gt;
&lt;br /&gt;
      Mask Icon:&lt;br /&gt;
      - What is the icon used for masked passives?&lt;br /&gt;
&lt;br /&gt;
      Mask Character:&lt;br /&gt;
      - Text used for masking per individual character.&lt;br /&gt;
&lt;br /&gt;
      Italics?:&lt;br /&gt;
    - Use italics for masked names?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Passive Status Window:&lt;br /&gt;
&lt;br /&gt;
  Show Window?:&lt;br /&gt;
  - Shows this window in the scene?&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
&lt;br /&gt;
  Max Capacity Color:&lt;br /&gt;
  - Use text colors from the Window Skin only.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.06: March 16, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;Learnable Equip Passives&amp;gt;&amp;lt;/nowiki&amp;gt; notetag was not parsing correctly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Upon actor/enemy deaths, death and kill counts won't trigger multiple times anymore. Kills will also only trigger once per battle per enemy. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: June 13, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash made by having link learned skills available to level 1 skills upon initializing. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility with new Skills and States Core features!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: April 18, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause a crash with the help description of a passive state not having anything to show. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Irina from other plugins:&lt;br /&gt;
*** &amp;lt;Help Description&amp;gt;&lt;br /&gt;
**** Assigns a help description for the passive state.&lt;br /&gt;
**** This is so you don't need other unrelated plugins to add a help description for your psasive states.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: March 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause a crash if the passive state did not have a help description. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where elemental damage, states, and stypes, taken and dealt was not making progress for learning new medals. Fix by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If a passive becomes hidden, it is no longer considered equipped.&lt;br /&gt;
** Inflict and Receive State effects no longer require the target to be unaffilicted by the state before to count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: March 25, 2024&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Grande]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of Helpfile ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Skill Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Visual Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Battle_System_-_OTB_VisuStella_MZ&amp;diff=17638</id>
		<title>Battle System - OTB VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Battle_System_-_OTB_VisuStella_MZ&amp;diff=17638"/>
		<updated>2026-03-15T02:01:56Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=ASwfGzpyznQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/990013&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/battle-system-otb&amp;quot;&amp;gt;Battle System - OTB plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Wave 8}}&lt;br /&gt;
|link3 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Ani.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Preview.png|600px]]&lt;br /&gt;
&lt;br /&gt;
This plugin changes the RPG Maker MZ battle system to &amp;quot;Order Turn Battle&amp;quot;,&lt;br /&gt;
a turn-based battle system where actions are executed immediately and the&lt;br /&gt;
orders for both the current and next turn are not only visible, but also&lt;br /&gt;
malleable. New mechanics are introduced where the player can manipulate the&lt;br /&gt;
turn order of an action's user or action's target in various ways they want.&lt;br /&gt;
&lt;br /&gt;
The two Turn Orders are displayed at the top of the top of the screen to&lt;br /&gt;
give the player a clear understanding of who's turn it will be when it&lt;br /&gt;
becomes time to act, making it easier and viable for the player to formulate&lt;br /&gt;
strategies and adapt to the situation in battle.&lt;br /&gt;
&lt;br /&gt;
*NOTE* To use this battle system, you will need the updated version of&lt;br /&gt;
VisuStella's Core Engine. Go into its Plugin Parameters and change the&lt;br /&gt;
&amp;quot;Battle System&amp;quot; plugin parameter to &amp;quot;otb&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Utilizes the balanced AGI nature of the Default Turn Battle system.&lt;br /&gt;
* Allows for actions to execute immediately upon selection.&lt;br /&gt;
* Two Turn Order Displays appear at the top of the screen, giving the player an idea of who's turn it will be and when, for both the current turn and the next turn.&lt;br /&gt;
* Skills and Items can have an &amp;quot;Instant Use&amp;quot; effect, which allows them to perform an action immediately without using up a turn.&lt;br /&gt;
* Skills and Items can manipulate the turn order of the action's user or the action's target(s). This can apply to either the current turn or the next turn, depending on the notetags and/or action effects used.&lt;br /&gt;
* The Turn Order Display will give a preview on how turn orders will change upon specific skills and/or items being used.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=== Required Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderDisplay.png|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Turn Order Displays ===&lt;br /&gt;
&lt;br /&gt;
The Two Turn Order Displays will capture the battle's current and next turn&lt;br /&gt;
orders determined by the BattleManager. This feature does not overwrite any&lt;br /&gt;
functions, but the Turn Order Displays may or may not conflict with any&lt;br /&gt;
existing HUD elements that are already positioned on the screen. If so, you&lt;br /&gt;
can choose to offset the Turn Order Display or move it to a different part&lt;br /&gt;
of the screen through the plugin parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Agility ===&lt;br /&gt;
&lt;br /&gt;
Agility behaves slightly different from normal when it comes to the Order&lt;br /&gt;
Turn Battle system. Aside from the first turn in battle, agility will always&lt;br /&gt;
calculate the turn order for the &amp;quot;Next Turn&amp;quot; when conducted. This means that&lt;br /&gt;
any changes to agility values will not have any effect on the next turn's&lt;br /&gt;
already established turn order.&lt;br /&gt;
&lt;br /&gt;
However, this can be remedied by utilizing the notetags provided by this&lt;br /&gt;
plugin to alter the Next Turn orders for specific targets. In fact, for&lt;br /&gt;
skill and item &amp;quot;effects&amp;quot; that add AGI Buffs and/or Debuffs, the target's&lt;br /&gt;
turn position on the Turn Order Display will be manipulated in accordance.&lt;br /&gt;
This auto-conversion feature can be disabled in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Speed ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderChange.png]]&lt;br /&gt;
&lt;br /&gt;
Because the Order Turn Battle system already calculates agility speeds&lt;br /&gt;
before selecting an action to perform, the effects of the action speed will&lt;br /&gt;
not work the same way it did with the default battle system. Instead, the&lt;br /&gt;
Action Speed will be sent through a formula to determine its effect on the&lt;br /&gt;
following turn, either pushing the user ahead in next turn's turn order&lt;br /&gt;
(with a positive speed value) or back (with a negative speed value).&lt;br /&gt;
&lt;br /&gt;
This option can have its formula altered or straight up disabled in the&lt;br /&gt;
Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Infinity Speed and Clamping ===&lt;br /&gt;
&lt;br /&gt;
Since Action Speeds are decided in such a way, enemies that will survive a&lt;br /&gt;
stun state past two turns will have &amp;quot;Infinity&amp;quot; speed on the recovery turn,&lt;br /&gt;
allowing them to act first relative to the rest of the battle participants&lt;br /&gt;
in order to balance out the turns they've lost.&lt;br /&gt;
&lt;br /&gt;
Enemies with &amp;quot;Infinity&amp;quot; speed cannot be overtaken through turn order&lt;br /&gt;
manipulation while they are on the &amp;quot;Next Turn&amp;quot; order. If anything, battlers&lt;br /&gt;
who shift their turn order faster will be just trailing behind them, thus&lt;br /&gt;
the &amp;quot;clamping&amp;quot; effect. However if this occurs during the &amp;quot;Current Turn&amp;quot;&lt;br /&gt;
order, all is fair game and any battler can overtake them. Plan out your&lt;br /&gt;
battle system effects carefully with these rules in mind.&lt;br /&gt;
&lt;br /&gt;
If you do not like the idea of Infinity Speed and/or Clamping, you can turn&lt;br /&gt;
them off in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
This effect does not affect stun states that last only one turn. The effect&lt;br /&gt;
will only occur with stun states that last 2 turns or more.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Instant Use ===&lt;br /&gt;
&lt;br /&gt;
Skills and Items can have an &amp;quot;Instant Use&amp;quot; property which allows them to be&lt;br /&gt;
used immediately without consuming a turn. This can be used for actions that&lt;br /&gt;
otherwise do not warrant a whole turn. These can be used for minor buffs,&lt;br /&gt;
debuffs, toggles, etc.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Force Actions ===&lt;br /&gt;
&lt;br /&gt;
Due to how OTB behaves, Force Actions have be adjusted to fit the battle&lt;br /&gt;
system. With other battle systems, force actions are added into a hidden&lt;br /&gt;
queue that would act upon after the current battler finishes his/her current&lt;br /&gt;
action. The new changes made with force actions is that they now appear on&lt;br /&gt;
the queue visibly.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== VisuStella MZ Compatibility ==&lt;br /&gt;
&lt;br /&gt;
While this plugin is compatible with the majority of the VisuStella MZ&lt;br /&gt;
plugin library, it is not compatible with specific plugins or specific&lt;br /&gt;
features. This section will highlight the main plugins/features that will&lt;br /&gt;
not be compatible with this plugin or put focus on how the make certain&lt;br /&gt;
features compatible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
In battle, the player cannot change entire parties at once from the Party&lt;br /&gt;
Command Window. The feature will be unaccessible while Order Turn Battle is&lt;br /&gt;
in play. However, the player can still change party members through the&lt;br /&gt;
Actor Command Window by having actors replace other actors. Party changing&lt;br /&gt;
is also available through battle events, Common Events, and script calls.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System OTB Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System OTB Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Script Calls ==&lt;br /&gt;
&lt;br /&gt;
The following are Script Calls that can be used with this plugin. These are&lt;br /&gt;
made for JavaScript proficient users. We are not responsible if you use them&lt;br /&gt;
incorrectly or for unintended usage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Add Action-Related Script Calls ===&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$otbAddBattlerToCurrentTurnEnd(battler, times)&lt;br /&gt;
&lt;br /&gt;
- Adds a battler to current turn's end&lt;br /&gt;
- Replace 'battler' with a battler object or target&lt;br /&gt;
- Replace 'times' with a number representing the number of actions to add&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$otbAddBattlerToNextTurnEnd(battler, times)&lt;br /&gt;
&lt;br /&gt;
- Adds a battler to next turn's end&lt;br /&gt;
- Replace 'battler' with a battler object or target&lt;br /&gt;
- Replace 'times' with a number representing the number of actions to add&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Conversion Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderChange.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
Automatically converts specific mechanics to fit OTB.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Buffs&lt;br /&gt;
&lt;br /&gt;
  AGI Buff =&amp;gt; Current:&lt;br /&gt;
  - Auto-convert AGI Buff effects for Items/Skills to speed up target's&lt;br /&gt;
    current Turn Order?&lt;br /&gt;
&lt;br /&gt;
  AGI Buff =&amp;gt; Next:&lt;br /&gt;
  - Auto-convert AGI Buff effects for Items/Skills to speed up target's&lt;br /&gt;
    next Turn Order?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Debuffs&lt;br /&gt;
&lt;br /&gt;
  AGI Debuff =&amp;gt; Current:&lt;br /&gt;
  - Auto-convert AGI Debuff effects for Items/Skills to slow down target's&lt;br /&gt;
    current Turn Order?&lt;br /&gt;
&lt;br /&gt;
  AGI Debuff =&amp;gt; Next:&lt;br /&gt;
  - Auto-convert AGI Debuff effects for Items/Skills to slow down target's&lt;br /&gt;
    next Turn Order?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
States (AGI &amp;gt;= 105%)&lt;br /&gt;
&lt;br /&gt;
  Add State =&amp;gt; Current:&lt;br /&gt;
  - Auto-convert AGI Up States effects for Items/Skills to speed up target's&lt;br /&gt;
    current Turn Order?&lt;br /&gt;
&lt;br /&gt;
  Add State =&amp;gt; Next:&lt;br /&gt;
  - Auto-convert AGI Up States effects for Items/Skills to speed up target's&lt;br /&gt;
    current Turn Order?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
States (AGI &amp;lt;= 95%)&lt;br /&gt;
&lt;br /&gt;
  Add State =&amp;gt; Current:&lt;br /&gt;
  - Auto-convert AGI Down States effects for Items/Skills to slow down&lt;br /&gt;
    target's current Turn Order?&lt;br /&gt;
&lt;br /&gt;
  Add State =&amp;gt; Next:&lt;br /&gt;
  - Auto-convert AGI Down States effects for Items/Skills to slow down&lt;br /&gt;
    target's current Turn Order?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechanics Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Determines the mechanics of Battle System OTB. These range from how Action&lt;br /&gt;
Times are handled to speed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_ActionTimes.png]]&lt;br /&gt;
&lt;br /&gt;
Action Times+&lt;br /&gt;
&lt;br /&gt;
  Enable Action Times?:&lt;br /&gt;
  - Enable Action Times+ to have an effect on OTB?&lt;br /&gt;
&lt;br /&gt;
    Randomize Order?:&lt;br /&gt;
    - If enabled, randomize the action order for added actions?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderDisplay.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
  Allow Random Speed?:&lt;br /&gt;
  - Allow speed to be randomized base off the user's AGI?&lt;br /&gt;
&lt;br /&gt;
  Post-Stun Infinity?:&lt;br /&gt;
  - After a 2+ turn stun states, battlers have infinity speed for their&lt;br /&gt;
    recovery turn.&lt;br /&gt;
  - Once again, this only applies to stun states that last 2+ turns.&lt;br /&gt;
&lt;br /&gt;
    Infinity Clamp?:&lt;br /&gt;
    - Prevents turn order manipulation from going faster than infinity&lt;br /&gt;
      speed battlers.&lt;br /&gt;
&lt;br /&gt;
  JS: Initial Speed:&lt;br /&gt;
  - Code used to calculate initial speed at the start of battle.&lt;br /&gt;
&lt;br /&gt;
  JS: Speed =&amp;gt; Order:&lt;br /&gt;
  - Code used to calculate how action speeds alter next turn's order.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Turn Order Display ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderDisplay.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
Turn Order Display settings used for Battle System OTB. These adjust how the&lt;br /&gt;
two visible turn orders appears in-game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Display Position:&lt;br /&gt;
  - Select where the Turn Order will appear on the screen.&lt;br /&gt;
    - Top&lt;br /&gt;
    - Bottom&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much to offset the X coordinate by.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much to offset the Y coordinate by.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  Reposition for Help?:&lt;br /&gt;
  - If the display position is at the top, reposition the display when the&lt;br /&gt;
    help window is open?&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Reposition the display's X coordinates by this much when the Help&lt;br /&gt;
      Window is visible.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Reposition the display's Y coordinates by this much when the Help&lt;br /&gt;
      Window is visible.&lt;br /&gt;
&lt;br /&gt;
  Forward Direction:&lt;br /&gt;
  - Decide on the direction of the Turn Order.&lt;br /&gt;
    - Left to Right&lt;br /&gt;
    - Right to Left&lt;br /&gt;
&lt;br /&gt;
  Subject Distance:&lt;br /&gt;
  - How far do you want the currently active battler to distance itself from&lt;br /&gt;
    the rest of the Turn Order?&lt;br /&gt;
&lt;br /&gt;
  Screen Buffer:&lt;br /&gt;
  - What distance do you want the display to be away from the edge of the&lt;br /&gt;
    screen by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
UI Background&lt;br /&gt;
&lt;br /&gt;
  Background Style:&lt;br /&gt;
  - Select the style you want for the background.&lt;br /&gt;
    - fill&lt;br /&gt;
    - gradient&lt;br /&gt;
    - image&lt;br /&gt;
    - transparent&lt;br /&gt;
&lt;br /&gt;
  Image Filename:&lt;br /&gt;
  - When using the &amp;quot;image&amp;quot; style, select an image from /img/system/ as the&lt;br /&gt;
    background image.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the Background Image's X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the Background Image's Y position?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
UI Text&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - The font size used for parameter values.&lt;br /&gt;
&lt;br /&gt;
  Active Battler Text:&lt;br /&gt;
  - Text used to display the active battler.&lt;br /&gt;
  - This text will always be center aligned.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the text's X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the text's Y position?&lt;br /&gt;
&lt;br /&gt;
  Current Turn Text:&lt;br /&gt;
  - Text used to display the current turn.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the text's X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the text's Y position?&lt;br /&gt;
&lt;br /&gt;
  Next Turn Text:&lt;br /&gt;
  - Text used to display the next turn.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the text's X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the text's Y position?&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for the Current and Next Turn texts?&lt;br /&gt;
    - auto&lt;br /&gt;
    - left&lt;br /&gt;
    - center&lt;br /&gt;
    - right&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slots&lt;br /&gt;
&lt;br /&gt;
  Width:&lt;br /&gt;
  - How many pixels wide should the slots be on the Turn Order display?&lt;br /&gt;
&lt;br /&gt;
  Height:&lt;br /&gt;
  - How many pixels tall should the slots be on the Turn Order display?&lt;br /&gt;
&lt;br /&gt;
  Preview Scale:&lt;br /&gt;
  - How much do you want to scale the preview sprites by?&lt;br /&gt;
  - Use a number between 0 and 1 for the best results.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the Preview Sprites' X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the Preview Sprites' Y position?&lt;br /&gt;
&lt;br /&gt;
  Update Frames:&lt;br /&gt;
  - How many frames should it take for the slots to update their&lt;br /&gt;
    positions by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Border&lt;br /&gt;
&lt;br /&gt;
  Show Border?:&lt;br /&gt;
  - Show borders for the slot sprites?&lt;br /&gt;
&lt;br /&gt;
  Border Thickness:&lt;br /&gt;
  - How many pixels thick should the colored portion of the border be?&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Border Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
      Preview Version:&lt;br /&gt;
      - A different setting is used for the preview version.&lt;br /&gt;
&lt;br /&gt;
    Border Skin:&lt;br /&gt;
    - Optional. Place a skin on the actor/enemy borders instead of&lt;br /&gt;
      rendering them?&lt;br /&gt;
&lt;br /&gt;
      Preview Version:&lt;br /&gt;
      - A different setting is used for the preview version.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Sprites&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
&lt;br /&gt;
    Sprite Type:&lt;br /&gt;
    - Select the type of sprite used for the actor graphic.&lt;br /&gt;
    - Face Graphic - Show the actor's face.&lt;br /&gt;
    - Icon - Show a specified icon.&lt;br /&gt;
    - Sideview Actor - Show the actor's sideview battler.&lt;br /&gt;
&lt;br /&gt;
    Default Icon:&lt;br /&gt;
    - Which icon do you want to use for actors by default?&lt;br /&gt;
&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Sprite Type:&lt;br /&gt;
    - Select the type of sprite used for the enemy graphic.&lt;br /&gt;
    - Face Graphic - Show a specified face graphic.&lt;br /&gt;
    - Icon - Show a specified icon.&lt;br /&gt;
    - Enemy - Show the enemy's graphic or sideview battler.&lt;br /&gt;
&lt;br /&gt;
    Default Face Name:&lt;br /&gt;
    - Use this default face graphic if there is no specified face.&lt;br /&gt;
&lt;br /&gt;
    Default Face Index:&lt;br /&gt;
    - Use this default face index if there is no specified index.&lt;br /&gt;
&lt;br /&gt;
    Default Icon:&lt;br /&gt;
    - Which icon do you want to use for enemies by default?&lt;br /&gt;
&lt;br /&gt;
    Match Hue?:&lt;br /&gt;
    - Match the hue for enemy battlers?&lt;br /&gt;
    - Does not apply if there's a sideview battler.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Letter&lt;br /&gt;
&lt;br /&gt;
  Show Enemy Letter?:&lt;br /&gt;
  - Show the enemy's letter on the slot sprite?&lt;br /&gt;
&lt;br /&gt;
  Font Name:&lt;br /&gt;
  - The font name used for the text of the Letter.&lt;br /&gt;
  - Leave empty to use the default game's font.&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - The font size used for the text of the Letter.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Background&lt;br /&gt;
&lt;br /&gt;
  Show Background?:&lt;br /&gt;
  - Show the background on the slot sprite?&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Background Color 1:&lt;br /&gt;
    Background Color 2:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
      Preview Version:&lt;br /&gt;
      - A different setting is used for the preview version.&lt;br /&gt;
&lt;br /&gt;
    Background Skin:&lt;br /&gt;
    - Optional. Use a skin for the actor background instead of&lt;br /&gt;
      rendering them?&lt;br /&gt;
&lt;br /&gt;
      Preview Version:&lt;br /&gt;
      - A different setting is used for the preview version.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Verison 1.21: March 16, 2026&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated better compatibility for Battle Grid System force action update. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.20: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Conversion Settings &amp;gt; States (AGI &amp;gt;= 105%)&lt;br /&gt;
*** Parameters &amp;gt; Conversion Settings &amp;gt; States (AGI &amp;lt;= 95%)&lt;br /&gt;
**** Added auto-conversion functionality for states with AGI modifiers to automatically manipulate turn orders for current and next.&lt;br /&gt;
**** Set this to false to not use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: November 13, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New script calls added by Olivia:&lt;br /&gt;
*** $otbAddBattlerToCurrentTurnEnd(battler, times)&lt;br /&gt;
*** $otbAddBattlerToNextTurnEnd(battler, times)&lt;br /&gt;
**** Adds actions for target battler to the end of current/next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where adding states with Action Times+ would add too many actions. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the &amp;lt;OTB Target Follow Turn: +x&amp;gt; and similar notetags altered the following turn regardless of the presence of the target in current turn order. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: September 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Auto Skill Triggers. Update by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: May 16, 2024&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Direct removal of stun states will restore actions for battlers for current turns and follow up turns. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: May 18, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused turn order glitches with Action Times+ that aren't at 100% value. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug that caused added Action Times+ to not trigger on actors that have already exhausted their current turns if raised due to a state. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: January 20, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the Forced Action of a battler is not used properly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: December 15, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: August 18, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed bugs that caused the OTB Turn Order faces and icons to not change properly for actors and enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: July 7, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** When the &amp;quot;Recover All&amp;quot; event command revives a dead unit, that revived unit can gain actions back if all other conditions are met. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: June 2, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;Force Actions&amp;quot; to &amp;quot;Major Updates&amp;quot; section.&lt;br /&gt;
*** Due to how OTB behaves, Force Actions have be adjusted to fit the battle system. With other battle systems, force actions are added into a hidden queue that would act upon after the current battler finishes his/her current action. The new changes made with force actions is that they now appear on the queue visibly.&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused Forced Actions to not work properly while in OTB. Changes made to Forced Actions will now insert new actions at the front of the current action queue. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: March 10, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** OTB Instant Actions should now appear in the turn order in a more sensible fashion. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: February 24, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: November 11, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;OTB User Add Current Turn Actions: x&amp;gt;&lt;br /&gt;
*** &amp;lt;OTB User Add Next Turn Actions: x&amp;gt;&lt;br /&gt;
*** &amp;lt;OTB Target Add Current Turn Actions: x&amp;gt;&lt;br /&gt;
*** &amp;lt;OTB Target Add Next Turn Actions: x&amp;gt;&lt;br /&gt;
**** Adds extra actions for the user/target to perform during the current/next turn.&lt;br /&gt;
**** Added actions will go towards the back of the action list.&lt;br /&gt;
**** Multi-hit skills/items will trigger this effect multiple times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: October 28, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Turn Order display will no longer appear at differing X and Y positions when using specific battle layouts. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: August 6, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Enemies with multiple actions will no longer step forward when it's not their turn. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: June 25, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: April 16, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Post-stun infinity clamping should now be adjusted properly for previewing turn order changes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: April 9, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Subsequent battles will properly reset the turn order. Fix by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: April 26, 2021&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Battle System Differences VisuStella MZ]]&lt;br /&gt;
* [[Inspiration Behind Wave 8]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Battle_Grid_System_VisuStella_MZ&amp;diff=17637</id>
		<title>Battle Grid System VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Battle_Grid_System_VisuStella_MZ&amp;diff=17637"/>
		<updated>2026-03-15T02:01:48Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://youtu.be/swoS2bwVj0k&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;!-- |preview = [[File:VisuMZ.150.jpg|600px]] --&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2546116&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/battle-grid-system&amp;quot;&amp;gt;Battle Grid System plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Grande Vol 1}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.150.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
This plugin changes battles to utilize a grid system. The grid will be&lt;br /&gt;
composed of nodes for each team and battlers can move amongst them. By being&lt;br /&gt;
on top of specific nodes, different strategies can be employed such as&lt;br /&gt;
making certain skills available to use while on such nodes or applying&lt;br /&gt;
unique passive state effects.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Battles are changed to employ a grid system and places nodes across the battlefield for battlers to position themselves on top of. &lt;br /&gt;
* 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. &lt;br /&gt;
* Ranks and Flanks determine each node's position. Depending on the Rank and Flank a node is on, different properties can be employed. &lt;br /&gt;
* Certain skills and items can only be used while standing on top of certain nodes as a new type of usage requirement. &lt;br /&gt;
* 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. &lt;br /&gt;
* Skills and items can have their range restricted to certain Ranks and Flanks declared by notetags. &lt;br /&gt;
* 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. &lt;br /&gt;
* Skills and items can directly select which nodes, Ranks, or Flanks to target for attacks or healing. &lt;br /&gt;
* Area of Effect notetags allow players to create skills and items that can affect more than one target based on positioning. &lt;br /&gt;
* Nodes can give passive state effects while battlers stand on top of them. &lt;br /&gt;
* 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. &lt;br /&gt;
* Skills and items can be used to plant passive states and/or action triggers on specific Nodes! &lt;br /&gt;
* 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. &lt;br /&gt;
* 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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=== Required Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Grid System Mechanics ==&lt;br /&gt;
&lt;br /&gt;
This section explains the various changes and new mechanics regarding the&lt;br /&gt;
battle grid system.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Ranks, Flanks, and Nodes ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Each visually vertical column is called a &amp;quot;Rank&amp;quot;. The name is from miliary&lt;br /&gt;
usage for rows of soldiers standing side by side, also sometimes known as&lt;br /&gt;
&amp;quot;files&amp;quot; or &amp;quot;lines&amp;quot;. The numbering starts at the center of the grid going&lt;br /&gt;
outward for each team.&lt;br /&gt;
&lt;br /&gt;
           Enemy Team       Ally Team&lt;br /&gt;
     4    3    2    1       1    2    3    4&lt;br /&gt;
     4    3    2    1       1    2    3    4&lt;br /&gt;
     4    3    2    1       1    2    3    4&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Each visually horizontal row is called a &amp;quot;Flank&amp;quot;. The name is from military&lt;br /&gt;
usage to referance the sides of a formation, also sometimes known as the&lt;br /&gt;
&amp;quot;wings&amp;quot; of a formation. The number starts at the top of the grid going to&lt;br /&gt;
the bottom of the grid.&lt;br /&gt;
&lt;br /&gt;
           Enemy Team       Ally Team&lt;br /&gt;
     1    1    1    1       1    1    1    1&lt;br /&gt;
     2    2    2    2       2    2    2    2&lt;br /&gt;
     3    3    3    3       3    3    3    3&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
The points at which each Rank and Flank intersects is called a &amp;quot;Node&amp;quot;. Every&lt;br /&gt;
battler will be positioned on a node and only one battler can be on a node&lt;br /&gt;
at any given time.&lt;br /&gt;
&lt;br /&gt;
           Enemy Team       Ally Team&lt;br /&gt;
   4,1  3,1  2,1  1,1       1,1  2,1  3,1  4,1&lt;br /&gt;
   4,2  3,2  2,2  1,2       1,1  2,2  3,2  4,2&lt;br /&gt;
   4,3  3,3  2,3  1,3       1,3  2,3  3,3  4,3&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Battler Movement ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Movement.gif]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Actors ====&lt;br /&gt;
&lt;br /&gt;
Actors can use the &amp;quot;Move&amp;quot; command to move to any allowed node based on their&lt;br /&gt;
moveset rulings. By default, this means they can only move to adjacent nodes&lt;br /&gt;
relative to their current position.&lt;br /&gt;
&lt;br /&gt;
Upon moving via the &amp;quot;Move&amp;quot; command, the command can undergo cooldown where&lt;br /&gt;
the actor must wait a set amount of turns before being able to &amp;quot;Move&amp;quot; again.&lt;br /&gt;
The cooldown amount can be adjusted through the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
Also upon moving via the &amp;quot;Move&amp;quot; command, the actor can also end their turn&lt;br /&gt;
immediately. This is an optional command and can be adjusted per actor with&lt;br /&gt;
notetags or by default through the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
Actors that are charmed, berserk, or on Auto-Battle will not use the &amp;quot;Move&amp;quot;&lt;br /&gt;
command. The move command requires the actor to be able to move, too.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
&lt;br /&gt;
Enemies do not have a &amp;quot;Move&amp;quot; command and therefore, do not move by default.&lt;br /&gt;
Instead, the best way to have enemies move is to create movement Skills and&lt;br /&gt;
have their battle AI perform them. These skills are best left as enemy-only&lt;br /&gt;
skills that actors do not have access to.&lt;br /&gt;
&lt;br /&gt;
Their accessibility and frequency of use to move skills have no bearing to&lt;br /&gt;
and from the nature of movement effects. However, certain effects may stop&lt;br /&gt;
the movement effects associated with the skills such as the Battle Core&lt;br /&gt;
notetag &amp;lt;Battler Sprite Cannot Move&amp;gt; for enemies.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Actors and Enemies Stay on Their Sides ====&lt;br /&gt;
&lt;br /&gt;
Actors and enemies will not move onto the nodes belonging to the opposing&lt;br /&gt;
unit. This means actors will always be on the rightmost nodes while enemies&lt;br /&gt;
will be on the leftmost nodes. They CANNOT cross over into each other's&lt;br /&gt;
territory as this plugin does not support that grid gameplay style. The&lt;br /&gt;
nodes that belong to each unit's side will stay on those sides. Ownership of&lt;br /&gt;
a node's team cannot be switched.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Movement Features ===&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Switching.gif]]&lt;br /&gt;
&lt;br /&gt;
If a battler moves onto a node that already has an allied battler on it,&lt;br /&gt;
then the two battlers can switch places. The place switching will only occur&lt;br /&gt;
if done on the acting battler's own intention or by another ally battler.&lt;br /&gt;
Switching can be disabled by Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
Certain notetags can also prevent a battler from being able to switch such&lt;br /&gt;
as the &amp;lt;Battler Sprite Cannot Move&amp;gt; enemy-only notetag available from the&lt;br /&gt;
VisuMZ Battle Core.&lt;br /&gt;
&lt;br /&gt;
However! If a battler is dead, regardless of all other notetag properties,&lt;br /&gt;
the corpse becomes node-switchable. The reason for this is because it helps&lt;br /&gt;
prevent a soft-lock state in which either the player or enemy side cannot&lt;br /&gt;
perform actions due to their current node location (think of melee battlers&lt;br /&gt;
being stuck behind a wall of corpses loaded on the front row). By being able&lt;br /&gt;
to move and switch nodes with corpses, soft lock scenarios can be solved.&lt;br /&gt;
This setting can also be adjusted as a Plugin Parameter for those who feel&lt;br /&gt;
confident in their ability to design their battles where soft locks are&lt;br /&gt;
impossible to happen with.&lt;br /&gt;
&lt;br /&gt;
If the Plugin Parameter is changed to disallow switching with corpses, this&lt;br /&gt;
will only apply to corpses that remain visible. Corpses that fade away with&lt;br /&gt;
collapse effects will not apply and can still be switched (even though&lt;br /&gt;
invisible after).&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Collision ====&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Crashback.gif]]&lt;br /&gt;
&lt;br /&gt;
If a battler uses a skill that moves an opposing battler onto a node with&lt;br /&gt;
another opposing battler, then collision occurs. The target opposing battler&lt;br /&gt;
that should be knocked back will return to their original position while&lt;br /&gt;
both colliding battlers take knockback damage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Battle Grid Tactics ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Preview2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
This is an optional feature.&lt;br /&gt;
&lt;br /&gt;
You can turn on &amp;quot;Battle Grid Tactics&amp;quot; to allow for players to set up the&lt;br /&gt;
starting positions of where the individual members of the party will go when&lt;br /&gt;
a battle starts.&lt;br /&gt;
&lt;br /&gt;
This adds a new command to the Main Menu, which takes the player to a scene&lt;br /&gt;
where they can customize their battle grid tactics layout.&lt;br /&gt;
&lt;br /&gt;
If this feature is not used, then the starting positions of individual party&lt;br /&gt;
members will depend on the notetags used to determine their battle starting&lt;br /&gt;
ranks and flanks.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Sideview Only ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
If your game is NOT using sideview and you are using the Battle Grid System,&lt;br /&gt;
then the plugin will automatically enforce the sideview property. The reason&lt;br /&gt;
behind this is because the grid system is specifically made for sideview&lt;br /&gt;
visuals and controls. Therefore, it will not work without it.&lt;br /&gt;
&lt;br /&gt;
As such, some visual properties are also changed with this. Battlers will no&lt;br /&gt;
longer step forward or backward when it's their turn to actively input a&lt;br /&gt;
command. The reason behind this is because it causes a visual discrepancy&lt;br /&gt;
with the grid node they're supposed to be standing at. And depending on the&lt;br /&gt;
size of the grid node, it may cause confusion as to where the battler is&lt;br /&gt;
actually standing. Therefore, the plugin will keep the battlers at their&lt;br /&gt;
node location while inputting or performing the start of their actions.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Max Battle Members ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
There is a limit to how many battle members you can bring into battle based&lt;br /&gt;
off the number of available nodes (Ranks x Flanks). If you have too few,&lt;br /&gt;
then the plugin will warn you and then halt the game.&lt;br /&gt;
&lt;br /&gt;
If you are using Battle Grid Tactics, the optional feature to let players&lt;br /&gt;
determine where they want the party members to start at, then a maximum of&lt;br /&gt;
20 party members can be used in order to match the Plugin Parameter limits.&lt;br /&gt;
If the max number becomes more than 20 members, it will be automatically&lt;br /&gt;
capped to 20 members.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Temporary Tactical Formations ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Preview2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Temporary formations are very specific formations that will overwrite what&lt;br /&gt;
settings the player has made. These involve specific rank/flank positions&lt;br /&gt;
per party member (though some can be automatic). With temporary formations&lt;br /&gt;
in play, the player cannot change them outside of battle. However, once in&lt;br /&gt;
battle, the positions can be changed through the movement command and/or&lt;br /&gt;
action effects.&lt;br /&gt;
&lt;br /&gt;
When a temporary formation is present, menu and battle commands involving&lt;br /&gt;
changing party members will be disabled.&lt;br /&gt;
&lt;br /&gt;
Once a temporary formation is disbanded, the player's self-made formation&lt;br /&gt;
settings will be returned and the player can readjust tactical formations&lt;br /&gt;
once more.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Extra Features ==&lt;br /&gt;
&lt;br /&gt;
There are some extra features found if other VisuStella MZ plugins are found&lt;br /&gt;
present in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Battle Core VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.002.jpg|300px|link=Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
When using the &amp;lt;Battle Commands&amp;gt; class notetag, you can manually position&lt;br /&gt;
the &amp;quot;Move&amp;quot; command by inserting &amp;quot;Grid Move&amp;quot; in between &amp;lt;Battle Commands&amp;gt; and&lt;br /&gt;
&amp;lt;/Battle Commands&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Aggro Control System VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.025.jpg|300px|link=Aggro Control System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Certain features of the Battle Grid System are changed to behave slightly&lt;br /&gt;
different when there is the presence of a provoker or taunter. These changes&lt;br /&gt;
will be explained in the help file.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== VisuStella Battle Systems ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.066.jpg|300px|link=Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
All custom battle systems made by VisuStella MZ are compatible with the&lt;br /&gt;
battle grid system and can be used together. However, there are some&lt;br /&gt;
restrictions put into play with specific battle systems. More information&lt;br /&gt;
will be mentioned in detail in the &amp;quot;VisuStella MZ Compatibility&amp;quot; section&lt;br /&gt;
found below.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Party System VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.019.jpg|300px|link=Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
When the Party System is used together with the optional Battle Grid Tactics&lt;br /&gt;
feature, players can create empty spaces in their party to allow for the&lt;br /&gt;
positions of party members to go to specific nodes.&lt;br /&gt;
&lt;br /&gt;
For example, if a party has members in slots 1, 2, and 4 while 3 is empty,&lt;br /&gt;
then those party members will go to tactical nodes 1, 2, and 4, instead of&lt;br /&gt;
moving 4 up to 3.&lt;br /&gt;
&lt;br /&gt;
This only applies in-game and not through battle test if there are empty&lt;br /&gt;
slots in the battle test setup.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Battle AI VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.026.jpg|300px|link=Battle AI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Certain AI behaviors will change depending on the limitations of what an&lt;br /&gt;
action is capable of affecting. The changes all involve factoring only what&lt;br /&gt;
is within the range of an action.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== VisuStella MZ Compatibility ==&lt;br /&gt;
&lt;br /&gt;
While this plugin is compatible with the majority of the VisuStella MZ&lt;br /&gt;
plugin library, it is not compatible with specific plugins or specific&lt;br /&gt;
features. This section will highlight the main plugins/features that will&lt;br /&gt;
not be compatible with this plugin or put focus on how the make certain&lt;br /&gt;
features compatible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Aggro Control System VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.025.jpg|300px|link=Aggro Control System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
In battle, if there are Provoke or Taunt targets on the field and an action&lt;br /&gt;
that needs target selection is attempted to be used, the Provoke or Taunt&lt;br /&gt;
targets must be within valid affected Ranks/Flanks that can be targeted by&lt;br /&gt;
the action or else the action can't be used.&lt;br /&gt;
&lt;br /&gt;
Skills that do NOT need to select a target (usually skills with a &amp;quot;Random&amp;quot;&lt;br /&gt;
scope or &amp;quot;All&amp;quot; scope) can bypass this as they would normally without the&lt;br /&gt;
Battle Grid System.&lt;br /&gt;
&lt;br /&gt;
As such, be careful about designing your skills with restrictive Rank/Flank&lt;br /&gt;
targeting that potential softlocks may occur if there are ever any Taunt or&lt;br /&gt;
Provoke targets on the field.&lt;br /&gt;
&lt;br /&gt;
In regards to skills that target the highest aggro member, these will target&lt;br /&gt;
the highest aggro member within the required Ranks/Flanks made by the skill&lt;br /&gt;
as to not further restrict this skill's targeting ability.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - ATB VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.022.jpg|300px|link=Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
If the ATB Battle System is currently being used with the active setting,&lt;br /&gt;
selecting the &amp;quot;Move&amp;quot; command during another battler's turn will queue up the&lt;br /&gt;
system, waiting for the current battler's turn to end before allowing the&lt;br /&gt;
inputting actor to move.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - BTB VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.048.jpg|300px|link=Battle System - BTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
If the BTB Battle System is currently being used and the movement command&lt;br /&gt;
will pass turn, then the move command will be disabled if the actor is under&lt;br /&gt;
the effect of &amp;quot;Brave&amp;quot; as it becomes the same case scenario as &amp;quot;Guard&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
On that note, during the command input phase, actors under the effect of&lt;br /&gt;
&amp;quot;Brave&amp;quot; can select skills and items outside of their required ranks/flanks.&lt;br /&gt;
If you wish to disable this, adjust the &amp;quot;Bypass Require Node?&amp;quot; setting in&lt;br /&gt;
the &amp;quot;Compatibility Settings&amp;quot; Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
When the queued actions occur and the required rank/flank node positions&lt;br /&gt;
are NOT met, then the actions will be skipped.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Team-Based Battle Systems ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.080.jpg|300px|link=Battle System - ETB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.057.jpg|300px|link=Battle System - FTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.086.jpg|300px|link=Battle System - PTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ETB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
[[Battle System - FTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
[[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
If the ETB, FTB, or PTB Battle Systems are being used and the move command&lt;br /&gt;
will pass turn, and if no other actors can input for that turn, any&lt;br /&gt;
remaining actions will be forfeited for that turn.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - OTB VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.066.jpg|300px|link=Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
If the OTB Battle System is being used and the movement command will pass&lt;br /&gt;
turn, the turn passing will only apply to the current action. Any follow up&lt;br /&gt;
actions on the same turn from that actor can be utilized.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Party System VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.019.jpg|300px|link=Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
In battle, the player cannot change entire parties at once from the Party&lt;br /&gt;
Command Window. The feature will be unaccessible while Battle Grid System is&lt;br /&gt;
in play. However, the player can still change party members through the&lt;br /&gt;
Actor Command Window by having actors replace other actors. Party changing&lt;br /&gt;
is also available through battle events, Common Events, and script calls.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle Grid System Notetags}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Action Sequence - Plugin Commands ==&lt;br /&gt;
&lt;br /&gt;
The following are Plugin Commands that become usable with this plugin.&lt;br /&gt;
They can be accessed through the Plugin Command event command and selecting&lt;br /&gt;
the VisuMZ_1_BattleCore plugin where they are stored.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Grid ===&lt;br /&gt;
&lt;br /&gt;
These Action Sequences are Battle Grid System-related.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Battle Grid System Action Sequences}}&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle Grid System Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== General Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
General settings for this plugin including some mechanics.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Defaults&lt;br /&gt;
&lt;br /&gt;
  Default Grid?:&lt;br /&gt;
  - Are battles grid-battles by default?&lt;br /&gt;
  - Use &amp;lt;Grid&amp;gt; and &amp;lt;No Grid&amp;gt; in troop names otherwise.&lt;br /&gt;
&lt;br /&gt;
  Movement Duration:&lt;br /&gt;
  - Default number of frames for movement duration.&lt;br /&gt;
&lt;br /&gt;
    User Silent Move?:&lt;br /&gt;
    - Default setting for silent movement versus visual.&lt;br /&gt;
    - Applies only to user movement notetag.&lt;br /&gt;
&lt;br /&gt;
    Target Silent Move?:&lt;br /&gt;
    - Default setting for silent movement versus visual.&lt;br /&gt;
    - Applies only to target movement notetag.&lt;br /&gt;
&lt;br /&gt;
  Weapon Range Melee?:&lt;br /&gt;
  - Make weapon ranges melee by default?&lt;br /&gt;
  - Only affects actions with &amp;lt;Use Weapon Range&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Crashing&lt;br /&gt;
&lt;br /&gt;
  Allow Crash Death?:&lt;br /&gt;
  - Can battlers die from crashing into one another?&lt;br /&gt;
&lt;br /&gt;
  Damage Move Target?:&lt;br /&gt;
  - Cause damage to the target that's being moved?&lt;br /&gt;
&lt;br /&gt;
    Animation ID:&lt;br /&gt;
    - Play this animation when the effect activates.&lt;br /&gt;
    - Use 0 to not play an animation.&lt;br /&gt;
&lt;br /&gt;
  Damage Crash Target?:&lt;br /&gt;
  - Cause damage to the target that's moved into?&lt;br /&gt;
&lt;br /&gt;
    Animation ID:&lt;br /&gt;
    - Play this animation when the effect activates.&lt;br /&gt;
    - Use 0 to not play an animation.&lt;br /&gt;
&lt;br /&gt;
  JS: Crash DMG Formula:&lt;br /&gt;
  - Formula used for calculating Crash Damage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Switching Nodes&lt;br /&gt;
&lt;br /&gt;
  Can Dead Switch?:&lt;br /&gt;
  - Can battlers switch Node positions with dead units?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Triggers&lt;br /&gt;
&lt;br /&gt;
  Show Popup?:&lt;br /&gt;
  - Show popups when a battler activates a Trigger?&lt;br /&gt;
&lt;br /&gt;
  Text Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Flash Color:&lt;br /&gt;
  - Adjust the popup's flash color.&lt;br /&gt;
  - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
  Flash Duration:&lt;br /&gt;
  - What is the frame duration of the flash effect?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Grid Field Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Settings used for the overall grid field.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Size&lt;br /&gt;
&lt;br /&gt;
  Max Ranks:&lt;br /&gt;
  - How many ranks are used for each team?&lt;br /&gt;
  - Max: 10.&lt;br /&gt;
  - Ranks are formation rows or columns visually.&lt;br /&gt;
&lt;br /&gt;
  Max Flanks:&lt;br /&gt;
  - How many flanks are used for each team?&lt;br /&gt;
  - Max: 10.&lt;br /&gt;
  - Ranks are formation sides/wings or rows visually.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Field Appearance&lt;br /&gt;
&lt;br /&gt;
  Max Horz Distance:&lt;br /&gt;
  - What is the maximum horizontal distance that the grid field spans across&lt;br /&gt;
    the screen?&lt;br /&gt;
  - Auto-shrinks if too big.&lt;br /&gt;
&lt;br /&gt;
  Top/Bottom Delta:&lt;br /&gt;
  - What is the horizontal size difference from top to bottom of the field.&lt;br /&gt;
  - This adds perspective.&lt;br /&gt;
&lt;br /&gt;
  Vertical Distance:&lt;br /&gt;
  - What is the vertical distance that the grid field spans across the&lt;br /&gt;
    screen from top to bottom?&lt;br /&gt;
&lt;br /&gt;
  Perspective Modifier:&lt;br /&gt;
  - What is the perspective modifier? This is so that upper point distances&lt;br /&gt;
    shrink and lower point distances expand.&lt;br /&gt;
&lt;br /&gt;
  Space Between:&lt;br /&gt;
  - How many nodes between each unit's front rank?&lt;br /&gt;
  - The space gives more room for movement animations.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Effects&lt;br /&gt;
&lt;br /&gt;
  Blink Input User?:&lt;br /&gt;
  - Blink the input user for more clarity?&lt;br /&gt;
&lt;br /&gt;
  Blink Color:&lt;br /&gt;
  - Adjust the blinking input color.&lt;br /&gt;
  - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Offsets&lt;br /&gt;
&lt;br /&gt;
  Grid Node Offsets:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Offsets the node x position.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Offsets the node y position.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  Actor Sprite Offset:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Offsets the actor x position.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Offsets the actor y position.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  Enemy Sprite Offset:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Offsets the enemy x position.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Offsets the enemy y position.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Outline Filter&lt;br /&gt;
&lt;br /&gt;
  Show Outline Filter?:&lt;br /&gt;
  - Show outline filter for nodes?&lt;br /&gt;
  - Requires Pixi JS Filters.&lt;br /&gt;
&lt;br /&gt;
  Inner Color:&lt;br /&gt;
  - System hex code color for inner color.&lt;br /&gt;
  - Format: 0xRRGGBB&lt;br /&gt;
  - Requires Pixi JS Filters.&lt;br /&gt;
&lt;br /&gt;
  Inner Thickness:&lt;br /&gt;
  - What thickness do you want for inner outline?&lt;br /&gt;
  - Requires Pixi JS Filters.&lt;br /&gt;
&lt;br /&gt;
  Outer Color:&lt;br /&gt;
  - System hex code color for outer color.&lt;br /&gt;
  - Format: 0xRRGGBB&lt;br /&gt;
  - Requires Pixi JS Filters.&lt;br /&gt;
&lt;br /&gt;
  Outer Thickness:&lt;br /&gt;
  - What thickness do you want for outer outline?&lt;br /&gt;
  - Requires Pixi JS Filters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Grid Node Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
Settings used for specific grid Nodes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Actor Nodes&lt;br /&gt;
&lt;br /&gt;
  Filename:&lt;br /&gt;
  - Filename used for the actor Node image.&lt;br /&gt;
  - Leave empty if you don't wish to use one.&lt;br /&gt;
&lt;br /&gt;
  Generated Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Generated Opacity:&lt;br /&gt;
    - What is the opacity level of the generated actor node?&lt;br /&gt;
&lt;br /&gt;
  Differ Blend Color:&lt;br /&gt;
  - Blend color used when differentiating nodes.&lt;br /&gt;
  - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Enemy Nodes&lt;br /&gt;
&lt;br /&gt;
  Filename:&lt;br /&gt;
  - Filename used for the enemy Node image.&lt;br /&gt;
  - Leave empty if you don't wish to use one.&lt;br /&gt;
&lt;br /&gt;
  Generated Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Generated Opacity:&lt;br /&gt;
    - What is the opacity level of the generated enemy node?&lt;br /&gt;
&lt;br /&gt;
  Differ Blend Color:&lt;br /&gt;
  - Blend color used when differentiating nodes.&lt;br /&gt;
  - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Opacity&lt;br /&gt;
&lt;br /&gt;
  Opacity Speed:&lt;br /&gt;
  - Speed at which the opacity changes.&lt;br /&gt;
&lt;br /&gt;
  Disabled Opacity:&lt;br /&gt;
  - Opacity level for disabled nodes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Scale&lt;br /&gt;
&lt;br /&gt;
  Scale X:&lt;br /&gt;
  - Scale X value for the node.&lt;br /&gt;
&lt;br /&gt;
  Scale Y:&lt;br /&gt;
  - Scale Y value for the node.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Visibility&lt;br /&gt;
&lt;br /&gt;
  Active Blend Color:&lt;br /&gt;
  - Blend color used by active battler.&lt;br /&gt;
  - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
  Global:&lt;br /&gt;
&lt;br /&gt;
    Always Visible?:&lt;br /&gt;
    - Always make all grid Nodes visible?&lt;br /&gt;
&lt;br /&gt;
    Any Input?:&lt;br /&gt;
    - Make all grid Nodes during input phase?&lt;br /&gt;
&lt;br /&gt;
    Targeting?:&lt;br /&gt;
    - Make all grid Nodes during targeting?&lt;br /&gt;
&lt;br /&gt;
  Specific:&lt;br /&gt;
&lt;br /&gt;
    Inputting Actor?:&lt;br /&gt;
    - Make inputting actor's grid Node visible?&lt;br /&gt;
&lt;br /&gt;
    Selected Target?:&lt;br /&gt;
    - Make selected target's grid Node visible?&lt;br /&gt;
&lt;br /&gt;
    Active Battler?:&lt;br /&gt;
    - Make active battler/subject's grid Node visible?&lt;br /&gt;
&lt;br /&gt;
    Action Target?:&lt;br /&gt;
    - Make action target's grid Node visible?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Passive State Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_NodePassives.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Params4.png]]&lt;br /&gt;
&lt;br /&gt;
Settings used for Passive State Nodes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Properties&lt;br /&gt;
&lt;br /&gt;
  Show Passive Icons?:&lt;br /&gt;
  - Show the icons of the passive states attached to a Node?&lt;br /&gt;
&lt;br /&gt;
  Cycle Duration:&lt;br /&gt;
  - How many frames should each icon cycle take?&lt;br /&gt;
&lt;br /&gt;
  Blend Mode:&lt;br /&gt;
  - The blend mode used for these icons.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Opacity&lt;br /&gt;
&lt;br /&gt;
  Opacity Speed:&lt;br /&gt;
  - Speed at which the opacity changes.&lt;br /&gt;
&lt;br /&gt;
  Fluctuation Maximum:&lt;br /&gt;
  - Maximum opacity value for fluctuation effect.&lt;br /&gt;
&lt;br /&gt;
  Fluctuation Range:&lt;br /&gt;
  - Fluctuation range of the opacity effect.&lt;br /&gt;
&lt;br /&gt;
  Fluctuation Rate:&lt;br /&gt;
  - Fluctuation rate of the opacity effect.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Position&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offsets the passive icon's x position.&lt;br /&gt;
  - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offsets the passive icon's y position.&lt;br /&gt;
  - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Scale&lt;br /&gt;
&lt;br /&gt;
  Scale X:&lt;br /&gt;
  - Scale X value for the icon.&lt;br /&gt;
&lt;br /&gt;
  Scale Y:&lt;br /&gt;
  - Scale Y value for the icon.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Trigger Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_NodeTraps.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Params5.png]]&lt;br /&gt;
&lt;br /&gt;
Settings used for Trigger Nodes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Properties&lt;br /&gt;
&lt;br /&gt;
  Show Trigger Icons?:&lt;br /&gt;
  - Show the icons of the trigger actions attached to a Node?&lt;br /&gt;
&lt;br /&gt;
  Blend Mode:&lt;br /&gt;
  - The blend mode used for these icons.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Opacity&lt;br /&gt;
&lt;br /&gt;
  Opacity Speed:&lt;br /&gt;
  - Speed at which the opacity changes.&lt;br /&gt;
&lt;br /&gt;
  Fluctuation Maximum:&lt;br /&gt;
  - Maximum opacity value for fluctuation effect.&lt;br /&gt;
&lt;br /&gt;
  Fluctuation Range:&lt;br /&gt;
  - Fluctuation range of the opacity effect.&lt;br /&gt;
&lt;br /&gt;
  Fluctuation Rate:&lt;br /&gt;
  - Fluctuation rate of the opacity effect.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Position&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offsets the trigger icon's x position.&lt;br /&gt;
  - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offsets the trigger icon's y position.&lt;br /&gt;
  - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Scale&lt;br /&gt;
&lt;br /&gt;
  Scale X:&lt;br /&gt;
  - Scale X value for the icon.&lt;br /&gt;
&lt;br /&gt;
  Scale Y:&lt;br /&gt;
  - Scale Y value for the icon.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Compatibility Settings ===&lt;br /&gt;
&lt;br /&gt;
Settings used for the Move Command found in Window_ActorCommand. This has&lt;br /&gt;
both aesthetic and mechanical settings.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Items &amp;amp; Equips Core&lt;br /&gt;
&lt;br /&gt;
  Shop Status Window:&lt;br /&gt;
  - Show grid node target and casting data in Shop Status Window?&lt;br /&gt;
&lt;br /&gt;
  Range: Target Node:&lt;br /&gt;
  - Text used to label target nodes.&lt;br /&gt;
&lt;br /&gt;
  Range: Cast Node:&lt;br /&gt;
  - Text used to label cast nodes.&lt;br /&gt;
&lt;br /&gt;
  Scope: Any Node:&lt;br /&gt;
  Scope: Empty Node:&lt;br /&gt;
  Scope: Actor Node:&lt;br /&gt;
  Scope: Enemy Node:&lt;br /&gt;
  - Text used to label node scopes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Battle System - BTB&lt;br /&gt;
&lt;br /&gt;
  Bypass Require Node?:&lt;br /&gt;
  - During input and under &amp;quot;Brave&amp;quot; effect, ignore rank/flank node&lt;br /&gt;
    requirements for skills/items?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Party System&lt;br /&gt;
&lt;br /&gt;
  Removal Shortcut?:&lt;br /&gt;
  - Add member removal shortcut for Extended Tactics scene?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Move Command Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Movement.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Params6.png]]&lt;br /&gt;
&lt;br /&gt;
Settings used for the Move Command found in Window_ActorCommand. This has&lt;br /&gt;
both aesthetic and mechanical settings.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Auto Add &amp;quot;Move&amp;quot;?:&lt;br /&gt;
  - Automatically add the &amp;quot;Move&amp;quot; command to the actor command window list?&lt;br /&gt;
&lt;br /&gt;
  Show &amp;quot;Move&amp;quot; Command?:&lt;br /&gt;
  - Show the &amp;quot;Move&amp;quot; command in the actor command window list?&lt;br /&gt;
&lt;br /&gt;
    Command Icon:&lt;br /&gt;
    - Icon used for the &amp;quot;Move&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
    Command Name:&lt;br /&gt;
    - Text used for the &amp;quot;Move&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
    Queue Text:&lt;br /&gt;
    - Used with Active ATB/TPB to display movement queue.&lt;br /&gt;
&lt;br /&gt;
    Command Queue:&lt;br /&gt;
    - How many turns must the actor wait before moving again?&lt;br /&gt;
    - If cooldown is 0, move range becomes global.&lt;br /&gt;
&lt;br /&gt;
    Grid Switch on Move?:&lt;br /&gt;
    - Can actors switch Nodes when using the Move Command?&lt;br /&gt;
&lt;br /&gt;
    Pass Turn on Move?:&lt;br /&gt;
    - Makes the actor pass the current turn if the Move Command is used?&lt;br /&gt;
&lt;br /&gt;
  Battler Opacity Rate:&lt;br /&gt;
  - What opacity rate should battlers be adjusted by when the player has to&lt;br /&gt;
    select a Grid Node&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Cursor&lt;br /&gt;
&lt;br /&gt;
  Enabled:&lt;br /&gt;
&lt;br /&gt;
    Blend Mode:&lt;br /&gt;
    - The blend mode used for an enabled cursor.&lt;br /&gt;
&lt;br /&gt;
    Tone Color:&lt;br /&gt;
    - Adjust the tone color of an enabled cursor.&lt;br /&gt;
    - Format: [red, green, blue, gray]&lt;br /&gt;
&lt;br /&gt;
    Opacity:&lt;br /&gt;
    - What opacity level should the enabled cursor use?&lt;br /&gt;
&lt;br /&gt;
  Disabled:&lt;br /&gt;
&lt;br /&gt;
    Blend Mode:&lt;br /&gt;
    - The blend mode used for an disabled cursor.&lt;br /&gt;
&lt;br /&gt;
    Tone Color:&lt;br /&gt;
    - Adjust the tone color of an disabled cursor.&lt;br /&gt;
    - Format: [red, green, blue, gray]&lt;br /&gt;
&lt;br /&gt;
    Opacity:&lt;br /&gt;
    - What opacity level should the disabled cursor use?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Default Move Range&lt;br /&gt;
&lt;br /&gt;
  Global Range?:&lt;br /&gt;
  - Give actors a global movement range by default?&lt;br /&gt;
&lt;br /&gt;
  Disable Range?:&lt;br /&gt;
  - Disable actor movement ranges by default?&lt;br /&gt;
&lt;br /&gt;
  Allowed:&lt;br /&gt;
&lt;br /&gt;
    Square:&lt;br /&gt;
    Radius:&lt;br /&gt;
    Rank:&lt;br /&gt;
    Flank:&lt;br /&gt;
    Diagonal Forward:&lt;br /&gt;
    Diagonal Backward:&lt;br /&gt;
    Forward:&lt;br /&gt;
    Backward:&lt;br /&gt;
    Upward:&lt;br /&gt;
    Downward:&lt;br /&gt;
    - What setting distance is allowed by default?&lt;br /&gt;
&lt;br /&gt;
  Not Allowed:&lt;br /&gt;
&lt;br /&gt;
    Square:&lt;br /&gt;
    Radius:&lt;br /&gt;
    Rank:&lt;br /&gt;
    Flank:&lt;br /&gt;
    Diagonal Forward:&lt;br /&gt;
    Diagonal Backward:&lt;br /&gt;
    Forward:&lt;br /&gt;
    Backward:&lt;br /&gt;
    Upward:&lt;br /&gt;
    Downward:&lt;br /&gt;
    - What setting distance is disallowed by default?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sound Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Movement.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Params7.png]]&lt;br /&gt;
&lt;br /&gt;
These settings let you adjust the sound effects used for this plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Move Command&lt;br /&gt;
&lt;br /&gt;
  Filename:&lt;br /&gt;
  - Filename of the sound effect played.&lt;br /&gt;
&lt;br /&gt;
  Volume:&lt;br /&gt;
  - Volume of the sound effect played.&lt;br /&gt;
&lt;br /&gt;
  Pitch:&lt;br /&gt;
  - Pitch of the sound effect played.&lt;br /&gt;
&lt;br /&gt;
  Pan:&lt;br /&gt;
  - Pan of the sound effect played.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tactics Scene Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Preview2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Params8.png]]&lt;br /&gt;
&lt;br /&gt;
These settings adjust the Battle Grid Tactics Scene. This is an entirely&lt;br /&gt;
optional feature that does not need to be a part of your game. If you want&lt;br /&gt;
it, make sure the &amp;quot;Use Tactics System?&amp;quot; parameter is set to &amp;quot;true&amp;quot;. If not,&lt;br /&gt;
set it to &amp;quot;false&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_ExtendedTactics.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The Extended Tactics scene option allows you to extend the functionality&lt;br /&gt;
of the tactics scene beyond just repositioning actors on the grid. If the&lt;br /&gt;
Extended Tactics option is enabled, the plugin then allows players to manage&lt;br /&gt;
their skills, equipment, and view their status, amongst many other functions&lt;br /&gt;
within the Tactics scene itself. Also depending on which plugins are&lt;br /&gt;
installed, the Extended Tactics scene will also allow changing classes,&lt;br /&gt;
adding and removing party members, and overall quicker access to individual&lt;br /&gt;
character submenus.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Mechanics Settings&lt;br /&gt;
&lt;br /&gt;
  Use Tactics System?:&lt;br /&gt;
  - Use the battle tactics system?&lt;br /&gt;
  - If not, actor positions are determined by notetags and algorithms.&lt;br /&gt;
&lt;br /&gt;
  Extended System?:&lt;br /&gt;
  - Use extended scene? Extended scene allows for more actor management&lt;br /&gt;
    instead of just positioning actors pre-battle.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Main Menu&lt;br /&gt;
&lt;br /&gt;
  Command Name:&lt;br /&gt;
  - Name of the 'Battle Tactics' option in the Main Menu.&lt;br /&gt;
&lt;br /&gt;
  Show in Main Menu?:&lt;br /&gt;
  - Add the 'Battle Tactics' option to the Main Menu by default?&lt;br /&gt;
&lt;br /&gt;
  Enable in Main Menu?:&lt;br /&gt;
  - Enable the 'Battle Tactics' option to the Main Menu by default?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Background Settings&lt;br /&gt;
&lt;br /&gt;
  Snapshop Opacity:&lt;br /&gt;
  - Snapshot opacity for the scene.&lt;br /&gt;
&lt;br /&gt;
  Background 1:&lt;br /&gt;
  - Filename used for the bottom background image.&lt;br /&gt;
  - Leave empty if you don't wish to use one.&lt;br /&gt;
&lt;br /&gt;
  Background 2:&lt;br /&gt;
  - Filename used for the upper background image.&lt;br /&gt;
  - Leave empty if you don't wish to use one.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Starting Positions&lt;br /&gt;
&lt;br /&gt;
  1st through 20th Member:&lt;br /&gt;
  - Adjust the settings individually for each party member.&lt;br /&gt;
&lt;br /&gt;
    Rank:&lt;br /&gt;
    - What is the starting rank for this party member?&lt;br /&gt;
    - Use 0 to let plugin determine starting position.&lt;br /&gt;
&lt;br /&gt;
    Flank:&lt;br /&gt;
    - What is the starting flank for this party member?&lt;br /&gt;
    - Use 0 to let plugin determine starting position.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Window Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Preview2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Params9.png]]&lt;br /&gt;
&lt;br /&gt;
These settings let you adjust the window settings for this plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Action Display&lt;br /&gt;
&lt;br /&gt;
  Adjust Pixel Radius:&lt;br /&gt;
  - Adjust the pixel size of each node radius by this much.&lt;br /&gt;
&lt;br /&gt;
  Draw Usable Nodes?:&lt;br /&gt;
  - Draws the nodes that the user can perform an action on.&lt;br /&gt;
  - This is for general windows.&lt;br /&gt;
&lt;br /&gt;
    Usable Color:&lt;br /&gt;
    Not Usable Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Draw Target Nodes?:&lt;br /&gt;
  - Draws the nodes that the user can target with the action.&lt;br /&gt;
  - This is for general windows.&lt;br /&gt;
&lt;br /&gt;
    Ally Color:&lt;br /&gt;
    Enemy Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Window_SkillList&lt;br /&gt;
&lt;br /&gt;
Window_ItemList&lt;br /&gt;
&lt;br /&gt;
Window_ActorCommand&lt;br /&gt;
&lt;br /&gt;
  Draw Usable Nodes?:&lt;br /&gt;
  - Draws the nodes that the user can perform an action on.&lt;br /&gt;
  - This is for those windows.&lt;br /&gt;
&lt;br /&gt;
  Draw Target Nodes?:&lt;br /&gt;
  - Draws the nodes that the user can target with the action.&lt;br /&gt;
  - This is for those windows.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Tactics Help Window&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
&lt;br /&gt;
  Help: Select Actor:&lt;br /&gt;
  - Help description to tell player to select an actor.&lt;br /&gt;
&lt;br /&gt;
  Help: Select Node:&lt;br /&gt;
&lt;br /&gt;
  Help: Select Node Ext:&lt;br /&gt;
  - Extended help description to tell player to select a node.&lt;br /&gt;
  - Help description to tell player to select a node.&lt;br /&gt;
&lt;br /&gt;
  Help: Required Actor:&lt;br /&gt;
  - Extended help saying which actor is required in party.&lt;br /&gt;
  - %1 - Party Member's Name&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Tactics Grid Window&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
&lt;br /&gt;
  Graphic Type:&lt;br /&gt;
  - Choose how the actor graphics appear in tactics menu.&lt;br /&gt;
    - None&lt;br /&gt;
    - Face&lt;br /&gt;
    - Map Sprite&lt;br /&gt;
    - Sideview Battler&lt;br /&gt;
&lt;br /&gt;
  Switching:&lt;br /&gt;
&lt;br /&gt;
    Switching BG Color 1:&lt;br /&gt;
    Switching BG Color 2:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Switching Text Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Party Leader:&lt;br /&gt;
  - Text used for the tactics banner for the party leader.&lt;br /&gt;
  - Do not use Text Codes.&lt;br /&gt;
&lt;br /&gt;
    Leader Text Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Party Member:&lt;br /&gt;
  - Text used for the tactics banner for party member.&lt;br /&gt;
  - %1 - Party Member Slot ID.&lt;br /&gt;
  - Do not use Text Codes.&lt;br /&gt;
&lt;br /&gt;
    Member Text Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Empty Node:&lt;br /&gt;
  - Text used for the tactics banner for empty node.&lt;br /&gt;
  - Do not use Text Codes.&lt;br /&gt;
&lt;br /&gt;
    Empty Text Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for this window.&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Empty Node:&lt;br /&gt;
  - Code used to draw the contents of an empty node.&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Actor Node:&lt;br /&gt;
  - Code used to draw the contents of a node with an actor.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Tactics Command Window&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
&lt;br /&gt;
  Window Width:&lt;br /&gt;
  - Width of the Tactics Command Window.&lt;br /&gt;
&lt;br /&gt;
  Command Order:&lt;br /&gt;
  - The order in which tactics commands appear.&lt;br /&gt;
&lt;br /&gt;
  Command Settings:&lt;br /&gt;
&lt;br /&gt;
    Move:&lt;br /&gt;
    Party Leader:&lt;br /&gt;
    Skill:&lt;br /&gt;
    Equips:&lt;br /&gt;
    Status:&lt;br /&gt;
    Class Change:&lt;br /&gt;
    Swap Member:&lt;br /&gt;
    Add Member:&lt;br /&gt;
    Remove Member:&lt;br /&gt;
&lt;br /&gt;
      Command Name:&lt;br /&gt;
      - Determines how this command appears in-game.&lt;br /&gt;
      - You may use text codes.&lt;br /&gt;
&lt;br /&gt;
      Help Description:&lt;br /&gt;
      - Help description used when this command is selected.&lt;br /&gt;
&lt;br /&gt;
      Show Command?:&lt;br /&gt;
      - Show this command in the Tactics Command Window?&lt;br /&gt;
      - Some commands may require other plugins.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.14: March 16, 2026&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Force Action should now works with skills that target nodes, ranks, and flanks. The skill will select the appropriate node/rank/flank of the target index. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: November 13, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if VisuMZ_4_BreakShields were turned off from showing in the UI, they would still show up. This requires you to update the plugin parameters for this plugin and can be done in three ways:&lt;br /&gt;
*** #1 Method: Select &amp;quot;Window Settings&amp;quot; in the Plugin Parameter list and press &amp;quot;Delete&amp;quot; button on your keyboard. Then open it back up to repopulate it with the default settings. This will reset all of the settings within &amp;quot;Window Settings&amp;quot;.&lt;br /&gt;
*** #2 Method: Delete the current copy of VisuMZ_2_BattleGridSystem from the Plugin Manager list and install a new copy of VisuMZ_2_BattleGridSystem into the Plugin Manager list. This will reset all your Plugin Parameter settings.&lt;br /&gt;
*** #3 Method: Install a fresh copy of VisuMZ_2_BattleGridSystem, copy the Parameters &amp;gt; Window Settings &amp;gt; Tactics Grid Window &amp;gt; JS: Draw Actor Node setting and paste it in your existing copy in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: August 14, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where cancelling attack and then moving, despite having pass turn on, would still cause the attack to go through. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where certain notetag combinations would cause crashes. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where using aura or miasma effects from Skills &amp;amp; States Core would cause the game to crash if there were not enough battle grid node slots to accommodate all characters, even if they were in the reserve. As a result, aura and miasma effects now only affect battle members.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for &amp;lt;nowiki&amp;gt;&amp;lt;Aura Range: type&amp;gt;&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;&amp;lt;Miasma Range: type&amp;gt;&amp;lt;/nowiki&amp;gt; notetags&lt;br /&gt;
*** Aura/Miasma effects do not affect characters not in active party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where certain grid node targeting scopes did not work properly. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Battle A.I. regarding scopes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Aura Range: type&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Miasma Range: type&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Used together with &amp;lt;nowiki&amp;gt;&amp;lt;Aura State: x&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;Miasma State: x&amp;gt;&amp;lt;/nowiki&amp;gt; from VisuMZ_1_SkillsStatesCore!&lt;br /&gt;
**** Restricts the range in which the aura/miasma passive is emitted from the user.&lt;br /&gt;
**** Read the help file for more information.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: November 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Main Menu Core's force show/hide and force enable/disable Plugin Commands for Class, Equip, Skills, and Status commands. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where switching positions with dead party members using notetag effects would not move the dead member. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Fixed the documentation error for &amp;lt;rule Move User Node direction: x&amp;gt; notetag's &amp;quot;Must Switch Mid&amp;quot; rule explanation.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: August 29, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where for FTB, ETB, and PTB, movement would always count as passing a turn regardless of Plugin Parameter settings. Fixed by Olivia.&lt;br /&gt;
** Fixed a bug where adding a battler mid-battle would cause a crash. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where enemies could ignore grid targeting restrictions. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** New section added to &amp;quot;Major Changes&amp;quot;:&lt;br /&gt;
*** Temporary formations are very specific formations that will overwrite what settings the player has made. These involve specific rank/flank positions per party member (though some can be automatic). With temporary formations in play, the player cannot change them outside of battle. However, once in battle, the positions can be changed through the movement command and/or action effects.&lt;br /&gt;
*** When a temporary formation is present, menu and battle commands involving changing party members will be disabled.&lt;br /&gt;
*** Once a temporary formation is disbanded, the player's self-made formation settings will be returned and the player can readjust tactical formations once more.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Olivia:&lt;br /&gt;
*** Temp: Create Temporary Tactics (Normal)&lt;br /&gt;
**** Creates a temporary tactical formation.&lt;br /&gt;
*** Temp: Create Temporary Tactics (JS)&lt;br /&gt;
**** Creates a temporary tactical formation with JavaScript.&lt;br /&gt;
*** Temp: Disband Temporary Tactics&lt;br /&gt;
**** Clears temporary tactical formations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: July 18, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where actors sharing the same name would cause clashes in how they select same rank/flank targets. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where weapon ranges for same rank/flank would cause crashes at the start of battle. Fix made by Olivia.&lt;br /&gt;
** Fixed bugs with AOE targeting for 'Upward', 'Downward', 'Forward', 'Backward', 'Diagonal Forward', and 'Diagonal Backward' being inverted. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Fixed a documentation bug where there is a 'Can' effect for self movement examples that actually doesn't exist.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;Crash Self Damage Rate: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Crash Target Damage Rate: x%&amp;gt;&lt;br /&gt;
**** Alters the crash damage received by a percentile rate. Self refers to the moved enemy. Target refers to the enemy crashed into.&lt;br /&gt;
**** Example Usage: Rubber enemies have lower crash self damage.&lt;br /&gt;
**** Example Usage: Fluffy enemies have lower crash target damage.&lt;br /&gt;
*** &amp;lt;Crash Self Damage Bonus: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Crash Self Damage Bonus: -x&amp;gt;&lt;br /&gt;
*** &amp;lt;Crash Target Damage Bonus: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Crash Target Damage Bonus: -x&amp;gt;&lt;br /&gt;
**** Alters the crash damage received by a flat bonus amount. Self refers to the moved enemy. Target refers to the enemy crashed into.&lt;br /&gt;
**** Example Usage: Brittle enemies have higher flat bonus target damage.&lt;br /&gt;
**** Example Usage: Thorny enemies have higher flat bonus target damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: June 13, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Crash targets can no longer crash into themselves. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where AoE ranges did not accept the target located in the &amp;quot;center&amp;quot; of an AoE spread. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Passive State Settings &amp;gt; Position &amp;gt; Offset X/Y:&lt;br /&gt;
**** Adjusts passive icon's X/Y position.&lt;br /&gt;
*** Parameters &amp;gt; Trigger Settings &amp;gt; Position &amp;gt; Offset X/Y:&lt;br /&gt;
**** Adjusts trigger icon's X/Y position.&lt;br /&gt;
** Extended Tactics Scene:&lt;br /&gt;
*** The Extended Tactics scene option allows you to extend the functionality of the tactics scene beyond just repositioning actors on the grid. If the Extended Tactics option is enabled, the plugin then allows players to manage their skills, equipment, and view their status, amongst many other functions within the Tactics scene itself. Also depending on which plugins are installed, the Extended Tactics scene will also allow changing classes, adding and removing party members, and overall quicker access to individual character submenus.&lt;br /&gt;
*** With this extended scene comes a lot more new plugin parameters:&lt;br /&gt;
**** Parameters &amp;gt; Tactics Scene Settings &amp;gt; Extended System?&lt;br /&gt;
**** Parameters &amp;gt; Compatibility Settings &amp;gt; Party System &amp;gt; Removal Shortcut&lt;br /&gt;
**** Parameters &amp;gt; Window Settings &amp;gt; Help Window &amp;gt; Help: Select Node Ext&lt;br /&gt;
**** Parameters &amp;gt; Window Settings &amp;gt; Help Window &amp;gt; Help: Required Actor&lt;br /&gt;
**** Parameters &amp;gt; Window Settings &amp;gt; Tactics Command Window &amp;gt; Many Settings&lt;br /&gt;
***** Refer to the help file for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: May 16, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;lt;Area of Effect&amp;gt; notetags stopped working with regular selection skills.&lt;br /&gt;
** Fixed an incompatibility bug with Core Engine's screen repositioning messing up the grid positioning of enemies. This effect will now be disabled when using the battle grid system. Fix made by Irina.&lt;br /&gt;
** Fixed a bug where an enemy moving to a node that is previously occupied by a dead enemy could no longer by mouse-clicked on. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where distance between resolution UI and resolution size did not visually match for moving mode. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Action Sequences that target specific nodes for animations can now work with skills and items that target ranks and flanks. Update by Olivia.&lt;br /&gt;
** Added gap reduction for skills without visible grids. Update by Irina.&lt;br /&gt;
** Better enemy selection control with keyboard. Update by Olivia.&lt;br /&gt;
** Items and skills with the &amp;quot;Never&amp;quot; occassion won't show the target/range information in the Window_ShopStatus window anymore. Passives won't show target/range information either. Update by Irina.&lt;br /&gt;
** Help Window remains open when selecting a node, rank, or flank in order to remain consistent with selecting enemies and allies. Update by Olivia.&lt;br /&gt;
** In Battle Test mode, tactics positions are not used and instead, will use any starting rank/flank settings.&lt;br /&gt;
** When node triggers occur at the end of an action, the battle system will now wait for any node trigger animations to complete before continuing.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Compatibility &amp;gt; Items &amp;amp; Equips Core&lt;br /&gt;
**** Shop Status Window&lt;br /&gt;
***** Show scope, grid node target and casting data in Shop Status Window?&lt;br /&gt;
**** Scope: Actor Node&lt;br /&gt;
**** Scope: Enemy Node&lt;br /&gt;
***** Vocabulary text used for these new Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: April 18, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where nodes without triggers would have a faint line around them. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where displaying healing skills outside the battle scene would cause the game to freeze up. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where starting rank/flanks would not register properly. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where certain weapon range notetags would cause some enemies to not act properly. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where &amp;quot;Damage Crash Target?&amp;quot; was not working properly. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where area of effect notetags did not work properly. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where a crash would occur if a passive state was applied to an enemy node. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where the &amp;quot;Move&amp;quot; command name cannot be changed.&lt;br /&gt;
** Fixed a bug where &amp;lt;JS Targets&amp;gt; notetag causes a crash. Fix by Olivia.&lt;br /&gt;
** Fixed a bug where self movement would suddenly stop visually animating. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where enemies using grid rank and flank targeting would hit their own allies instead. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Fixed a compatibility update with ETB and PTB causing movement to not work properly. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Fixed some example notetags that weren't working.&lt;br /&gt;
** Added extra note to &amp;lt;Add Trigger to Target Node&amp;gt; that it does not affect nodes with any battlers on it and only works on empty nodes.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Items and skills with the &amp;quot;Never&amp;quot; usability occassion type will not show any grid ranges.&lt;br /&gt;
** Items and skills with target any or empty nodes are now able to be affected by area of effects.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetag added by Irina:&lt;br /&gt;
*** &amp;lt;Hide Grid Range&amp;gt;&lt;br /&gt;
**** Hides the grid target and usability ranges for this item/skill.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Compatibility &amp;gt; Items &amp;amp; Equips Core&lt;br /&gt;
**** Shop Status Window&lt;br /&gt;
***** Show scope, grid node target and casting data in Shop Status Window?&lt;br /&gt;
**** Range: Target Node&lt;br /&gt;
**** Range: Cast Node&lt;br /&gt;
**** Scope: Any Node&lt;br /&gt;
**** Scope: Empty Node&lt;br /&gt;
***** Vocabulary text used for these new Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: March 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** 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.&lt;br /&gt;
** Fixed a bug where the add trigger to node action sequence did not work properly. Fix made by Olivia.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Movement actor sprite now reflects the actor's offset X and Y settings found in the Battle Core. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: March 29, 2024&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Grande]]&lt;br /&gt;
* [[Area of Effect (YEP)]]&lt;br /&gt;
* [[Row Formation (YEP)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of Helpfile ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Skill Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Utility Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Skills_and_States_Core_VisuStella_MZ&amp;diff=17636</id>
		<title>Skills and States Core VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Skills_and_States_Core_VisuStella_MZ&amp;diff=17636"/>
		<updated>2026-03-15T02:01:38Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=uRde5_XWxkw&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = {{VisuStella Wave 1}}&lt;br /&gt;
|link2 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreScreen.png|600px]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Active Chain Skills VisuStella MZ]]&lt;br /&gt;
* [[Anti-Damage Barriers VisuStella MZ]]&lt;br /&gt;
* [[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - ETB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - FTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
* [[Boost Action VisuStella MZ]]&lt;br /&gt;
* [[Challenge System VisuStella MZ]]&lt;br /&gt;
* [[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
* [[Equip Passive System VisuStella MZ]]&lt;br /&gt;
* [[Equipment Set Bonuses VisuStella MZ]]&lt;br /&gt;
* [[Evolution Matrix Skills VisuStella MZ]]&lt;br /&gt;
* [[Field Skills VisuStella MZ]]&lt;br /&gt;
* [[Input Combo Skills VisuStella MZ]]&lt;br /&gt;
* [[Life State Effects VisuStella MZ]]&lt;br /&gt;
* [[Limited Skill Uses VisuStella MZ]]&lt;br /&gt;
* [[Skill Cooldowns VisuStella MZ]]&lt;br /&gt;
* [[Skill Mastery VisuStella MZ]]&lt;br /&gt;
* [[State Tooltips VisuStella MZ]]&lt;br /&gt;
* [[Visual Gauge Styles VisuStella MZ]]&lt;br /&gt;
* [[Visual State Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Skills &amp;amp; States Core plugin extends and builds upon the functionality of&lt;br /&gt;
RPG Maker MZ's inherent skill, state, and buff functionalities and allows&lt;br /&gt;
game devs to customize its various aspects.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Assigning multiple Skill Types to Skills.&lt;br /&gt;
* Making custom Skill Cost Types (such as HP, Gold, and Items).&lt;br /&gt;
* Allowing Skill Costs to become percentile-based or dynamic either directly through the Skills themselves or through trait-like notetags.&lt;br /&gt;
* Replacing gauges for different classes to display different types of Skill Cost Type resources.&lt;br /&gt;
* Hiding/Showing and enabling/disabling skills based on switches, learned skills, and code.&lt;br /&gt;
* Setting rulings for states, including if they're cleared upon death, how reapplying the state affects their turn count, and more.&lt;br /&gt;
* Allowing states to be categorized and affected by categories, too.&lt;br /&gt;
* Displaying turn counts on states drawn in the window or on sprites.&lt;br /&gt;
* Manipulation of state, buff, and debuff turns through skill and item effect notetags.&lt;br /&gt;
* Create custom damage over time state calculations through notetags.&lt;br /&gt;
* Allow database objects to apply passive states to its user.&lt;br /&gt;
* Passive states can have conditions before they become active as well.&lt;br /&gt;
* Updated Skill Menu Scene layout to fit more modern appearances.&lt;br /&gt;
* Added bonus if Items &amp;amp; Equips Core is installed to utilize the Shop Status Window to display skill data inside the Skill Menu.&lt;br /&gt;
* Control over various aspects of the Skill Menu Scene.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 1}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action End Removal for States ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCore_ActionEndStun.png]]&lt;br /&gt;
&lt;br /&gt;
If your Plugin Parameter settings for &amp;quot;Action End Update&amp;quot; are enabled,&lt;br /&gt;
then &amp;quot;Action End&amp;quot; has been updated so that it actually applies per action&lt;br /&gt;
used instead of just being at the start of a battler's action set.&lt;br /&gt;
&lt;br /&gt;
However, there are side effects to this: if a state has the &amp;quot;Cannot Move&amp;quot;&lt;br /&gt;
restriction along with the &amp;quot;Action End&amp;quot; removal timing, then unsurprisingly,&lt;br /&gt;
the state will never wear off because it's now based on actual actions&lt;br /&gt;
ending. To offset this and remove confusion, &amp;quot;Action End&amp;quot; auto-removal&lt;br /&gt;
timings for states with &amp;quot;Cannot Move&amp;quot; restrictions will be turned into&lt;br /&gt;
&amp;quot;Turn End&amp;quot; auto-removal timings while the &amp;quot;Action End Update&amp;quot; is enabled.&lt;br /&gt;
&lt;br /&gt;
This automatic change won't make it behave like an &amp;quot;Action End&amp;quot; removal&lt;br /&gt;
timing would, but it's better than completely softlocking a battler.&lt;br /&gt;
&lt;br /&gt;
EXAMPLE:&lt;br /&gt;
&lt;br /&gt;
The new state: &amp;quot;Fiery Blade&amp;quot; will allow the affected battler to deal fire&lt;br /&gt;
elemental damage. With Action End, this means for 5 actions, those attacks&lt;br /&gt;
will deal fire damage.&lt;br /&gt;
&lt;br /&gt;
This means that if no action is taken, due to a status effect like &amp;quot;Sleep&amp;quot;&lt;br /&gt;
or &amp;quot;Stun&amp;quot;, then the duration count will not decrease.&lt;br /&gt;
&lt;br /&gt;
On the flip side, if the battler performs multiple actions a turn, then&lt;br /&gt;
the duration count drops faster because more actions have been spent.&lt;br /&gt;
&lt;br /&gt;
However, if this &amp;quot;Fiery Blade&amp;quot; state was using Turn End instead, it will&lt;br /&gt;
have its duration reduced by 1 each turn, regardless of &amp;quot;Sleep&amp;quot; or &amp;quot;Stun&amp;quot;&lt;br /&gt;
states, and regardless of how many actions are performed each turn.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Buff &amp;amp; Debuff Level Management ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesBuffDebuffs.png|600px]]&lt;br /&gt;
&lt;br /&gt;
In RPG Maker MZ, buffs and debuffs when applied to one another will shift&lt;br /&gt;
the buff modifier level up or down. This plugin will add an extra change to&lt;br /&gt;
the mechanic by making it so that once the buff modifier level reaches a&lt;br /&gt;
neutral point, the buff or debuff is removed altogether and resets the buff&lt;br /&gt;
and debuff turn counter for better accuracy.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Skill Costs ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesSkillCosts.png|600px]]&lt;br /&gt;
&lt;br /&gt;
In RPG Maker MZ, skill costs used to be hard-coded. Now, all Skill Cost&lt;br /&gt;
Types are now moved to the Plugin Parameters, including MP and TP. This&lt;br /&gt;
means that from payment to checking for them, it's all done through the&lt;br /&gt;
options available.&lt;br /&gt;
&lt;br /&gt;
By default in RPG Maker MZ, displayed skill costs would only display only&lt;br /&gt;
one type: TP if available, then MP. If a skill costs both TP and MP, then&lt;br /&gt;
only TP was displayed. This plugin changes that aspect by displaying all the&lt;br /&gt;
cost types available in order of the Plugin Parameter Skill Cost Types.&lt;br /&gt;
&lt;br /&gt;
By default in RPG Maker MZ, displayed skill costs were only color-coded.&lt;br /&gt;
This plugin changes that aspect by displaying the Skill Cost Type's name&lt;br /&gt;
alongside the cost. This is to help color-blind players distinguish what&lt;br /&gt;
costs a skill has.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Sprite Gauges ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesSpriteGauges.png]]&lt;br /&gt;
&lt;br /&gt;
Sprite Gauges in RPG Maker MZ by default are hard-coded and only work for&lt;br /&gt;
HP, MP, TP, and Time (used for ATB). This plugin makes it possible for them&lt;br /&gt;
to be customized through the use of Plugin Parameters under the Skill Cost&lt;br /&gt;
Types and their related-JavaScript entries.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== State Displays ===&lt;br /&gt;
&lt;br /&gt;
State Displays&lt;br /&gt;
&lt;br /&gt;
To put values onto states and display them separately from the state turns&lt;br /&gt;
you can use the following script calls.&lt;br /&gt;
&lt;br /&gt;
  battler.getStateDisplay(stateId)&lt;br /&gt;
  - This returns whatever value is stored for the specified battler under&lt;br /&gt;
    that specific state value.&lt;br /&gt;
  - If there is no value to be returned it will return an empty string.&lt;br /&gt;
&lt;br /&gt;
  battler.setStateDisplay(stateId, value)&lt;br /&gt;
  - This sets the display for the battler's specific state to whatever you&lt;br /&gt;
    declared as the value.&lt;br /&gt;
  - The value is best used as a number or a string.&lt;br /&gt;
&lt;br /&gt;
  battler.clearStateDisplay(stateId)&lt;br /&gt;
  - This clears the display for the battler's specific state.&lt;br /&gt;
  - In short, this sets the stored display value to an empty string.&lt;br /&gt;
&lt;br /&gt;
=== Window Functions Moved ===&lt;br /&gt;
&lt;br /&gt;
Some functions found in RPG Maker MZ's default code for Window_StatusBase&lt;br /&gt;
and Window_SkillList are now moved to Window_Base to make the functions&lt;br /&gt;
available throughout all windows for usage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Slip Damage Popup Clarification ==&lt;br /&gt;
&lt;br /&gt;
Slip Damage popups only show one popup for HP, MP, and TP each and it is the&lt;br /&gt;
grand total of all the states and effects combined regardless of the number&lt;br /&gt;
of states and effects on a battler. This is how it is in vanilla RPG Maker&lt;br /&gt;
MZ and this is how we intend for it to be with the VisuStella MZ library.&lt;br /&gt;
&lt;br /&gt;
This is NOT a bug!&lt;br /&gt;
&lt;br /&gt;
The reason we are not changing this is because it does not properly relay&lt;br /&gt;
information to the player accurately. When multiple popups appear, players&lt;br /&gt;
only have roughly a second and a half to calculate it all for any form of&lt;br /&gt;
information takeaway. We feel it is better suited for the player's overall&lt;br /&gt;
convenience to show a cummulative change and steer the experience towards a&lt;br /&gt;
more positive one.&lt;br /&gt;
&lt;br /&gt;
== Passive State Clarification ==&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCorePassives.png]]&lt;br /&gt;
&lt;br /&gt;
This section will explain various misconceptions regarding passive states.&lt;br /&gt;
No, passive states do not work the same way as states code-wise. Yes, they&lt;br /&gt;
use the same effects as states mechanically, but there are differences.&lt;br /&gt;
&lt;br /&gt;
{{Skills and States Core Passive States Clarification}}&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Skills and States Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Skills and States Core Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== General Skill Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreScreen.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreParams01.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters adjust various aspects of the game regarding skills&lt;br /&gt;
from the custom Skill Menu Layout to global custom effects made in code.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Use Updated Layout:&lt;br /&gt;
  - Use the Updated Skill Menu Layout provided by this plugin?&lt;br /&gt;
  - This will automatically enable the Status Window.&lt;br /&gt;
  - This will override the Core Engine windows settings.&lt;br /&gt;
&lt;br /&gt;
  Layout Style:&lt;br /&gt;
  - If using an updated layout, how do you want to style the menu scene?&lt;br /&gt;
    - Upper Help, Left Input&lt;br /&gt;
    - Upper Help, Right Input&lt;br /&gt;
    - Lower Help, Left Input&lt;br /&gt;
    - Lower Help, Right Input&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Skill Type Window&lt;br /&gt;
&lt;br /&gt;
  Style:&lt;br /&gt;
  - How do you wish to draw commands in the Skill Type Window?&lt;br /&gt;
  - Text Only: Display only the text.&lt;br /&gt;
  - Icon Only: Display only the icon.&lt;br /&gt;
  - Icon + Text: Display the icon first, then the text.&lt;br /&gt;
  - Auto: Determine which is better to use based on the size of the cell.&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for the Skill Type Window.&lt;br /&gt;
&lt;br /&gt;
  Window Width:&lt;br /&gt;
  - What is the desired pixel width of this window?&lt;br /&gt;
  - Default: 240&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
List Window&lt;br /&gt;
&lt;br /&gt;
  Columns:&lt;br /&gt;
  - Number of maximum columns.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Shop Status Window&lt;br /&gt;
&lt;br /&gt;
  Show in Skill Menu?:&lt;br /&gt;
  - Show the Shop Status Window in the Skill Menu?&lt;br /&gt;
  - This is enabled if the Updated Layout is on.&lt;br /&gt;
&lt;br /&gt;
  Adjust List Window?:&lt;br /&gt;
  - Automatically adjust the Skill List Window in the Skill Menu if using&lt;br /&gt;
    the Shop Status Window?&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
    - 0 - Window&lt;br /&gt;
    - 1 - Dim&lt;br /&gt;
    - 2 - Transparent&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for this Shop Status Window in the&lt;br /&gt;
    Skill Menu.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Skill Types&lt;br /&gt;
&lt;br /&gt;
  Hidden Skill Types:&lt;br /&gt;
  - Insert the ID's of the Skill Types you want hidden from view ingame.&lt;br /&gt;
&lt;br /&gt;
  Hidden During Battle:&lt;br /&gt;
  - Insert the ID's of the Skill Types you want hidden during battle only.&lt;br /&gt;
&lt;br /&gt;
  Icon: Normal Type:&lt;br /&gt;
  - Icon used for normal skill types that aren't assigned any icons.&lt;br /&gt;
  - To assign icons to skill types, simply insert \I[x] into the&lt;br /&gt;
    skill type's name in the Database &amp;gt; Types tab.&lt;br /&gt;
&lt;br /&gt;
  Icon: Magic Type:&lt;br /&gt;
  - Icon used for magic skill types that aren't assigned any icons.&lt;br /&gt;
  - To assign icons to skill types, simply insert \I[x] into the&lt;br /&gt;
    skill type's name in the Database &amp;gt; Types tab.&lt;br /&gt;
&lt;br /&gt;
  Sort: Alphabetical:&lt;br /&gt;
  - Insert the ID's of Skill Types you want sorted alphabetically.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Global JS Effects&lt;br /&gt;
&lt;br /&gt;
  JS: Skill Conditions:&lt;br /&gt;
  - JavaScript code for a global-wide skill condition check.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Skill Cost Types ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesSkillCosts.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreParams02.png]]&lt;br /&gt;
&lt;br /&gt;
Skill Cost Types are the resources that are used for your skills. These can&lt;br /&gt;
range from the default MP and TP resources to the newly added HP, Gold, and&lt;br /&gt;
Potion resources.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreParams02a.png]]&lt;br /&gt;
&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Name:&lt;br /&gt;
  - A name for this Skill Cost Type.&lt;br /&gt;
&lt;br /&gt;
  Icon:&lt;br /&gt;
  - Icon used for this Skill Cost Type.&lt;br /&gt;
  - Use 0 for no icon.&lt;br /&gt;
&lt;br /&gt;
  Font Color:&lt;br /&gt;
  - Text Color used to display this cost.&lt;br /&gt;
  - Use #rrggbb for a hex color.&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - Font size used to display this cost.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Cost Processing&lt;br /&gt;
&lt;br /&gt;
  JS: Cost Calculation:&lt;br /&gt;
  - Code on how to calculate this resource cost for the skill.&lt;br /&gt;
&lt;br /&gt;
  JS: Can Pay Cost?:&lt;br /&gt;
  - Code on calculating whether or not the user is able to pay the cost.&lt;br /&gt;
&lt;br /&gt;
  JS: Paying Cost:&lt;br /&gt;
  - Code for if met, this is the actual process of paying of the cost.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Window Display&lt;br /&gt;
&lt;br /&gt;
  JS: Show Cost?:&lt;br /&gt;
  - Code for determining if the cost is shown or not.&lt;br /&gt;
&lt;br /&gt;
  JS: Cost Text:&lt;br /&gt;
  - Code to determine the text (with Text Code support) used for the&lt;br /&gt;
    displayed cost.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Gauge Display&lt;br /&gt;
&lt;br /&gt;
  JS: Maximum Value:&lt;br /&gt;
  - Code to determine the maximum value used for this Skill Cost resource&lt;br /&gt;
    for gauges.&lt;br /&gt;
&lt;br /&gt;
  JS: Current Value:&lt;br /&gt;
  - Code to determine the current value used for this Skill Cost resource&lt;br /&gt;
    for gauges.&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Gauge:&lt;br /&gt;
  - Code to determine how to draw the Skill Cost resource for this&lt;br /&gt;
    gauge type.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Skill Toggle Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillToggle.gif]]&lt;br /&gt;
&lt;br /&gt;
Skill toggles are a new type of skill. They do not perform any actions but&lt;br /&gt;
instead, will switch on/off any passive effects the skill has.&lt;br /&gt;
&lt;br /&gt;
Skill Toggles do not take up actions, even in battle. They will not consume&lt;br /&gt;
an actor's current turn. A player can toggle multiple skill toggles at a&lt;br /&gt;
time.&lt;br /&gt;
&lt;br /&gt;
Skill Toggles require the character to pay the skill cost ONLY when the&lt;br /&gt;
skill is toggled from OFF to ON, not when it is toggled ON to OFF.&lt;br /&gt;
&lt;br /&gt;
Enemies are unable to switch Toggle Skills and the passive effects on a&lt;br /&gt;
Toggle Skill for an enemy will always be considered ON.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Default&lt;br /&gt;
&lt;br /&gt;
  Default Toggle:&lt;br /&gt;
  - What is the default toggle setting for toggle skills?&lt;br /&gt;
&lt;br /&gt;
  Toggle Off Animation:&lt;br /&gt;
  - Play this animation when a skill is toggled off.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
  - Toggle On animation by default is whatever the skill animation is set to&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Appearance&lt;br /&gt;
&lt;br /&gt;
  Toggle On Text Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
  - Applies for skill name, not the skill cost&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Vocabulary&lt;br /&gt;
&lt;br /&gt;
  Toggle Type:&lt;br /&gt;
  - Skill toggle displayed in the status window.&lt;br /&gt;
&lt;br /&gt;
  Toggle On:&lt;br /&gt;
  - Text displayed for a skill that's toggled on&lt;br /&gt;
&lt;br /&gt;
  Toggle Off:&lt;br /&gt;
  - Text displayed for a skill that's toggled off&lt;br /&gt;
&lt;br /&gt;
    Off Text Location:&lt;br /&gt;
    - Where is the [OFF] text located in the skill cost?&lt;br /&gt;
      - front&lt;br /&gt;
      - back&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Gauge Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCore_GaugeSettings.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCore_GaugeParams.png]]&lt;br /&gt;
&lt;br /&gt;
Settings in regards to how skill cost gauges function and appear.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Labels&lt;br /&gt;
&lt;br /&gt;
  Font Type:&lt;br /&gt;
  - Which font type should be used for labels?&lt;br /&gt;
&lt;br /&gt;
  Match Label Color:&lt;br /&gt;
  - Match the label color to the Gauge Color being used?&lt;br /&gt;
&lt;br /&gt;
    Match: Gauge # ?:&lt;br /&gt;
    - Which Gauge Color should be matched?&lt;br /&gt;
&lt;br /&gt;
    Preset: Gauge Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Solid Outline:&lt;br /&gt;
  - Make the label outline a solid black color?&lt;br /&gt;
&lt;br /&gt;
  Outline Width:&lt;br /&gt;
  - What width do you wish to use for your outline?&lt;br /&gt;
  - Use 0 to not use an outline.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Values&lt;br /&gt;
&lt;br /&gt;
  Font Type:&lt;br /&gt;
  - Which font type should be used for values?&lt;br /&gt;
&lt;br /&gt;
  Solid Outline:&lt;br /&gt;
  - Make the value outline a solid black color?&lt;br /&gt;
&lt;br /&gt;
  Outline Width:&lt;br /&gt;
  - What width do you wish to use for your outline?&lt;br /&gt;
  - Use 0 to not use an outline.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== General State Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreColors.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreParams03.png]]&lt;br /&gt;
&lt;br /&gt;
These are general settings regarding RPG Maker MZ's state-related aspects&lt;br /&gt;
from how turns are reapplied to custom code that's ran whenever states are&lt;br /&gt;
added, erased, or expired.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Reapply Rules:&lt;br /&gt;
  - These are the rules when reapplying states.&lt;br /&gt;
  - Ignore: State doesn't get added.&lt;br /&gt;
  - Reset: Turns get reset.&lt;br /&gt;
  - Greater: Turns take greater value (current vs reset).&lt;br /&gt;
  - Add: Turns add upon existing turns.&lt;br /&gt;
&lt;br /&gt;
  Maximum Turns:&lt;br /&gt;
  - Maximum number of turns to let states go up to.&lt;br /&gt;
  - This can be changed with the &amp;lt;Max Turns: x&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
  Action End Update:&lt;br /&gt;
  - States with &amp;quot;Action End&amp;quot; auto-removal will also update turns at the end&lt;br /&gt;
    of each action instead of all actions.&lt;br /&gt;
&lt;br /&gt;
  Turn End on Map:&lt;br /&gt;
  - Update any state and buff turns on the map after this many steps.&lt;br /&gt;
  - Use 0 to disable.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Turn Display&lt;br /&gt;
&lt;br /&gt;
  Show Turns?:&lt;br /&gt;
  - Display state turns on top of window icons and sprites?&lt;br /&gt;
&lt;br /&gt;
  Turn Font Size:&lt;br /&gt;
  - Font size used for displaying turns.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offset the X position of the turn display.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offset the Y position of the turn display.&lt;br /&gt;
&lt;br /&gt;
  Turn Font Size:&lt;br /&gt;
  - Font size used for displaying turns.&lt;br /&gt;
&lt;br /&gt;
  Turn Color: Neutral:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Turn Color: Positive:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Turn Color: Negative:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Data Display&lt;br /&gt;
&lt;br /&gt;
  Show Data?:&lt;br /&gt;
  - Display state data on top of window icons and sprites?&lt;br /&gt;
&lt;br /&gt;
  Data Font Size:&lt;br /&gt;
  - Font size used for displaying state data.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offset the X position of the state data display.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offset the Y position of the state data display.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Global JS Effects&lt;br /&gt;
&lt;br /&gt;
  JS: On Add State:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a state&lt;br /&gt;
    is added.&lt;br /&gt;
&lt;br /&gt;
  JS: On Erase State:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a state&lt;br /&gt;
    is erased.&lt;br /&gt;
&lt;br /&gt;
  JS: On Expire State:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a state&lt;br /&gt;
    has expired.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== General Buff/Debuff Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesBuffDebuffs.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreParams04.png]]&lt;br /&gt;
&lt;br /&gt;
Buffs and debuffs don't count as states by RPG Maker MZ's mechanics, but&lt;br /&gt;
they do function close enough for them to be added to this plugin for&lt;br /&gt;
adjusting. Change these settings to make buffs and debuffs work to your&lt;br /&gt;
game's needs.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Reapply Rules:&lt;br /&gt;
  - These are the rules when reapplying buffs/debuffs.&lt;br /&gt;
  - Ignore: Buff/Debuff doesn't get added.&lt;br /&gt;
  - Reset: Turns get reset.&lt;br /&gt;
  - Greater: Turns take greater value (current vs reset).&lt;br /&gt;
  - Add: Turns add upon existing turns.&lt;br /&gt;
&lt;br /&gt;
  Maximum Turns:&lt;br /&gt;
  - Maximum number of turns to let buffs and debuffs go up to.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Stacking&lt;br /&gt;
&lt;br /&gt;
  Max Stacks: Buff:&lt;br /&gt;
  - Maximum number of stacks for buffs.&lt;br /&gt;
&lt;br /&gt;
  Max Stacks: Debuff:&lt;br /&gt;
  - Maximum number of stacks for debuffs.&lt;br /&gt;
&lt;br /&gt;
  JS: Buff/Debuff Rate:&lt;br /&gt;
  - Code to determine how much buffs and debuffs affect parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Turn Display&lt;br /&gt;
&lt;br /&gt;
  Show Turns?:&lt;br /&gt;
  - Display buff and debuff turns on top of window icons and sprites?&lt;br /&gt;
&lt;br /&gt;
  Turn Font Size:&lt;br /&gt;
  - Font size used for displaying turns.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offset the X position of the turn display.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offset the Y position of the turn display.&lt;br /&gt;
&lt;br /&gt;
  Turn Color: Buffs:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Turn Color: Debuffs:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Rate Display&lt;br /&gt;
&lt;br /&gt;
  Show Rate?:&lt;br /&gt;
  - Display buff and debuff rate on top of window icons and sprites?&lt;br /&gt;
&lt;br /&gt;
  Rate Font Size:&lt;br /&gt;
  - Font size used for displaying rate.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offset the X position of the rate display.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offset the Y position of the rate display.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Global JS Effects&lt;br /&gt;
&lt;br /&gt;
  JS: On Add Buff:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a&lt;br /&gt;
    buff is added.&lt;br /&gt;
&lt;br /&gt;
  JS: On Add Debuff:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a&lt;br /&gt;
    debuff is added.&lt;br /&gt;
&lt;br /&gt;
  JS: On Erase Buff:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a&lt;br /&gt;
    buff is added.&lt;br /&gt;
&lt;br /&gt;
  JS: On Erase Debuff:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a&lt;br /&gt;
    debuff is added.&lt;br /&gt;
&lt;br /&gt;
  JS: On Expire Buff:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a&lt;br /&gt;
    buff is added.&lt;br /&gt;
&lt;br /&gt;
  JS: On Expire Debuff:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a&lt;br /&gt;
    debuff is added.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Passive State Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCorePassives.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreParams05.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters adjust passive states that can affect all actors and&lt;br /&gt;
enemies as well as have global conditions.&lt;br /&gt;
&lt;br /&gt;
{{Skills and States Core Passive States Clarification}}&lt;br /&gt;
&lt;br /&gt;
List&lt;br /&gt;
&lt;br /&gt;
  Global Passives:&lt;br /&gt;
  - A list of passive states to affect actors and enemies.&lt;br /&gt;
&lt;br /&gt;
  Actor-Only Passives:&lt;br /&gt;
  - A list of passive states to affect actors only.&lt;br /&gt;
&lt;br /&gt;
  Enemy Passives:&lt;br /&gt;
  - A list of passive states to affect enemies only.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Cache&lt;br /&gt;
&lt;br /&gt;
  Switch Refresh?:&lt;br /&gt;
  - Refresh all battle members when switches are changed in battle?&lt;br /&gt;
  - This is primarily used for passive state conditions involve parameters&lt;br /&gt;
    that do not update due to cached data until a refresh occurs.&lt;br /&gt;
  - If this is on, do not spam Switch changes during battle in order to&lt;br /&gt;
    prevent lag spikes.&lt;br /&gt;
&lt;br /&gt;
  Variable Refresh?:&lt;br /&gt;
  - Refresh all battle members when variables are changed in battle?&lt;br /&gt;
  - This is primarily used for passive state conditions involve parameters&lt;br /&gt;
    that do not update due to cached data until a refresh occurs.&lt;br /&gt;
  - If this is on, do not spam Variable changes during battle in order to&lt;br /&gt;
    prevent lag spikes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Global JS Effects&lt;br /&gt;
&lt;br /&gt;
  JS: Condition Check:&lt;br /&gt;
  - JavaScript code for a global-wide passive condition check.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.55: March 16, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Toggle&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** Just like with regular &amp;lt;nowiki&amp;gt;&amp;lt;Passive State: x&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** If you plan on applying a passive state through a skill, it must be through a skill that has been learned by the target and not a skill that is given through a trait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.54: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;List Name: name&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** If used with Battle Core's &amp;lt;nowiki&amp;gt;&amp;lt;Command Text: x&amp;gt;&amp;lt;/nowiki&amp;gt;, the Command Text notetag will take priority in the command window, but the List Name notetag will appear in the skill list.&lt;br /&gt;
*** This does not change the display text. If you'd like to change that, use the Battle Core's &amp;lt;nowiki&amp;gt;&amp;lt;Display Text: x&amp;gt;&amp;lt;/nowiki&amp;gt; notetag along with this notetag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.53: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the &amp;quot;Preset: Gauge Color&amp;quot; Plugin Parameter was not accepting #rrggbb values. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Passive State: x&amp;gt;&amp;lt;/nowiki&amp;gt;:&lt;br /&gt;
*** If you are using VisuMZ's Equip Battle Skills, know that the notetag &amp;lt;nowiki&amp;gt;&amp;lt;Passive State: x&amp;gt;&amp;lt;/nowiki&amp;gt; will always have the passive state be available no matter if the skill is equipped or not, as long as the skill is learned.&lt;br /&gt;
*** If you want the passive state to only appear while the skill is equipped then use the VisuMZ Equip Battle Skills notetag &amp;lt;nowiki&amp;gt;&amp;lt;Equip State: x&amp;gt;&amp;lt;/nowiki&amp;gt; for this effect instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.52: August 14, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Passive States with custom JS conditions should be less prone to infinite loops. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.51: April 17, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Skill Toggle Settings&lt;br /&gt;
**** Skill toggles are a new type of skill. They do not perform any actions but instead, will switch on/off any passive effects the skill has.&lt;br /&gt;
**** Enemies are unable to switch Toggle Skills and the passive effects on a Toggle Skill for an enemy will always be considered ON.&lt;br /&gt;
**** See the help file for more information.&lt;br /&gt;
** New Notetags added by Olivia:&lt;br /&gt;
*** Skill Toggle Notetags:&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Initial Toggle: On/Off&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle Exclusion Group: key&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle On Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle Off Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
***** See the help file for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.50: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Changed the description of Plugin Parameter 'Action End Update' to 'Refer to &amp;quot;Major Changes&amp;quot; in Help File for explanation.'&lt;br /&gt;
** Added examples of &amp;quot;Action End Update&amp;quot; under &amp;quot;Major Changes&amp;quot;&lt;br /&gt;
*** The new state: &amp;quot;Fiery Blade&amp;quot; will allow the affected battler to deal fire elemental damage. With Action End, this means for 5 actions, those attacks will deal fire damage.&lt;br /&gt;
*** This means that if no action is taken, due to a status effect like &amp;quot;Sleep&amp;quot; or &amp;quot;Stun&amp;quot;, then the duration count will not decrease.&lt;br /&gt;
*** On the flip side, if the battler performs multiple actions a turn, then the duration count drops faster because more actions have been spent.&lt;br /&gt;
*** However, if this &amp;quot;Fiery Blade&amp;quot; state was using Turn End instead, it will have its duration reduced by 1 each turn, regardless of &amp;quot;Sleep&amp;quot; or &amp;quot;Stun&amp;quot; states, and regardless of how many actions are performed each turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.49: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where causing a dead battler to refresh afterwards would yield multiple death states on that battler. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.48: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Auras &amp;amp; Miasmas added by Olivia:&lt;br /&gt;
*** Auras are a type passive that affects an allied party. Miasmas are a type of passive that affects an opposing party. Auras and Miasmas only need to come from a single source to give an entire party or troop a passive provided that the battler emitting the aura/miasma is alive and in battle.&lt;br /&gt;
** New Notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Aura State: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Emits an aura that affects the battler's allies and gives each affected member passive state(s) 'x'.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Miasma State: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Emits an aura that affects the battler's opponents and gives each affected member passive state(s) 'x'.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Not User Aura&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Prevents the emitting user from being affected by the related aura.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Allow Dead Aura&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Allow Dead Miasma&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Allows aura/miasma to continue emitting even after the emitting user is in a dead state.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Dead Aura Only&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Dead Miasma Only&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Allows aura/miasma to only emit if the emitting user is in a dead state&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.47: August 29, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Bypass State Damage Removal: id/name&amp;gt;&lt;br /&gt;
**** When this skill/item is used to attack an enemy with the listed state that would normally have on damage removal (ie Sleep).&lt;br /&gt;
**** This can be used for attacks like &amp;quot;Dream Eater&amp;quot; that would prevent waking up a sleeping opponent.&lt;br /&gt;
*** &amp;lt;Bypass State Damage Removal as Attacker: id/name&amp;gt;&lt;br /&gt;
**** When an attacker with an associated trait object that has this notetag would attack an enemy with the listed state, bypass on damage removal.&lt;br /&gt;
**** This can be used for effects like &amp;quot;Sleep Striker&amp;quot; that would prevent the attacker from waking up a sleeping opponent.&lt;br /&gt;
*** &amp;lt;Bypass State Damage Removal as Target: id/name&amp;gt;&lt;br /&gt;
**** When a target with an associated trait object that has this notetag is attacked as the target with the listed state, bypass on damage removal.&lt;br /&gt;
**** This can be used for effects like &amp;quot;Deep Sleep&amp;quot; that would prevent the attacked target from waking up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.46: July 18, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Skill Settings &amp;gt; Skill Types &amp;gt; Sort: Alphabetical&lt;br /&gt;
**** Insert the ID's of Skill Types you want sorted alphabetically.&lt;br /&gt;
** New notetags added by Irina:&lt;br /&gt;
*** &amp;lt;ID Sort Priority: x&amp;gt;&lt;br /&gt;
**** Used for Scene_Skill.&lt;br /&gt;
**** Changes sorting priority by ID for skill to 'x'.&lt;br /&gt;
**** Default priority level is '50'.&lt;br /&gt;
**** Skills with higher priority values will be sorted higher up on the list while lower values will be lower on the list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.45: May 16, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem with passive state conditional notetags not working properly. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.44: April 18, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where passive states would not appear. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where a crash would occur if certain plugins cleared the passive state cache midway through trying to register it. Fix by Olivia.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
** States with lots and lots of text data within their notes will no longer cause FPS drops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.43: January 18, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Arisu!&lt;br /&gt;
*** Skill Cost: Emulate Actor Pay&lt;br /&gt;
*** Skill Cost: Emulate Enemy Pay&lt;br /&gt;
**** Target actor(s)/enemy(s) emulates paying for skill cost.&lt;br /&gt;
*** State Turns: Actor State Turns Change By&lt;br /&gt;
*** State Turns: Actor State Turns Change To&lt;br /&gt;
*** State Turns: Enemy State Turns Change By&lt;br /&gt;
*** State Turns: Enemy State Turns Change To&lt;br /&gt;
**** Changes actor(s)/enemy(s) state turns to a specific value/by an amount.&lt;br /&gt;
**** Only works on states that can have turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.42: November 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** 'origin' variable was not working properly for &amp;lt;JS On Expire State&amp;gt; JavaScript notetag. Should now be working properly. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.41: September 14, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that prevented &amp;lt;Max Turns: x&amp;gt; for states from working due to one of the recent updates. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Apparently, we never put &amp;lt;Max Turns: x&amp;gt; in the help notetag section. Woops... It's there now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.40: August 17, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug involving the &amp;quot;Item Cost&amp;quot; skill cost type found in the Plugin Parameters when involving consumable items.&lt;br /&gt;
*** If you want to acquire these settings for an already-existing project, do either of the following:&lt;br /&gt;
**** Delete the existing VisuMZ_1_SkillsStatesCore.js in the Plugin Manager list and install the newest version.&lt;br /&gt;
**** Or create a new project, install VisuMZ_1_SkillsStatesCore.js there, then copy over the &amp;quot;Item Cost&amp;quot; plugin parameters found in the &amp;quot;Skill Cost Types&amp;quot; plugin parameter settings to your current project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.39: July 13, 2023&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Updated the &amp;quot;Item Cost&amp;quot; skill cost type found in the Plugin Parameters to no longer consume items that are key items or nonconsumable.&lt;br /&gt;
*** If you want to acquire these settings for an already-existing project, do either of the following:&lt;br /&gt;
**** Delete the existing VisuMZ_1_SkillsStatesCore.js in the Plugin Manager list and install the newest version.&lt;br /&gt;
**** Or create a new project, install VisuMZ_1_SkillsStatesCore.js there, then copy over the &amp;quot;Item Cost&amp;quot; plugin parameters found in the &amp;quot;Skill Cost Types&amp;quot; plugin parameter settings to your current project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.38: March 16, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added segment to &amp;lt;Replace x Gauge: type&amp;gt; in documentation:&lt;br /&gt;
*** Does not work with 'Item Cost', 'Weapon Cost', or 'Armor Cost'.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New &amp;quot;Skill Cost Type&amp;quot; and notetags added by Arisu and sponsored by FAQ.&lt;br /&gt;
*** &amp;lt;Item Cost: x name&amp;gt;&lt;br /&gt;
*** &amp;lt;Weapon Cost: x name&amp;gt;&lt;br /&gt;
*** &amp;lt;Armor Cost: x name&amp;gt;&lt;br /&gt;
**** The skill will consume items, weapons, and/or armors in order to be used. Even non-consumable items will be consumed.&lt;br /&gt;
*** &amp;lt;Item Cost Max/Min: x name&amp;gt;&lt;br /&gt;
*** &amp;lt;Weapon Cost Max/Min: x name&amp;gt;&lt;br /&gt;
*** &amp;lt;Armor Cost Max/Min: x name&amp;gt;&lt;br /&gt;
**** Sets up a maximum/minimum cost for the item, weapon, armor type costs.&lt;br /&gt;
*** &amp;lt;Item Cost: x% name&amp;gt;&lt;br /&gt;
*** &amp;lt;Weapon Cost: x% name&amp;gt;&lt;br /&gt;
*** &amp;lt;Armor Cost: x% name&amp;gt;&lt;br /&gt;
**** Alters cost rate of skills that would consume item, weapon, or armor.&lt;br /&gt;
*** &amp;lt;Item Cost: +/-x name&amp;gt;&lt;br /&gt;
*** &amp;lt;Weapon Cost: +/-x name&amp;gt;&lt;br /&gt;
*** &amp;lt;Armor Cost: +/-x name&amp;gt;&lt;br /&gt;
**** Alters flat costs of skills that would consume item, weapon, or armor.&lt;br /&gt;
*** &amp;lt;Replace Item name1 Cost: name2&amp;gt;&lt;br /&gt;
*** &amp;lt;Replace Weapon name1 Cost: name2&amp;gt;&lt;br /&gt;
*** &amp;lt;Replace Armor name1 Cost: name2&amp;gt;&lt;br /&gt;
**** Replaces item, weapon, or armor to be consumed for another type.&lt;br /&gt;
*** Projects with the Skills and States Core already installed will not have this update, but you can copy over the settings from a new project with the following steps:&lt;br /&gt;
**** Create a new project. Install Skills and States Core. Open up the new project's 'Skill Cost Types'.&lt;br /&gt;
**** Right click the 'Item Cost' option(s) and click copy.&lt;br /&gt;
**** Go to the target project's Skills and States Core's 'Skill Cost Types' plugin parameter. Paste the command where you want it to go.&lt;br /&gt;
**** Only 'Item Cost' is needed as it encompasses all three types for item, weapon, and armor costs.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
Version 1.38: February 16, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
Version 1.37: January 20, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused equipment to unequip if the needed equipment traits came from passive states upon learning new skills. Fix by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Version 1.36: December 15, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** When enemies are defeated with their entire party having a state with the &amp;lt;Group Defeat&amp;gt; notetag, then the party will gain EXP, Gold, and Drops before when they wouldn't. Update made by Irina.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Irina!&lt;br /&gt;
*** Plugin Parameters &amp;gt; Skill Settings &amp;gt; Skill Type Window &amp;gt; Window Width&lt;br /&gt;
**** What is the desired pixel width of this window? Default: 240&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Verison 1.35: October 13, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Default values for Passive States &amp;gt; Cache &amp;gt; Switch Refresh? and Variable Refresh? are now set to &amp;quot;false&amp;quot; in order to prevent sudden lag spikes for those who are unfamiliar with how this setting works.&lt;br /&gt;
** Update made by Irina.&lt;br /&gt;
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Version 1.34: September 29, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina and sponsored by AndyL:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Gauge Settings&lt;br /&gt;
**** These settings allow you to make minor tweaks to how the gauges look ranging from the color used for the labels to the outline types used for the values.&lt;br /&gt;
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Version 1.33: August 11, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash that occurs when performing a custom action sequence without a skill attached to it. Fix made by Olivia.&lt;br /&gt;
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Version 1.32: June 16, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Passive State Settings &amp;gt; Cache &amp;gt; Switch Refresh?&lt;br /&gt;
*** Plugin Parameters &amp;gt; Passive State Settings &amp;gt; Cache &amp;gt; Variable Refresh?&lt;br /&gt;
**** Refresh all battle members when switches/variables are changed in battle?&lt;br /&gt;
**** This is primarily used for passive state conditions involve parameters that do not update due to cached data until a refresh occurs.&lt;br /&gt;
**** If this is on, do not spam Switch/Variable changes during battle in order to prevent lag spikes.&lt;br /&gt;
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Version 1.31: April 28, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Custom Slip Damage JS is now totalled correctly into regular slip damage totals for damage popups. Fix made by Olivia.&lt;br /&gt;
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Version 1.30: April 14, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Changed the state data removal timing to be after JS notetag effects take place in order for data such as origin data to remain intact. Update made by Irina.&lt;br /&gt;
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Version 1.29: March 31, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an error with &amp;lt;State x Category Remove: y&amp;gt; not countaing correctly unless the state count matched the exact amount. The notetag effect should work properly now. Fix made by Olivia.&lt;br /&gt;
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&lt;br /&gt;
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Version 1.28: March 10, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;State x Category Remove: y&amp;gt; updated to allow multiple cases in a single notebox. Updated by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetag added by Arisu and sponsored by Archeia!&lt;br /&gt;
*** &amp;lt;Remove Other x States&amp;gt;&lt;br /&gt;
**** When the state with this notetag is added, remove other 'x' category states from the battler (except for the state being added).&lt;br /&gt;
**** Useful for thing state types like stances and forms that there is usually only one active at a time.&lt;br /&gt;
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Version 1.27: January 27, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Custom JS Slip Damage/Healing values should now be recalculated on demand. Fix made by Olivia.&lt;br /&gt;
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Version 1.26: January 20, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Conditional Passive Bypass check is now stronger to prevent even more infinite loops from happening. Update made by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; State Settings &amp;gt; General &amp;gt; Turn End on Map&lt;br /&gt;
**** Update any state and buff turns on the map after this many steps.&lt;br /&gt;
**** Use 0 to disable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Version 1.25: November 11, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Hidden skill notetags should no longer crash upon not detecting actors for learned skills. Fix made by Olivia.&lt;br /&gt;
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Version 1.24: November 4, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added section: &amp;quot;Slip Damage Popup Clarification&amp;quot;&lt;br /&gt;
*** Slip Damage popups only show one popup for HP, MP, and TP each and it is the grand total of all the states and effects combined regardless of the number of states and effects on a battler. This is how it is in vanilla RPG Maker MZ and this is how we intend for it to be with the VisuStella MZ library.&lt;br /&gt;
*** This is NOT a bug!&lt;br /&gt;
*** The reason we are not changing this is because it does not properly relay information to the player accurately. When multiple popups appear, players only have roughly a second and a half to calculate it all for any form of information takeaway. We feel it is better suited for the player's overall convenience to show a cummulative change and steer the experience towards a more positive one.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Version 1.23: September 17, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** RPG Maker MZ 1.3.3 compatibility.&lt;br /&gt;
*** Updated how gauges are drawn.&lt;br /&gt;
*** Skill Cost Types Plugin Parameters need to be updated for those who want the updated gauges. This can be done easily with the following steps:&lt;br /&gt;
**** Step 1: Create a new project.&lt;br /&gt;
**** Step 2: Install Skills and States Core version 1.23 into it.&lt;br /&gt;
**** Step 3: Copy the Plugin Parameter Settings for &amp;quot;Skill Cost Types&amp;quot;.&lt;br /&gt;
**** Step 4: Return back to your original project.&lt;br /&gt;
**** Step 5: Paste Plugin Parameter Settings on top of &amp;quot;Skill Cost Types&amp;quot;.&lt;br /&gt;
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Version 1.22: August 6, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** &amp;quot;Action End Removal for States&amp;quot; under Major Updates is changed to:&lt;br /&gt;
*** If your Plugin Parameter settings for &amp;quot;Action End Update&amp;quot; are enabled, then &amp;quot;Action End&amp;quot; has been updated so that it actually applies per action used instead of just being at the start of a battler's action set.&lt;br /&gt;
*** However, there are side effects to this: if a state has the &amp;quot;Cannot Move&amp;quot; restriction along with the &amp;quot;Action End&amp;quot; removal timing, then unsurprisingly, the state will never wear off because it's now based on actual actions ending. To offset this and remove confusion, &amp;quot;Action End&amp;quot; auto-removal timings for states with &amp;quot;Cannot Move&amp;quot; restrictions will be turned into &amp;quot;Turn End&amp;quot; auto-removal timings while the &amp;quot;Action End Update&amp;quot; is enabled.&lt;br /&gt;
*** This automatic change won't make it behave like an &amp;quot;Action End&amp;quot; removal timing would, but it's better than completely softlocking a battler.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Those using &amp;quot;Cannot Move&amp;quot; states with &amp;quot;Action End&amp;quot; auto-removal will now have be automatically converted into &amp;quot;Turn End&amp;quot; auto-removal if the plugin parameter &amp;quot;Action End Update&amp;quot; is set to true. Update by Irina.&lt;br /&gt;
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Version 1.21: July 30, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Expanded &amp;quot;Action End Removal for States&amp;quot; section in Major Changes.&lt;br /&gt;
*** These changes have been in effect since Version 1.07 but have not been explained in excess detail in the documentation since.&lt;br /&gt;
**** Action End has been updated so that it actually applies per action used instead of just being at the start of a battler's action set. However, there are side effects to this: if a state has the &amp;quot;Cannot Move&amp;quot; restriction along with the &amp;quot;Action End&amp;quot; removal timing, then unsurprisingly, the state will never wear off because it's now based on actual actions ending. There are two solutions to this:&lt;br /&gt;
**** Don't make &amp;quot;Cannot Move&amp;quot; restriction states with &amp;quot;Action End&amp;quot;. This is not a workaround. This is how the state removal is intended to work under the new change.&lt;br /&gt;
**** Go to the Skills &amp;amp; States Core Plugin Parameters, go to State Setttings, look for &amp;quot;Action End Update&amp;quot;, and set it to false. You now reverted the removal timing system back to how it originally was in RPG Maker MZ's default battle system where it only updates based on an action set rather than per actual action ending.&lt;br /&gt;
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Version 1.20: June 18, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Updated automatic caching for conditional passive states to update more efficiently. Update made by Arisu.&lt;br /&gt;
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Version 1.19: June 4, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.18: May 21, 2021&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** Added &amp;quot;Passive State Clarification&amp;quot; section.&lt;br /&gt;
*** As there is a lot of confusion regarding how passive states work and how people still miss the explanations found in the &amp;quot;Passive State Notetags&amp;quot; section AND the &amp;quot;Plugin Parameters: Passive State Settings&amp;quot;, we are adding a third section to explain how they work.&lt;br /&gt;
*** All three sections will contain the full detailed explanation of how passive states work to clear common misconceptions about them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: May 7, 2021&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** State category removal is now usable outside of battle. Fix by Irina.&lt;br /&gt;
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Version 1.16: April 30, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When states with step removal have the &amp;lt;No Recover All Clear&amp;gt; or &amp;lt;No Death Clear&amp;gt; notetags, their step counter is no longer reset either. Fix made by Irina.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu!&lt;br /&gt;
*** &amp;lt;List Name: name&amp;gt;&lt;br /&gt;
**** Makes the name of the skill appear different when show in the skill list. Using \V[x] as a part of the name will display that variable.&lt;br /&gt;
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Version 1.15: March 19, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
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Version 1.14: March 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Max HP Buff/Debuff should now display its turn counter. Fix by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** For the &amp;lt;JS Passive Condition&amp;gt;, we've added documentation on the limitations of passive conditions since they have been reported as bug reports, when in reality, they are failsafes to prevent infinite loops. Such limitations include the following:&lt;br /&gt;
*** A passive state that requires another passive state&lt;br /&gt;
*** A passive state that requires a trait effect from another state&lt;br /&gt;
*** A passive state that requires a parameter value altered by another state&lt;br /&gt;
*** A passive state that requires equipment to be worn but its equipment type access is provided by another state.&lt;br /&gt;
*** Anything else that is similar in style.&lt;br /&gt;
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Version 1.13: February 26, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** For &amp;lt;JS type Slip Damage&amp;gt; and &amp;lt;JS type Slip Heal&amp;gt; notetags, added the following notes:&lt;br /&gt;
*** When these states are applied via action effects, the slip calculations are one time calculations made upon applying and the damage is cached to be used for future on regeneration calculations.&lt;br /&gt;
*** For that reason, do not include game mechanics here such as adding states, buffs, debuffs, etc. as this notetag is meant for calculations only. Use the VisuStella Battle Core's &amp;lt;JS Pre-Regenerate&amp;gt; and &amp;lt;JS Post-Regenerate&amp;gt; notetags for game mechanics instead.&lt;br /&gt;
*** Passive states and states with the &amp;lt;JS Slip Refresh&amp;gt; notetag are exempt from the one time calculation and recalculated each regeneration phase.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Changed slip refresh requirements to entail &amp;lt;JS Slip Refresh&amp;gt; notetag for extra clarity. Update made by Olivia.&lt;br /&gt;
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Version 1.12: February 19, 2021&lt;br /&gt;
* Feature Update&lt;br /&gt;
** Changed the way passive state infinite stacking as a blanket coverage. Update made by Olivia.&lt;br /&gt;
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Version 1.11: February 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Added a check to prevent passive states from infinitely stacking. Fix made by Olivia.&lt;br /&gt;
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Version 1.10: January 15, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameters added&lt;br /&gt;
*** Plugin Parameters &amp;gt; Skill Settings &amp;gt; Background Type&lt;br /&gt;
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Version 1.09: January 1, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Custom JS TP slip damage and healing should now work properly. Fix made by Yanfly.&lt;br /&gt;
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Version 1.08: December 25, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;JS On Add State&amp;gt; should no longer trigger multiple times for the death state. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for updated feature(s)!&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;No Death Clear&amp;gt; can now allow the affected state to be added to an already dead battler. Update made by Yanfly.&lt;br /&gt;
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Version 1.07: December 18, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Yanfly:&lt;br /&gt;
*** &amp;lt;Passive Condition Multiclass: id&amp;gt;&lt;br /&gt;
*** &amp;lt;Passive Condition Multiclass: id, id, id&amp;gt;&lt;br /&gt;
*** &amp;lt;Passive Condition Multiclass: name&amp;gt;&lt;br /&gt;
*** &amp;lt;Passive Condition Multiclass: name, name, name&amp;gt;&lt;br /&gt;
** New Plugin Parameter added by Yanfly.&lt;br /&gt;
*** Plugin Parameters &amp;gt; States &amp;gt; General &amp;gt; Action End Update&lt;br /&gt;
**** States with &amp;quot;Action End&amp;quot; auto-removal will also update turns at the end of each action instead of all actions.&lt;br /&gt;
***** Turn this off if you wish for state turn updates to function like they do by default for &amp;quot;Action End&amp;quot;.&lt;br /&gt;
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Version 1.06: December 4, 2020&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.05: November 15, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** The alignment of the Skill Type Window is now fixed and will reflect upon the default settings. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* New Features!&lt;br /&gt;
** &amp;lt;State x Category Remove: All&amp;gt; notetag added by Yanfly.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
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Version 1.04: September 27, 2020&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** &amp;quot;Use Updated Layout&amp;quot; plugin parameters now have the added clause: &amp;quot;This will override the Core Engine windows settings.&amp;quot; to reduce confusion. Added by Irina.&lt;br /&gt;
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Version 1.03: September 13, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;JS type Slip Damage&amp;gt; custom notetags now work for passive states. Fix made by Olivia.&lt;br /&gt;
** Setting the Command Window style to &amp;quot;Text Only&amp;quot; will no longer add in the icon text codes. Bug fixed by Yanfly.&lt;br /&gt;
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Version 1.02: August 30, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** The JS Notetags for Add, Erase, and Expire states are now fixed. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** &amp;lt;Show if learned Skill: x&amp;gt; and &amp;lt;Hide if learned Skill: x&amp;gt; notetags have the following added to their descriptions:&lt;br /&gt;
*** This does not apply to skills added by traits on actors, classes, any equipment, or states. These are not considered learned skills. They are considered temporary skills.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Notetags added by Yanfly:&lt;br /&gt;
*** &amp;lt;Show if has Skill: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Show if have All Skills: x,x,x&amp;gt;&lt;br /&gt;
*** &amp;lt;Show if have Any Skills: x,x,x&amp;gt;&lt;br /&gt;
*** &amp;lt;Show if has Skill: name&amp;gt;&lt;br /&gt;
*** &amp;lt;Show if have All Skills: name, name, name&amp;gt;&lt;br /&gt;
*** &amp;lt;Show if have Any Skills: name, name, name&amp;gt;&lt;br /&gt;
*** &amp;lt;Hide if has Skill: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Hide if have All Skills: x,x,x&amp;gt;&lt;br /&gt;
*** &amp;lt;Hide if have Any Skills: x,x,x&amp;gt;&lt;br /&gt;
*** &amp;lt;Hide if has Skill: name&amp;gt;&lt;br /&gt;
*** &amp;lt;Hide if have All Skills: name, name, name&amp;gt;&lt;br /&gt;
*** &amp;lt;Hide if have Any Skills: name, name, name&amp;gt;&lt;br /&gt;
*** These have been added to remove the confusion regarding learned skills as skills added through trait effects are not considered learned skills by RPG Maker MZ.&lt;br /&gt;
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&lt;br /&gt;
Version 1.01: August 23, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Passive states from Elements &amp;amp; Status Menu Core are now functional. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Extended functions to allow for better compatibility.&lt;br /&gt;
* Updated documentation&lt;br /&gt;
** Explains that passive states are not directly applied and are therefore not affected by code such as &amp;quot;a.isStateAffected(10)&amp;quot;.&lt;br /&gt;
** Instead, use &amp;quot;a.states().includes($dataStates[10])&amp;quot;&lt;br /&gt;
** &amp;quot;Use #rrggbb for a hex color.&amp;quot; lines now replaced with &amp;quot;For a hex color, use #rrggbb with VisuMZ_1_MessageCore&amp;quot;&lt;br /&gt;
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Version 1.00: August 20, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
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== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 1]]&lt;br /&gt;
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== End of File ==&lt;br /&gt;
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&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Core Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Skill Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Items_and_Equips_Core_VisuStella_MZ&amp;diff=17635</id>
		<title>Items and Equips Core VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Items_and_Equips_Core_VisuStella_MZ&amp;diff=17635"/>
		<updated>2026-03-15T02:01:30Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=R7ylHVC-ykE&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = {{VisuStella Wave 1}}&lt;br /&gt;
|link2 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| [[File:ItemsEquipsCoreEquipTypes.png|400px]]&lt;br /&gt;
| [[File:ItemsEquipsCoreShopStatus.png|400px]]&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[File:ItemsEquipsCoreEquipChange.png|400px]]&lt;br /&gt;
| [[File:ItemsEquipsCoreShopEquip.png|400px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - ETB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - FTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
* [[Equip Medal System VisuStella MZ]]&lt;br /&gt;
* [[Equipment Set Bonuses VisuStella MZ]]&lt;br /&gt;
* [[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
* [[Item Crafting System VisuStella MZ]]&lt;br /&gt;
* [[Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
* [[Item Throw Skills VisuStella MZ]]&lt;br /&gt;
* [[More Currencies VisuStella MZ]]&lt;br /&gt;
* [[One Time Purchase VisuStella MZ]]&lt;br /&gt;
* [[Shop Batches VisuStella MZ]]&lt;br /&gt;
* [[Shop Bust Style UI VisuStella MZ]]&lt;br /&gt;
* [[Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
* [[Weapon Swap System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Items &amp;amp; Equips Core makes improvements to the RPG Maker MZ item and&lt;br /&gt;
equipment dedicated scenes (including the shop) and how they're handled.&lt;br /&gt;
From more item categories, better parameter control, rulings, and more, game&lt;br /&gt;
devs are able to take control over key aspects of their game's items.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Modifying the appearances to the Item Scene, Equip Scene, and Shop Scene.&lt;br /&gt;
* Categorizing items in unique and multiple categories.&lt;br /&gt;
* Item Scene and Shop Scene will now display detailed information on items.&lt;br /&gt;
* NEW! marker can be displayed over recently acquired items in-game.&lt;br /&gt;
* Equipment notetags to adjust parameters past the editor limitations.&lt;br /&gt;
* Equipment Rulings to adjust what slot types can and can't be unequipped and/or optimized.&lt;br /&gt;
* Equipment Type Handling offers more control over equipment loadouts.&lt;br /&gt;
* Items sold in shops can be hidden/shown based on Switches.&lt;br /&gt;
* Items sold in shops can have varying prices adjusted by notetags.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 1}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes: New Hard-Coded Features ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Equipment Type Handling ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreEquipTypes.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Characters will no longer have one universal equipment slot setting.&lt;br /&gt;
Classes can have different equipment type loadouts, made possible through&lt;br /&gt;
the usage of notetags. Also, equipment types of matching names would be&lt;br /&gt;
treated as the same type, where previously, they would be different types.&lt;br /&gt;
This means if you have two &amp;quot;Accessory&amp;quot; slots, be it in the form of notetags&lt;br /&gt;
or through the Database &amp;gt; Types tab, they can both equip the same type of&lt;br /&gt;
accessories.&lt;br /&gt;
&lt;br /&gt;
The Change Equip event command is now updated to reflect this new change.&lt;br /&gt;
When processing an equip change, the slot changed will go to the first&lt;br /&gt;
empty slot of matching type. If all of the actor's matching slot types are&lt;br /&gt;
equipped, then the equip will replace the last slot available.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Shop Status Window ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreShopStatus.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The Status Window found in the Shop Scene was originally barren and did&lt;br /&gt;
not display much information at all. This is changed through this plugin's&lt;br /&gt;
new features. While the contents of the Shop Status Window can be customized&lt;br /&gt;
through the Plugin Parameters, it is a change that cannot be reversed and&lt;br /&gt;
for the better since it gives players the much needed information revolving&lt;br /&gt;
around the game's items.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Core Engine Compatibility: Modern Controls ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreShopEquip.png|600px]]&lt;br /&gt;
&lt;br /&gt;
If the [[Core Engine VisuStella MZ|VisuStella Core Engine]] is added to your game with Modern Controls&lt;br /&gt;
enabled, then the Item Menu Scene, Equip Menu Scene, and Shop Menu Scene's&lt;br /&gt;
controls will be changed a bit.&lt;br /&gt;
&lt;br /&gt;
The Item Menu Scene will automatically have the Item List Window active,&lt;br /&gt;
with using the Left/Right (for single column) or Page Up/Page Down (for&lt;br /&gt;
multi-columns) to navigate between the Item Categories. Similar will occur&lt;br /&gt;
when trying to sell items in the Shop Menu Scene.&lt;br /&gt;
&lt;br /&gt;
The Equip Menu Scene will automatically have the Equip Slots Window active&lt;br /&gt;
and only activate the command window upon moving up to it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== VisuStella MZ Compatibility ==&lt;br /&gt;
&lt;br /&gt;
While this plugin is compatible with the majority of the VisuStella MZ&lt;br /&gt;
plugin library, it is not compatible with specific plugins or specific&lt;br /&gt;
features. This section will highlight the main plugins/features that will&lt;br /&gt;
not be compatible with this plugin or put focus on how the make certain&lt;br /&gt;
features compatible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCore_37_Comp_1.png]]&lt;br /&gt;
&lt;br /&gt;
Changing the &amp;quot;Damage Multiplier&amp;quot; or &amp;quot;Healing Multiplier&amp;quot; vocabulary for the&lt;br /&gt;
Item and Equip Core's Shop Status Window is not done with the Item and Equip&lt;br /&gt;
Core's Plugin Parameters if you have the Battle Core installed.&lt;br /&gt;
&lt;br /&gt;
Instead, go to Battle Core's Plugin Parameters, Damage Settings, Damage&lt;br /&gt;
Styles, and adjust the style's version of the &amp;quot;Damage Multiplier&amp;quot; or&lt;br /&gt;
&amp;quot;Healing Multiplier&amp;quot; text instead.&lt;br /&gt;
&lt;br /&gt;
Why does this work this way? Because not all damage styles work off&lt;br /&gt;
&amp;quot;Multipliers&amp;quot; so in order for it to convey the proper message to the player,&lt;br /&gt;
each damage style has its own vocabulary to be more accurate.&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCore_37_Comp_2.png]]&lt;br /&gt;
&lt;br /&gt;
In case you forget about that, when you visit the Item and Equip Core's&lt;br /&gt;
plugin parameters for these, it should also remind you in the parameter's&lt;br /&gt;
description on where to change it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Weapon Swap System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
The custom equip slots feature from the VisuStella MZ Items and Equips Core&lt;br /&gt;
allowed you to add in extra weapon slots. This is now curated up to a max&lt;br /&gt;
of one weapon slot per character. This needs to be done to make the Weapon&lt;br /&gt;
Swap System viable.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Items and Equips Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Items and Equips Core Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Item Menu Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreShopStatus.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams01.png]]&lt;br /&gt;
&lt;br /&gt;
The Item Menu Settings allow you to adjust specifics on how key objects and&lt;br /&gt;
windows in the Item Menu Scene operate.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General Window&lt;br /&gt;
&lt;br /&gt;
  Use Updated Layout:&lt;br /&gt;
  - Use the Updated Item Menu Layout provided by this plugin?&lt;br /&gt;
  - This will automatically enable the Status Window.&lt;br /&gt;
  - This will override the Core Engine windows settings.&lt;br /&gt;
&lt;br /&gt;
  Layout Style:&lt;br /&gt;
  - If using an updated layout, how do you want to style the menu scene?&lt;br /&gt;
    - Upper Help, Left Input&lt;br /&gt;
    - Upper Help, Right Input&lt;br /&gt;
    - Lower Help, Left Input&lt;br /&gt;
    - Lower Help, Right Input&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
List Window&lt;br /&gt;
&lt;br /&gt;
  Columns:&lt;br /&gt;
  - Number of maximum columns.&lt;br /&gt;
  - If you are using the VisuStella MZ Core Engine and the &amp;quot;Modern Controls&amp;quot;&lt;br /&gt;
    Plugin Parameter, please read through that section in case you have any&lt;br /&gt;
    questions about how to switch between categories when using multiple&lt;br /&gt;
    columns of items at a time.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Item Quantity&lt;br /&gt;
&lt;br /&gt;
  Item Max:&lt;br /&gt;
  Weapon Max:&lt;br /&gt;
  Armor Max:&lt;br /&gt;
  - The default maximum quantity for items, weapons, and/or armors.&lt;br /&gt;
&lt;br /&gt;
  Quantity Format:&lt;br /&gt;
  - How to display an item's quantity.&lt;br /&gt;
  - %1 - Item Quantity&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - Default font size for item quantity.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Shop Status Window&lt;br /&gt;
&lt;br /&gt;
  Show in Item Menu?:&lt;br /&gt;
  - Show the Shop Status Window in the Item Menu?&lt;br /&gt;
  - This is enabled if the Updated Layout is on.&lt;br /&gt;
&lt;br /&gt;
  Adjust List Window?:&lt;br /&gt;
  - Automatically adjust the Item List Window in the Item Menu if using the&lt;br /&gt;
    Shop Status Window?&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
    - 0 - Window&lt;br /&gt;
    - 1 - Dim&lt;br /&gt;
    - 2 - Transparent&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for this Status Window in the&lt;br /&gt;
    Item Menu.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Button Assist Window&lt;br /&gt;
&lt;br /&gt;
  Switch Category:&lt;br /&gt;
  - Button assist text used for switching categories.&lt;br /&gt;
  - For VisuStella MZ's Core Engine's Button Assist Window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Item Categories ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreCategories.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams02.png]]&lt;br /&gt;
&lt;br /&gt;
Item Categories appear both in the Item Menu Scene and Shop Menu Scene (but&lt;br /&gt;
only under the Sell command). These Plugin Parameters give you the ability&lt;br /&gt;
to add in the specific categories you want displayed, remove the ones you&lt;br /&gt;
don't, and associate them with icons.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
List&lt;br /&gt;
&lt;br /&gt;
  Category List&lt;br /&gt;
  - A list of the item categories displayed in the Item/Shop menus.&lt;br /&gt;
&lt;br /&gt;
    Type:&lt;br /&gt;
    - A list of the item categories displayed in the Item/Shop menus.&lt;br /&gt;
    - Replace x with ID numbers or text.&lt;br /&gt;
    - AllItems, RegularItems, KeyItems&lt;br /&gt;
    - HiddenItemA, HiddenItemB&lt;br /&gt;
    - Consumable, Nonconsumable&lt;br /&gt;
    - AlwaysUsable, BattleUsable, FieldUsable, NeverUsable&lt;br /&gt;
    - AllWeapons, WType:x&lt;br /&gt;
    - AllArmors, AType:x, EType:x&lt;br /&gt;
    - Category:x&lt;br /&gt;
&lt;br /&gt;
    Icon:&lt;br /&gt;
    - Icon used for this category.&lt;br /&gt;
    - Use 0 for no icon.&lt;br /&gt;
&lt;br /&gt;
    Visibility Switch:&lt;br /&gt;
    - This Switch must be turned ON in order for the category to show.&lt;br /&gt;
    - Use 0 for no Switch requirement.&lt;br /&gt;
&lt;br /&gt;
    Sort By:&lt;br /&gt;
    - Sort this category (in Scene_Item and Scene_Shop only) this way.&lt;br /&gt;
&lt;br /&gt;
  Style:&lt;br /&gt;
  - How do you wish to draw categorie entries in the Category Window?&lt;br /&gt;
  - Text Only: Display only the text.&lt;br /&gt;
  - Icon Only: Display only the icon.&lt;br /&gt;
  - Icon + Text: Display the icon first, then the text.&lt;br /&gt;
  - Auto: Determine which is better to use based on the size of the cell.&lt;br /&gt;
&lt;br /&gt;
  Text Alignment&lt;br /&gt;
  - Decide how you want the text to be aligned.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Vocabulary&lt;br /&gt;
&lt;br /&gt;
  Hidden Item A&lt;br /&gt;
  Hidden Item B&lt;br /&gt;
  Consumable&lt;br /&gt;
  Nonconsumable&lt;br /&gt;
  Always Usable&lt;br /&gt;
  Battle Usable&lt;br /&gt;
  Field Usable&lt;br /&gt;
  Never Usable&lt;br /&gt;
  - How these categories are named in the Item Menu.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== NEW! Labels ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreNew.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams03.png]]&lt;br /&gt;
&lt;br /&gt;
Whenever the player receives a new item(s), a NEW! Label can be placed on&lt;br /&gt;
top of the item's icon when browsing a menu displaying the item(s). This is&lt;br /&gt;
a quality of life addition from more modern RPG's to help players figure out&lt;br /&gt;
what they've recently received. The following are Plugin Parameters made to&lt;br /&gt;
adjust how the NEW! Labels are handled in-game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
NEW! Labels&lt;br /&gt;
&lt;br /&gt;
  Use NEW! Labels?:&lt;br /&gt;
  - Use the NEW! Labels or not?&lt;br /&gt;
&lt;br /&gt;
  Icon:&lt;br /&gt;
  - The icon index used to represent the NEW! text.&lt;br /&gt;
  - Use 0 to not draw any icons.&lt;br /&gt;
&lt;br /&gt;
  Text:&lt;br /&gt;
  - The text written on the NEW! Label.&lt;br /&gt;
&lt;br /&gt;
    Font Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Font Size:&lt;br /&gt;
    - The font size used for the NEW! text.&lt;br /&gt;
&lt;br /&gt;
  Fade Limit:&lt;br /&gt;
  - What's the upper opaque limit before reversing?&lt;br /&gt;
&lt;br /&gt;
  Fade Speed:&lt;br /&gt;
  - What's the fade speed of the NEW! Label?&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - How much to offset the NEW! Label's X position by.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - How much to offset the NEW! Label's Y position by.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Equip Menu Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreEquipTypes.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams04.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters adjust the Equipment Menu Scene, ranging from using&lt;br /&gt;
a more updated and modern layout, changing the styles of other windows, and&lt;br /&gt;
other key visual aspects of the Equip Menu Scene. Other settings here allow&lt;br /&gt;
you to adjust how equipment operate under certain rulings, too.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Use Updated Layout:&lt;br /&gt;
  - Use the Updated Equip Layout provided by this plugin?&lt;br /&gt;
  - This will override the Core Engine windows settings.&lt;br /&gt;
&lt;br /&gt;
    Param Font Size:&lt;br /&gt;
    - The font size used for parameter values.&lt;br /&gt;
&lt;br /&gt;
    Show Menu Portraits?:&lt;br /&gt;
    - If Main Menu Core is installed, display the Menu Portraits instead of&lt;br /&gt;
      the actor's face in the status window?&lt;br /&gt;
&lt;br /&gt;
    JS: Portrait Upper:&lt;br /&gt;
    - If Menu Portraits are available, this is code used to draw the upper&lt;br /&gt;
      data like this in the Status Window.&lt;br /&gt;
&lt;br /&gt;
    JS: Face Upper:&lt;br /&gt;
    - If faces used used, this is code used to draw the upper data like this&lt;br /&gt;
      in the Status Window.&lt;br /&gt;
&lt;br /&gt;
    JS: Parameter Lower:&lt;br /&gt;
    - Code to determine how parameters are drawn in the Status Window.&lt;br /&gt;
&lt;br /&gt;
  Layout Style:&lt;br /&gt;
  - If using an updated layout, how do you want to style the menu scene?&lt;br /&gt;
    - Upper Help, Left Input&lt;br /&gt;
    - Upper Help, Right Input&lt;br /&gt;
    - Lower Help, Left Input&lt;br /&gt;
    - Lower Help, Right Input&lt;br /&gt;
&lt;br /&gt;
  Status Window Width:&lt;br /&gt;
  - The usual width of the status window if using the non-Updated Equip&lt;br /&gt;
    Menu Layout.&lt;br /&gt;
&lt;br /&gt;
  Show Back Rectangles?:&lt;br /&gt;
  - Show back rectangles of darker colors to display information better?&lt;br /&gt;
&lt;br /&gt;
    Back Rectangle Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Cursed Equip Popup:&lt;br /&gt;
  - Text popup appears when an actor equips a cursed weapon/armor.&lt;br /&gt;
  - Text codes allowed.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
  - Empty to not use.&lt;br /&gt;
  -  %1 - Actor, %2 - Equip, %3 - Icon.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Command Window&lt;br /&gt;
&lt;br /&gt;
  Style:&lt;br /&gt;
  - How do you wish to draw commands in the Command Window?&lt;br /&gt;
  - Text Only: Display only the text.&lt;br /&gt;
  - Icon Only: Display only the icon.&lt;br /&gt;
  - Icon + Text: Display the icon first, then the text.&lt;br /&gt;
  - Auto: Determine which is better to use based on the size of the cell.&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for the Command Window.&lt;br /&gt;
&lt;br /&gt;
  Equip Icon:&lt;br /&gt;
  - The icon used for the Equip command.&lt;br /&gt;
&lt;br /&gt;
    Help Description:&lt;br /&gt;
    - Help description used when this command is selected.&lt;br /&gt;
    - Text codes allowed.&lt;br /&gt;
&lt;br /&gt;
  Add Optimize Command?:&lt;br /&gt;
  - Add the &amp;quot;Optimize&amp;quot; command to the Command Window?&lt;br /&gt;
&lt;br /&gt;
    Help Description:&lt;br /&gt;
    - Help description used when this command is selected.&lt;br /&gt;
    - Text codes allowed.&lt;br /&gt;
&lt;br /&gt;
    Optimize Icon:&lt;br /&gt;
    - The icon used for the Optimize command.&lt;br /&gt;
&lt;br /&gt;
  Add Clear Command?:&lt;br /&gt;
  - Add the &amp;quot;Clear&amp;quot; command to the Command Window?&lt;br /&gt;
&lt;br /&gt;
    Help Description:&lt;br /&gt;
    - Help description used when this command is selected.&lt;br /&gt;
    - Text codes allowed.&lt;br /&gt;
&lt;br /&gt;
    Clear Icon:&lt;br /&gt;
    - The icon used for the Clear command.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Remove Equip&lt;br /&gt;
&lt;br /&gt;
  Icon:&lt;br /&gt;
  - Icon used for equipment removal.&lt;br /&gt;
&lt;br /&gt;
  Text:&lt;br /&gt;
  - Text used for equipment removal.&lt;br /&gt;
&lt;br /&gt;
  Use SHIFT Shortcut?:&lt;br /&gt;
  - Add the &amp;quot;Shift&amp;quot; button as a shortcut key to removing items?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Rulings&lt;br /&gt;
&lt;br /&gt;
  Equip-Adjust HP/MP:&lt;br /&gt;
  - Adjust HP/MP differences after changing equips with MaxHP/MaxMP values.&lt;br /&gt;
&lt;br /&gt;
  Non-Removable Types:&lt;br /&gt;
  - Insert ID's of the Equipment Types that must always have an item&lt;br /&gt;
    equipped and cannot be empty.&lt;br /&gt;
&lt;br /&gt;
  Non-Optimized Types:&lt;br /&gt;
  - Insert ID's of the Equipment Types that will be ignored when equipment&lt;br /&gt;
    is being optimized.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Button Assist Window&lt;br /&gt;
&lt;br /&gt;
  SHIFT: Remove:&lt;br /&gt;
  - Button assist text used for the SHIFT Remove Shortcut.&lt;br /&gt;
  - For VisuStella MZ's Core Engine's Button Assist Window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Shop Menu Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreShopEquip.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams05.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters allow you a number of options to adjust the Shop&lt;br /&gt;
Menu Scene. These options range from enabling an updated and modern layout,&lt;br /&gt;
adjust how various key visual aspects appear, and determine how prices can&lt;br /&gt;
be affected when it comes to selling them or buying them (for coders).&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Use Updated Layout:&lt;br /&gt;
  - Use the Updated Shop Layout provided by this plugin?&lt;br /&gt;
  - This will override the Core Engine windows settings.&lt;br /&gt;
&lt;br /&gt;
  Layout Style:&lt;br /&gt;
  - If using an updated layout, how do you want to style the menu scene?&lt;br /&gt;
    - Upper Help, Left Input&lt;br /&gt;
    - Upper Help, Right Input&lt;br /&gt;
    - Lower Help, Left Input&lt;br /&gt;
    - Lower Help, Right Input&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCore_Update28_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
Switches&lt;br /&gt;
&lt;br /&gt;
  Switch: Buy:&lt;br /&gt;
  - Buying items in the Shop Scene turns this Switch to ON.&lt;br /&gt;
  - Switch reverts to OFF whenever the Shop Scene opens.&lt;br /&gt;
&lt;br /&gt;
  Switch: Sell&lt;br /&gt;
  - Selling items in the Shop Scene turns this Switch to ON.&lt;br /&gt;
  - Switch reverts to OFF whenever the Shop Scene opens.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Command Window&lt;br /&gt;
&lt;br /&gt;
  Hide Unavailable?:&lt;br /&gt;
  - Hide all unavailable commands like when a shop is set to Purchase Only?&lt;br /&gt;
&lt;br /&gt;
  Style:&lt;br /&gt;
  - How do you wish to draw commands in the Command Window?&lt;br /&gt;
  - Text Only: Display only the text.&lt;br /&gt;
  - Icon Only: Display only the icon.&lt;br /&gt;
  - Icon + Text: Display the icon first, then the text.&lt;br /&gt;
  - Auto: Determine which is better to use based on the size of the cell.&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for the Command Window.&lt;br /&gt;
&lt;br /&gt;
  Buy Icon:&lt;br /&gt;
  - The icon used for the Buy command.&lt;br /&gt;
&lt;br /&gt;
  Sell Icon:&lt;br /&gt;
  - The icon used for the Sell command.&lt;br /&gt;
&lt;br /&gt;
  Cancel Icon:&lt;br /&gt;
  - The icon used for the Cancel command.&lt;br /&gt;
&lt;br /&gt;
  Rename &amp;quot;Cancel&amp;quot;:&lt;br /&gt;
  - Rename Cancel to something more logical for the Shop Menu Scene.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Prices&lt;br /&gt;
&lt;br /&gt;
  Sell Price Rate:&lt;br /&gt;
  - The default sell price rate.&lt;br /&gt;
&lt;br /&gt;
  JS: Buy Price:&lt;br /&gt;
  - Modificatons made to the buy price before finalizing it.&lt;br /&gt;
&lt;br /&gt;
  JS: Sell Price:&lt;br /&gt;
  - Modificatons made to the sell price before finalizing it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Button Assist Window&lt;br /&gt;
&lt;br /&gt;
  Small Increment:&lt;br /&gt;
  Large Increment:&lt;br /&gt;
  - Text used for changing amount bought/sold.&lt;br /&gt;
  - For VisuStella MZ's Core Engine's Button Assist Window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Shop Status Window ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreShopStatusWindow.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams06.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters focuses on the Shop Status Window and determines how&lt;br /&gt;
its data is displayed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Window Width:&lt;br /&gt;
  - The usual width of the status window.&lt;br /&gt;
&lt;br /&gt;
  Parameter Font Size:&lt;br /&gt;
  - Font size used for parameter changes.&lt;br /&gt;
&lt;br /&gt;
  Translucent Opacity:&lt;br /&gt;
  - Opacity setting used for translucent window objects.&lt;br /&gt;
&lt;br /&gt;
  Show Back Rectangles?:&lt;br /&gt;
  - Show back rectangles of darker colors to display information better?&lt;br /&gt;
&lt;br /&gt;
    Back Rectangle Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Equipment Data&lt;br /&gt;
&lt;br /&gt;
[[File:ItemEquipCore_StatusWindowStyles.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Data Style:&lt;br /&gt;
  - How do you wish to display equipment data?&lt;br /&gt;
    - Compare - Compares selected equip to equipped gear&lt;br /&gt;
      - Lists all main party actors&lt;br /&gt;
      - Displays the parameter differences when equipped&lt;br /&gt;
      - Calculates custom JS values&lt;br /&gt;
    - Classic - Shows basic parameters of selected equip&lt;br /&gt;
      - Involves no actors, only shows the item's stats&lt;br /&gt;
      - Shows weapon or armor specific parameters&lt;br /&gt;
      - Does not show custom JS values as those are calculated per actor&lt;br /&gt;
      - Does not show custom parameters as those are calculated per actor&lt;br /&gt;
      - Use &amp;lt;Status Info&amp;gt; and &amp;lt;Custom Status Info&amp;gt; notetags to overwrite or&lt;br /&gt;
        add custom data to classic equip data&lt;br /&gt;
    - Double - Shows basic parameters in double columns&lt;br /&gt;
      - Involves no actors, only shows the item's stats&lt;br /&gt;
      - Shows weapon or armor specific parameters&lt;br /&gt;
      - Does not show custom JS values as those are calculated per actor&lt;br /&gt;
      - Does not show custom parameters as those are calculated per actor&lt;br /&gt;
      - Use &amp;lt;Status Info&amp;gt; and &amp;lt;Custom Status Info&amp;gt; notetags to overwrite or&lt;br /&gt;
        add custom data to classic equip data&lt;br /&gt;
&lt;br /&gt;
    Compare Style:&lt;br /&gt;
&lt;br /&gt;
      Already Equipped:&lt;br /&gt;
      - Marker used to show an actor cannot equip an item.&lt;br /&gt;
&lt;br /&gt;
      Can't Equip:&lt;br /&gt;
      - Marker used to show an actor cannot equip an item.&lt;br /&gt;
&lt;br /&gt;
      No Changes:&lt;br /&gt;
      - Marker used to show no changes have occurred.&lt;br /&gt;
&lt;br /&gt;
      JS: Draw Equip Data:&lt;br /&gt;
      - Code used to draw the equipment data for the Shop Status Window.&lt;br /&gt;
&lt;br /&gt;
    Classic Style:&lt;br /&gt;
&lt;br /&gt;
      Added Weapon Params:&lt;br /&gt;
      Added Armor Params:&lt;br /&gt;
      - Display these parameters when a weapon/armor is selected.&lt;br /&gt;
      - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
      JS: Draw Equip Data:&lt;br /&gt;
      - Code used to draw the equipment data for the Shop Status Window.&lt;br /&gt;
&lt;br /&gt;
    Double Style:&lt;br /&gt;
&lt;br /&gt;
      Added Weapon Params:&lt;br /&gt;
      Added Armor Params:&lt;br /&gt;
      - Display these parameters when a weapon/armor is selected.&lt;br /&gt;
      - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
      JS: Draw Equip Data:&lt;br /&gt;
      - Code used to draw the equipment data for the Shop Status Window.&lt;br /&gt;
&lt;br /&gt;
  Delay MS:&lt;br /&gt;
  - How many milliseconds (MS) to delay the preview update?&lt;br /&gt;
  - This is to prevent lag spikes for equips only.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Item Data&lt;br /&gt;
&lt;br /&gt;
  Max State/Buff Icons:&lt;br /&gt;
  - Maximum number of icons that can be displayed for Add/Remove&lt;br /&gt;
    States/Buffs.&lt;br /&gt;
&lt;br /&gt;
  Multiplier Standard:&lt;br /&gt;
  - Constant standard to filter out random values when calculating the&lt;br /&gt;
    damage multiplier.&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Item Data:&lt;br /&gt;
  - Code used to draw the item data for the Shop Status Window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Vocabulary&lt;br /&gt;
&lt;br /&gt;
  Consumable:&lt;br /&gt;
  Occasions:&lt;br /&gt;
  Scope:&lt;br /&gt;
  Speed:&lt;br /&gt;
  Success Rate:&lt;br /&gt;
  Repeats:&lt;br /&gt;
  Hit Type:&lt;br /&gt;
  Element:&lt;br /&gt;
  Damage Type:&lt;br /&gt;
  Effects:&lt;br /&gt;
  - Vocabulary used for these data entries.&lt;br /&gt;
  - Some of these have Plugin Parameters have sub-entries.&lt;br /&gt;
&lt;br /&gt;
  NOTE: Regarding Damage Labels&lt;br /&gt;
&lt;br /&gt;
  If Visu_1_BattleCore is installed, priority goes to its Damage Style&lt;br /&gt;
  settings. The label displayed is based on the damage style settings in&lt;br /&gt;
  place for that specific skill or item.&lt;br /&gt;
&lt;br /&gt;
  Go to Battle Core &amp;gt; Plugin Parameters &amp;gt; Damage Settings &amp;gt; Style List &amp;gt;&lt;br /&gt;
  pick the damage style you want to edit &amp;gt; Damage Label and change the&lt;br /&gt;
  text settings you'd like there.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* Yanfly&lt;br /&gt;
* Arisu&lt;br /&gt;
* Olivia&lt;br /&gt;
* Irina&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.60: March 16, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Item Menu Settings &amp;gt; Use Updated Layout &amp;gt; Disabled: Vanilla&lt;br /&gt;
**** If NOT using the updated layout, keep all settings to pure vanilla and ignore other Plugin Parameters.&lt;br /&gt;
**** Used for those who do not wish to fiddle with the Plugin Parameter settings to return the item menu back to default MZ vanilla.&lt;br /&gt;
**** Does not apply if using updated layout.&lt;br /&gt;
**** The following settings are disabled if using vanilla:&lt;br /&gt;
***** Categories: Only the default 4&lt;br /&gt;
***** Category Names only display text and no icons&lt;br /&gt;
***** No Shop Status Window&lt;br /&gt;
***** Modern Controls Disabled&lt;br /&gt;
***** Columns: Any -&amp;gt; 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.59: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where a changed parameter in the equipment menu would accidentally highlight the next parameter's name. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.58: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Optimize no longer allows player to bypass the following notetags: &amp;lt;nowiki&amp;gt;&amp;lt;Equip Copy Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;, &amp;lt;nowiki&amp;gt;&amp;lt;Equip Weapon Type Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;, and &amp;lt;nowiki&amp;gt;&amp;lt;Equip Armor Type Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.57: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different line height settings. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Status Info&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** For clarity regarding &amp;quot;Damage Multiplier&amp;quot; and &amp;quot;HP Recovery&amp;quot;/&amp;quot;HP Damage&amp;quot;:&lt;br /&gt;
**** &amp;quot;Damage Multiplier&amp;quot; refers to the amount determined by damage formulas.&lt;br /&gt;
**** &amp;quot;HP Recovery&amp;quot;/&amp;quot;HP Damage&amp;quot; refers to the &amp;quot;Recover HP&amp;quot; database effect.&lt;br /&gt;
**** Likewise, the same will apply to &amp;quot;MP Recovery&amp;quot;/&amp;quot;MP Damage&amp;quot; if the damage formula type is to deal MP recovery/damage instead.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Status Style: type&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Changes up the way the shop status window displays data for this database object in particular.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Custom Status Parameters: name, name, name&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Customize which parameters are displayed for this equipment object's shop status window.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.56: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where newly added equipment would cause crashes upon interaction. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.55: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where you can no longer attempt to equip an actor with zero equip slots and causing a crash. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;lt;Status Info&amp;gt;&lt;br /&gt;
*** Used for: Skill, Item, Weapon, Armor Notetags&lt;br /&gt;
**** Replace 'key' with one of the following for weapons and armors:&lt;br /&gt;
***** 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK'&lt;br /&gt;
***** For those with VisuMZ_0_CoreEngine:&lt;br /&gt;
****** 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', 'HRG', 'MRG', 'TRG'&lt;br /&gt;
****** 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', 'MDR', 'FDR', 'EXR'&lt;br /&gt;
**** Only relevant if the Draw Style for equipment is &amp;quot;classic&amp;quot; or &amp;quot;double&amp;quot;.&lt;br /&gt;
** Updated &amp;lt;Custom Status Info&amp;gt; notetag:&lt;br /&gt;
*** Used for: Skill, Item, Weapon, Armor Notetags&lt;br /&gt;
**** When used with weapon or armor database objects, this information is only relevant if the Draw Style for equipment is &amp;quot;classic&amp;quot; or &amp;quot;double&amp;quot;.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameters:&lt;br /&gt;
*** Parameters &amp;gt; Shop Status Window &amp;gt; Data Style:&lt;br /&gt;
**** How do you wish to display equipment data?&lt;br /&gt;
***** Compare - Compares selected equip to equipped gear&lt;br /&gt;
****** Lists all main party actors&lt;br /&gt;
****** Displays the parameter differences when equipped&lt;br /&gt;
****** Calculates custom JS values&lt;br /&gt;
***** Classic - Shows basic parameters of selected equip&lt;br /&gt;
***** Double - Shows basic parameters in double columns&lt;br /&gt;
****** Involves no actors, only shows the item's stats&lt;br /&gt;
****** Shows weapon or armor specific parameters&lt;br /&gt;
****** Does not show custom JS values as those are calculated per actor&lt;br /&gt;
****** Does not show custom parameters as those are calculated per actor&lt;br /&gt;
****** Use &amp;lt;Status Info&amp;gt; and &amp;lt;Custom Status Info&amp;gt; notetags to overwrite or add custom data to classic equip data&lt;br /&gt;
**** Data Style &amp;gt; Classic Style:&lt;br /&gt;
**** Data Style &amp;gt; Double Style:&lt;br /&gt;
***** Added Weapon Params&lt;br /&gt;
***** Added Armor Params&lt;br /&gt;
****** Display these parameters when a weapon/armor is selected.&lt;br /&gt;
****** Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.54: October 17, 2024&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If &amp;quot;Modern Controls&amp;quot; is selected while &amp;quot;Remove Equip&amp;quot; and &amp;quot;Optimize&amp;quot; are gone from the Equip Menu, right click will exit the menu. Feature added by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.53: July 18, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added warning to &amp;lt;JS Parameters&amp;gt;:&lt;br /&gt;
*** If you are trying to calculate a value based off a full parameter value, such as &amp;quot;ATK = user.atk * 0.10&amp;quot;, it's going to break and will cause an infinite loop. Use base parameter values instead.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Irina:&lt;br /&gt;
*** &amp;lt;ID Sort Priority: x&amp;gt;&lt;br /&gt;
**** Used for Scene_Item, Scene_Equip, Scene_Battle, and Scene_Shop's sell option (only when selling).&lt;br /&gt;
**** Changes sorting priority by ID for item, weapon, or armor to 'x'.&lt;br /&gt;
**** Default priority level is '50'.&lt;br /&gt;
**** Items, weapons, and armors with higher priority values will be sorted higher up on the list while lower values will be lower on the list.&lt;br /&gt;
&lt;br /&gt;
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Version 1.52: May 16, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Item Categories &amp;gt; Category List &amp;gt; Category &amp;gt; Sorted By:&lt;br /&gt;
**** You can now sort specific item categories by ID or Name.&lt;br /&gt;
**** Only usable within Scene_Item and Scene_Shop.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.51: December 14, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an item is unequipped, it may cause a crash. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where &amp;lt;Proxy: id&amp;gt; did not properly give the proxy item. Fix made by Arisu.&lt;br /&gt;
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Version 1.50: November 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;JS Buy Price&amp;gt; and &amp;lt;JS Sell Price&amp;gt; was not working properly. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Cursed&amp;gt;&lt;br /&gt;
**** If this weapon or armor is equipped, it cannot manually be removed by the player until it is purified.&lt;br /&gt;
**** To remove it, it must be done by event commands, script calls, or through the Purify-related Plugin Commands provided by this plugin.&lt;br /&gt;
**** Once purified, the weapon or armor will become unequipped unless it has a purify transformation.&lt;br /&gt;
**** If the newly transformed weapon/armor is equippable, it will remain in the actor's equipment slots.&lt;br /&gt;
**** If you are using VisuMZ_2_WeaponSwapSystem, weapons cannot become cursed in order to allow free weapon swapping. Weaponry will not be cursed if VisuMZ_2_WeaponSwapSystem is installed.&lt;br /&gt;
*** &amp;lt;Purify Transform: id&amp;gt;&lt;br /&gt;
*** &amp;lt;Purify Transform: name&amp;gt;&lt;br /&gt;
**** If this notetag is present on a &amp;lt;Cursed&amp;gt; weapon or armor, then upon the actor receiving purification, the weapon or armor will transform into a different item.&lt;br /&gt;
** New Plugin Commands added by Arisu:&lt;br /&gt;
*** Purify: Target Actor(s)&lt;br /&gt;
**** Purifies target actor(s) of any cursed weapons or armors.&lt;br /&gt;
*** Purify: Whole Party&lt;br /&gt;
**** Purifies whole party of any cursed weapons or armors.&lt;br /&gt;
** Added &amp;quot;Cursed Equip Popup&amp;quot; to Equip Scene Plugin Parameters.&lt;br /&gt;
*** Text popup appears when an actor equips a cursed weapon/armor.&lt;br /&gt;
** Added &amp;quot;Ally or Enemy&amp;quot; or &amp;quot;Enemy or Ally&amp;quot; scopes to Shop Status Window Plugin Parameters.&lt;br /&gt;
*** If unused, will default to &amp;quot;1 Ally&amp;quot; or &amp;quot;1 Enemy&amp;quot; like usual. Added by Irina.&lt;br /&gt;
&lt;br /&gt;
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Version 1.49: October 12, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem where for weapon types, all weapon types are listed in the equip menu even when the actor cannot equip them (though they would be disabled). Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia and sponsored by AndyL:&lt;br /&gt;
*** &amp;lt;Added EType: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Added ETypes: x, x, x&amp;gt;&lt;br /&gt;
**** This is for armors only and does NOT work with weapons!&lt;br /&gt;
**** Allows a piece of armor to belong to multiple ETypes. This means a glove can be equipped as &amp;quot;Armgear&amp;quot; or as an &amp;quot;Accessory&amp;quot; if you so choose.&lt;br /&gt;
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Version 1.48: September 14, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem where the help window position of the non-updated layout would appear in the wrong position. Fix made by Irina.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized when weapons and armors exceed 2000 in database quantity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.47: July 13, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause the shop status window to display incorrect removed buffs and debuffs. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Changes made to dynamic shop listings in order to update upon listing changes rather than having to enter and exit the shop again. Update made by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag effects added by Arisu and sponsored by AndyL:&lt;br /&gt;
*** &amp;lt;Conserve: x%&amp;gt;&lt;br /&gt;
**** Gives the item a percent chance when used to not consume the item.&lt;br /&gt;
*** &amp;lt;Buy Turn On Switches: x, x, x&amp;gt;&lt;br /&gt;
*** &amp;lt;Buy Turn Off Switches: x, x, x&amp;gt;&lt;br /&gt;
*** &amp;lt;Sell Turn On Switches: x, x, x&amp;gt;&lt;br /&gt;
*** &amp;lt;Sell Turn Off Switches: x, x, x&amp;gt;&lt;br /&gt;
**** When buying/selling an item, weapon, or armor with these notetags, turn on/off switch(es) 'x'.&lt;br /&gt;
*** New Plugin Parameters added by Arisu:&lt;br /&gt;
**** Params &amp;gt; Settings &amp;gt; Shop Status Window &amp;gt; Equipment Data &amp;gt; Delay MS:&lt;br /&gt;
***** How many milliseconds (MS) to delay the preview update?&lt;br /&gt;
***** This is to prevent lag spikes for equips only.&lt;br /&gt;
&lt;br /&gt;
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Version 1.46: June 15, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem where the help and input modes are not adequately adjusted when not used with the updated layout or without the Options Core custom UI placement. Fix made by Arisu.&lt;br /&gt;
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Version 1.45: May 18, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause equip slots to not be recognized properly if the equip slot name ends in a space.&lt;br /&gt;
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Version 1.44: April 13, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag effects added by Arisu and sponsored by Anon:&lt;br /&gt;
*** &amp;lt;Equip For Class Only: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Equip For Classes Only: x, x, x&amp;gt;&lt;br /&gt;
*** &amp;lt;Equip For Class Only: name&amp;gt;&lt;br /&gt;
*** &amp;lt;Equip For Classes Only: name, name, name&amp;gt;&lt;br /&gt;
**** The piece of equipment can only be worn by the listed classes.&lt;br /&gt;
*** &amp;lt;Equip Requirements&amp;gt; notetag added.&lt;br /&gt;
**** Define multiple requirements that the actor needs to meet in order for this equip item to be equippable.&lt;br /&gt;
**** See help file for more information on the types of requirements that can be added.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
Version 1.43: March 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Artifact armors should now update and refresh the party members' cache upon acquisition. Fix made by Olivia.&lt;br /&gt;
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&lt;br /&gt;
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Version 1.42: February 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Proxy items should no longer cause infinite loops if they're made to reference other proxy items in a circular fashion. Instead, they just give the exact first found proxy instead of cycling through others. Fix made by Arisu.&lt;br /&gt;
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&lt;br /&gt;
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Version 1.41: December 15, 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu and sponsored by Anon:&lt;br /&gt;
*** Equip Scene &amp;gt; Equip Command &amp;gt; Help Description&lt;br /&gt;
*** Equip Scene &amp;gt; Optimize Command &amp;gt; Help Description&lt;br /&gt;
*** Equip Scene &amp;gt; Clear Command &amp;gt; Help Description&lt;br /&gt;
**** Help description used when these commands are selected.&lt;br /&gt;
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Version 1.40: October 20, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** For the shop status window, when comparing equipment of a type where there are multiple equipment slots (such as accessories), the plugin will now check for an empty equipment slot first and then make calculations there. Otherwise, it will use the first available equipment slot of that type regardless of the equipped item. Update made by Arisu.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.39: September 29, 2022:&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Changed the default code for the equip scene's status window display to prevent the face graphic and basic actor stats from going above the window boundaries if there are too many parameters displayed in the status window at a time.&lt;br /&gt;
** If you already have this plugin installed the changes will not be reflected unless you do the following:&lt;br /&gt;
**** BACKUP your game project.&lt;br /&gt;
**** REMOVE this plugin from the Plugin Manager list.&lt;br /&gt;
**** REINSTALL this plugin into the Plugin Manager list.&lt;br /&gt;
**** SAVE the game project.&lt;br /&gt;
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Version 1.38: March 3, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New mechanics and notetags added by Olivia and sponsored by Anon:&lt;br /&gt;
*** &amp;lt;Party Artifact&amp;gt;&lt;br /&gt;
*** &amp;lt;Troop Artifact&amp;gt;&lt;br /&gt;
*** &amp;lt;Stackable Party Artifact&amp;gt;&lt;br /&gt;
*** &amp;lt;Stackable Troop Artifact&amp;gt;&lt;br /&gt;
**** Armors only! This armor cannot be equipped at all. However, by simply being in the party's inventory, its parameter bonuses and traits will be applied globally throughout the whole party or troop (depending on the notetag). Add both notetags to affect both groups.&lt;br /&gt;
**** The normal versions of the notetag is only applied once regardless of the number of copies are found in the party's inventory.&lt;br /&gt;
**** The stackable versions of the notetag will have the bonuses and traits stacked multiple times relative to the number of copies found in the party's inventory.&lt;br /&gt;
**** This item will NOT be added during the setup phase for Battle Tests.&lt;br /&gt;
***** If you want to add the item, do it manually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.37: December 23, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Created foundation for proxy items to be used in any applicable system and extension plugins. Update made by Arisu.&lt;br /&gt;
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Version 1.36: December 2, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** For those using custom parameters from the Core Engine and do not have the parameters all-capitalized, the plugin will automatically do it for you to prevent errors. Update made by Olivia.&lt;br /&gt;
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Version 1.35: November 18, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** If this plugin's updated scene is disabled, the Help Window locations for the Item, Equip, and Shop Scenes should now be at their designated locations as calculated by the VisuMZ Core Engine instead of the RMMZ default location. Update made by Irina.&lt;br /&gt;
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Version 1.34: October 28, 2021&lt;br /&gt;
* Feature Update&lt;br /&gt;
** Added fail safe checks for projects that are using old data for starting equipment that no longer exist, thus preventing the game from opening. Update made by Arisu.&lt;br /&gt;
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Version 1.33: August 6, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Removed &amp;quot;Weapon&amp;quot; and &amp;quot;Armor&amp;quot; from &amp;quot;Used For&amp;quot; for &amp;lt;Status Info&amp;gt;. This was an unintended piece of documentation.&lt;br /&gt;
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Version 1.32: July 23, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause armor duplication when changing to classes with unaligned equipment slot types. Fix made by Arisu.&lt;br /&gt;
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Version 1.31: July 9, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added a failsafe for price manipulation JavaScript to never have prices drop below 0 if possible. Update made by Arisu.&lt;br /&gt;
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Version 1.30: July 2, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added an extra note to the help file for the following: Plugin Parameters &amp;gt; Item Menu Settings &amp;gt; List Window &amp;gt; Columns&lt;br /&gt;
*** If you are using the VisuStella MZ Core Engine and the &amp;quot;Modern Controls&amp;quot; Plugin Parameter, please read through that section in case you have any questions about how to switch between categories when using multiple columns of items at a time.&lt;br /&gt;
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Version 1.29: June 25, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Compatibility update with RPG Maker MZ 1.3.0+.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Phantom data when changing equipment types in the database should no longer affect actors with cached equip ID's. Update made by Arisu.&lt;br /&gt;
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Version 1.28: June 4, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.27: May 21, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Using the mouse right click in the Equip Scene while inside of the item to slot window will no longer exit the Equip Scene. Fix made by Yanfly.&lt;br /&gt;
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Version 1.26: April 30, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** &amp;quot;VisuStella MZ Compatibility&amp;quot; added VisuMZ_1_BattleCore section regarding Damage Multiplier and Healing Multiplier vocabulary settings to reduce commonly asked questions.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Irina and sponsored by Archeia:&lt;br /&gt;
*** &amp;lt;Shop Picture Name: filename&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Layer: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Max Width: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Max Height: y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Max Dimensions: x, y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Alignment: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Position: y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset X: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset X: -x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset Y: +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset Y: -y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset: +x, +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset: -x, -y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Opacity: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Opacity: x%&amp;gt;&lt;br /&gt;
**** Add images from the game project's img/pictures/ folder to display in the Shop Status Window.&lt;br /&gt;
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Version 1.25: April 23, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added clarity to the &amp;lt;param: +x&amp;gt; and &amp;lt;param: -x&amp;gt; notetags:&lt;br /&gt;
*** These notetags do NOT work with X Parameters, S Parameters, or any custom parameters. These notetags ONLY work with the base parameters.&lt;br /&gt;
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Version 1.24: April 16, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Changing an actor's equipment slots to past their original amount will no longer yield errors with duplicate slot types. Fix made by Arisu.&lt;br /&gt;
** Completely selling an item should now refresh the help window to the new selected item's help description. Fix made by Arisu.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Non-removable equipment restrictions for the equipment scene are now better optimized. Update made by Olivia.&lt;br /&gt;
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Version 1.23: April 2, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.22: March 26, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;VisuStella MZ Compatibility&amp;quot; section for detailed compatibility explanations with the VisuMZ_4_BreakShields plugin.&lt;br /&gt;
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Version 1.21: March 5, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Custom equipment slots are disabled during Battle Testing for better accuracy and results.&lt;br /&gt;
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Version 1.20: February 26, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina and sponsored by AndyL:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Shop Menu Settings &amp;gt; Switches &amp;gt; Switch: Buy&lt;br /&gt;
*** Plugin Parameters &amp;gt; Shop Menu Settings &amp;gt; Switches &amp;gt; Switch: Sell&lt;br /&gt;
**** Buying/selling items in the Shop Scene turns this Switch to ON.&lt;br /&gt;
**** Switch reverts to OFF whenever the Shop Scene opens.&lt;br /&gt;
**** These switches can be used after a &amp;quot;Shop Processing&amp;quot; event command to determine if the player has bought an item, bought and sold an item, sold an item, or neither.&lt;br /&gt;
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Version 1.19: January 29, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Irina.&lt;br /&gt;
*** &amp;lt;Equip Copy Limit: x&amp;gt;&lt;br /&gt;
**** Sets a maximum number of copies that the actor can wear of this equipment. Usage Example: Actors can only equip one copy of the &amp;quot;One-of-a-Kind Ring&amp;quot; on at any time despite having empty accessory slots because the ring has a &amp;lt;Equip Copy Limit: 1&amp;gt; notetag.&lt;br /&gt;
*** &amp;lt;Equip Weapon Type Limit: x&amp;gt;&lt;br /&gt;
**** This weapon cannot be equipped with other weapons of the same type once the limited amount has been reached. Usage Example: A dualwielding warrior who can only equip one sword and a dagger but never two swords or two daggers because the swords and daggers all have the &amp;lt;Equip Weapon Type Limit: 1&amp;gt; notetags on them.&lt;br /&gt;
*** &amp;lt;Equip Armor Type Limit: x&amp;gt;&lt;br /&gt;
**** This armor cannot be equipped with other armors of the same type once the limited amount has been reached. Usage Example: People cannot equip more than two glove accessories on at a time because the glove is a &amp;quot;Glove&amp;quot; armor-type and each glove item has the &amp;lt;Equip Armor Type Limit: 2&amp;gt; notetags on them.&lt;br /&gt;
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Version 1.18: January 15, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Pressing &amp;quot;Shift&amp;quot; to remove equipment will now refresh the status window unlike before. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameters added&lt;br /&gt;
*** Plugin Parameters &amp;gt; Item Menu Settings &amp;gt; Background Type&lt;br /&gt;
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Version 1.17: January 1, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Equipping should be working properly again. Fix made by Yanfly.&lt;br /&gt;
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Version 1.16: December 25, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Equip-Adjust HP/MP should work properly now. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added more clarity for &amp;lt;JS Item Enable&amp;gt; to state that if the VisuStella Battle Core is installed, then all battle scope items are visible, but not necessarily enabled if they are disabled otherwise.&lt;br /&gt;
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Version 1.15: December 18, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** RPG Maker MZ Bug: Unusable items on an individual-actor basis will no longer be overwritten by party-based usability for battle. Fix by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added more clarity for &amp;lt;JS Item Enable&amp;gt; to state that it removes the usable item from visibility as well if the actor unable to use it is the only person in the party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: December 11, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: December 4, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Arisu!&lt;br /&gt;
*** Actor: Change Equip Slots&lt;br /&gt;
*** Actor: Reset Equip Slots&lt;br /&gt;
**** These plugin commands allow you to forcefully change the equip slots available to an actor regardless of the slots provided by its class as well as reset them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: November 15, 2020&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: November 8, 2020&lt;br /&gt;
* Bug Fix!&lt;br /&gt;
** Font size ratio for the shop status window now scales to a hard coded value to prevent smaller font sizes from expanding icon sizes. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Currency display in the shop menu is now reflected upon how the plugin parameters set them to display. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: November 1, 2020&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Modern Controls compatibility with Core Engine no longer enables the Item Categories window and child classes to utilize the Home/End keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: October 25, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;All Items&amp;quot; category should now display the &amp;quot;Items&amp;quot; text. Fix by Irina.&lt;br /&gt;
** WType, AType, and EType categories now work with text. Fix by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: October 18, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: October 11, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** XParams and SParams in the Window_EquipStatus window will no longer show a non-percentile difference if the original value is not a whole value. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: October 4, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Select Item event command now displays the default amount of columns instead of whatever setting is made with the plugin parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: September 27, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When using the updated shop layout, leaving the sell option will no longer cause the dummy window to appear.&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** &amp;quot;Use Updated Layout&amp;quot; plugin parameters now have the added clause: &amp;quot;This will override the Core Engine windows settings.&amp;quot; to reduce confusion. Added by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: September 13, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Pressing Shift to quickly remove equipment should no longer crash the game. This will also clear the help window text. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: September 6, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** If both Optimize and Clear commands have been removed and using modern controls, pressing up at the top of the slot window list will not go to the window. Fix made by Yanfly.&lt;br /&gt;
** If both Optimize and Clear commands have been removed, the window will no longer appear and the slot window will be moved upward to fill any empty spaces. Fix made by Yanfly.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added in NEW! Label to let you adjust the font face.&lt;br /&gt;
** New Plugin Parameters added in Equip Menu Scene Settings for disabling the back rectangles and/or changing their colors.&lt;br /&gt;
** New Plugin Parameters added in Shop Status Window Settings for disabling the back rectangles and/or changing their colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: August 30, 2020&lt;br /&gt;
* Documentation Fix!&lt;br /&gt;
** Added: NOTE: Regarding Damage Labels&lt;br /&gt;
*** If Visu_1_BattleCore is installed, priority goes to its Damage Style settings. The label displayed is based on the damage style settings in place for that specific skill or item.&lt;br /&gt;
*** Go to Battle Core &amp;gt; Plugin Parameters &amp;gt; Damage Settings &amp;gt; Style List &amp;gt; pick the damage style you want to edit &amp;gt; Damage Label and change the text settings you'd like there.&lt;br /&gt;
*** Documentation update added by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: August 23, 2020&lt;br /&gt;
* Added failsafe to prevent non-existent equipment (because the database entries have been deleted) from being equipped as initial equipment. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: August 20, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Core Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Item Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Equip Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Menu Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Changelog_141_to_160&amp;diff=17634</id>
		<title>Template:VisuMZ Changelog 141 to 160</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Changelog_141_to_160&amp;diff=17634"/>
		<updated>2026-03-15T02:00:48Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Display templates|VisuMZ Changelog 141 to 160]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=== March 16, 2026 - Update #159 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 6&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.60: March 16, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Item Menu Settings &amp;gt; Use Updated Layout &amp;gt; Disabled: Vanilla&lt;br /&gt;
**** If NOT using the updated layout, keep all settings to pure vanilla and ignore other Plugin Parameters.&lt;br /&gt;
**** Used for those who do not wish to fiddle with the Plugin Parameter settings to return the item menu back to default MZ vanilla.&lt;br /&gt;
**** Does not apply if using updated layout.&lt;br /&gt;
**** The following settings are disabled if using vanilla:&lt;br /&gt;
***** Categories: Only the default 4&lt;br /&gt;
***** Category Names only display text and no icons&lt;br /&gt;
***** No Shop Status Window&lt;br /&gt;
***** Modern Controls Disabled&lt;br /&gt;
***** Columns: Any -&amp;gt; 2&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.55: March 16, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Toggle&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** Just like with regular &amp;lt;nowiki&amp;gt;&amp;lt;Passive State: x&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** If you plan on applying a passive state through a skill, it must be through a skill that has been learned by the target and not a skill that is given through a trait.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: March 16, 2026&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Force Action should now works with skills that target nodes, ranks, and flanks. The skill will select the appropriate node/rank/flank of the target index. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Verison 1.21: March 16, 2026&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated better compatibility for Battle Grid System force action update. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Passive System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: March 16, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;Learnable Equip Passives&amp;gt;&amp;lt;/nowiki&amp;gt; notetag was not parsing correctly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Chain Battles VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: March 16, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where EXP and Gold multipliers weren't calculating correctly based on the number of chain battles participated in.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== February 16, 2026 - Update #158 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 5&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.90: February 16, 2026&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Battle System settings for &amp;quot;TPB Active&amp;quot; and &amp;quot;TPB Wait&amp;quot; will no longer conflict with VisuMZ_2_BattleSystemATB and VisuMZ_1_OptionsCore &amp;quot;Active&amp;quot; or &amp;quot;Wait&amp;quot; mode options set by the player.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.90: February 16, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Battle Layout Settings &amp;gt; List Style &amp;gt; Minimum Rows&lt;br /&gt;
**** How many rows minimum will the list style go to?&lt;br /&gt;
**** This is to prevent the list window from becoming too small.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.63: February 16, 2026&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** When moving by clicking and holding down the mouse button, the touch input will no longer lock onto any events with empty event lists or populated by just comments. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.37: February 16, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where potential actions queued during Active ATB might get erased if used during the action of a enemy battler. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - STB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: February 16, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;STB Cannot Be Exploited&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;STB Cannot Be Exploiter&amp;gt;&amp;lt;/nowiki&amp;gt; notetags were not working properly. Bug fixed by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== January 19, 2026 - Update #157 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 9&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.31: January 19, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Trait sets with &amp;quot;Randomize for Actor?&amp;quot; weren't working properly. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Changed &amp;quot;Enemy: Change Trait Sets&amp;quot; Plugin Command parameter from &amp;quot;Target ID&amp;quot; to &amp;quot;Target Index&amp;quot; to reduce confusion. The parameter has always used Index values as per their description.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.62: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** New section added: Reference Switches and Reference Variables&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.55: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** \ChangeFace&amp;lt;nowiki&amp;gt;&amp;lt;x,y&amp;gt;&amp;lt;/nowiki&amp;gt; text codegets a note added:&lt;br /&gt;
*** This text code is used under the assumption that you are using an existing face graphic to change from (doesn't matter which). The text code will not automatically shift text from no-face graphic to having a face graphic mid-message.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Aggro Control System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.23: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Under &amp;quot;How Aggro, Provoke, and Taunts Work&amp;quot; &amp;gt; Aggro&lt;br /&gt;
*** Added this section:&lt;br /&gt;
**** The aggro gauge shows the value based on how much aggro that party member has relative to the rest of the party. Sometimes it will appear like the party member's aggro &amp;quot;resets&amp;quot; back to zero, when it fact, that's not what's happening. If that party member's aggro gauge is &amp;quot;empty&amp;quot;, that means the aggro for that party member is the lowest of the party. if all party members appear to have their aggro gauge as &amp;quot;full&amp;quot;, then that means the aggro for all party members is equal and that everybody is likely targeted for attack.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.20: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Conversion Settings &amp;gt; States (AGI &amp;gt;= 105%)&lt;br /&gt;
*** Parameters &amp;gt; Conversion Settings &amp;gt; States (AGI &amp;lt;= 95%)&lt;br /&gt;
**** Added auto-conversion functionality for states with AGI modifiers to automatically manipulate turn orders for current and next.&lt;br /&gt;
**** Set this to false to not use.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bright Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: January 19, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where entering the Options menu mid-battle will cause the Bright Effects plugin to be cleared. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: January 19, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug in the code that sets the incorrect defaults for min and max amplifications. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Keywords VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: January 19, 2026&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Display and toggling of Message Keywords only occurs if the Help Window is visible. This is to prevent shortcut clashing with other plugins.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Item Inventory VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: January 19, 2026&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** When used together with the Battle Grid System, item slots will no longer be covered by the Battle Grid targeting and usage nodes. Update by Arisu.&lt;br /&gt;
** When used together with the More Currencies plugin, no longer display the extra currency count on item grid. Update by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== December 15, 2025 - Update #156 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 12&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.89: December 15, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.89: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed some bugs where translated text through the Message Core would incorrectly calculate the projected text size. Fix made by Irina.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.30: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an incompatibility with TPB and Skills &amp;amp; States Core's Miasma effects, causing some parameters to appear and cache at 0. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.61: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where shadows would appear under lower-priority event sprites making usage of certain tiles awkward looking. This is corrected by the new Plugin Parameter. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Movement Settings &amp;gt; Shadows &amp;gt; Shadow Z Layer&lt;br /&gt;
**** What is the sprite Z layer used for the shadow sprites?&lt;br /&gt;
**** By default, this layer will now be 0.5 instead of 0.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If a event is made whose priority is &amp;quot;Below characters&amp;quot; and is a tile object (ie taking a sprite from the map tileset or a character sprite with &amp;quot;!&amp;quot; in front of the name), it will be automatically regulated to a custom Z layer of 0.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.54: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;List Name: name&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** If used with Battle Core's &amp;lt;nowiki&amp;gt;&amp;lt;Command Text: x&amp;gt;&amp;lt;/nowiki&amp;gt;, the Command Text notetag will take priority in the command window, but the List Name notetag will appear in the skill list.&lt;br /&gt;
*** This does not change the display text. If you'd like to change that, use the Battle Core's &amp;lt;nowiki&amp;gt;&amp;lt;Display Text: x&amp;gt;&amp;lt;/nowiki&amp;gt; notetag along with this notetag.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Aggro Control System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where battlers can become immune to provoke effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.36: December 15, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - CTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.25: December 15, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Class Change System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.19: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra notes for clarity for the &amp;quot;Show in Menus?&amp;quot; plugin parameter for CP and JP.&lt;br /&gt;
*** For extra clarity:&lt;br /&gt;
**** Shows up if there is enough room on the screen. Make sure your game's screen resolution is large enough (ie. 1280x720).&lt;br /&gt;
**** Shows up in the Skill menu if 'Learn' is selected.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better preloading functionality for Main Menu Core's options to utilize Map Sprites and SV Battlers for the visual actor graphic.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Plugin Parameters added by Irina:&lt;br /&gt;
** Parameters &amp;gt; Scroll Wheel Settings&lt;br /&gt;
*** Emulates Eastern Visual Novel controls regarding mouse scroll wheel functionality. If enabled, the scroll wheel can be used to &amp;quot;continue&amp;quot; the current &amp;quot;Show Text&amp;quot; message by scrolling down on the mouse wheel or if the VisuStella MZ Message Log is installed, scrolling up will reveal the message log to show what was previously said.&lt;br /&gt;
*** This feature will be temporarily disabled whenever any supporting windows are visible and active, such as the &amp;quot;Show Choice&amp;quot;, &amp;quot;Input Number&amp;quot;, &amp;quot;Select Item&amp;quot; windows. This is because those windows typically have scroll wheel controls of their own and theirs will take priority. Even if they do not have scroll wheel controls temporarily, the function will remain disabled for control consistency.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Learn System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra notes for clarity for the &amp;quot;Show in Menus?&amp;quot; plugin parameter for AP and SP.&lt;br /&gt;
*** For extra clarity:&lt;br /&gt;
**** Shows up if there is enough room on the screen. Make sure your game's screen resolution is large enough (ie. 1280x720).&lt;br /&gt;
**** Shows up in the Skill menu if 'Learn' is selected.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Map Camera Zoom VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: December 15, 2025&lt;br /&gt;
* Bug Fix!&lt;br /&gt;
** Fixed a bug where upon loading a saved game, any scrolling done by the &amp;quot;Scroll&amp;quot; event would be lost. This fix only applies to new saves made after the fix. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where upon using &amp;quot;Change Parallax&amp;quot; to adjust loop speeds and then zooming in would cause the parallax to jump an unpredictable amount. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Compatibility &amp;gt; Zoom Round Up?&lt;br /&gt;
**** While zooming, change the rounding effect to round up or round down?&lt;br /&gt;
**** Depending on the artistic style your game is going for, you may prefer for sprite positions to round up or round down.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== November 13, 2025 - Update #155 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 4&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.29: November 13, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Replace type Trait: name&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Replaces the current 'type' Trait with 'name' Trait.&lt;br /&gt;
**** This allows things like changing an ice element type to fire element.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: November 13, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if VisuMZ_4_BreakShields were turned off from showing in the UI, they would still show up. This requires you to update the plugin parameters for this plugin and can be done in three ways:&lt;br /&gt;
*** #1 Method: Select &amp;quot;Window Settings&amp;quot; in the Plugin Parameter list and press &amp;quot;Delete&amp;quot; button on your keyboard. Then open it back up to repopulate it with the default settings. This will reset all of the settings within &amp;quot;Window Settings&amp;quot;.&lt;br /&gt;
*** #2 Method: Delete the current copy of VisuMZ_2_BattleGridSystem from the Plugin Manager list and install a new copy of VisuMZ_2_BattleGridSystem into the Plugin Manager list. This will reset all your Plugin Parameter settings.&lt;br /&gt;
*** #3 Method: Install a fresh copy of VisuMZ_2_BattleGridSystem, copy the Parameters &amp;gt; Window Settings &amp;gt; Tactics Grid Window &amp;gt; JS: Draw Actor Node setting and paste it in your existing copy in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.19: November 13, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New script calls added by Olivia:&lt;br /&gt;
*** $otbAddBattlerToCurrentTurnEnd(battler, times)&lt;br /&gt;
*** $otbAddBattlerToNextTurnEnd(battler, times)&lt;br /&gt;
**** Adds actions for target battler to the end of current/next turn.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.21: November 13, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** &amp;quot;Auto-Forward&amp;quot; functionality now plays nice with VisuMZ_2_VoiceActControl and waits for voice lines to finish before continuing.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Auto-Forward Settings &amp;gt; Compatibility &amp;gt; Voice Act Padding&lt;br /&gt;
**** How many frames to wait after a voice line finishes?&lt;br /&gt;
**** Average: 60 frames per second.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== October 16, 2025 - Update #154 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 5&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.59: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where a changed parameter in the equipment menu would accidentally highlight the next parameter's name. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Aggro Control System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.21: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where auto-battle would bypass Taunt and Provoke effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.35: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor dies in battle and is revived post-battle using &amp;quot;Recover All&amp;quot;, that actor no longer gets stuck after their first action in following battles. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: October 16, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Equip Battle Skills when used together with enemy reference ID's. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Crafting System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.25: October 16, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility checks for shop batches to make sure they don't give out free items. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== September 18, 2025 - Update #153 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 11&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.88: September 18, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Extra notes for &amp;lt;nowiki&amp;gt;&amp;lt;JS param Plus/Rate/Flat: code&amp;gt;&amp;lt;/nowiki&amp;gt; notetags&lt;br /&gt;
*** Use 'user' to refer to the currently equipping actor.&lt;br /&gt;
*** If you use code to refer to an actor's other stats like 'atk' and 'def', there is the potential to cause an infinite loop.&lt;br /&gt;
*** Use 'user.paramBase(x)' instead of 'user.atk', 'user.def', etc.&lt;br /&gt;
*** Plugin Parameter setting Parameters &amp;gt; &amp;quot;Convert JS To Base?&amp;quot; will automatically convert any instances of 'user.mhp', 'user.mmp', 'user.atk', etc. to their base parameters.&lt;br /&gt;
*** Turn this off if you do not want it.&lt;br /&gt;
*** You are responsible for any infinite loops this may cause.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;nowiki&amp;gt;&amp;lt;JS param Plus/Rate/Flat: code&amp;gt;&amp;lt;/nowiki&amp;gt; now support 'user' as a variable.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Parameters &amp;gt; Convert JS To Base?&lt;br /&gt;
**** Automatically convert &amp;lt;nowiki&amp;gt;&amp;lt;JS param Plus/Rate/Flat: code&amp;gt;&amp;lt;/nowiki&amp;gt; to use base parameters to prevent infinite loops.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.88: September 18, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Damage Flinch&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Normally, MP and TP actions do not cause damage flinching. However, skills and items with this notetag will cause damage flinching if they hurt the target's MP or TP.&lt;br /&gt;
**** HP damage will always be affected and cause target to flinch.&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Damage Settings &amp;gt; Check Formulas?&lt;br /&gt;
**** It's usually bad practice to put in battle mechanics within damage formulas and this will check the damage formulas for skills and items to see if they contain any of the common battle mechanics that have the potential to cause problems.&lt;br /&gt;
**** Checks for illegal mechanics inside of damage formulas?&lt;br /&gt;
**** (ie. gainHp, loseHp, addBuff, addDebuff, addState, etc)&lt;br /&gt;
**** Read the following article for an explanation on why battle mechanics in damage formulas are undesirable and for an alternate solution:&lt;br /&gt;
**** [[Stop Putting Mechanics in Damage Formulas]]&lt;br /&gt;
**** Turn this off if you do not want to be alerted of which skills/items have battle mechanics in their damage formulas.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.53: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the &amp;quot;Preset: Gauge Color&amp;quot; Plugin Parameter was not accepting #rrggbb values. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Passive State: x&amp;gt;&amp;lt;/nowiki&amp;gt;:&lt;br /&gt;
*** If you are using VisuMZ's Equip Battle Skills, know that the notetag &amp;lt;nowiki&amp;gt;&amp;lt;Passive State: x&amp;gt;&amp;lt;/nowiki&amp;gt; will always have the passive state be available no matter if the skill is equipped or not, as long as the skill is learned.&lt;br /&gt;
*** If you want the passive state to only appear while the skill is equipped then use the VisuMZ Equip Battle Skills notetag &amp;lt;nowiki&amp;gt;&amp;lt;Equip State: x&amp;gt;&amp;lt;/nowiki&amp;gt; for this effect instead.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Animated Message Text Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Word Wrap no longer causes multiple text effects to not register. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bestiary VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: September 18, 2025&lt;br /&gt;
** Bug Fixes!&lt;br /&gt;
*** Fixed a bug where the Bestiary Reveal Enemies Plugin Command would not work with deployed games. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Date and Time System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where manual game time updates made by Plugin Commands would not allow variables to update if Game Time was paused. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Enhanced TP System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where TP was not properly preserved. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: September 18, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Skills &amp;amp; States Core's new &amp;lt;nowiki&amp;gt;&amp;lt;Toggle&amp;gt;&amp;lt;/nowiki&amp;gt; functionality. &amp;lt;nowiki&amp;gt;&amp;lt;Equip State: x&amp;gt;&amp;lt;/nowiki&amp;gt; can now have the passive state be toggled on and off. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Passive System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Upon actor/enemy deaths, death and kill counts won't trigger multiple times anymore. Kills will also only trigger once per battle per enemy. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Encounter Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.12: September 18, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags/comment tags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Enable Diagonal Chase&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Disable Diagonal Chase&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** If Events &amp;amp; Movement Core is installed, events can chase the player in diagonal directions if the player can move diagonally.&lt;br /&gt;
**** However, if you want the player to only move in 4-directions but the event can move diagonally, you can use &amp;lt;nowiki&amp;gt;&amp;lt;Enable Diagonal Chase&amp;gt;&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
**** Alternatively, you want the player to be able to move diagonally while the event cannot, you can use &amp;lt;nowiki&amp;gt;&amp;lt;Disable Diagonal Chase&amp;gt;&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Multi-Layer HP Gauge VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: September 18, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** HP Gauges will no longer cover up Tutorial Panel System's windows. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== August 14, 2025 - Update #152 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 6&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.52: August 14, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Passive States with custom JS conditions should be less prone to infinite loops. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.12: August 14, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where cancelling attack and then moving, despite having pass turn on, would still cause the attack to go through. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: August 14, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor is newly added during battle, while the battle would compensate and give the party an extra action to work with, the newly added actor would not get a turn. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Date and Time System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: August 14, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added warning to these Plugin Commands:&lt;br /&gt;
*** Game Time: Record to Variable(s)&lt;br /&gt;
*** Real Time: Record to Variable(s)&lt;br /&gt;
**** Does NOT overwrite automatic variables used in Plugin Parameters.&lt;br /&gt;
** Added segment to Plugin Parameters: Game Time Variables &amp;amp; Switches&lt;br /&gt;
*** Changing these variables' values does not mean the Game Time will be changed in-game. These variables are just for automatically reading what the Game Time is. If you wish to change the Game Time, you will need to use the Plugin Commands &amp;quot;Change Date To&amp;quot; and &amp;quot;Change Time To&amp;quot; instead.&lt;br /&gt;
** Added segment to Plugin Parameters: Real Time Variables &amp;amp; Switches&lt;br /&gt;
*** Changing these variables' values does not mean the Real Time will be changed in-game. These variables are just for automatically reading what the Real Time is. Real Time value cannot be changed by the plugin.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.35: August 14, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the battle had no battle back setting and is using a map snapshot, the snapshot would be overwritten if the player enters the party change menu from battle. This should no longer occur and the map snapshot will be preserved. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Button Common Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: August 14, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When &amp;quot;Forbid Default Bound Keys&amp;quot; is enabled, walking over below/above priority events with Player Touch or Event Touch can enable them over and over again if they do not have any kind of stop measure until the player fully steps on the tile. This should no longer happen. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== July 17, 2025 - Update #151 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 7&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Aggro Control System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.20: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if a party member who provoked an enemy decided to switch out, the provoke effect would be retained and cause the enemy to bug out and crash the game. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: July 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** If traits were turned off, there would be a crash. Crash is now fixed. Applies to retraining, too. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Crafting System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.24: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a name masking bug that would result in a crash. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.34: July 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with TPB when using the in-battle Party switch command from the Party Command Window. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Weapon Swap System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the default status scene would not display the correct weapons. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Mastery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Before, if a skill with a common event would defeat an enemy, it wouldn't grant the user any mastery EXP. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Better compatibility with Equip Battle Skills!&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[CG Gallery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the CG Gallery would crash if Completion or Progress displays were turned off. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== June 12, 2025 - Update #150 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 9&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.87: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;JS Accuracy&amp;gt;&amp;lt;/nowiki&amp;gt; and related notetags did not work. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where dual wielding weapons with HP/MP bonuses would cause the max cache values to fluctuate per hit. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added fail safes for plugins that would sometimes add null battlers to animation queues. This update prevents crashes for potential checks.&lt;br /&gt;
** Added better compatibility with Message Core's text language change. Enemy names did not convert prior to placing state icons and would cause misalignment.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (7 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.19: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where notetags like &amp;lt;nowiki&amp;gt;&amp;lt;Target: Enemy or Ally&amp;gt;&amp;lt;/nowiki&amp;gt; would cause action fusions to not work properly. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where some special targeting cases were not preserved when performing action fusions. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.15: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;quot;Fastest AGI First&amp;quot; mechanic was always on under most conditions. When this plugin parameter is off, the party order will always go by party index instead. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Class Change System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: June 12, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;CP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** CP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;JP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** JP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** These are the additive versions of &amp;lt;nowiki&amp;gt;&amp;lt;CP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;JP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where Skill &amp;amp; States Core's &amp;lt;nowiki&amp;gt;&amp;lt;Hide in Battle&amp;gt;&amp;lt;/nowiki&amp;gt; is bypassed if used together with &amp;quot;All Skills&amp;quot; in the Battle Command controller. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Furniture System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if a template is not the neutral center pattern, the furniture cursor would not display it correctly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where some QTE's did not work properly in battle. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Learn System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: June 12, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;AP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** AP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;SP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** SP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** These are the additive versions of &amp;lt;nowiki&amp;gt;&amp;lt;AP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;SP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Database Inheritance VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where parameters for classes would be inherited when this notetag should only be for equipment and enemies. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== May 15, 2025 - Update #149 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 16&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.54: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the text width of translated text was not taken into account. Fix made by Arisu&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (7 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where certain notetag combinations would cause crashes. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where using aura or miasma effects from Skills &amp;amp; States Core would cause the game to crash if there were not enough battle grid node slots to accommodate all characters, even if they were in the reserve. As a result, aura and miasma effects now only affect battle members.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for &amp;lt;nowiki&amp;gt;&amp;lt;Aura Range: type&amp;gt;&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;&amp;lt;Miasma Range: type&amp;gt;&amp;lt;/nowiki&amp;gt; notetags&lt;br /&gt;
*** Aura/Miasma effects do not affect characters not in active party.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ETB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor performs a forced action while &amp;quot;Maintain Same Actor?&amp;quot; plugin parameter is enabled, the forced action would double. This should now be fixed.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - FTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor performs a forced action while &amp;quot;Maintain Same Actor?&amp;quot; plugin parameter is enabled, the forced action would double. This should now be fixed.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where adding states with Action Times+ would add too many actions. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bestiary VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Message Core's text language settings. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Crafting System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.23: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Message Core's text language settings. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.33: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility for $gameParty.swapOrder function to allow it to work on the map. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Active Chain Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: May 15, 2025&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** Added under &amp;quot;Active Chain Skills&amp;quot;:&lt;br /&gt;
*** Auto Battle Timing&lt;br /&gt;
**** If an actor with auto battle uses a skill that can chain, they will pick a chain skill within 200 milliseconds after the skill has started. If the active chain mechanic is disabled within this time frame (through an action sequence command) then no chain skill will be automatically selected.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added a 200 millisecond delay before a chain skill is automatically selected through Auto Battle. This is done to give action sequences enough time to disable the Active Chain Mechanic if they want to.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Boost Action VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause Boost Points to not work properly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Better compatibility with Visual Item Inventory. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Steal Items VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause a crash if an enemy has no items that can be stolen when using snatch functionality. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Cursor VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the battle cursor position could appear on non-rounded numbers, causing pixel bleeding between frames. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Button Common Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When a common event is launched while the player is moving onto a below or above priority event with Player Touch or Event Touch, the event action would be skipped. This should no longer happen. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Unique Tile Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: May 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;quot;Warning! RPG Maker MZ Version 1.5.0+ Water-Tile Bug!&amp;quot; section:&lt;br /&gt;
*** As of version 1.9.0+, these two methods no longer work to fix the problem. There is a Plugin Parameter added to disable the error message. However, this does not mean that the tileset flag data is fixed. Turn off the error message at your will.&lt;br /&gt;
* Added new Plugin Parameter:&lt;br /&gt;
** Plugin Parameters &amp;gt; Enable Error Message?&lt;br /&gt;
*** Display error message for tilesets with incomplete flag data?&lt;br /&gt;
*** Disabling does not fix the problem.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Item Inventory VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Tooltip window now accounts for target window's scaling (ie Frontview Battle UI). Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== April 17, 2025 - Update #148 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 9&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.51: April 17, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Skill Toggle Settings&lt;br /&gt;
**** Skill toggles are a new type of skill. They do not perform any actions but instead, will switch on/off any passive effects the skill has.&lt;br /&gt;
**** Enemies are unable to switch Toggle Skills and the passive effects on a Toggle Skill for an enemy will always be considered ON.&lt;br /&gt;
**** See the help file for more information.&lt;br /&gt;
** New Notetags added by Olivia:&lt;br /&gt;
*** Skill Toggle Notetags:&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Initial Toggle: On/Off&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle Exclusion Group: key&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle On Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle Off Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
***** See the help file for more information.&lt;br /&gt;
&lt;br /&gt;
[[File:SkillToggle.gif]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: April 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where flex fusion combinations did not work properly and where the strict fusion combinations would draw from flex fusions. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.20: April 17, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Message Tails &amp;gt; Auto-Position &amp;gt; Auto-Correct X&lt;br /&gt;
**** Auto-corrects Message Tail position X when used with Auto-Position but are too close to edge of screen.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Boost Action VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.12: April 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Better compatibility with Message Core's wordwrap.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** The follow text codes now have added notes to them:&lt;br /&gt;
*** \boost&amp;gt;=x[text]&lt;br /&gt;
*** \boost&amp;gt;x[text]&lt;br /&gt;
*** \boost=x[text]&lt;br /&gt;
*** \boost&amp;lt;x[text]&lt;br /&gt;
*** \boost&amp;lt;=x[text]&lt;br /&gt;
**** Added note: In battle use only!&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** \boost=0[x] now functions the same as \boost0[x] and does not require being in battle. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.15: April 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor does not have Preserve TP and their TP changes on the map scene, the TP gauge does not reflect the new changes. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Limited Skill Uses VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: April 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Skills &amp;amp; States Core's new Skill Toggles.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Cooldowns VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: April 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Skills &amp;amp; States Core's new Skill Toggles.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Victory Aftermath VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.23: April 17, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Olivia:&lt;br /&gt;
*** System: Change Victory BGM&lt;br /&gt;
**** Changes victory BGM.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Full Field Recovery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: April 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where items would get used on dead party members even if the item did not allow targeting dead party members in its scope. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; General &amp;gt; Mechanics &amp;gt; Heal HP? &amp;gt; Prioritize Lowest %?&lt;br /&gt;
**** Prioritize using healing items on lowest HP% member first?&lt;br /&gt;
**** If off, heal members in party order.&lt;br /&gt;
*** Parameters &amp;gt; General &amp;gt; Mechanics &amp;gt; Heal MP? &amp;gt; Prioritize Lowest %?&lt;br /&gt;
**** Prioritize using healing items on lowest MP% member first?&lt;br /&gt;
**** If off, heal members in party order.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== March 20, 2025 - Update #147 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 11&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.50: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Changed the description of Plugin Parameter 'Action End Update' to 'Refer to &amp;quot;Major Changes&amp;quot; in Help File for explanation.'&lt;br /&gt;
** Added examples of &amp;quot;Action End Update&amp;quot; under &amp;quot;Major Changes&amp;quot;&lt;br /&gt;
*** The new state: &amp;quot;Fiery Blade&amp;quot; will allow the affected battler to deal fire elemental damage. With Action End, this means for 5 actions, those attacks will deal fire damage.&lt;br /&gt;
*** This means that if no action is taken, due to a status effect like &amp;quot;Sleep&amp;quot; or &amp;quot;Stun&amp;quot;, then the duration count will not decrease.&lt;br /&gt;
*** On the flip side, if the battler performs multiple actions a turn, then the duration count drops faster because more actions have been spent.&lt;br /&gt;
*** However, if this &amp;quot;Fiery Blade&amp;quot; state was using Turn End instead, it will have its duration reduced by 1 each turn, regardless of &amp;quot;Sleep&amp;quot; or &amp;quot;Stun&amp;quot; states, and regardless of how many actions are performed each turn.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.34: March 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Field ATB Gauge no longer stays visible during victory sequence. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; QTE Settings &amp;gt; Input Buffer Leeway&lt;br /&gt;
**** How many input buffer frames of leeway should be granted to Button Sequence QTE?&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Tutorial Panel System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Scene Battle &amp;gt; Button Assist Window&lt;br /&gt;
**** Button Assist Window &amp;gt; Background Type&lt;br /&gt;
**** Button Assist Window &amp;gt; JS: X, Y, W, H&lt;br /&gt;
***** Added menu button assist to the battle scene where it previously was not available.&lt;br /&gt;
***** Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Auto Skill Triggers VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; General Settings:&lt;br /&gt;
**** These are general settings used for this plugin. These are primarily used to impose a limit on the number of auto skill triggers that can happen per battler per turn (meaning each member in battle has that limit individually and not as a whole). Generally speaking, we recommend imposing limits limits like MP costs, TP costs, cooldowns, and the like.&lt;br /&gt;
**** This is because auto skill triggers, when left unchecked and reacting to everything, can cause a runaway effect where the player no longer inputs anything. Instead, it is best to put a limit (even if high) on the number of auto triggers to prevent such a thing from happening.&lt;br /&gt;
**** If you still want seemingly unlimited auto skill triggers, change the numbers to 100 or something, but keep in mind that we're not responsible for runaway effects when the risk of it happening is already mentioned.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Limit Per Turn (Turn-Based)&lt;br /&gt;
**** Turn-Based Only. How many triggers per battler per turn? Higher risk of runaway auto triggers at higher counts.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Limit Per Turn (TPB-Based)&lt;br /&gt;
**** TPB-Only. How many triggers per battler per turn? Higher risk of runaway auto triggers at higher counts.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle AI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.29: March 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem with TPB actions causing conflicts in AI registration of certain abilities. This would lead to crashes. Should be no more. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Boost Action VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Mirror Animation&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Mute Animation&lt;br /&gt;
**** Mirror/Mute the effect animation?&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Repeat Animation?&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Repeat &amp;gt; Repeat Cycle&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Repeat &amp;gt; Mirror Animation&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Repeat &amp;gt; Mute Animation&lt;br /&gt;
**** Allows repeating animations while boosted and inputting.&lt;br /&gt;
**** Only repeated during command input.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Mastery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; General &amp;gt; Window_ActorCommand &amp;gt; Show Level in Name?&lt;br /&gt;
**** Show the skill level in name for single skills?&lt;br /&gt;
**** Only applies to Window_ActorCommand!&lt;br /&gt;
**** Not all skill name displays will show skill levels.&lt;br /&gt;
*** Parameters &amp;gt; General &amp;gt; Window_ActorCommand &amp;gt; Show Mastery Gauge?&lt;br /&gt;
**** Show the mastery gauge for single skills?&lt;br /&gt;
**** Only applies to Window_ActorCommand!&lt;br /&gt;
**** Not all skill name displays will show skill levels.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Cutin Effect VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Cutin Layer&lt;br /&gt;
**** Where do you want the visual cutins layer placed?&lt;br /&gt;
***** Top - Above Everything Else&lt;br /&gt;
***** Below - Below UI Elements (Default)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual State Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.24: March 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash that would occur upon state removal regarding hovering. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Weakness Popups VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Any Weakness &amp;gt; Animation ID&lt;br /&gt;
**** Play this animation when weakness effect activates.&lt;br /&gt;
**** Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Any Weakness &amp;gt; Animation ID &amp;gt; Mirror Animation&lt;br /&gt;
*** Plugin Parameters &amp;gt; Any Weakness &amp;gt; Animation ID &amp;gt; Mute Animation&lt;br /&gt;
**** Mirrors/mutes the weakness effect animation?&lt;br /&gt;
**** Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== February 20, 2025 - Update #146 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 33&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.87: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Under Plugin Parameters: Menu Button Assist Window&lt;br /&gt;
*** Added text segments under Split &amp;quot;Escape&amp;quot;&lt;br /&gt;
**** This means you need to go to your own project's rmmz_core.js and modify Input.keyMapper to have buttons with &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot; instead of only &amp;quot;escape&amp;quot;.&lt;br /&gt;
**** If there are none found, an error message will appear telling you to do so, or set the 'Split &amp;quot;Escape&amp;quot;' option to false.&lt;br /&gt;
**** If you are using Options Core's Rebind Keyboard option, be sure to have those have &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot; options inside there, too.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Parameters &amp;gt; Button Assist &amp;gt; Split &amp;quot;Escape&amp;quot; will now show an error message if a custom Input.keyMapper is not found with the &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot; keys implemented. Update made by Irina.&lt;br /&gt;
** Updated Plugin Parameters &amp;gt; Button Assist &amp;gt; Split &amp;quot;Escape&amp;quot; description for Plugin Parameters to add in the following text: Requires custom Input.keyMapper with &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot;.&lt;br /&gt;
** Added better compatibility with WASD controls as to prioritize showing the arrow keys rather than the W, A, S, D keys. Also applies to any other rebindings.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (7 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.28: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated to add extra note to &amp;quot;Status Menu Settings&amp;quot;&lt;br /&gt;
*** Plugin Parameters &amp;gt; Status Menu Settings &amp;gt; Elements &amp;gt; IDs: Column 1/2&lt;br /&gt;
**** If you have a lot of elements and a single column does not have enough room to display them all, use these Plugin Parameters to split them up into two columns.&lt;br /&gt;
**** This can also be used for those who wish to separate their elements between physical and magical elements, major and minor, etc.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.58: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Optimize no longer allows player to bypass the following notetags: &amp;lt;nowiki&amp;gt;&amp;lt;Equip Copy Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;, &amp;lt;nowiki&amp;gt;&amp;lt;Equip Weapon Type Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;, and &amp;lt;nowiki&amp;gt;&amp;lt;Equip Armor Type Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Main Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.27: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.53: February 20, 2025, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an error with text language translations not working properly for the last listed language in the translation sheet. Fix made by Irina.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Text Language Information section included for TSV.&lt;br /&gt;
** Updated text code note for \picture&amp;lt;nowiki&amp;gt;&amp;lt;x&amp;gt;&amp;lt;/nowiki&amp;gt; and \CenterPicture&amp;lt;nowiki&amp;gt;&amp;lt;x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Options Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.28: February 20, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added a fail safe to prevent crashes when pressing F4/Full Screen too early while the game is loading. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Save Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: February 20, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Whenever the background picture is now snapped for a screenshot (usually for a menu), the autosave confirmation window will no longer be included in it if the player reenters a menu immediately after going to map scene. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.49: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where causing a dead battler to refresh afterwards would yield multiple death states on that battler. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (14 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Animated Message Text Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where for certain battle layouts, the BTB Action Counter on the actor command window would start off center. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Class Change System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash that would occur upon loading a save game that was made before Class Change System was installed. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Enhanced TP System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Medal System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Passive System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.19: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different face sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Horror Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Crafting System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity to &amp;lt;nowiki&amp;gt;&amp;lt;Craft Batch&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** Items CANNOT add themselves!&lt;br /&gt;
*** ie. Item 'Super Potion' must not give Item 'Super Potion'.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Add fail safes to prevent items from having batch entries add themselves. Added by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[More Currencies VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Picture Choices VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Picture Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.01: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: February 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated &amp;quot;Major Changes&amp;quot; section:&lt;br /&gt;
*** Face Dimensions&lt;br /&gt;
**** With the updated release of RPG Maker MZ 1.9.0, you can now change face sizes within the database's system settings. However, this plugin's default settings are geared towards the default face sizes of 144 x 144 pixels. If you do wish to change their sizes, you will need to adjust this plugin's Plugin Parameters accordingly to make the object offsets look correct. The plugin will not automatically adjust them for you.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Shop Batches VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity to &amp;lt;nowiki&amp;gt;&amp;lt;Shop Batch&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** Items CANNOT add themselves!&lt;br /&gt;
*** ie. Item 'Super Potion' must not give Item 'Super Potion'.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Add fail safes to prevent items from having batch entries add themselves. Added by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.01: February 20, 2025&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Gauge Styles VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where for certain gauges, the &amp;quot;sectioned&amp;quot; gauge style would not fill past the first section. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Gold Display VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Animated Pictures VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Attached Pictures VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Break Shields VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Visibility VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with some of the more recent Message Core additions.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Picture Common Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== January 16, 2025 - Update #145 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 21&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.86: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different line height settings. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.86: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where during Active TPB, actors were not showing damage motions. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug regarding the in-battle status requiring that the Main Menu Core to be installed when other plugins are also present. Fix by Olivia.&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;Exclude From Status Listing&amp;gt;&amp;lt;/nowiki&amp;gt; notetag was not working properly due to a documentation typo of &amp;lt;nowiki&amp;gt;&amp;lt;Exclude From Status List&amp;gt;&amp;lt;/nowiki&amp;gt;. Both notetags should now work. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added clarity for Plugin Parameters &amp;gt; Party Command Window Settings &amp;gt; Help Window&lt;br /&gt;
** Added clarity for Plugin Parameters &amp;gt; Actor Command Window Settings &amp;gt; Help Window&lt;br /&gt;
*** The Help Window will only appear for 'Border' and 'Frontview Battle UI' battle layouts.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Irina:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Under&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** If this tag is found in an animation's name, the animation will appear under battlers while in battle.&lt;br /&gt;
***** This effect only applies to battlers in the battle scene.&lt;br /&gt;
***** Under effect is NOT applied to status window portraits.&lt;br /&gt;
***** Under effect is NOT applied to projectile animations.&lt;br /&gt;
** Added new Action Sequence Projectile settings:&lt;br /&gt;
*** Extra Settings &amp;gt; End Animation ID:&lt;br /&gt;
**** Plays an animation when projectile reaches target.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.27: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different line height settings. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.57: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different line height settings. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Status Info&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** For clarity regarding &amp;quot;Damage Multiplier&amp;quot; and &amp;quot;HP Recovery&amp;quot;/&amp;quot;HP Damage&amp;quot;:&lt;br /&gt;
**** &amp;quot;Damage Multiplier&amp;quot; refers to the amount determined by damage formulas.&lt;br /&gt;
**** &amp;quot;HP Recovery&amp;quot;/&amp;quot;HP Damage&amp;quot; refers to the &amp;quot;Recover HP&amp;quot; database effect.&lt;br /&gt;
**** Likewise, the same will apply to &amp;quot;MP Recovery&amp;quot;/&amp;quot;MP Damage&amp;quot; if the damage formula type is to deal MP recovery/damage instead.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Status Style: type&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Changes up the way the shop status window displays data for this database object in particular.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Custom Status Parameters: name, name, name&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Customize which parameters are displayed for this equipment object's shop status window.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (11 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where certain grid node targeting scopes did not work properly. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Battle A.I. regarding scopes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.33: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an actor softlock issue where if charm, berserk, and confusion can lock a 100% charged actor for Active ATB.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarification for Plugin Parameter &amp;quot;Stuns Reset Gauge?&amp;quot;:&lt;br /&gt;
*** Charm, Berserk, and Confusion states will still reset the ATB Gauge.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ETB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the entire party is completely restricted via stun, charm, confusion, or berserk, entire turns would be skipped for both actors and enemies. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - FTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the entire party is completely restricted via stun, charm, confusion, or berserk, entire turns would be skipped for both actors and enemies. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the entire party is completely restricted via stun, charm, confusion, or berserk, entire turns would be skipped for both actors and enemies. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bright Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed bug with Tilt Shift effect not applying correctly when exiting a menu upon reentering the map scene. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different lineheight settings. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Lighting Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated documentation for following notetags:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Offset: +x, +y&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Used with the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Center Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag if the Plugin Parameters dictate using hand offsets.&lt;br /&gt;
**** As of the v1.10 update of this plugin, the presence of this tag will also automatically include the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Center Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light d Pattern p: +x, +y&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Used with the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Hand Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag if the Plugin Parameters dictate using non-hand offsets.&lt;br /&gt;
**** As of the v1.10 update of this plugin, the presence of this tag will also automatically include the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Hand Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Using &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Offset: +x, +y&amp;gt;&amp;lt;/nowiki&amp;gt; on an event will automaticaly use the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Center Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag as of this update.&lt;br /&gt;
** Using &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light d Pattern p: +x, +y&amp;gt;&amp;lt;/nowiki&amp;gt; on an event will automatically use the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Hand Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag as of this update.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Picture Choices VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.01: January 16, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Commands &amp;quot;Picture Settings: Change ID(s)&amp;quot; and &amp;quot;Change Range&amp;quot; are updated to display an error message if On Select and On Deselect settings are the same.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Same Check&lt;br /&gt;
**** Checks to see if On Select and On Deselect settings are the same and pops up an error message.&lt;br /&gt;
**** This is to prevent the impression that the plugin is unresponsive when the plugin command settings would have instructions for no change otherwise.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Learn System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a compatibility bug that would cause the last skill of a list to be removed from learning. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Weapon Swap System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor does not have any weapons equipped, the &amp;quot;Swap&amp;quot; command will not appear. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Action Sequence Projectiles VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: January 16, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added new Action Sequence Projectile settings:&lt;br /&gt;
*** Extra Settings &amp;gt; End Animation ID:&lt;br /&gt;
**** Plays an animation when projectile reaches target.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle AI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.28: Version 1.10: January 16, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Battle Grid System regarding scopes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Enemy Levels VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where this plugin would suppress Elements &amp;amp; Status Menu Core trait image properties.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added notes for &amp;lt;nowiki&amp;gt;&amp;lt;Level x Image: filename&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;Level Images&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** If using VisuMZ_1_ElementStatusCore and the enemy uses a custom trait- related notetag that alters its battler, this notetag will be suppressed unless it's the original battler name being used.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: January 16, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where graphical updates did not update properly for FTB/ETB battle systems. Fix made by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Battle Settings &amp;gt; Damage Offset&lt;br /&gt;
*** Parameters &amp;gt; Battle Settings &amp;gt; Damage Offset &amp;gt; Offset X&lt;br /&gt;
*** Parameters &amp;gt; Battle Settings &amp;gt; Damage Offset &amp;gt; Offset Y&lt;br /&gt;
**** How many pixels to offset the damage popup x/y position?&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[New Game Plus VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where New Game+ data did not carry over if the starting party did not have any actors in it. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[State Tooltips VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Added a failsafe to prevent crashes from party members that left. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== December 19, 2024 - Update #144 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 13&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.56: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where newly added equipment would cause crashes upon interaction. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.52: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Text Codes added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;left&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;center&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;right&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** When used in the Map Name, instead of aligning the text which is centered by default, the text code will align the horizontal position of the name displayed on the screen.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;top&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;middle&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;bottom&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** When used in the Map Name, the text code will align the vertical position of the name displayed on the screen.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;X: +n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;X: -n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Y: +n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Y: -n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Adjusts the horizontal/vertical position of map name by 'n' value.&lt;br /&gt;
*** All of these text codes require VisuMZ_0_CoreEngine installed and its &amp;quot;Map Name Text Code&amp;quot; plugin parameter enabled.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Options Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.27: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added new section in help file for &amp;quot;Keyboard/Controller Rebind Settings&amp;quot;:&lt;br /&gt;
*** Late Retroactive Updating of WASD&lt;br /&gt;
**** If you've decided to enable Keyboard/Controller Rebind, decided to enable VisuMZ Core Engine's &amp;quot;WASD Movement&amp;quot; after your project has config.rmmzsave in your project's /save/ folder, then the newly added 'WASD Controls' will NOT be updated retroactively.&lt;br /&gt;
**** This can be remedied in one of two ways:&lt;br /&gt;
***** 1. Go into your keybindings and add them in manually (arrow keys still retain functionality). You may need to readjust the &amp;quot;Shift Right&amp;quot; option, too.&lt;br /&gt;
***** 2. Delete the config.rmmzsave file from /save/ and the game will generate you a new one with the updated &amp;quot;WASD Movement&amp;quot; controls.&lt;br /&gt;
**** This retroactive non-update will only affect your players if they've already begun playing your game with a version before &amp;quot;WASD Movement&amp;quot; was enabled and has a config.rmmzsave file already made. Players that are affected by this can just simply update and add the 'WASD controls' on their own.&lt;br /&gt;
**** Otherwise, a new player would not experience this at all.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.48: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Auras &amp;amp; Miasmas added by Olivia:&lt;br /&gt;
*** Auras are a type passive that affects an allied party. Miasmas are a type of passive that affects an opposing party. Auras and Miasmas only need to come from a single source to give an entire party or troop a passive provided that the battler emitting the aura/miasma is alive and in battle.&lt;br /&gt;
** New Notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Aura State: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Emits an aura that affects the battler's allies and gives each affected member passive state(s) 'x'.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Miasma State: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Emits an aura that affects the battler's opponents and gives each affected member passive state(s) 'x'.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Not User Aura&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Prevents the emitting user from being affected by the related aura.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Allow Dead Aura&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Allow Dead Miasma&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Allows aura/miasma to continue emitting even after the emitting user is in a dead state.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Dead Aura Only&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Dead Miasma Only&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Allows aura/miasma to only emit if the emitting user is in a dead state&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCore_Aura.png|600px]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Aura Range: type&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Miasma Range: type&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Used together with &amp;lt;nowiki&amp;gt;&amp;lt;Aura State: x&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;Miasma State: x&amp;gt;&amp;lt;/nowiki&amp;gt; from VisuMZ_1_SkillsStatesCore!&lt;br /&gt;
**** Restricts the range in which the aura/miasma passive is emitted from the user.&lt;br /&gt;
**** Read the help file for more information.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.32: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a few features that bled over into CTB if the game project used both ATB and CTB battle systems simultaneously. Fix made by Olivia.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;quot;Stuns Reset Gauge&amp;quot; set to &amp;quot;Don't Reset&amp;quot; should now work as expected for both actors and enemies, instead of just actors, while they are in the casting state. Update made by Olivia.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Class Change System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New plugin parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; General Settings &amp;gt; Select Same Subclass?&lt;br /&gt;
**** Allow selecting the same subclass that's already equipped in that slot?&lt;br /&gt;
**** Mostly an aesthetic thing to allow/prevent the same subclass from being selected if that's what you want to control.&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Confirm Animation ID &amp;gt; Play for Unassign?&lt;br /&gt;
**** Play animation for unassigning a subclass?&lt;br /&gt;
**** Mostly an aesthetic thing to play/not play animations when unassigning a subclass if that's what you want to control.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the button console was top positioned and the buttons were hidden, the rest of the text would not readjust. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.32: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause a crash upon adding new members if the VisuStella Core Engine wasn't installed. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Action Sequence Camera VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.15: December 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better support for MV-style animations when used against frontview actors.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual State Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.23: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated targets &amp;lt;nowiki&amp;gt;&amp;lt;Repeat Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;Repeat Animation Cycle: x&amp;gt;&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Expanded database targets for notetags: &amp;lt;nowiki&amp;gt;&amp;lt;Repeat Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;Repeat Animation Cycle: x&amp;gt;&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
*** From State Notetags only to Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Gab Window VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where attached event gabs did not scale properly with zoom. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Added new &amp;quot;Optional Settings&amp;quot; for various Gab Plugin Commands:&lt;br /&gt;
*** Sound Volume&lt;br /&gt;
*** Sound Pitch&lt;br /&gt;
*** Sound Pan&lt;br /&gt;
**** Previously, these were not available and defaulted to standard settings used by RPG Maker MZ.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Map Camera Zoom VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: December 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with outside plugins when doing battle transitions. Camera will automatically focus the player if the &amp;quot;Adapt Battle Encounter Ani&amp;quot; is enabled.&lt;br /&gt;
** Added better compatibility with VisuMZ's Event Title Scene plugin.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== November 14, 2024 - Update #143 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 13&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.55: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where you can no longer attempt to equip an actor with zero equip slots and causing a crash. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;lt;Status Info&amp;gt;&lt;br /&gt;
*** Used for: Skill, Item, Weapon, Armor Notetags&lt;br /&gt;
**** Replace 'key' with one of the following for weapons and armors:&lt;br /&gt;
***** 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK'&lt;br /&gt;
***** For those with VisuMZ_0_CoreEngine:&lt;br /&gt;
****** 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', 'HRG', 'MRG', 'TRG'&lt;br /&gt;
****** 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', 'MDR', 'FDR', 'EXR'&lt;br /&gt;
**** Only relevant if the Draw Style for equipment is &amp;quot;classic&amp;quot; or &amp;quot;double&amp;quot;.&lt;br /&gt;
** Updated &amp;lt;Custom Status Info&amp;gt; notetag:&lt;br /&gt;
*** Used for: Skill, Item, Weapon, Armor Notetags&lt;br /&gt;
**** When used with weapon or armor database objects, this information is only relevant if the Draw Style for equipment is &amp;quot;classic&amp;quot; or &amp;quot;double&amp;quot;.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameters:&lt;br /&gt;
*** Parameters &amp;gt; Shop Status Window &amp;gt; Data Style:&lt;br /&gt;
**** How do you wish to display equipment data?&lt;br /&gt;
***** Compare - Compares selected equip to equipped gear&lt;br /&gt;
****** Lists all main party actors&lt;br /&gt;
****** Displays the parameter differences when equipped&lt;br /&gt;
****** Calculates custom JS values&lt;br /&gt;
***** Classic - Shows basic parameters of selected equip&lt;br /&gt;
***** Double - Shows basic parameters in double columns&lt;br /&gt;
****** Involves no actors, only shows the item's stats&lt;br /&gt;
****** Shows weapon or armor specific parameters&lt;br /&gt;
****** Does not show custom JS values as those are calculated per actor&lt;br /&gt;
****** Does not show custom parameters as those are calculated per actor&lt;br /&gt;
****** Use &amp;lt;Status Info&amp;gt; and &amp;lt;Custom Status Info&amp;gt; notetags to overwrite or add custom data to classic equip data&lt;br /&gt;
**** Data Style &amp;gt; Classic Style:&lt;br /&gt;
**** Data Style &amp;gt; Double Style:&lt;br /&gt;
***** Added Weapon Params&lt;br /&gt;
***** Added Armor Params&lt;br /&gt;
****** Display these parameters when a weapon/armor is selected.&lt;br /&gt;
****** Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
[[File:ItemEquipCore_StatusWindowStyles.png|600px]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: November 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Main Menu Core's force show/hide and force enable/disable Plugin Commands for Class, Equip, Skills, and Status commands. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the &amp;lt;OTB Target Follow Turn: +x&amp;gt; and similar notetags altered the following turn regardless of the presence of the target in current turn order. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Date and Time System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where turns were added to each state without using any of the notetag effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Horror Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where some horror effects would reset upon leaving the screen and/or exiting the menu. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Lighting Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated documentation for following notetags:&lt;br /&gt;
*** &amp;lt;Radial Light Flash Rate: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Radial Light Flare Rate: x%&amp;gt;&lt;br /&gt;
**** To include the following:&lt;br /&gt;
***** Must be used with a lower opacity setting.&lt;br /&gt;
****** Use with &amp;lt;Radial Light Opacity: x%&amp;gt; notetag.&lt;br /&gt;
****** If &amp;lt;Radial Light Opacity: x%&amp;gt; is not used, default to 50%.&lt;br /&gt;
*** &amp;lt;Conical Light Flash Rate: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Conical Light Flare Rate: x%&amp;gt;&lt;br /&gt;
**** To include the following:&lt;br /&gt;
***** Must be used with a lower opacity setting.&lt;br /&gt;
****** Use with &amp;lt;Conical Light Opacity: x%&amp;gt; notetag.&lt;br /&gt;
****** If &amp;lt;Conical Light Opacity: x%&amp;gt; is not used, default to 50%.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Notetags for flash/flare rates will now automatically default the opacity level of a light to 50% if the opacity notetag is not present. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle AI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.27: November 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Skill Cooldowns' &amp;lt;Once Per Turn&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Evolution Matrix Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: November 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility between Evolution Matrix Skills and Battle Grid System's targeting for nodes. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Cooldowns VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Irina:&lt;br /&gt;
*** &amp;lt;Once Per Turn&amp;gt;&lt;br /&gt;
**** Makes the skill only usable once per turn. Cannot be used in TPB, ATB, or CTB. Does not apply outside of battle.&lt;br /&gt;
**** Best used with actors/enemies that perform multiple actions per turn.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[State Tooltips VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;lt;Help Description&amp;gt; notetag documentation:&lt;br /&gt;
*** This is used as a common notetag between Battle Core's state descriptions and State Tooltips' state descriptions.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;State Tooltip Description&amp;gt;&lt;br /&gt;
**** A prioritized help description used to separate from the common help description notetag shared with Battle Core's In-Battle Status.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Gab Window VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added section &amp;quot;Clearing Up Misunderstandings&amp;quot;:&lt;br /&gt;
*** Gabs are NOT part of the Event List&lt;br /&gt;
**** For events with Show Text messages, the game goes through the event list one by one until it reaches the end. This does not apply to Gabs. The Plugin Commands that add Gabs add them into a queue outside of the event list and therefore, any events that may be intended for gabs to be finished will launch immediately unless there are event commands or plugin commands that will cause the event list to wait for them.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Side Chatter VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added section &amp;quot;Clearing Up Misunderstandings&amp;quot;:&lt;br /&gt;
*** Side chatter is NOT part of the Event List&lt;br /&gt;
**** For events with Show Text messages, the game goes through the event list one by one until it reaches the end. This does not apply to side chatter. The Plugin Commands that add side chatter add them into a queue outside of the event list and therefore, any events that may be intended for side chatter to be finished will launch immediately unless there are event commands or plugin commands that will cause the event list to wait for them.&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Arisu:&lt;br /&gt;
*** Side Chatter: Wait&lt;br /&gt;
**** Causes the game to wait until there is no more side chatter.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Parallaxes VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: November 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added reflection compatibility with spawned events.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== October 17, 2024 - Update #142 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 18&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.85: October 17, 2024&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Updated to fit RPG Maker MZ's updated 1.8.1 version better.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.85: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the enemy name's visibility would remain after an action has taken place and before inputting is done. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where the &amp;quot;Name Visibility As Target&amp;quot; plugin parameter did not work properly. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;lt;Help Description&amp;gt; notetag documentation:&lt;br /&gt;
*** This is used as a common notetag between Battle Core's state descriptions and State Tooltips' state descriptions.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;In-Battle Status Description&amp;gt;&lt;br /&gt;
**** A prioritized help description used to separate from the common help description notetag shared with State Tooltips.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Actor Battlers &amp;gt; Frontview &amp;gt; Portrait Animations &amp;gt; Each Target&lt;br /&gt;
*** Actor Battlers &amp;gt; Frontview &amp;gt; Portrait Animations &amp;gt; Center of All&lt;br /&gt;
*** Actor Battlers &amp;gt; Frontview &amp;gt; Portrait Animations &amp;gt; Center of Screen&lt;br /&gt;
**** Place animations on top or behind for these display types?&lt;br /&gt;
*** Battle Log &amp;gt; Action Changes &amp;gt; Show Counter? &amp;gt; Wait Frames&lt;br /&gt;
*** Battle Log &amp;gt; Action Changes &amp;gt; Show Reflect? &amp;gt; Wait Frames&lt;br /&gt;
*** Battle Log &amp;gt; Action Changes &amp;gt; Show Substitute? &amp;gt; Wait Frames&lt;br /&gt;
**** If devs allow the results of counters, reflects, and substitutes, there wasn't enough time before to allow the text to be visible on screen. You can now adjust how many frames are now visible if text is shown.&lt;br /&gt;
**** Default values are left at 0 as to not interrupt currently existing action sequences.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.54: October 17, 2024&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If &amp;quot;Modern Controls&amp;quot; is selected while &amp;quot;Remove Equip&amp;quot; and &amp;quot;Optimize&amp;quot; are gone from the Equip Menu, right click will exit the menu. Feature added by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Main Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.26: October 17, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for updated features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Due to conflicts with deployment, the Custom Mouse Cursor has its base location moved from /img/system/ to /icon/.&lt;br /&gt;
** Please move the cursor file(s) as well as update the Plugin Parameters.&lt;br /&gt;
** Sorry for the inconvenience.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.51: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where \LastGainObj text code did not work with text language key codes. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added note to Text Language Information &amp;gt; How to Enable Switching&lt;br /&gt;
*** IMPORTANT! The separator used for the CSV file must be a semicolon (;) and not a comma (,) as to reduce the amount of punctuation conflicts. Keep this in mind as most CSV editors will default to comma (,) instead of the semicolon (;) for their separator.&lt;br /&gt;
** Added note to Text Language Information &amp;gt; Naming Weapon Types, etc:&lt;br /&gt;
*** You might have noticed that if you've decided to use \tl{keyName} for weapon or other database types, other parts of the game will error out. Don't worry, for these, you don't have to change the currently used database name. Go straight to the CSV and insert in a new key for that particular database name. For example, the equip type &amp;quot;Accessory&amp;quot; will use &amp;quot;Accessory&amp;quot; as the automatic key to look for a translated phrase. If there isn't any in the CSV file, then the default database text entry will be used.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Text Language Settings &amp;gt; Language Fonts&lt;br /&gt;
**** Different default fonts used for different languages. This allows different stylistic choices to be made for different languages in case the current font you're using doesn't have support for other language types.&lt;br /&gt;
**** Keep in mind that players can override this with Options Core if they select a text option other than 'Default' for the 'Text Font' option.&lt;br /&gt;
**** Make sure any new custom fonts used for different languages are registered with the 'Custom Font Manager' found in this plugin's Plugin Parameters.&lt;br /&gt;
*** Parameters &amp;gt; Text Language Settings &amp;gt; Language Images&lt;br /&gt;
**** Allows different images to be used when different languages are used. This is for images that have text on it that you want to appear in different languages based on the text language selected by the player.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where switching positions with dead party members using notetag effects would not move the dead member. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Fixed the documentation error for &amp;lt;rule Move User Node direction: x&amp;gt; notetag's &amp;quot;Must Switch Mid&amp;quot; rule explanation.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bright Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: October 17, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Medal System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** If both &amp;quot;Optimize&amp;quot; and &amp;quot;Remove Equipment&amp;quot; are removed from the equipment scene, the Equip Medal Window would lose some modern controls. This is now properly restored. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equipment Set Bonuses VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: October 17, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Equip Set Wildcard&amp;gt;&lt;br /&gt;
**** Assigns a wildcard effect for this equipment piece.&lt;br /&gt;
**** This will add +1 to every currently equipped equipment set on actor.&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
*** &amp;lt;Equip Set Wildcards: name, name, name&amp;gt;&lt;br /&gt;
**** Assigns a limited wildcard effect for this equipment piece for specific equipment sets.&lt;br /&gt;
**** This will add +1 to every listed limited set that is currently equipped on the actor.&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Tooltip Settings &amp;gt; Vocabulary &amp;gt; Wildcard Format&lt;br /&gt;
*** Parameters &amp;gt; Tooltip Settings &amp;gt; Vocabulary &amp;gt; Wildcard: Any Set&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
[[File:EquipSetBonus_Wildcards.png|600px]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Horror Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: October 17, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Action Sequence Camera VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: October 17, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Voices VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;quot;Allow Self Response?&amp;quot; setting was inverted. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Defeat Type&lt;br /&gt;
**** When should defeat-related battle voices by played?&lt;br /&gt;
***** 0 HP - Plays when target reaches 0 HP the first time.&lt;br /&gt;
***** When Collapse - Plays when target performs collapse animation.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Choice Common Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: October 17, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Cutin Effect VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.01: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash where clearing cutins under certain conditions would cause an error. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual State Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: October 17, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Response Popup Settings&lt;br /&gt;
**** Popup settings for response-type state effects (ie Counter, Reflect, Substitute).&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Combat Log VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: October 17, 2024 &lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugin should be more compatible with Battle System - OTB.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Map Camera Zoom VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: October 17, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Visual Parallaxes when using plugin commands to focus scroll.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Multi-Layer HP Gauge VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: October 17, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with In-Battle Status feature for Battle Core as to not cover up the window.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== September 19, 2024 - Update #141 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 9&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.84: September 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where Action Sequence &amp;quot;MOVE: Change Home By Distance&amp;quot; would also be affected by the actor and enemy position offsets. Fixed by Irina.&lt;br /&gt;
** Fixed a bug where Action Sequence &amp;quot;MECH: STB Exploit Effect&amp;quot; caused a crash. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Arisu:&lt;br /&gt;
*** ANIM: Change Battle Portrait (JS)&lt;br /&gt;
**** Changes the battle portrait of the actor through JavaScript.&lt;br /&gt;
**** Can be used outside of battle/action sequences.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; In-Battle Status Window&lt;br /&gt;
**** This new window allows the player to view the status of the current active party. If the actors have states and buffs, the player can scroll through them and read about their effects through the help window.&lt;br /&gt;
** New Notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;Help Description&amp;gt;&lt;br /&gt;
**** Assigns a help description for the state that's displayed under the new &amp;quot;Status&amp;quot; actor command.&lt;br /&gt;
*** &amp;lt;Exclude From Status Listing&amp;gt;&lt;br /&gt;
**** Excludes the state from being displayed in the status listing.&lt;br /&gt;
*** &amp;lt;Aspect Name: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Aspect Icon: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Aspect Color: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Aspect Description&amp;gt;&lt;br /&gt;
**** Used to define enemy aspect that will show up in the In-Battle Status as well as other supported plugins.&lt;br /&gt;
*** &amp;lt;Popup Position: Head&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Position: Center&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Position: Base&amp;gt;&lt;br /&gt;
**** Changes the popup starting position for this enemy.&lt;br /&gt;
*** &amp;lt;Popup Offset X: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Offset X: -x&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Offset Y: +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Offset Y: -y&amp;gt;&lt;br /&gt;
**** Changes the popup X/Y position offset for this enemy.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Party Command Window &amp;gt; Add Status?&lt;br /&gt;
**** Add the &amp;quot;Status&amp;quot; command to the Command Window?&lt;br /&gt;
*** Plugin Parameters &amp;gt; Actor Command Window &amp;gt; Command List&lt;br /&gt;
**** Updated to have the &amp;quot;Status&amp;quot; command.&lt;br /&gt;
*** Plugin Parameters &amp;gt; In-Battle Status Window&lt;br /&gt;
**** Completely new! View the help file for more information.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Enemy &amp;gt; Aspects&lt;br /&gt;
**** Used for the In-Battle Status as well as other supported plugins.&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_InBattleStatus1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_InBattleStatus2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.26: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Element Rulings &amp;gt; Reflect-Element Ruling&lt;br /&gt;
**** Ruling on how element reflect is handled for multi-elements.&lt;br /&gt;
***** All (All elements must be Reflected)&lt;br /&gt;
***** Any (Only one element must be Reflected)&lt;br /&gt;
** New Notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;Element Reflect Rule: All&amp;gt;&lt;br /&gt;
**** Makes this skill/item require all of the action's elements to be considered &amp;quot;reflected&amp;quot; in order for this action to be actually reflected.&lt;br /&gt;
*** &amp;lt;Element Reflect Rule: All&amp;gt;&lt;br /&gt;
**** Makes this skill/item require only one of action's element to be considered &amp;quot;reflected&amp;quot; in order for this action to be actually reflected.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Main Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.25: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Custom Mouse Cursor&lt;br /&gt;
****  Add/enable a custom mouse cursor for your game.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCore_CustomCursor.gif]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: September 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Auto Skill Triggers. Update by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bestiary VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Skills Window &amp;gt; Show Aspects&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Skills Window &amp;gt; Show Passives&lt;br /&gt;
**** Show enemy aspect/passives if available?&lt;br /&gt;
**** Requires VisuMZ_1_BattleCore/VisuMZ_1_SkillsStatesCore!&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.12: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Window Widths &amp;gt; Command Windows&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Window Widths &amp;gt; Action Windows&lt;br /&gt;
**** Type in the numeric value you want this width to be.&lt;br /&gt;
**** Otherwise, type &amp;quot;auto&amp;quot; to let the plugin adjust them.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[State Tooltips VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Keyboard-Select Show added by Arisu.&lt;br /&gt;
*** This allows showing enemy tooltips when selecting targets during battle while using the keyboard. Tooltip will appear after a brief pause while selecting the enemy.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Tooltip Settings &amp;gt; Appearance &amp;gt; Centered?&lt;br /&gt;
**** Center the state tooltip when shown through hovering?&lt;br /&gt;
*** Parameters &amp;gt; Tooltip Settings &amp;gt; Keyboard-Select Show&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
*** Parameters &amp;gt; Vocabulary &amp;gt; Entries &amp;gt; Enemy Aspect Format&lt;br /&gt;
**** Used to support the Battle Core's new Enemy Aspect feature.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Steal Items VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: September 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Frontview Battle UI.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Encounter Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added new section in Major Features section for new Battle Transitions.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Default Battle Transition&lt;br /&gt;
**** Select the default battle transition (10 new ones, 1 MZ original).&lt;br /&gt;
*** Parameters &amp;gt; Default Battle Transition &amp;gt; Duration&lt;br /&gt;
**** What is the duration of every battle transition in frames?&lt;br /&gt;
*** Parameters &amp;gt; Default Battle Transition &amp;gt; Random List&lt;br /&gt;
**** Pick battle transition types used for &amp;quot;random&amp;quot;.&lt;br /&gt;
** New Plugin Commands added by Irina:&lt;br /&gt;
*** Battle Transition: Change Type&lt;br /&gt;
**** Changes the battle transition type.&lt;br /&gt;
*** Battle Transition: Duration&lt;br /&gt;
**** Changes the battle transition duration.&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Abberation.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Glitch.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Static.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Twirl.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Warp.gif]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestPlugins&amp;diff=17621</id>
		<title>Template:MainPageLatestPlugins</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestPlugins&amp;diff=17621"/>
		<updated>2026-02-15T04:33:52Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__ &amp;lt;!-- Make sure there are only seven entries visible at a given time, everything after archive --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; cellspacing=&amp;quot;5&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2026 February 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #158]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 5 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Mostly bug fixes!&lt;br /&gt;
: Happy Lunar New Year!❤️&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2026 January 19&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #157]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: [[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
; New Features: Reference Switches and Reference Variables&lt;br /&gt;
: &lt;br /&gt;
: [[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
; New Features: Auto-Conversion for States&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 December 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #156]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 12 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: [[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
; New Plugin Parameter&lt;br /&gt;
: &lt;br /&gt;
: [[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
; New Features/Plugin Parameters&lt;br /&gt;
: &lt;br /&gt;
: [[Map Camera Zoom VisuStella MZ]]&lt;br /&gt;
; New Plugin Parameter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 November 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #155]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 4 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: [[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
; New notetag&lt;br /&gt;
: &lt;br /&gt;
: [[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
; New script calls&lt;br /&gt;
: &lt;br /&gt;
: [[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
; New Voice Acting Plugin Parameters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 October 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #154]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 5 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: This month's changes are bug fixes and compatibility patches!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 September 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #153]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 11 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Mostly bug fixes and compatibility patches this month!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 August 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #152]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 6 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: All bug fixes and compatibility patches this month&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;== Archived ==&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;!-- Insert archived stuff below here. ================================================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Insert archived stuff below here. ================================================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Insert archived stuff below here. ================================================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Insert archived stuff below here. ================================================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Insert archived stuff below here. ================================================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Insert archived stuff below here. ================================================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 July 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #151]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 7 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: All bug fixes and compatibility patches this month&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 June 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #150]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: AP, SP, CP, and JP got new notetags to give more options to gain bonuses.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 May 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #149]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Mostly bug fixes and compatibility patches&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 May 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #149]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Mostly bug fixes and compatibility patches&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 April 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #148]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Skill Toggles have been added&lt;br /&gt;
: [[File:SkillToggle.gif|228px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #147]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 11 Plugins&lt;br /&gt;
: Many bug fixes and new features!&lt;br /&gt;
: [[File:WeaknessUpdate.png|228px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #146]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 33 Plugins&lt;br /&gt;
: Mostly compatibility updates for RMMZ 1.9.0!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Read more about the RMMZ 1.9.0 changes here:&lt;br /&gt;
: [[File:RMMZ_190.png|228px|center|link=RMMZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 January 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #145]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 21 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: We wish you all a very Happy New Year!&lt;br /&gt;
: [[File:HappyNewYear2025.jpg|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 December 19&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #144]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 13 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Skills &amp;amp; States Core&lt;br /&gt;
: Aura and Miasma Passives&lt;br /&gt;
: [[File:SkillsStatesCore_Aura.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 November 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #143]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 13 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Items &amp;amp; Equips Core&lt;br /&gt;
: Shop Status Window Styles&lt;br /&gt;
: [[File:ItemEquipCore_StatusWindowStyles.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 October 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #142]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:EquipSetBonus_Wildcards.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 18 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎-&lt;br /&gt;
: Equipment Set Bonuses&lt;br /&gt;
: Set Wildcards&lt;br /&gt;
: [[File:EquipSetBonus_Wildcards.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 September 20&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Battle Core]:''' Fixed an error with in-battle status where buffed parameter value were visibly hidden.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/multi-layer-hp-gauge Multi-Layer HP Gauge]:''' Fixed an error where multi-layer HP gauges would cover the in-battle status window.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 September 19&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #141]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎-&lt;br /&gt;
: Battle Core&lt;br /&gt;
: In-Battle Status&lt;br /&gt;
: [[File:BattleCore_InBattleStatus1.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: -&lt;br /&gt;
: Main Menu Core&lt;br /&gt;
: Custom Mouse Cursor&lt;br /&gt;
: [[File:MainMenuCore_CustomCursor.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: -&lt;br /&gt;
: Encounter Effects&lt;br /&gt;
: Battle Transition Effects&lt;br /&gt;
: [[File:EncEffect_Glitch.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:EncEffect_Twirl.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:EncEffect_Warp.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 August 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #140]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Core Engine&lt;br /&gt;
: Taller Tiles&lt;br /&gt;
: [[File:CoreEngine-TallerTiles.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 July 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #139]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 22 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Options Core&lt;br /&gt;
: Rebind Keyboard/Controller&lt;br /&gt;
: [[File:OptionsCoreRebind1.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:OptionsCoreRebind2.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:OptionsCoreRebind3.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Message Core&lt;br /&gt;
: Auto-Casing&lt;br /&gt;
: [[File:MessageCore-AutoCasing.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 June 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #138]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 18 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Extended Tactics Menu&lt;br /&gt;
: [[File:BattleGridSystem_ExtendedTactics.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Tile expansion!&lt;br /&gt;
: [[File:EventsMoveCore_TileExpand.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Extinction Effect&lt;br /&gt;
: [[File:LifeStateEffects_Extinct.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Cascading Message Tooltips&lt;br /&gt;
: [[File:MessageKeywords_Cascades.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 May 18&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Battle Core]:''' Fixed an error that would cause a crash with Show Animation on the map scene.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 May 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #137]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 28 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
: [[File:DmgComboWindow.png]]&lt;br /&gt;
: A damage combo window added to Battle Core!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 May 8&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Skills &amp;amp; States Core]:''' Fixed an error with conditional switches not working for passive states.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/character-creation-system Character Creation System]:''' Fixed an error with BGM fading out after scene.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/skill-learn-system Skill Learn System]:''' Fixed incompatibility problem with Equip Passive System and ID clashing.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/item-amplify-skills Item Amplify Skills]:''' Fixed incompatibility problem with Sideview Battle UI.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 22&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' Fixed ''Area of Effect'' notetags should now work with regular targeting again.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-medal-system Equip Medal System]:''' Fixed odd error when medals have MaxHP/MaxMP traits.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/unique-tile-effects Unique Tile Effects]:''' ''Can Swim'' notetag can now work from inventory.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #136]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 30 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 31&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Skills &amp;amp; States Core]:''' Non-show passive state fixes.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' Lots of fixes.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/date-time-system Date &amp;amp; Time System]:''' Fix HUD display plugin parameters.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-battle-skills Equip Battle Skills]:''' Better Command Remember support.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-passive-system Equip Passive States]:''' Fixed non-description crash.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/event-chain-reactions Event Chain Reactions]:''' Non-heavy player fix.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.150.jpg|300px|link=Battle Grid System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Battle Grid System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/swoS2bwVj0k here]!&lt;br /&gt;
: This is VisuStella MZ's #150th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Equip Medal System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.149.jpg|300px|link=Equip Medal System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Equip Medal System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/guIvEDn_X3o here]!&lt;br /&gt;
: This is VisuStella MZ's #149th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Equip Passive System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.148.jpg|300px|link=Equip Passive System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Equip Passive System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/n_X2J2Q9FHQ here]!&lt;br /&gt;
: This is VisuStella MZ's #148th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 18 + 24&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for 1 plugin!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' &lt;br /&gt;
::: Fixed a game freeze that would occur from displaying certain skill types within non-battle scenes.&lt;br /&gt;
::: Fixed a bug with weapon ranges used by enemies not registering correctly&lt;br /&gt;
::: Fixed a bug where crash targets did not register properly&lt;br /&gt;
::: Fixed a bug where starting ranks/flanks did not register properly&lt;br /&gt;
::: Fixed a notetag example that was just incorrect and wouldn't do anything&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #135]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 28 Plugins&lt;br /&gt;
: Lots of bug fixes!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 6&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for 5 plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-passive-system Equip Passive System]:''' Fixed some notetags that did not allow for numeric ID's.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-medal-system Equip Medal System]:''' Fixed some notetags that did not allow for numeric ID's. Also fixed the evolve into next notetag.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/item-concoct-skills Item Concoction Skills]:''' Fixed masking not updating.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 24&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for 5 plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/aggro-control-system Aggro Control System]:''' Updated to better fit Battle Grid System&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' Fixed a bug where it required State Tooltips; Fixed a bug where the action sequence to add triggers to nodes did not work&lt;br /&gt;
:: '''[https://visustellamz.itch.io/item-crafting-system Item Crafting System]:''' Fixed a crash that would otherwise require the batch shop plugin.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-passive-system Equip Passive System]:''' Fixed a crash that required passives to have help descriptions&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-medal-system Equip Medal System]:''' Fixed the inability to access the medal menu if &amp;quot;Optimize&amp;quot; and &amp;quot;Clear&amp;quot; were removed.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/grande Early Access for the Grande Series has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:Grande.jpg|300px|link=https://visustellamz.itch.io/grande]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[Equip Passive System VisuStella MZ]]&lt;br /&gt;
; [[Equip Medal System VisuStella MZ]]&lt;br /&gt;
; [[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Tile Grafter System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.147.jpg|300px|link=Tile Grafter System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Tile Grafter System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/3bbNd1Z_pX8 here]!&lt;br /&gt;
: This is VisuStella MZ's #147th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Picture Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.146.jpg|300px|link=Picture Effects VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Picture Effects VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/e_p8YAnEjbM here]!&lt;br /&gt;
: This is VisuStella MZ's #146th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 19&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Date and Time System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.145.jpg|300px|link=Date and Time System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Date and Time System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/qOF1qCMqqyU here]!&lt;br /&gt;
: This is VisuStella MZ's #145th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #134]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 21 Plugins&lt;br /&gt;
: Lots of new features added including Custom Font Manager!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/wanderlust-vol-2 Early Access for the Wanderlust Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:WanderlustVol2.jpg|300px|link=https://visustellamz.itch.io/wanderlust-vol-2]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[Date and Time System VisuStella MZ]]&lt;br /&gt;
; [[Picture Effects VisuStella MZ]]&lt;br /&gt;
; [[Tile Grafter System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Dice Rolls and RNG Seeds VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.144.jpg|300px|link=Dice Rolls and RNG Seeds VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Dice Rolls and RNG Seeds VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=EwwPnRvCrS4 here]!&lt;br /&gt;
: This is VisuStella MZ's #144th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Event Signals VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.143.jpg|300px|link=Event Signals VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Event Signals VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/lLCr7T93Ndw here]!&lt;br /&gt;
: This is VisuStella MZ's #143rd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.142.jpg|300px|link=QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''QTE and Trigger System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/UTak0ezYszI here]!&lt;br /&gt;
: This is VisuStella MZ's #142nd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #133]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: Lots of new features added including Text &amp;amp; Audio Language Switching!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/custom-construct-vol-4 Early Access for the Custom Construct Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:CustomConstructVol4.jpg|300px|link=https://visustellamz.itch.io/custom-construct-vol-4]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
; [[Event Signals VisuStella MZ]]&lt;br /&gt;
; [[Dice Rolls and RNG Seeds VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 December 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #132]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 24 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 December 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Shop Bust Style UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.141.jpg|300px|link=Shop Bust Style UI VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Shop Bust Style UI''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=MDgeccpI3-0 here]!&lt;br /&gt;
: This is VisuStella MZ's #141st plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix made for 3 plugins!&lt;br /&gt;
: [[File:HotFix.jpg|300px|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
: [https://visustella.itch.io/visumz-sample Message Core] (better Wordwrap Support for CN/JP)&lt;br /&gt;
: [https://visustella.itch.io/visumz-sample Items &amp;amp; Equips Core] (fixed Cursed Item message)&lt;br /&gt;
: [https://visustellamz.itch.io/skill-shop Skill Shop] (fixed crash at startup)&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Shop Batches VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.140.jpg|300px|link=Shop Batches VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Shop Batches''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=fYBUbaifslU here]!&lt;br /&gt;
: This is VisuStella MZ's #140th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.139.jpg|300px|link=Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Shop Listing Unlock''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=D2PGsbSZUUY here]!&lt;br /&gt;
: This is VisuStella MZ's #139th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #131]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 17 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/merchant-manager-series-vol-4 Early Access for the Merchant Manager Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:MerchantManagerVol4.jpg|300px|link=https://visustellamz.itch.io/merchant-manager-series-vol-4]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
; [[Shop Batches VisuStella MZ]]&lt;br /&gt;
; [[Shop Bust Style UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.138.jpg|300px|link=Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Item Amplify Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=o2uU2f08-oU here]!&lt;br /&gt;
: This is VisuStella MZ's #138th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.137.jpg|300px|link=Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Item Concoction Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=BZ0AAnKa-cA here]!&lt;br /&gt;
: This is VisuStella MZ's #137th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Item Throw Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.136.jpg|300px|link=Item Throw Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Item Throw Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=16yks-S7o_s here]!&lt;br /&gt;
: This is VisuStella MZ's #136th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #130]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 13 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/combat-crusaders-vol-2 Early Access for the Combat Crusaders Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:CombatCrusadersVol2.jpg|300px|link=https://visustellamz.itch.io/combat-crusaders-vol-2]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Item Throw Skills VisuStella MZ]]&lt;br /&gt;
: [[Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
: [[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.135.jpg|300px|link=Character Creation System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Character Creation System''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=BHMzb6UUgQM here]!&lt;br /&gt;
: This is VisuStella MZ's #135th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Challenge System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.134.jpg|300px|link=Challenge System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Challenge System''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=Iz1YjaMpeuc here]!&lt;br /&gt;
: This is VisuStella MZ's #134th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Random Dungeon Maps VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.133.jpg|300px|link=Random Dungeon Maps VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Random Dungeon Maps''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=ZEF2WyxDDSU here]!&lt;br /&gt;
: This is VisuStella MZ's #133nd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #129]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 19 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/dungeon-divers-vol-2 Early Access for the Dungeon Divers Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:DungeonDiversVol2.jpg|300px|link=https://visustellamz.itch.io/dungeon-divers-vol-2]]&lt;br /&gt;
&amp;lt;!-- : &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2244952&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/dungeon-divers-vol-2&amp;quot;&amp;gt;[Access Key] Dungeon Divers Series Vol. 2 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Random Dungeon Maps VisuStella MZ]]&lt;br /&gt;
: [[Challenge System VisuStella MZ]]&lt;br /&gt;
: [[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Side Chatter VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.132.jpg|300px|link=Side Chatter VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Side Chatter''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/-BfMuGK4HAU here]!&lt;br /&gt;
: This is VisuStella MZ's #132nd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Battle Voices VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.131.jpg|300px|link=Battle Voices VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Battle Voices''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/3mBMJL4rbFc here]!&lt;br /&gt;
: This is VisuStella MZ's #131st plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Voice Acting Control VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.130.jpg|300px|link=Voice Acting Control VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Voice Acting Control''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=cHlAP5bBJEY here]!&lt;br /&gt;
: This is VisuStella MZ's #130th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #128]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 26 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/visual-novel-vol-4 Early Access for the Visual Novel Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2193581&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/visual-novel-vol-4&amp;quot;&amp;gt;[Access Key] Visual Novel Series Vol. 4 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Voice Acting Control VisuStella MZ]]&lt;br /&gt;
: [[Battle Voices VisuStella MZ]]&lt;br /&gt;
: [[Side Chatter VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Icon Balloons VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.129.jpg|300px|link=Icon Balloons VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Icon Balloons''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=seSLVWpaaVc here]!&lt;br /&gt;
: This is VisuStella MZ's #129th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Proximity Messages VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.128.jpg|300px|link=Proximity Messages VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Proximity Messages''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=oLHPOoqg6kc here]!&lt;br /&gt;
: This is VisuStella MZ's #128th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Map Event Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.127.jpg|300px|link=Map Event Effects VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Map Event Effects''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=Kk11pfa3v6w here]!&lt;br /&gt;
: This is VisuStella MZ's #127th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #127]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 23 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/enchanted-explorers-vol-2 Early Access for the Enchanted Explorers Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2142226&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/enchanted-explorers-vol-2&amp;quot;&amp;gt;[Access Key] Enchanted Explorers Series Volume 2 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Map Event Effects VisuStella MZ]]&lt;br /&gt;
: [[Proximity Messages VisuStella MZ]]&lt;br /&gt;
: [[Icon Balloons VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Skill Stealer VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.126.jpg|300px|link=Skill Stealer VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Skill Stealer''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=ab6cIhYMav8 here]!&lt;br /&gt;
: This is VisuStella MZ's #126th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Skill Mastery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.125.jpg|300px|link=Skill Mastery VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Skill Mastery''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=hjAEq9xIuA4 here]!&lt;br /&gt;
: This is VisuStella MZ's #125th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.124.jpg|300px|link=Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Equip Battle Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/EKaSYFdUdEE here]!&lt;br /&gt;
: This is VisuStella MZ's #124th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #126]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 14 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 31&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix made for 2 plugins!&lt;br /&gt;
: [[File:HotFix.jpg|300px|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
: [https://visustellamz.itch.io/frontview-battle-ui Frontview Battle UI]&lt;br /&gt;
: [https://visustellamz.itch.io/furniture-system Furniture System]&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/battle-technician-vol-4 Early Access for the Battle Technician Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2088596&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/battle-technician-vol-4&amp;quot;&amp;gt;[Access Key] Battle Technician Series Vol. 4 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
: [[Skill Mastery VisuStella MZ]]&lt;br /&gt;
: [[Skill Stealer VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Skill Shop VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.123.jpg|300px|link=Skill Shop VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Skill Shop''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=jNZerP-1hXY here]!&lt;br /&gt;
: This is VisuStella MZ's #123 plugin!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix made for Battle System - ATB&lt;br /&gt;
: [[File:VisuMZ.022.jpg|300px|link=https://visustellamz.itch.io/battle-system-atb]]&lt;br /&gt;
: A hot fix has been made for the Battle System - ATB plugin.&lt;br /&gt;
: [https://visustellamz.itch.io/battle-system-atb Please download it again].&lt;br /&gt;
: Thank you and sorry for the inconvenience!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Recruiting Board VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.122.jpg|300px|link=Recruiting Board VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Recruiting Board''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=j-QoO5dSja8 here]!&lt;br /&gt;
: This is VisuStella MZ's #122 plugin!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Hospital Shop VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.121.jpg|300px|link=Hospital Shop VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Hospital Shop''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=FdzG-ealtys here]!&lt;br /&gt;
: This is VisuStella MZ's #121 plugin!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #125]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 17 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/merchant-manager-series-vol-3 Early Access for the Merchant Manager Series Volume 3 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2013860&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/merchant-manager-series-vol-3&amp;quot;&amp;gt;[Access Key] Merchant Manager Series Vol. 3 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Hospital Shop VisuStella MZ]]&lt;br /&gt;
: [[Recruiting Board VisuStella MZ]]&lt;br /&gt;
: [[Skill Shop VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #124]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Multi-Layer HP Gauge VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=HgrL31Smu08&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 5&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Visual Gauge Styles VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=J7r-Yx2MBSA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 3&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Bestiary VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=VGzXdawZ16M&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 March 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix!&lt;br /&gt;
&lt;br /&gt;
Hot fixes have been made for plugin(s) below. Please download them again:&lt;br /&gt;
&lt;br /&gt;
: [[Unique Tile Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #123]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 22 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 February 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #122]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 19 Plugins&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/visual-novel-vol-3 Early Access for the Visual Novel Series Volume 3 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/1886739&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/visual-novel-vol-3&amp;quot;&amp;gt;[Access Key] Visual Novel Series Vol. 3 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Animated Message Text Effects VisuStella MZ]]&lt;br /&gt;
: [[Visual Cutin Effect VisuStella MZ]]&lt;br /&gt;
: [[CG Gallery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #121]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 23 Plugins&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Unique Tile Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=lZesyw9DFdo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Event Chain Reactions VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=RY7rxwZTw0I&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Tutorial Panel System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=Y9CwVDMpOPc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Latest Plugins 2023}}&lt;br /&gt;
{{Latest Plugins 2022 Q4}}&lt;br /&gt;
{{Latest Plugins 2022 Q3}}&lt;br /&gt;
{{Latest Plugins 2022 Q2}}&lt;br /&gt;
{{Latest Plugins 2022 Q1}}&lt;br /&gt;
{{Latest Plugins 2021 Q4}}&lt;br /&gt;
{{Latest Plugins 2021 Q3}}&lt;br /&gt;
{{Latest Plugins 2021 Q2}}&lt;br /&gt;
{{Latest Plugins 2021 Q1}}&lt;br /&gt;
{{Latest Plugins 2020 Q4}}&lt;br /&gt;
{{Latest Plugins 2020 Q3}}&lt;br /&gt;
{{Latest Plugins 2020 Q2}}&lt;br /&gt;
{{Latest Plugins 2020 Q1}}&lt;br /&gt;
{{Latest Plugins 2019}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Display templates|MainPageLatestPlugins]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;|}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Battle_Core_VisuStella_MZ&amp;diff=17620</id>
		<title>Battle Core VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Battle_Core_VisuStella_MZ&amp;diff=17620"/>
		<updated>2026-02-15T04:25:11Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=YmNhBCUoMIo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = {{VisuStella Wave 1}}&lt;br /&gt;
|link2 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCorePentaSlash.gif]]&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| [[File:BattleCoreBattleStyleList.png|400px]]&lt;br /&gt;
| [[File:BattleCoreBattleStyleXp.png|400px]]&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[File:BattleCoreBattleStylePortrait.png|400px]]&lt;br /&gt;
| [[File:BattleCoreBattleStyleBorder.png|400px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Action Sequence Camera VisuStella MZ]]&lt;br /&gt;
* [[Action Sequence Impact VisuStella MZ]]&lt;br /&gt;
* [[Action Sequence Projectiles VisuStella MZ]]&lt;br /&gt;
* [[Active Chain Skills VisuStella MZ]]&lt;br /&gt;
* [[Anti-Damage Barriers VisuStella MZ]]&lt;br /&gt;
* [[Auto Skill Triggers VisuStella MZ]]&lt;br /&gt;
* [[Battle Command - Talk VisuStella MZ]]&lt;br /&gt;
* [[Battle Grid System VisuStella MZ]]&lt;br /&gt;
* [[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - CTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - ETB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - FTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - STB VisuStella MZ]]&lt;br /&gt;
* [[Battle Voices VisuStella MZ]]&lt;br /&gt;
* [[Boost Action VisuStella MZ]]&lt;br /&gt;
* [[Chain Battles VisuStella MZ]]&lt;br /&gt;
* [[Challenge System VisuStella MZ]]&lt;br /&gt;
* [[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
* [[Evolution Matrix Skills VisuStella MZ]]&lt;br /&gt;
* [[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
* [[Input Combo Skills VisuStella MZ]]&lt;br /&gt;
* [[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
* [[Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
* [[Item Throw Skills VisuStella MZ]]&lt;br /&gt;
* [[Life State Effects VisuStella MZ]]&lt;br /&gt;
* [[Sideview Battle UI VisuStella MZ]]&lt;br /&gt;
* [[State Tooltips VisuStella MZ]]&lt;br /&gt;
* [[Steal Items VisuStella MZ]]&lt;br /&gt;
* [[Victory Aftermath VisuStella MZ]]&lt;br /&gt;
* [[Visual Battle Environment VisuStella MZ]]&lt;br /&gt;
* [[Visual Gauge Styles VisuStella MZ]]&lt;br /&gt;
* [[Visual State Effects VisuStella MZ]]&lt;br /&gt;
* [[Weakness Display VisuStella MZ]]&lt;br /&gt;
* [[Weapon Swap System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Battle Core plugin revamps the battle engine provided by RPG Maker MZ to&lt;br /&gt;
become more flexible, streamlined, and support a variety of features. The&lt;br /&gt;
updated battle engine allows for custom Action Sequences, battle layout&lt;br /&gt;
styles, and a lot of control over the battle mechanics, too.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Action Sequence Plugin Commands to give you full control over what happens during the course of a skill or item.&lt;br /&gt;
* Animated Sideview Battler support for enemies!&lt;br /&gt;
* Auto Battle options for party-wide and actor-only instances.&lt;br /&gt;
* Base Troop Events to quickly streamline events for all Troop events.&lt;br /&gt;
* Battle Command control to let you change which commands appear for actors.&lt;br /&gt;
* Battle Layout styles to change the way the battle scene looks.&lt;br /&gt;
* Casting animation support for skills.&lt;br /&gt;
* Critical Hit control over the success rate formula and damage multipliers.&lt;br /&gt;
* Custom target scopes added for skills and items.&lt;br /&gt;
* Damage formula control, including Damage Styles.&lt;br /&gt;
* Damage caps, both hard caps and soft caps.&lt;br /&gt;
* Damage traits such Armor Penetration/Reduction to bypass defenses.&lt;br /&gt;
* Elements &amp;amp; Status Menu Core support for traits.&lt;br /&gt;
* Multitude of JavaScript notetags and global Plugin Parameters to let you make a variety of effects across various instances during battle.&lt;br /&gt;
* Party Command window can be skipped/disabled entirely.&lt;br /&gt;
* Weather effects now show in battle.&lt;br /&gt;
* Streamlined Battle Log to remove redundant information and improve the flow of battle.&lt;br /&gt;
* Visual HP Gauges can be displayed above the heads of actors and/or enemies with a possible requirement for enemies to be defeated at least once first in order for them to show.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 1}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin will overwrite some core parts of the RPG Maker MZ base code in&lt;br /&gt;
order to ensure the Battle Core plugin will work at full capacity. The&lt;br /&gt;
following are explanations of what has been changed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreActSeq.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Action sequences are now done either entirely by the Battle Log Window or&lt;br /&gt;
through common events if the &amp;lt;Custom Action Sequence&amp;gt; notetag is used.&lt;br /&gt;
In RPG Maker MZ by default, Action Sequences would be a mixture of using the&lt;br /&gt;
Battle Log Window, the Battle Manager, and the Battle Scene, making it hard&lt;br /&gt;
to fully grab control of the situation.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Speed ===&lt;br /&gt;
&lt;br /&gt;
Action speeds determine the turn order in the default battle system. The&lt;br /&gt;
AGI of a battle unit is also taken into consideration. However, the random&lt;br /&gt;
variance applied to the action speed system makes the turn order extremely&lt;br /&gt;
chaotic and hard for the player to determine. Thus, the random variance&lt;br /&gt;
aspect of it has been turned off. This can be reenabled by default through&lt;br /&gt;
Plugin Parameters =&amp;gt; Mechanics Settings =&amp;gt; Allow Random Speed?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Animated Sideview Battler Support For Enemies ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreSvEnemies.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Enemies can now use Sideview Actor sprites for themselves! They will&lt;br /&gt;
behave like actors and can even carry their own set of weapons for physical&lt;br /&gt;
attacks. These must be set up using notetags. More information can be found&lt;br /&gt;
in the notetag section.&lt;br /&gt;
&lt;br /&gt;
As the sprites are normally used for actors, some changes have been made&lt;br /&gt;
to Sprite_Actor to be able to support both actors and enemies. These changes&lt;br /&gt;
should have minimal impact on other plugins.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Battle Sprite Updates ===&lt;br /&gt;
&lt;br /&gt;
A lot of functions in Sprite_Battler, Sprite_Actor, and Sprite_Enemy have&lt;br /&gt;
been overwritten to make the new Action Sequence system added by this plugin&lt;br /&gt;
possible. These changes make it possible for the sprites to move anywhere on&lt;br /&gt;
the screen, jump, float, change visibility, and more.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Change Battleback in Battle ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreBattleBack.png|400px]]&lt;br /&gt;
&lt;br /&gt;
By default, the Change Battleback event command does not work in battle.&lt;br /&gt;
Any settings made to it will only reflect in the following battle. Now, if&lt;br /&gt;
the battleback event command is used during battle, it will reflect upon&lt;br /&gt;
any new changes immediately.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Critical Hit - LUK Influence ===&lt;br /&gt;
&lt;br /&gt;
The LUK Buffs now affect the critical hit rate based off how the formula&lt;br /&gt;
is now calculated. Each stack of a LUK Buff will double the critical hit&lt;br /&gt;
rate and compound upon that. That means a x1 LUK Buff stack will raise it by&lt;br /&gt;
x2, a x2 LUK Buff stack will raise the critical hit rate by x4, a x3 LUK&lt;br /&gt;
Buff Stack will raise the critical hit rate stack by x8, and so on.&lt;br /&gt;
&lt;br /&gt;
LUK also plays a role in how much damage is dealt with critical hits. The&lt;br /&gt;
default critical hit multiplier has been reduced from x3 to x2. However, a&lt;br /&gt;
percentage of LUK will added on (based off the user's CRI rate) onto the&lt;br /&gt;
finalized critical damage. If the user's CRI rate is 4%, then 4% of the user&lt;br /&gt;
LUK value will also be added onto the damage.&lt;br /&gt;
&lt;br /&gt;
This change can be altered through Plugin Parameters =&amp;gt; Damage Settings =&amp;gt;&lt;br /&gt;
Critical Hits =&amp;gt; JS: Rate Formula and JS: Damage Formula.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Damage Popups ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreDmgPopups.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Damage popups are now formatted with + and - to determine healing and&lt;br /&gt;
damage. MP Damage will also include &amp;quot;MP&amp;quot; at the back. This is to make it&lt;br /&gt;
clearer what each colored variant of the damage popup means as well as help&lt;br /&gt;
color blind players read the on-screen data properly.&lt;br /&gt;
&lt;br /&gt;
Damage popups have also been rewritten to show all changed aspects instead&lt;br /&gt;
of just one. Previously with RPG Maker MZ, if an action would deal both HP&lt;br /&gt;
and MP damage, only one of them would show. Now, everything is separated and&lt;br /&gt;
both HP and MP changes will at a time.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Dual Wield ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_DualWield.gif]]&lt;br /&gt;
&lt;br /&gt;
Previously, RPG Maker MZ had &amp;quot;Dual Wielding&amp;quot; attack using both weapon&lt;br /&gt;
animations at once, with the combined ATK of each weapon. It's confusing to&lt;br /&gt;
look at and does not portray the nature of &amp;quot;Dual Wielding&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Dual Wielding, or in the case of users adding in third and fourth weapons,&lt;br /&gt;
Multi Wielding is now changed. Each weapon is displayed individually, each&lt;br /&gt;
producing its own attack animation, showing each weapon type, and applying&lt;br /&gt;
only that weapon's ATK, Traits, and related effects. It is no longer a&lt;br /&gt;
combined effect to display everything at once like RPG Maker MZ default.&lt;br /&gt;
&lt;br /&gt;
If an actor has multiple weapon slots but some of them are unequipped,&lt;br /&gt;
then the action will treat the attack as a single attack. There will be no&lt;br /&gt;
barehanded attack to add on top of it. This is to match RPG Maker MZ's&lt;br /&gt;
decision to omit a second animation if the same scenario is applied.&lt;br /&gt;
&lt;br /&gt;
=== Force Action ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreForceAction.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Previously, Forced Actions would interrupt the middle of an event to&lt;br /&gt;
perform an action. However, with the addition of more flexible Action&lt;br /&gt;
Sequences, the pre-existing Force Action system would not be able to exist&lt;br /&gt;
and would require being remade.&lt;br /&gt;
&lt;br /&gt;
Forced Actions now are instead, added to a separate queue from the action&lt;br /&gt;
battler list. Whenever an action and/or common event is completed, then if&lt;br /&gt;
there's a Forced Action battler queued, then the Forced Action battler will&lt;br /&gt;
have its turn. This is the cleanest method available and avoids the most&lt;br /&gt;
conflicts possible.&lt;br /&gt;
&lt;br /&gt;
This means if you planned to make cinematic sequences with Forced Actions,&lt;br /&gt;
you will need to account for the queued Force Actions. However, in the case&lt;br /&gt;
of battle cinematics, we would highly recommend that you use the newly added&lt;br /&gt;
Action Sequence Plugin Commands instead as those give you more control than&lt;br /&gt;
any Force Action ever could.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Random Scope ===&lt;br /&gt;
&lt;br /&gt;
The skill and item targeting scopes for Random Enemy, 2 Random Enemies,&lt;br /&gt;
3 Random Enemies, 4 Random Enemies will now ignore TGR and utilize true&lt;br /&gt;
randomness.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Spriteset_Battle Update ===&lt;br /&gt;
&lt;br /&gt;
The spriteset now has extra containers to separate battlers (actors and&lt;br /&gt;
enemies), animations, and damage. This is to make actors and enemy battler&lt;br /&gt;
sprites more efficient to sort (if enabled), so that animations won't&lt;br /&gt;
interfere with and cover damage sprites, and to make sure damage sprites are&lt;br /&gt;
unaffected by screen tints in order to ensure the player will always have a&lt;br /&gt;
clear read on the information relaying sprites.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== TPB/ATB Active Battle Actor Shifting ===&lt;br /&gt;
&lt;br /&gt;
[[File:TpbActorShiftBug.gif]]&lt;br /&gt;
&lt;br /&gt;
The above image is a demonstration of what the bug looks like in an empty project.&lt;br /&gt;
&lt;br /&gt;
Pressing cancel on the Actor Command Window no longer switches between&lt;br /&gt;
actors with a full TPB/ATB gauge before reaching the Party Command Window.&lt;br /&gt;
This is to accomplish a couple of things: 1) reduce the number of button&lt;br /&gt;
presses to reach the Party Command Window and 2) to prevent motion resets&lt;br /&gt;
and disrupting action sequences. If this feature is vital to your battle&lt;br /&gt;
system, we recommend that you do not use this plugin or any of the Battle&lt;br /&gt;
Core-required plugins.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Weather Displayed in Battle ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreWeatherBattle.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Previously, weather has not been displayed in battle. This means that any&lt;br /&gt;
weather effects placed on the map do not transfer over to battle and causes&lt;br /&gt;
a huge disconnect for players. The Battle Core plugin will add weather&lt;br /&gt;
effects to match the map's weather conditions. Any changes made to weather&lt;br /&gt;
through event commands midway through battle will also be reflected.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Base Troops ==&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreBaseTroops.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Base Troops can be found, declared, and modified in the Plugin Parameters =&amp;gt;&lt;br /&gt;
Mechanics Settings =&amp;gt; Base Troop ID's. All of the listed Troop ID's here&lt;br /&gt;
will have their page events replicated and placed under all other troops&lt;br /&gt;
found in the database.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
This means that if you have an event that runs on Turn 1 of a Base Troop,&lt;br /&gt;
then for every troop out there, that same event will also run on Turn 1,&lt;br /&gt;
as well. This is useful for those who wish to customize their battle system&lt;br /&gt;
further and to reduce the amount of work needed to copy/paste said event&lt;br /&gt;
pages into every database troop object manually.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Damage Styles ==&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreDmgStyles.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Damage Styles are a new feature added through the Battle Core plugin. When&lt;br /&gt;
using certain Battle Styles, you can completely ignore typing in the whole&lt;br /&gt;
damage formula inside the damage formula input box, and instead, insert&lt;br /&gt;
either a power amount or a multiplier depending on the Damage Style. The&lt;br /&gt;
plugin will then automatically calculate damage using that value factoring&lt;br /&gt;
in ATK, DEF, MAT, MDF values.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Here is a list of the Damage Styles that come with this plugin by default.&lt;br /&gt;
You can add in your own and even edit them to your liking.&lt;br /&gt;
Or just remove them if you want.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -&lt;br /&gt;
Style          Use Formula As   PH/MA Disparity   Stat Scale   Damage Scale&lt;br /&gt;
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -&lt;br /&gt;
Standard       Formula          No                Varies       Varies&lt;br /&gt;
ArmorScaling   Formula          No                Varies       Varies&lt;br /&gt;
CT             Multiplier       Yes               Low          Normal&lt;br /&gt;
D4             Multiplier       No                High         Normal&lt;br /&gt;
DQ             Multiplier       No                Low          Low&lt;br /&gt;
FF7            Power            Yes               Low          High&lt;br /&gt;
FF8            Power            Yes               Medium       Normal&lt;br /&gt;
FF9            Power            Yes               Low          Normal&lt;br /&gt;
FF10           Power            Yes               Medium       High&lt;br /&gt;
MK             Multiplier       No                Medium       Low&lt;br /&gt;
MOBA           Multiplier       No                Medium       Normal&lt;br /&gt;
PKMN           Power            No                Low          Normal&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use the above chart to figure out which Damage Style best fits your game,&lt;br /&gt;
if you plan on using them.&lt;br /&gt;
&lt;br /&gt;
The 'Standard' style is the same as the 'Manual' formula input, except that&lt;br /&gt;
it allows for the support of &amp;lt;Armor Penetration&amp;gt; and &amp;lt;Armor Reduction&amp;gt;&lt;br /&gt;
notetags.&lt;br /&gt;
&lt;br /&gt;
The 'Armor Scaling' style allows you to type in the base damage calculation&lt;br /&gt;
without the need to type in any defending modifiers.&lt;br /&gt;
&lt;br /&gt;
NOTE: While these are based off the damage formulas found in other games,&lt;br /&gt;
not all of them are exact replicas. Many of them are adapted for use in&lt;br /&gt;
RPG Maker MZ since not all RPG's use the same set of parameters and not all&lt;br /&gt;
external multipliers function the same way as RPG Maker MZ.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Style:&lt;br /&gt;
&lt;br /&gt;
* This is what the Damage Style is.&lt;br /&gt;
&lt;br /&gt;
Use Formula As:&lt;br /&gt;
&lt;br /&gt;
* This is what you insert into the formula box.&lt;br /&gt;
* Formula: Type in the formula for the action just as you would normally.&lt;br /&gt;
* Multiplier: Type in the multiplier for the action. Use float values. This means 250% is typed out as 2.50&lt;br /&gt;
* Power: Type in the power constant for the action. Use whole numbers. Type in something like 16 for a power constant.&lt;br /&gt;
&lt;br /&gt;
PH/MA Disparity:&lt;br /&gt;
&lt;br /&gt;
* Is there a disparity between how Physical Attacks and Magical Attacks are calculated?&lt;br /&gt;
* If yes, then physical attacks and magical attacks will have different formulas used.&lt;br /&gt;
* If no, then physical attacks and magical attacks will share similar formulas for how they're calculated.&lt;br /&gt;
&lt;br /&gt;
Stat Scale:&lt;br /&gt;
&lt;br /&gt;
* How much should stats scale throughout the game?&lt;br /&gt;
* Low: Keep them under 100 for the best results.&lt;br /&gt;
* Medium: Numbers work from low to mid 400's for best results.&lt;br /&gt;
* High: The numbers really shine once they're higher.&lt;br /&gt;
&lt;br /&gt;
Damage Scale:&lt;br /&gt;
&lt;br /&gt;
* How much does damage vary depending on small parameter changes?&lt;br /&gt;
* Low: Very little increase from parameter changes.&lt;br /&gt;
* Normal: Damage scales close to proportionally with parameter changes.&lt;br /&gt;
* High: Damage can boost itself drastically with parameter changes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
To determine what kind of parameters are used for the Damage Styles, they&lt;br /&gt;
will depend on two things: the action's 'Hit Type' (ie Physical Attack,&lt;br /&gt;
Magical Attack, and Certain Hit) and the action's 'Damage Type' (ie. Damage,&lt;br /&gt;
Recovery, or Drain).&lt;br /&gt;
&lt;br /&gt;
Certain Hit tends to use whichever value is higher: ATK or MAT, and then&lt;br /&gt;
ignores the target's defense values. Use Certain Hits for 'True Damage'.&lt;br /&gt;
&lt;br /&gt;
Use the chart below to figure out everything else:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -&lt;br /&gt;
Hit Type      Damage Type   Attacker Parameter   Defender Parameter&lt;br /&gt;
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -&lt;br /&gt;
Physical      Damage        ATK                  DEF&lt;br /&gt;
Magical       Damage        MAT                  MDF&lt;br /&gt;
Certain Hit   Damage        Larger (ATK, MAT)    -Ignores-&lt;br /&gt;
Physical      Recover       DEF                  -Ignores-&lt;br /&gt;
Magical       Recover       MDF                  -Ignores-&lt;br /&gt;
Certain Hit   Recover       Larger (ATK, MAT)    -Ignores-&lt;br /&gt;
Physical      Drain         ATK                  DEF&lt;br /&gt;
Magical       Drain         MAT                  MDF&lt;br /&gt;
Certain Hit   Drain         Larger (ATK, MAT)    -Ignores-&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These can be modified within the Plugin Parameters in the individual&lt;br /&gt;
Damage Styles themselves.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Skills and Items can use different Damage Styles from the setting you've&lt;br /&gt;
selected in the Plugin Parameters. They can be altered to have different&lt;br /&gt;
Damage Styles through the usage of a notetag:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Damage Style: name&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will use whichever style is found in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;Manual&amp;quot; is used, then no style will be used and all calculations will be&lt;br /&gt;
made strictly based off the formula found inside the formula box.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== VisuStella MZ Compatibility ==&lt;br /&gt;
&lt;br /&gt;
While this plugin is compatible with the majority of the VisuStella MZ&lt;br /&gt;
plugin library, it is not compatible with specific plugins or specific&lt;br /&gt;
features. This section will highlight the main plugins/features that will&lt;br /&gt;
not be compatible with this plugin or put focus on how the make certain&lt;br /&gt;
features compatible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Boost Action VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
When using Action Sequences, Boost effects for damage, turn extensions,&lt;br /&gt;
analyze, etc. will not occur for anything other than the Action Sequence:&lt;br /&gt;
&amp;quot;MECH: Action Effect&amp;quot; in order to maintain controlled effects. However, if&lt;br /&gt;
you do want to apply bonuses for Boosts, utilize &amp;quot;MECH: Boost Store Data&amp;quot; to&lt;br /&gt;
store inside a variable how many times Boosts were used. This can be used&lt;br /&gt;
however which way you want it to as long as it is manageable through events&lt;br /&gt;
and Common Events.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{Action Sequences MZ}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Auto Battle Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreAutoBattle.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreParams1.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameter settings allow you to change the aspects added by&lt;br /&gt;
this plugin that support Auto Battle and the Auto Battle commands.&lt;br /&gt;
&lt;br /&gt;
Auto Battle commands can be added to the Party Command Window and/or Actor&lt;br /&gt;
Command Window. The one used by the Party Command Window will cause the&lt;br /&gt;
whole party to enter an Auto Battle state until stopped by a button input.&lt;br /&gt;
The command used by the Actor Command Window, however, will cause the actor&lt;br /&gt;
to select an action based off the Auto Battle A.I. once for the current turn&lt;br /&gt;
instead.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Battle Display&lt;br /&gt;
&lt;br /&gt;
  Message:&lt;br /&gt;
  - Message that's displayed when Auto Battle is on.&lt;br /&gt;
  Text codes allowed. %1 - OK button, %2 - Cancel button&lt;br /&gt;
&lt;br /&gt;
  OK Button:&lt;br /&gt;
  - Text used to represent the OK button.&lt;br /&gt;
  - If VisuMZ_0_CoreEngine is present, ignore this.&lt;br /&gt;
&lt;br /&gt;
  Cancel Button:&lt;br /&gt;
  - Text used to represent the Cancel button.&lt;br /&gt;
  - If VisuMZ_0_CoreEngine is present, ignore this.&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for Auto Battle window.&lt;br /&gt;
    - 0 - Window&lt;br /&gt;
    - 1 - Dim&lt;br /&gt;
    - 2 - Transparent&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for this window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Options&lt;br /&gt;
&lt;br /&gt;
  Add Option?:&lt;br /&gt;
  - Add the Auto Battle options to the Options menu?&lt;br /&gt;
&lt;br /&gt;
  Adjust Window Height:&lt;br /&gt;
  - Automatically adjust the options window height?&lt;br /&gt;
&lt;br /&gt;
  Startup Name:&lt;br /&gt;
  - Command name of the option.&lt;br /&gt;
&lt;br /&gt;
  Style Name:&lt;br /&gt;
  - Command name of the option.&lt;br /&gt;
&lt;br /&gt;
  OFF:&lt;br /&gt;
  - Text displayed when Auto Battle Style is OFF.&lt;br /&gt;
&lt;br /&gt;
  ON:&lt;br /&gt;
  - Text displayed when Auto Battle Style is ON.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Damage Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreParams2.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters add a variety of things to how damage is handled in&lt;br /&gt;
battle. These range from hard damage caps to soft damage caps to how damage&lt;br /&gt;
popups appear, how the formulas for various aspects are handled and more.&lt;br /&gt;
&lt;br /&gt;
Damage Styles are also a feature added through this plugin. More information&lt;br /&gt;
can be found in the help section above labeled 'Damage Styles'.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Damage Cap&lt;br /&gt;
&lt;br /&gt;
  Enable Damage Cap?:&lt;br /&gt;
  - Put a maximum hard damage cap on how far damage can go?&lt;br /&gt;
  - This can be broken through the usage of notetags.&lt;br /&gt;
&lt;br /&gt;
  Default Hard Cap:&lt;br /&gt;
  - The default hard damage cap used before applying damage.&lt;br /&gt;
&lt;br /&gt;
  Enable Soft Cap?:&lt;br /&gt;
  - Soft caps ease in the damage values leading up to the  hard damage cap.&lt;br /&gt;
  - Requires hard Damage Cap enabled.&lt;br /&gt;
&lt;br /&gt;
    Base Soft Cap Rate:&lt;br /&gt;
    - The default soft damage cap used before applying damage.&lt;br /&gt;
&lt;br /&gt;
    Soft Scale Constant:&lt;br /&gt;
    - The default soft damage cap used before applying damage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Popups&lt;br /&gt;
&lt;br /&gt;
  Popup Duration:&lt;br /&gt;
  - Adjusts how many frames a popup stays visible.&lt;br /&gt;
&lt;br /&gt;
  Newest Popups Bottom:&lt;br /&gt;
  - Puts the newest popups at the bottom.&lt;br /&gt;
&lt;br /&gt;
  End Battle Show?:&lt;br /&gt;
  - Show or hide popups upon victory or escape?&lt;br /&gt;
  - Used to hide battle-state removal popups.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Sets how much to offset the sprites by horizontally/vertically.&lt;br /&gt;
&lt;br /&gt;
  Shift X:&lt;br /&gt;
  Shift Y:&lt;br /&gt;
  - Sets how much to shift the sprites by horizontally/vertically.&lt;br /&gt;
&lt;br /&gt;
  Critical Flash Color:&lt;br /&gt;
  - Adjust the popup's flash color.&lt;br /&gt;
  - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
  Critical Duration:&lt;br /&gt;
  - Adjusts how many frames a the flash lasts.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Formulas&lt;br /&gt;
&lt;br /&gt;
  JS: Overall Formula:&lt;br /&gt;
  - The overall formula used when calculating damage.&lt;br /&gt;
&lt;br /&gt;
  JS: Variance Formula:&lt;br /&gt;
  - The formula used when damage variance.&lt;br /&gt;
&lt;br /&gt;
  JS: Guard Formula:&lt;br /&gt;
  - The formula used when damage is guarded.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Critical Hits&lt;br /&gt;
&lt;br /&gt;
  JS: Rate Formula:&lt;br /&gt;
  - The formula used to calculate Critical Hit Rates.&lt;br /&gt;
&lt;br /&gt;
  JS: Damage Formula:&lt;br /&gt;
  - The formula used to calculate Critical Hit Damage modification.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Damage Styles&lt;br /&gt;
&lt;br /&gt;
  Default Style:&lt;br /&gt;
  - Which Damage Style do you want to set as default?&lt;br /&gt;
  - Use 'Manual' to not use any styles at all.&lt;br /&gt;
    - The 'Manual' style will not support &amp;lt;Armor Penetration&amp;gt; notetags.&lt;br /&gt;
    - The 'Manual' style will not support &amp;lt;Armor Reduction&amp;gt; notetags.&lt;br /&gt;
&lt;br /&gt;
  Check Formulas?:&lt;br /&gt;
  - It's usually bad practice to put in battle mechanics within damage&lt;br /&gt;
    formulas and this will check the damage formulas for skills and items&lt;br /&gt;
    to see if they contain any of the common battle mechanics that have the&lt;br /&gt;
    potential to cause problems.&lt;br /&gt;
  - Checks for illegal mechanics inside of damage formulas?&lt;br /&gt;
  - (ie. gainHp, loseHp, addBuff, addDebuff, addState, etc)&lt;br /&gt;
  - Read the following article for an explanation on why battle mechanics in&lt;br /&gt;
    damage formulas are undesirable and for an alternate solution:&lt;br /&gt;
    - [[Stop Putting Mechanics in Damage Formulas]]&lt;br /&gt;
  - Turn this off if you do not want to be alerted of which skills/items&lt;br /&gt;
    have battle mechanics in their damage formulas.&lt;br /&gt;
&lt;br /&gt;
  Style List:&lt;br /&gt;
  - A list of the damage styles available.&lt;br /&gt;
  - These are used to calculate base damage.&lt;br /&gt;
&lt;br /&gt;
    Name:&lt;br /&gt;
    - Name of this Damage Style.&lt;br /&gt;
    -Used for notetags and such.&lt;br /&gt;
&lt;br /&gt;
    JS: Formula:&lt;br /&gt;
    - The base formula for this Damage Style.&lt;br /&gt;
&lt;br /&gt;
    Items &amp;amp; Equips Core:&lt;br /&gt;
&lt;br /&gt;
      HP Damage:&lt;br /&gt;
      MP Damage:&lt;br /&gt;
      HP Recovery:&lt;br /&gt;
      MP Recovery:&lt;br /&gt;
      HP Drain:&lt;br /&gt;
      MP Drain:&lt;br /&gt;
      - Vocabulary used for this data entry.&lt;br /&gt;
&lt;br /&gt;
      JS: Damage Display:&lt;br /&gt;
      - Code used the data displayed for this category.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Mechanics Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreParams3newer.png]]&lt;br /&gt;
&lt;br /&gt;
Some of the base settings for the various mechanics found in the battle&lt;br /&gt;
system can be altered here in these Plugin Parameters. Most of these will&lt;br /&gt;
involve JavaScript code and require you to have to good understanding of&lt;br /&gt;
how the RPG Maker MZ code works before tampering with it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Action Speed&lt;br /&gt;
&lt;br /&gt;
  Allow Random Speed?:&lt;br /&gt;
  - Allow speed to be randomized base off the user's AGI?&lt;br /&gt;
&lt;br /&gt;
  Turn End Buffs Expire?:&lt;br /&gt;
  - Normally, buffs expire after all actions end.&lt;br /&gt;
  - But here, you can have buffs expire on turn end.&lt;br /&gt;
&lt;br /&gt;
  JS: Calculate:&lt;br /&gt;
  - Code used to calculate action speed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Base Troop&lt;br /&gt;
&lt;br /&gt;
  Base Troop ID's:&lt;br /&gt;
  - Select the Troop ID(s) to duplicate page events from for all&lt;br /&gt;
    other troops.&lt;br /&gt;
  - More information can be found in the dedicated Help section above.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Common Events (on Map)&lt;br /&gt;
&lt;br /&gt;
  Pre-Battle Event:&lt;br /&gt;
  Post-Battle Event:&lt;br /&gt;
  Victory Event:&lt;br /&gt;
  Defeat Event:&lt;br /&gt;
  Escape Success Event:&lt;br /&gt;
  Escape Fail Event:&lt;br /&gt;
  - Queued Common Event to run upon meeting the condition.&lt;br /&gt;
  - Use to 0 to not run any Common Event at all.&lt;br /&gt;
  - &amp;quot;Post-Battle Event&amp;quot; will always run regardless.&lt;br /&gt;
  - If any events are running before the battle, they will continue running&lt;br /&gt;
    to the end first before the queued Common Events will run.&lt;br /&gt;
  - These common events only run on the map scene. They're not meant to run&lt;br /&gt;
    in the battle scene.&lt;br /&gt;
  - If the &amp;quot;Defeat Event&amp;quot; has a common event attached to it, then random&lt;br /&gt;
    encounters will be changed to allow defeat without being sent to the&lt;br /&gt;
    Game Over scene. Instead, the game will send the player to the map scene&lt;br /&gt;
    where the Defeat Event will run.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Escape&lt;br /&gt;
&lt;br /&gt;
  JS: Calc Escape Ratio:&lt;br /&gt;
  - Code used to calculate the escape success ratio.&lt;br /&gt;
&lt;br /&gt;
  JS: Calc Escape Raise:&lt;br /&gt;
  - Code used to calculate how much the escape success ratio raises upon&lt;br /&gt;
    each failure.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_Update28_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
Switches&lt;br /&gt;
&lt;br /&gt;
  Switch: Critical:&lt;br /&gt;
  - Turns switch ON if the action performs a critical hit.&lt;br /&gt;
  - Switch reverts to OFF whenever an action starts.&lt;br /&gt;
  - If multiple targets/hits are struck, as long as one hit lands a critical&lt;br /&gt;
    hit, then the switch will remain ON for the rest of the action.&lt;br /&gt;
&lt;br /&gt;
  Switch: Miss/Evade:&lt;br /&gt;
  - Turns switch ON if the action misses/is evaded.&lt;br /&gt;
  - Switch reverts to OFF whenever an action starts.&lt;br /&gt;
  - If multiple targets/hits are struck, as long as one hit fails to land,&lt;br /&gt;
    then the switch will remain ON for the rest of the action.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Variables&lt;br /&gt;
&lt;br /&gt;
  Variable: Damage:&lt;br /&gt;
  - Variable records target damage during action.&lt;br /&gt;
  - Variable reverts to 0 whenever an action starts.&lt;br /&gt;
  - If multiple targets/hits are struck, the variable will record the total&lt;br /&gt;
    amount of damage done for the remainder of the action (unless manually&lt;br /&gt;
    reseting to 0 during an Action Sequence).&lt;br /&gt;
&lt;br /&gt;
  Variable: Healing:&lt;br /&gt;
  - Variable records target healing during action.&lt;br /&gt;
  - Variable reverts to 0 whenever an action starts.&lt;br /&gt;
  - If multiple targets/hits are struck, the variable will record the total&lt;br /&gt;
    amount of healing done for the remainder of the action (unless manually&lt;br /&gt;
    reseting to 0 during an Action Sequence).&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
JS: Battle-Related&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-Start Battle:&lt;br /&gt;
  - Target function: BattleManager.startBattle()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Post-Start Battle:&lt;br /&gt;
  - Target function: BattleManager.startBattle()&lt;br /&gt;
  - JavaScript code occurs after function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Battle Victory:&lt;br /&gt;
  - Target function: BattleManager.processVictory()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Escape Success:&lt;br /&gt;
  - Target function: BattleManager.onEscapeSuccess()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Escape Failure:&lt;br /&gt;
  - Target function: BattleManager.onEscapeFailure()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Battle Defeat:&lt;br /&gt;
  - Target function: BattleManager.processDefeat()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-End Battle:&lt;br /&gt;
  - Target function: BattleManager.endBattle()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Post-End Battle:&lt;br /&gt;
  - Target function: BattleManager.endBattle()&lt;br /&gt;
  - JavaScript code occurs after function is run.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
JS: Turn-Related&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-Start Turn:&lt;br /&gt;
  - Target function: BattleManager.startTurn()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Post-Start Turn:&lt;br /&gt;
  - Target function: BattleManager.startTurn()&lt;br /&gt;
  - JavaScript code occurs after function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-End Turn:&lt;br /&gt;
  - Target function: Game_Battler.prototype.onTurnEnd()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Post-End Turn:&lt;br /&gt;
  - Target function: Game_Battler.prototype.onTurnEnd()&lt;br /&gt;
  - JavaScript code occurs after function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-Regenerate:&lt;br /&gt;
  - Target function: Game_Battler.prototype.regenerateAll()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Post-Regenerate:&lt;br /&gt;
  - Target function: Game_Battler.prototype.regenerateAll()&lt;br /&gt;
  - JavaScript code occurs after function is run.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
JS: Action-Related&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-Start Action:&lt;br /&gt;
  - Target function: BattleManager.startAction()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Post-Start Action:&lt;br /&gt;
  - Target function: BattleManager.startAction()&lt;br /&gt;
  - JavaScript code occurs after function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-Apply:&lt;br /&gt;
  - Target function: Game_Action.prototype.apply()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-Damage:&lt;br /&gt;
  - Target function: Game_Action.prototype.executeDamage()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Post-Damage:&lt;br /&gt;
  - Target function: Game_Action.prototype.executeDamage()&lt;br /&gt;
  - JavaScript code occurs after function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Post-Apply:&lt;br /&gt;
  - Target function: Game_Action.prototype.apply()&lt;br /&gt;
  - JavaScript code occurs after function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-End Action:&lt;br /&gt;
  - Target function: BattleManager.endAction()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Post-End Action:&lt;br /&gt;
  - DescriTarget function: BattleManager.endAction()&lt;br /&gt;
  - JavaScript code occurs after function is run.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Battle Layout Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreParams4.png]]&lt;br /&gt;
&lt;br /&gt;
The Battle Layout Settings Plugin Parameter gives you control over the look,&lt;br /&gt;
style, and appearance of certain UI elements. These range from the way the&lt;br /&gt;
Battle Status Window presents its information to the way certain windows&lt;br /&gt;
like the Party Command Window and Actor Command Window appear.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Battle Layout Style&lt;br /&gt;
- The style used for the battle layout.&lt;br /&gt;
&lt;br /&gt;
  Default:&lt;br /&gt;
  - Shows actor faces in Battle Status.&lt;br /&gt;
&lt;br /&gt;
  List:&lt;br /&gt;
  - Lists actors in Battle Status.&lt;br /&gt;
&lt;br /&gt;
  XP:&lt;br /&gt;
  - Shows actor battlers in a stretched Battle Status.&lt;br /&gt;
&lt;br /&gt;
  Portrait:&lt;br /&gt;
  - Shows portraits in a stretched Battle Status.&lt;br /&gt;
&lt;br /&gt;
  Border:&lt;br /&gt;
  - Displays windows around the screen border.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreBattleStyleList.png|600px]]&lt;br /&gt;
&lt;br /&gt;
List Style&lt;br /&gt;
&lt;br /&gt;
  Show Faces:&lt;br /&gt;
  - Shows faces in List Style?&lt;br /&gt;
&lt;br /&gt;
  Command Window Width:&lt;br /&gt;
  - Determine the window width for the Party and Actor Command Windows.&lt;br /&gt;
  - Affects Default and List Battle Layout styles.&lt;br /&gt;
&lt;br /&gt;
  Minimum Rows:&lt;br /&gt;
  - How many rows minimum will the list style go to?&lt;br /&gt;
  - This is to prevent the list window from becoming too small.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreBattleStyleXp.png|600px]]&lt;br /&gt;
&lt;br /&gt;
XP Style&lt;br /&gt;
&lt;br /&gt;
  Command Lines:&lt;br /&gt;
  - Number of action lines in the Actor Command Window for the XP Style.&lt;br /&gt;
&lt;br /&gt;
  Sprite Height:&lt;br /&gt;
  - Default sprite height used when if the sprite's height has not been&lt;br /&gt;
    determined yet.&lt;br /&gt;
&lt;br /&gt;
  Sprite Base Location:&lt;br /&gt;
  - Determine where the sprite is located on the Battle Status Window.&lt;br /&gt;
    - Above Name - Sprite is located above the name.&lt;br /&gt;
    - Bottom - Sprite is located at the bottom of the window.&lt;br /&gt;
    - Centered - Sprite is centered in the window.&lt;br /&gt;
    - Top - Sprite is located at the top of the window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreBattleStylePortrait.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Portrait Style&lt;br /&gt;
&lt;br /&gt;
  Show Portraits?:&lt;br /&gt;
  - Requires VisuMZ_1_MainMenuCore.&lt;br /&gt;
  - Shows the actor's portrait instead of a face.&lt;br /&gt;
&lt;br /&gt;
  Portrait Scaling:&lt;br /&gt;
  - If portraits are used, scale them by this much.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreBattleStyleBorder.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Border Style&lt;br /&gt;
&lt;br /&gt;
  Columns:&lt;br /&gt;
  - The total number of columns for Skill &amp;amp; Item Windows in the battle scene&lt;br /&gt;
&lt;br /&gt;
  Show Portraits?:&lt;br /&gt;
  - Requires VisuMZ_1_MainMenuCore.&lt;br /&gt;
  - Shows the actor's portrait at the edge of the screen.&lt;br /&gt;
&lt;br /&gt;
  Portrait Scaling:&lt;br /&gt;
  - If portraits are used, scale them by this much.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Skill &amp;amp; Item Windows&lt;br /&gt;
&lt;br /&gt;
  Middle Layout:&lt;br /&gt;
  - Shows the Skill &amp;amp; Item Windows in mid-screen?&lt;br /&gt;
&lt;br /&gt;
  Columns:&lt;br /&gt;
  - The total number of columns for Skill &amp;amp; Item Windows in the battle scene&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Status Window Elements&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_LayoutUpdatePreview.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Battler Name:&lt;br /&gt;
  Gauge 1 (HP):&lt;br /&gt;
  Gauge 2 (MP):&lt;br /&gt;
  Gauge 3 (TP):&lt;br /&gt;
  State Icon:&lt;br /&gt;
  TPB/ATB Gauge:&lt;br /&gt;
&lt;br /&gt;
    Offset: X/Y:&lt;br /&gt;
    - Offset this Battle Status Window element's X/Y.&lt;br /&gt;
    - For X: Negative goes left. Positive goes right.&lt;br /&gt;
    - For Y: Negative goes up. Positive goes down.&lt;br /&gt;
&lt;br /&gt;
  Window Skin:&lt;br /&gt;
&lt;br /&gt;
    Filename:&lt;br /&gt;
    - Filename used for the Battle Status Window skin.&lt;br /&gt;
    - Leave this empty to use the default window skin.&lt;br /&gt;
&lt;br /&gt;
    Hide Window Skin?:&lt;br /&gt;
    - Hide the window skin for the Battle Status Window?&lt;br /&gt;
&lt;br /&gt;
  Selectable Background:&lt;br /&gt;
&lt;br /&gt;
    Hide Selectable BG?:&lt;br /&gt;
    - Show/Hide the selectable background box for the Battle Status Window?&lt;br /&gt;
&lt;br /&gt;
  Attachments:&lt;br /&gt;
&lt;br /&gt;
    Back Attachment:&lt;br /&gt;
&lt;br /&gt;
      Filename:&lt;br /&gt;
      - Filename used for an image to attach to the back of the Battle&lt;br /&gt;
        Status Window. Leave empty for none.&lt;br /&gt;
&lt;br /&gt;
      Offset: X/Y:&lt;br /&gt;
      - Offset this Battle Status Window element's X/Y.&lt;br /&gt;
      - For X: Negative goes left. Positive goes right.&lt;br /&gt;
      - For Y: Negative goes up. Positive goes down.&lt;br /&gt;
&lt;br /&gt;
    Front Attachment:&lt;br /&gt;
&lt;br /&gt;
      Filename:&lt;br /&gt;
      - Filename used for an image to attach to the front of the Battle&lt;br /&gt;
        Status Window. Leave empty for none.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
UI Elements&lt;br /&gt;
&lt;br /&gt;
  Anti-Tint UI?&lt;br /&gt;
  - Prevent UI Elements from being tinted?&lt;br /&gt;
  - This prevents UI Elements such as HP Gauges, Enemy Names, Battle Cursor,&lt;br /&gt;
    and Weakness Display from being affected by screen tint.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Battle Log Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreParams5.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters give you control over how the Battle Log Window, the&lt;br /&gt;
window shown at the top of the screen in the battle layout, appears, its&lt;br /&gt;
various properties, and which text will be displayed.&lt;br /&gt;
&lt;br /&gt;
The majority of the text has been disabled by default with this plugin to&lt;br /&gt;
make the flow of battle progress faster.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Back Color:&lt;br /&gt;
  - Use #rrggbb for a hex color.&lt;br /&gt;
&lt;br /&gt;
  Max Lines:&lt;br /&gt;
  - Maximum number of lines to be displayed.&lt;br /&gt;
&lt;br /&gt;
  Message Wait:&lt;br /&gt;
  - Number of frames for a usual message wait.&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for the Window_BattleLog.&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for the battle log.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Start Turn&lt;br /&gt;
&lt;br /&gt;
  Show Start Turn?:&lt;br /&gt;
  - Display turn changes at the start of the turn?&lt;br /&gt;
&lt;br /&gt;
  Start Turn Message:&lt;br /&gt;
  - Message displayed at turn start.&lt;br /&gt;
  - %1 - Turn Count&lt;br /&gt;
&lt;br /&gt;
  Start Turn Wait:&lt;br /&gt;
  - Number of frames to wait after a turn started.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Display Action&lt;br /&gt;
&lt;br /&gt;
  Show Centered Action?:&lt;br /&gt;
  - Display a centered text of the action name?&lt;br /&gt;
&lt;br /&gt;
  Show Skill Message 1?:&lt;br /&gt;
  - Display the 1st skill message?&lt;br /&gt;
&lt;br /&gt;
  Show Skill Message 2?:&lt;br /&gt;
  - Display the 2nd skill message?&lt;br /&gt;
&lt;br /&gt;
  Show Item Message?:&lt;br /&gt;
  - Display the item use message?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Action Changes&lt;br /&gt;
&lt;br /&gt;
  Show Counter?:&lt;br /&gt;
  - Display counter text?&lt;br /&gt;
&lt;br /&gt;
    Wait Frames:&lt;br /&gt;
    - How many frames should the battle log wait after text?&lt;br /&gt;
    - 60 frames = 1 second.&lt;br /&gt;
&lt;br /&gt;
  Show Reflect?:&lt;br /&gt;
  - Display magic reflection text?&lt;br /&gt;
&lt;br /&gt;
    Wait Frames:&lt;br /&gt;
    - How many frames should the battle log wait after text?&lt;br /&gt;
    - 60 frames = 1 second.&lt;br /&gt;
&lt;br /&gt;
  Show Substitute?:&lt;br /&gt;
  - Display substitute text?&lt;br /&gt;
&lt;br /&gt;
    Wait Frames:&lt;br /&gt;
    - How many frames should the battle log wait after text?&lt;br /&gt;
    - 60 frames = 1 second.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Action Results&lt;br /&gt;
&lt;br /&gt;
  Show No Effect?:&lt;br /&gt;
  - Display no effect text?&lt;br /&gt;
&lt;br /&gt;
  Show Critical?:&lt;br /&gt;
  - Display critical text?&lt;br /&gt;
&lt;br /&gt;
  Show Miss/Evasion?:&lt;br /&gt;
  - Display miss/evasion text?&lt;br /&gt;
&lt;br /&gt;
  Show HP Damage?:&lt;br /&gt;
  - Display HP Damage text?&lt;br /&gt;
&lt;br /&gt;
  Show MP Damage?:&lt;br /&gt;
  - Display MP Damage text?&lt;br /&gt;
&lt;br /&gt;
  Show TP Damage?:&lt;br /&gt;
  - Display TP Damage text?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Display States&lt;br /&gt;
&lt;br /&gt;
  Show Added States?:&lt;br /&gt;
  - Display added states text?&lt;br /&gt;
&lt;br /&gt;
  Show Removed States?:&lt;br /&gt;
  - Display removed states text?&lt;br /&gt;
&lt;br /&gt;
  Show Current States?:&lt;br /&gt;
  - Display the currently affected state text?&lt;br /&gt;
&lt;br /&gt;
  Show Added Buffs?:&lt;br /&gt;
  - Display added buffs text?&lt;br /&gt;
&lt;br /&gt;
  Show Added Debuffs?:&lt;br /&gt;
  - Display added debuffs text?&lt;br /&gt;
&lt;br /&gt;
  Show Removed Buffs?:&lt;br /&gt;
  - Display removed de/buffs text?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Battleback Scaling Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_Update10_Param1.png]]&lt;br /&gt;
&lt;br /&gt;
By default, the battlebacks in RPG Maker MZ scale as if the screen size is&lt;br /&gt;
a static 816x624 resolution, which isn't always the case. These settings&lt;br /&gt;
here allow you to dictate how you want the battlebacks to scale for the&lt;br /&gt;
whole game. These settings CANNOT be changed midgame or per battle.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Default Style:&lt;br /&gt;
  - The default scaling style used for battlebacks.&lt;br /&gt;
  - MZ (MZ's default style)&lt;br /&gt;
  - 1:1 (No Scaling)&lt;br /&gt;
  - Scale To Fit (Scale to screen size)&lt;br /&gt;
  - Scale Down (Scale Downward if Larger than Screen)&lt;br /&gt;
  - Scale Up (Scale Upward if Smaller than Screen)&lt;br /&gt;
&lt;br /&gt;
  JS: 1:1:&lt;br /&gt;
  JS: Scale To Fit:&lt;br /&gt;
  JS: Scale Down:&lt;br /&gt;
  JS: Scale Up:&lt;br /&gt;
  JS: 1:1:&lt;br /&gt;
  JS: 1:1:&lt;br /&gt;
  - This code gives you control over the scaling for this style.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Party Command Window ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCorePartyCommandWindow.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreParams6.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters allow you control over how the Party Command Window&lt;br /&gt;
operates in the battle scene. You can turn disable it from appearing or make&lt;br /&gt;
it so that it doesn't&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Command Window&lt;br /&gt;
&lt;br /&gt;
  Style:&lt;br /&gt;
  - How do you wish to draw commands in the Party Command Window?&lt;br /&gt;
  - Text Only: Display only the text.&lt;br /&gt;
  - Icon Only: Display only the icon.&lt;br /&gt;
  - Icon + Text: Display the icon first, then the text.&lt;br /&gt;
  - Auto: Determine which is better to use based on the size of the cell.&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for the Party Command Window.&lt;br /&gt;
&lt;br /&gt;
  Fight Icon:&lt;br /&gt;
  - The icon used for the Fight command.&lt;br /&gt;
&lt;br /&gt;
  Add Auto Battle?:&lt;br /&gt;
  - Add the &amp;quot;Auto Battle&amp;quot; command to the Command Window?&lt;br /&gt;
&lt;br /&gt;
    Auto Battle Icon:&lt;br /&gt;
    - The icon used for the Auto Battle command.&lt;br /&gt;
&lt;br /&gt;
    Auto Battle Text:&lt;br /&gt;
    - The text used for the Auto Battle command.&lt;br /&gt;
&lt;br /&gt;
  Add Status?:&lt;br /&gt;
  - Add the &amp;quot;Status&amp;quot; command to the Command Window?&lt;br /&gt;
&lt;br /&gt;
  Add Options?:&lt;br /&gt;
  - Add the &amp;quot;Options&amp;quot; command to the Command Window?&lt;br /&gt;
&lt;br /&gt;
    Options Icon:&lt;br /&gt;
    - The icon used for the Options command.&lt;br /&gt;
&lt;br /&gt;
    Active TPB Message:&lt;br /&gt;
    - Message that will be displayed when selecting options during the&lt;br /&gt;
      middle of an action.&lt;br /&gt;
&lt;br /&gt;
  Escape Icon:&lt;br /&gt;
  - The icon used for the Escape command.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Access&lt;br /&gt;
&lt;br /&gt;
  Skip Party Command:&lt;br /&gt;
  - DTB: Skip Party Command selection on turn start.&lt;br /&gt;
  - TPB: Skip Party Command selection at battle start.&lt;br /&gt;
&lt;br /&gt;
  Disable Party Command:&lt;br /&gt;
  - Disable the Party Command Window entirely?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Help Window&lt;br /&gt;
&lt;br /&gt;
The Help Window will only appear for 'Border' and 'Frontview Battle UI' battle layouts.&lt;br /&gt;
&lt;br /&gt;
  Fight:&lt;br /&gt;
  - Text displayed when selecting a skill type.&lt;br /&gt;
  - %1 - Skill Type Name&lt;br /&gt;
&lt;br /&gt;
  Auto Battle:&lt;br /&gt;
  - Text displayed when selecting the Auto Battle command.&lt;br /&gt;
&lt;br /&gt;
  Options:&lt;br /&gt;
  - Text displayed when selecting the Options command.&lt;br /&gt;
&lt;br /&gt;
  Escape:&lt;br /&gt;
  - Text displayed when selecting the escape command.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Actor Command Window ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreActorCommandWindow.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreParams7.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters allow you to change various aspects regarding the&lt;br /&gt;
Actor Command Window and how it operates in the battle scene. This ranges&lt;br /&gt;
from how it appears to the default battle commands given to all players&lt;br /&gt;
without a custom &amp;lt;Battle Commands&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Command Window&lt;br /&gt;
&lt;br /&gt;
  Style:&lt;br /&gt;
  - How do you wish to draw commands in the Actor Command Window?&lt;br /&gt;
  - Text Only: Display only the text.&lt;br /&gt;
  - Icon Only: Display only the icon.&lt;br /&gt;
  - Icon + Text: Display the icon first, then the text.&lt;br /&gt;
  - Auto: Determine which is better to use based on the size of the cell.&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for the Actor Command Window.&lt;br /&gt;
&lt;br /&gt;
  Item Icon:&lt;br /&gt;
  - The icon used for the Item command.&lt;br /&gt;
&lt;br /&gt;
  Normal SType Icon:&lt;br /&gt;
  - Icon used for normal skill types that aren't assigned any icons.&lt;br /&gt;
  - Ignore if VisuMZ_1_SkillsStatesCore is installed.&lt;br /&gt;
&lt;br /&gt;
  Magic SType Icon:&lt;br /&gt;
  - Icon used for magic skill types that aren't assigned any icons.&lt;br /&gt;
  - Ignore if VisuMZ_1_SkillsStatesCore is installed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Battle Commands&lt;br /&gt;
&lt;br /&gt;
  Command List:&lt;br /&gt;
  - List of battle commands that appear by default if the &amp;lt;Battle Commands&amp;gt;&lt;br /&gt;
    notetag isn't present.&lt;br /&gt;
&lt;br /&gt;
    - Attack&lt;br /&gt;
      - Adds the basic attack command.&lt;br /&gt;
&lt;br /&gt;
    - Skills&lt;br /&gt;
      - Displays all the skill types available to the actor.&lt;br /&gt;
&lt;br /&gt;
    - SType: x&lt;br /&gt;
    - Stype: name&lt;br /&gt;
      - Adds in a specific skill type.&lt;br /&gt;
      - Replace 'x' with the ID of the skill type.&lt;br /&gt;
      - Replace 'name' with the name of the skill type (without text codes).&lt;br /&gt;
&lt;br /&gt;
    - All Skills&lt;br /&gt;
      - Adds all usable battle skills as individual actions.&lt;br /&gt;
&lt;br /&gt;
    - Skill: x&lt;br /&gt;
    - Skill: name&lt;br /&gt;
      - Adds in a specific skill as a usable action.&lt;br /&gt;
      - Replace 'x' with the ID of the skill.&lt;br /&gt;
      - Replace 'name' with the name of the skill.&lt;br /&gt;
&lt;br /&gt;
    - Guard&lt;br /&gt;
      - Adds the basic guard command.&lt;br /&gt;
&lt;br /&gt;
    - Item&lt;br /&gt;
      - Adds the basic item command.&lt;br /&gt;
&lt;br /&gt;
    - Escape&lt;br /&gt;
      - Adds the escape command.&lt;br /&gt;
&lt;br /&gt;
    - Auto Battle&lt;br /&gt;
      - Adds the auto battle command.&lt;br /&gt;
&lt;br /&gt;
    - Party&lt;br /&gt;
      - Requires VisuMZ_2_PartySystem!&lt;br /&gt;
      - Switches out the current actor for another.&lt;br /&gt;
&lt;br /&gt;
    - Combat Log&lt;br /&gt;
      - Requires VisuMZ_4_CombatLog!&lt;br /&gt;
      - Shows combat log.&lt;br /&gt;
&lt;br /&gt;
    - Talk&lt;br /&gt;
      - Requires VisuMZ_3_BattleCmdTalk!&lt;br /&gt;
      - Shows talk command if applicable.&lt;br /&gt;
&lt;br /&gt;
    - Weapon Swap&lt;br /&gt;
      - Requires VisuMZ_2_WeaponSwapSystem!&lt;br /&gt;
      - Swaps current weapon for next one.&lt;br /&gt;
&lt;br /&gt;
  Show Command Costs:&lt;br /&gt;
  - If a battle command has a resource cost, show it?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Help Window&lt;br /&gt;
&lt;br /&gt;
The Help Window will only appear for 'Border' and 'Frontview Battle UI' battle layouts.&lt;br /&gt;
&lt;br /&gt;
  Skill Types:&lt;br /&gt;
  - Text displayed when selecting a skill type.&lt;br /&gt;
  - %1 - Skill Type Name&lt;br /&gt;
&lt;br /&gt;
  Items:&lt;br /&gt;
  - Text displayed when selecting the item command.&lt;br /&gt;
&lt;br /&gt;
  Escape:&lt;br /&gt;
  - Text displayed when selecting the escape command.&lt;br /&gt;
&lt;br /&gt;
  Auto Battle:&lt;br /&gt;
  - Text displayed when selecting the Auto Battle command.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== In-Battle Status Window ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_InBattleStatus1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_InBattleStatus2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Added with Battle Core version 1.84, this new window allows the player to&lt;br /&gt;
view the status of the current active party. If the actors have states and&lt;br /&gt;
buffs, the player can scroll through them and read about their effects&lt;br /&gt;
through the help window.&lt;br /&gt;
&lt;br /&gt;
If you would like to manage which parameters can appear here, this can be&lt;br /&gt;
done through the VisuMZ_0_CoreEngine's &amp;quot;Parameter Settings&amp;quot; and adjust which&lt;br /&gt;
parameters are shown through &amp;quot;Extended Parameters&amp;quot;. These settings will&lt;br /&gt;
reflect in the In-Battle Status window, too. Otherwise, the parameters that&lt;br /&gt;
will be shown will only be MaxHP, MaxMP, ATK, DEF, MAT, MDF, AGI, and LUK.&lt;br /&gt;
&lt;br /&gt;
The In-Battle Status can also be used to view enemies (if the parameter is&lt;br /&gt;
enabled). To view enemies, players must scroll through all the actors before&lt;br /&gt;
viewing enemies. Enemies will have their battler graphic displayed. If the&lt;br /&gt;
enemy has a SV Battler graphic, that will be displayed instead. However, if&lt;br /&gt;
the enemy has a Dragonbones, then the database battler graphic is displayed&lt;br /&gt;
to match any of the turn order displays as those also use the same graphic.&lt;br /&gt;
&lt;br /&gt;
Enemies will not display the current HP on their In-Battle Status gauges.&lt;br /&gt;
Instead, they will display what percentage their HP, MP, and/or TP is at.&lt;br /&gt;
This is primarily due to how gauges do not support large numbers well and&lt;br /&gt;
showing the percentage values are better for this scene.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General Settings&lt;br /&gt;
&lt;br /&gt;
  Status Icon:&lt;br /&gt;
  - The icon used for the Status command.&lt;br /&gt;
&lt;br /&gt;
  Status Graphic:&lt;br /&gt;
  - Choose how the actor graphic appears for In-Battle Status.&lt;br /&gt;
&lt;br /&gt;
  Help Description:&lt;br /&gt;
  - Text displayed when selecting the Status command.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Enemy Settings&lt;br /&gt;
&lt;br /&gt;
  Allow View Enemies?:&lt;br /&gt;
  - Allows players to view enemy stats (even if limited)?&lt;br /&gt;
&lt;br /&gt;
  Show Level?:&lt;br /&gt;
  - Shows the enemy's level in the In-Battle Status?&lt;br /&gt;
&lt;br /&gt;
  Hidden Parameter:&lt;br /&gt;
  - The text that appears if a parameter value is hidden.&lt;br /&gt;
&lt;br /&gt;
    Show Params Always:&lt;br /&gt;
    - Always show exact enemy parameter values.&lt;br /&gt;
&lt;br /&gt;
    Show Battle Test:&lt;br /&gt;
    - Show exact enemy parameter values in battle test.&lt;br /&gt;
&lt;br /&gt;
    Show If Defeated:&lt;br /&gt;
    - Show exact enemy parameter values if enemy has been defeated before.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Page Buttons:&lt;br /&gt;
&lt;br /&gt;
  Show Page Buttons?:&lt;br /&gt;
  - Shows page buttons to switch between actors?&lt;br /&gt;
  - Still requires Touch UI option to be on.&lt;br /&gt;
&lt;br /&gt;
  Large UI Position?:&lt;br /&gt;
  - If using a large resolution, position the page buttons on which side?&lt;br /&gt;
&lt;br /&gt;
 Offset X&lt;br /&gt;
 - Offsets the page buttons x position.&lt;br /&gt;
 - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
 Offset Y&lt;br /&gt;
 - Offsets the page buttons y position.&lt;br /&gt;
 - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Parameter Display&lt;br /&gt;
&lt;br /&gt;
  Increased Value&lt;br /&gt;
  - How are increased parameter values displayed?&lt;br /&gt;
  - %1 - Parameter Value&lt;br /&gt;
&lt;br /&gt;
  Decreased Value&lt;br /&gt;
  - How are increased parameter values displayed?&lt;br /&gt;
  - %1 - Parameter Value&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
States Display&lt;br /&gt;
&lt;br /&gt;
  Max Width&lt;br /&gt;
  - Maximum width of the states list display.&lt;br /&gt;
&lt;br /&gt;
  List States?&lt;br /&gt;
  - Lists states in the states list display?&lt;br /&gt;
&lt;br /&gt;
  List Buffs?&lt;br /&gt;
  - Lists buffs in the states list display?&lt;br /&gt;
&lt;br /&gt;
  List Debuffs?&lt;br /&gt;
  - Lists debuffs in the states list display?&lt;br /&gt;
&lt;br /&gt;
  Buffs/Debuffs Display:&lt;br /&gt;
&lt;br /&gt;
    Buff Name Format&lt;br /&gt;
    - Text format used to represent buffs.&lt;br /&gt;
    - %1 - Parameter Name&lt;br /&gt;
&lt;br /&gt;
    Debuff Name Format&lt;br /&gt;
    - Text format used to represent debuffs.&lt;br /&gt;
    - %1 - Parameter Name&lt;br /&gt;
&lt;br /&gt;
  Normal State:&lt;br /&gt;
&lt;br /&gt;
    Normal Icon&lt;br /&gt;
    - Icon used to represent normal state (unaffected by states, buffs, or&lt;br /&gt;
      debuffs).&lt;br /&gt;
&lt;br /&gt;
    Normal Text&lt;br /&gt;
    - Text used to represent normal state (unaffected by states, buffs, or&lt;br /&gt;
      debuffs).&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Help Descriptions&lt;br /&gt;
&lt;br /&gt;
  State Help Format:&lt;br /&gt;
  - Text format used for state help descriptions&lt;br /&gt;
  - %1 - Description; %2 - Turns/Actions Remaining&lt;br /&gt;
&lt;br /&gt;
  Buff Help Format:&lt;br /&gt;
  - Text format used for Buff help descriptions&lt;br /&gt;
  - %1 - Param; %2 - Percent; %3 - Color; %4 - Turns&lt;br /&gt;
&lt;br /&gt;
  Debuff Help Format:&lt;br /&gt;
  - Text format used for Debuff help descriptions&lt;br /&gt;
  - %1 - Param; %2 - Percent; %3 - Color; %4 - Turns&lt;br /&gt;
&lt;br /&gt;
  Normal State:&lt;br /&gt;
  - Help description used to explain normal state (unaffected by states,&lt;br /&gt;
    buffs, or debuffs).&lt;br /&gt;
&lt;br /&gt;
  Turns/Actions Left:&lt;br /&gt;
&lt;br /&gt;
    Actions Format:&lt;br /&gt;
    - Text format used to represent actions remaining.&lt;br /&gt;
    - %1 - Actions; %2 - Color&lt;br /&gt;
&lt;br /&gt;
    Turns Format:&lt;br /&gt;
    - Text format used to represent turns remaining.&lt;br /&gt;
    - %1 - Turns; %2 - Color&lt;br /&gt;
&lt;br /&gt;
    Passive Text:&lt;br /&gt;
    - Text used to represent a passive.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Window Settings&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Data:&lt;br /&gt;
  - Code used to draw battler data.&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for this window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Multi-Target Windows Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_Update121_Preview.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_Update121_Param1.png]]&lt;br /&gt;
&lt;br /&gt;
Action Sequence Plugin Parameters adjust how the Multi-Target Windows appear&lt;br /&gt;
in battle. These windows are visible when selecting an enemy or actor while&lt;br /&gt;
using a skill/item that has the &amp;lt;Single or Multiple Select&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
Those wondering why this isn't regulated to a command left or right of the&lt;br /&gt;
enemies and actors is because mouse controls and touch controls would not be&lt;br /&gt;
able to select all enemies or all allies that way.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Properties&lt;br /&gt;
&lt;br /&gt;
  Window Width:&lt;br /&gt;
  - What is the width used for the Multi-Target Window?&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for these windows.&lt;br /&gt;
&lt;br /&gt;
  Show Button:&lt;br /&gt;
  - Shows the keyboard/controller button to press?&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Vocab&lt;br /&gt;
&lt;br /&gt;
  All Actors:&lt;br /&gt;
  - What is the text used for the &amp;quot;All Actors&amp;quot; button?&lt;br /&gt;
&lt;br /&gt;
  All Enemies:&lt;br /&gt;
  - What is the text used for the &amp;quot;All Enemies&amp;quot; button?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Offsets &amp;gt; Actor Offsets&lt;br /&gt;
Offsets &amp;gt; Enemy Offsets&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offsets the button's x position.&lt;br /&gt;
  - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offsets the button's y position.&lt;br /&gt;
  - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Damage Combo Window Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:DmgComboWindow.png]]&lt;br /&gt;
&lt;br /&gt;
If enabled, this window will display updated information about the total&lt;br /&gt;
amount of hits performed and total damage/healing value executed for HP.&lt;br /&gt;
&lt;br /&gt;
This only applies when HP damage is directly dealt through action effects.&lt;br /&gt;
It does NOT apply for MP damage, TP damage, states, regeneration, or event&lt;br /&gt;
commands.&lt;br /&gt;
&lt;br /&gt;
If you would like to adjust the Damage Combo Window mid-action, you can use&lt;br /&gt;
the following script calls to do so:&lt;br /&gt;
&lt;br /&gt;
    $comboWindowReset()&lt;br /&gt;
    - Resets the all values found in the damage combo window.&lt;br /&gt;
&lt;br /&gt;
    $comboWindowIncreaseHits(x)&lt;br /&gt;
    - Increases the current hit counter in the combo window by 'x'.&lt;br /&gt;
    - Insert a number for 'x'.&lt;br /&gt;
    - Example: $comboWindowIncreaseHits(2)&lt;br /&gt;
&lt;br /&gt;
    $comboWindowIncreaseDamage(x)&lt;br /&gt;
    - Increases the current total damage counter in the combo window by 'x'.&lt;br /&gt;
    - Insert a number for 'x'.&lt;br /&gt;
    - This will offset any healing added in the damage counter window.&lt;br /&gt;
    - Example: $comboWindowIncreaseDamage(100)&lt;br /&gt;
&lt;br /&gt;
    $comboWindowIncreaseHealing(x)&lt;br /&gt;
    - Increases the current total heal counter in the combo window by 'x'.&lt;br /&gt;
    - Insert a number for 'x'.&lt;br /&gt;
    - This will offset any damage added in the damage counter window.&lt;br /&gt;
    - Example: $comboWindowIncreaseHealing(200)&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General Settings:&lt;br /&gt;
&lt;br /&gt;
  Enable?:&lt;br /&gt;
  - Add the Combo Window to show in battle?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Appearance Settings:&lt;br /&gt;
&lt;br /&gt;
  Custom Font:&lt;br /&gt;
  - Insert the custom font face name here.&lt;br /&gt;
  - Use VisuMZ_1_MessageCore to register new fonts.&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for this window?&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Data:&lt;br /&gt;
  - Code used to draw the data in this window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Vocabulary:&lt;br /&gt;
&lt;br /&gt;
  Damage Combo Format:&lt;br /&gt;
  - Text format used to display total hits for damage.&lt;br /&gt;
  - %1 - Total Hits&lt;br /&gt;
&lt;br /&gt;
  Healing Combo Format:&lt;br /&gt;
  - Text format used to display total hits for healing.&lt;br /&gt;
  - %1 - Total Hits&lt;br /&gt;
&lt;br /&gt;
  Damage Total Format:&lt;br /&gt;
  - Text format used to display total value for damage.&lt;br /&gt;
  - %1 - Total Damage&lt;br /&gt;
&lt;br /&gt;
  Healing Total Format:&lt;br /&gt;
  - Text format used to display total value for healing.&lt;br /&gt;
  - %1 - Total Healing&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Position Settings:&lt;br /&gt;
&lt;br /&gt;
  Fade Shift X:&lt;br /&gt;
  - Shifts the windows x position when fading.&lt;br /&gt;
  - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
  Fade Shift Y:&lt;br /&gt;
  - Shifts the windows y position when fading.&lt;br /&gt;
  - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offsets the windows x position.&lt;br /&gt;
  - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offsets the windows y position.&lt;br /&gt;
  - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for this window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Updating Settings:&lt;br /&gt;
&lt;br /&gt;
  Number Roll Duration:&lt;br /&gt;
  - Frame duration to roll damage numbers.&lt;br /&gt;
  - 60 frames = 1 second.&lt;br /&gt;
&lt;br /&gt;
  Minimum Stay Duration:&lt;br /&gt;
  - Frame duration to stay visible minimum.&lt;br /&gt;
  - 60 frames = 1 second.&lt;br /&gt;
&lt;br /&gt;
  Minimum Hit Visible:&lt;br /&gt;
  - Minimum hits before combo window becomes visible?&lt;br /&gt;
&lt;br /&gt;
  Opacity Speed:&lt;br /&gt;
  - Opacity speed when fading in/out.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Actor Battler Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreParams8.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameter settings adjust how the sideview battlers behave for&lt;br /&gt;
the actor sprites. Some of these settings are shared with enemies if they&lt;br /&gt;
use sideview battler graphics.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Flinch&lt;br /&gt;
&lt;br /&gt;
  Flinch Distance X:&lt;br /&gt;
  - The normal X distance when flinching.&lt;br /&gt;
&lt;br /&gt;
  Flinch Distance Y:&lt;br /&gt;
  - The normal Y distance when flinching.&lt;br /&gt;
&lt;br /&gt;
  Flinch Duration:&lt;br /&gt;
  - The number of frames for a flinch to complete.&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_ShakeFlinch.gif]]&lt;br /&gt;
&lt;br /&gt;
  Shake Flinch:&lt;br /&gt;
  - Perform a shake flinch when taking damage?&lt;br /&gt;
&lt;br /&gt;
    Max Duration:&lt;br /&gt;
    - Maximum duration a shake flinch can have.&lt;br /&gt;
    - This is reduced relative to the amount of damage taken.&lt;br /&gt;
&lt;br /&gt;
    Max Power:&lt;br /&gt;
    - The power rating of a shake flinch at full damage.&lt;br /&gt;
    - This is reduced relative to the amount of damage taken.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Frontview Battlers&lt;br /&gt;
&lt;br /&gt;
  Portrait Animations:&lt;br /&gt;
&lt;br /&gt;
    Each Target:&lt;br /&gt;
    - Place animations on top for &amp;quot;Each Target&amp;quot; display types?&lt;br /&gt;
    - Does not apply to MV animations.&lt;br /&gt;
&lt;br /&gt;
    Center of All:&lt;br /&gt;
    - Place animations on top for &amp;quot;Center of All&amp;quot; display types?&lt;br /&gt;
    - Does not apply to MV animations.&lt;br /&gt;
&lt;br /&gt;
    Center of Screen:&lt;br /&gt;
    - Place animations on top for &amp;quot;Center of Screen&amp;quot; display types?&lt;br /&gt;
    - Does not apply to MV animations.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Sideview Battlers&lt;br /&gt;
&lt;br /&gt;
  Anchor:&lt;br /&gt;
&lt;br /&gt;
    Anchor: X:&lt;br /&gt;
    - Default X anchor for Sideview Battlers.&lt;br /&gt;
&lt;br /&gt;
    Anchor: Y:&lt;br /&gt;
    - Default Y anchor for Sideview Battlers.&lt;br /&gt;
&lt;br /&gt;
  Chant Style:&lt;br /&gt;
  - What determines the chant motion?&lt;br /&gt;
  - Hit type or skill type?&lt;br /&gt;
&lt;br /&gt;
  Position:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Offsets X position where actor is positioned.&lt;br /&gt;
    - Negative values go left. Positive values go right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Offsets Y position where actor is positioned.&lt;br /&gt;
    - Negative values go up. Positive values go down.&lt;br /&gt;
&lt;br /&gt;
  Motion Speed:&lt;br /&gt;
  - The number of frames in between each motion.&lt;br /&gt;
&lt;br /&gt;
  Priority: Active:&lt;br /&gt;
  - Place the active actor on top of actor and enemy sprites.&lt;br /&gt;
&lt;br /&gt;
  Priority: Actors:&lt;br /&gt;
  - Prioritize actors over enemies when placing sprites on top of each other&lt;br /&gt;
&lt;br /&gt;
  Smooth Image:&lt;br /&gt;
  - Smooth out the battler images or pixelate them?&lt;br /&gt;
&lt;br /&gt;
  Shadow Visible:&lt;br /&gt;
  - Show or hide the shadow for Sideview Battlers.&lt;br /&gt;
&lt;br /&gt;
  State Overlay:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Offsets X position for state overlay on actor.&lt;br /&gt;
    - Negative values go left. Positive values go right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Offsets Y position for state overlay on actor.&lt;br /&gt;
    - Negative values go up. Positive values go down.&lt;br /&gt;
&lt;br /&gt;
  JS: Home Position:&lt;br /&gt;
  - Code used to calculate the home position of actors.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Enemy Battler Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreParams9.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameter settings adjust how enemies appear visually in the&lt;br /&gt;
battle scene. Some of these settings will override the settings used for&lt;br /&gt;
actors if used as sideview battlers. Other settings include changing up the&lt;br /&gt;
default attack animation for enemies, how the enemy select window functions,&lt;br /&gt;
and more.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Visual&lt;br /&gt;
&lt;br /&gt;
  Attack Animation:&lt;br /&gt;
  - Default attack animation used for enemies.&lt;br /&gt;
  - Use &amp;lt;Attack Animation: x&amp;gt; for custom animations.&lt;br /&gt;
&lt;br /&gt;
  Emerge Text:&lt;br /&gt;
  - Show or hide the 'Enemy emerges!' text at the start of battle.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offsets X position where enemy is positioned.&lt;br /&gt;
  - Negative values go left. Positive values go right.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offsets Y position where enemy is positioned.&lt;br /&gt;
  - Negative values go up. Positive values go down.&lt;br /&gt;
&lt;br /&gt;
  Smooth Image:&lt;br /&gt;
  - Smooth out the battler images or pixelate them?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Select Window&lt;br /&gt;
&lt;br /&gt;
  Any: Last Selected:&lt;br /&gt;
  - Prioritize last selected enemy over front view or sideview settings?&lt;br /&gt;
&lt;br /&gt;
  FV: Right Priority:&lt;br /&gt;
  - If using frontview, auto select the enemy furthest right.&lt;br /&gt;
&lt;br /&gt;
  SV: Right Priority:&lt;br /&gt;
  - If using sideview, auto select the enemy furthest right.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Name:&lt;br /&gt;
&lt;br /&gt;
  Legacy Option:&lt;br /&gt;
  - Use the legacy version (window) or new version (sprite).&lt;br /&gt;
  - WARNING: Legacy version is no longer supported for bugs.&lt;br /&gt;
  - Not all settings available here in the Plugin Parameters will be&lt;br /&gt;
    available to the legacy version (ie Always Visible and Attach States).&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - Font size used for enemy names.&lt;br /&gt;
&lt;br /&gt;
  Name Position:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Offset the enemy name's position by this much.&lt;br /&gt;
    - For X: Negative goes left. Positive goes right.&lt;br /&gt;
    - For Y: Negative goes up. Positive goes down.&lt;br /&gt;
&lt;br /&gt;
  Name: Attach States:&lt;br /&gt;
  - Attach the enemy's state icon to the enemy name?&lt;br /&gt;
&lt;br /&gt;
    Attach: Offset X:&lt;br /&gt;
    Attach: Offset Y:&lt;br /&gt;
    - How much to offset the attached icon's X/Y position by?&lt;br /&gt;
    - For X: Negative goes left. Positive goes right.&lt;br /&gt;
    - For Y: Negative goes up. Positive goes down.&lt;br /&gt;
&lt;br /&gt;
  Name Visibility:&lt;br /&gt;
&lt;br /&gt;
    Always Hidden:&lt;br /&gt;
    - Determines if the enemy name will always be visible.&lt;br /&gt;
    - Highest priority.&lt;br /&gt;
&lt;br /&gt;
    Always Visible:&lt;br /&gt;
    - Determines if the enemy name will always be visible.&lt;br /&gt;
    - Medium priority.&lt;br /&gt;
&lt;br /&gt;
    As Target:&lt;br /&gt;
    - Shows enemy name when enemy is a target.&lt;br /&gt;
    - Medium priority.&lt;br /&gt;
&lt;br /&gt;
    By Selection?:&lt;br /&gt;
    - Determines the conditions for enemy name visibility.&lt;br /&gt;
    - Lowest priority.&lt;br /&gt;
&lt;br /&gt;
    Temporary Visibility:&lt;br /&gt;
    - Number of frames enemy's name temporarily visible after taking an&lt;br /&gt;
      action effect in battle.&lt;br /&gt;
    - 60 frames = 1 second.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Sideview Battlers&lt;br /&gt;
&lt;br /&gt;
  Allow Collapse:&lt;br /&gt;
  - Causes defeated enemies with SV Battler graphics to &amp;quot;fade away&amp;quot;&lt;br /&gt;
    when defeated?&lt;br /&gt;
&lt;br /&gt;
  Anchor: X:&lt;br /&gt;
  - Default X anchor for Sideview Battlers.&lt;br /&gt;
&lt;br /&gt;
  Anchor: Y:&lt;br /&gt;
  - Default Y anchor for Sideview Battlers.&lt;br /&gt;
&lt;br /&gt;
  Motion: Idle:&lt;br /&gt;
  - Sets default idle animation used by Sideview Battlers.&lt;br /&gt;
&lt;br /&gt;
  Shadow Visible:&lt;br /&gt;
  - Show or hide the shadow for Sideview Battlers.&lt;br /&gt;
&lt;br /&gt;
  Size: Width:&lt;br /&gt;
  - Default width for enemies that use Sideview Battlers.&lt;br /&gt;
&lt;br /&gt;
  Size: Height:&lt;br /&gt;
  - Default height for enemies that use Sideview Battlers.&lt;br /&gt;
&lt;br /&gt;
  Weapon Type:&lt;br /&gt;
  - Sets default weapon type used by Sideview Battlers.&lt;br /&gt;
  - Use 0 for Bare Hands.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== HP Gauge Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreHpGauges.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreParams10.png]]&lt;br /&gt;
&lt;br /&gt;
Settings that adjust the visual HP Gauge displayed in battle.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Show Gauges For&lt;br /&gt;
&lt;br /&gt;
  Actors:&lt;br /&gt;
  - Show HP Gauges over the actor sprites' heads?&lt;br /&gt;
  - Requires SV Actors to be visible.&lt;br /&gt;
&lt;br /&gt;
  Enemies:&lt;br /&gt;
  - Show HP Gauges over the enemy sprites' heads?&lt;br /&gt;
  - Can be bypassed with &amp;lt;Hide HP Gauge&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
    Requires Defeat?:&lt;br /&gt;
    - Requires defeating the enemy once to show HP Gauge?&lt;br /&gt;
    - Can be bypassed with &amp;lt;Show HP Gauge&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
      Battle Test Bypass?:&lt;br /&gt;
      - Bypass the defeat requirement in battle test?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Animation Duration:&lt;br /&gt;
  - How many frames should gauges animate themselves?&lt;br /&gt;
  - Default: 20 frames.&lt;br /&gt;
&lt;br /&gt;
  Anchor X:&lt;br /&gt;
  Anchor Y:&lt;br /&gt;
  - Where do you want the HP Gauge sprite's anchor X/Y to be?&lt;br /&gt;
  - Use values between 0 and 1 to be safe.&lt;br /&gt;
&lt;br /&gt;
  Scale:&lt;br /&gt;
  - How large/small do you want the HP Gauge to be scaled?&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - How many pixels to offset the HP Gauge's X/Y by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Options&lt;br /&gt;
&lt;br /&gt;
  Add Option?:&lt;br /&gt;
  - Add the 'Show HP Gauge' option to the Options menu?&lt;br /&gt;
&lt;br /&gt;
  Adjust Window Height:&lt;br /&gt;
  - Automatically adjust the options window height?&lt;br /&gt;
&lt;br /&gt;
  Option Name:&lt;br /&gt;
  - Command name of the option.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequence Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreParams11.png]]&lt;br /&gt;
&lt;br /&gt;
Action Sequence Plugin Parameters allow you to decide if you want automatic&lt;br /&gt;
Action Sequences to be used for physical attacks, the default casting&lt;br /&gt;
animations used, how counters and reflects appear visually, and what the&lt;br /&gt;
default stepping distances are.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Automatic Sequences&lt;br /&gt;
&lt;br /&gt;
  Melee Single Target:&lt;br /&gt;
  - Allow this auto sequence for physical, single target actions?&lt;br /&gt;
&lt;br /&gt;
  Melee Multi Target:&lt;br /&gt;
  - Allow this auto sequence for physical, multi-target actions?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Quality of Life&lt;br /&gt;
&lt;br /&gt;
  Auto Notetag:&lt;br /&gt;
  - Automatically apply the &amp;lt;Custom Action Sequence&amp;gt; notetag effect to any&lt;br /&gt;
    item or skill that has a Common Event?&lt;br /&gt;
  - Any item or skill without a Common Event attached to it will use the&lt;br /&gt;
    Automatic Action Sequences instead.&lt;br /&gt;
  - The &amp;lt;Auto Action Sequence&amp;gt; notetag will disable this effect for that&lt;br /&gt;
    particular skill or item.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreCastAnimation.gif|400px]]&lt;br /&gt;
&lt;br /&gt;
Cast Animations&lt;br /&gt;
&lt;br /&gt;
  Certain Hit:&lt;br /&gt;
  - Cast animation for Certain Hit skills.&lt;br /&gt;
&lt;br /&gt;
  Physical:&lt;br /&gt;
  - Cast animation for Physical skills.&lt;br /&gt;
&lt;br /&gt;
  Magical:&lt;br /&gt;
  - Cast animation for Magical skills.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Counter/Reflect&lt;br /&gt;
&lt;br /&gt;
  Counter Back:&lt;br /&gt;
  - Play back the attack animation used?&lt;br /&gt;
&lt;br /&gt;
  Reflect Animation:&lt;br /&gt;
  - Animation played when an action is reflected.&lt;br /&gt;
&lt;br /&gt;
  Reflect Back:&lt;br /&gt;
  - Play back the attack animation used?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Stepping&lt;br /&gt;
&lt;br /&gt;
  Melee Distance:&lt;br /&gt;
  - Minimum distance in pixels for Movement Action Sequences.&lt;br /&gt;
&lt;br /&gt;
  Step Distance X:&lt;br /&gt;
  - The normal X distance when stepping forward.&lt;br /&gt;
&lt;br /&gt;
  Step Distance Y:&lt;br /&gt;
  - The normal Y distance when stepping forward.&lt;br /&gt;
&lt;br /&gt;
  Step Duration:&lt;br /&gt;
  - The number of frames for a stepping action to complete.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.90: February 16, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Battle Layout Settings &amp;gt; List Style &amp;gt; Minimum Rows&lt;br /&gt;
**** How many rows minimum will the list style go to?&lt;br /&gt;
**** This is to prevent the list window from becoming too small.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.89: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed some bugs where translated text through the Message Core would incorrectly calculate the projected text size. Fix made by Irina.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.88: September 18, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Damage Flinch&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Normally, MP and TP actions do not cause damage flinching. However, skills and items with this notetag will cause damage flinching if they hurt the target's MP or TP.&lt;br /&gt;
**** HP damage will always be affected and cause target to flinch.&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Damage Settings &amp;gt; Check Formulas?&lt;br /&gt;
**** It's usually bad practice to put in battle mechanics within damage formulas and this will check the damage formulas for skills and items to see if they contain any of the common battle mechanics that have the potential to cause problems.&lt;br /&gt;
**** Checks for illegal mechanics inside of damage formulas?&lt;br /&gt;
**** (ie. gainHp, loseHp, addBuff, addDebuff, addState, etc)&lt;br /&gt;
**** Read the following article for an explanation on why battle mechanics in damage formulas are undesirable and for an alternate solution:&lt;br /&gt;
**** [[Stop Putting Mechanics in Damage Formulas]]&lt;br /&gt;
**** Turn this off if you do not want to be alerted of which skills/items have battle mechanics in their damage formulas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.87: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;JS Accuracy&amp;gt;&amp;lt;/nowiki&amp;gt; and related notetags did not work. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where dual wielding weapons with HP/MP bonuses would cause the max cache values to fluctuate per hit. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added fail safes for plugins that would sometimes add null battlers to animation queues. This update prevents crashes for potential checks.&lt;br /&gt;
** Added better compatibility with Message Core's text language change. Enemy names did not convert prior to placing state icons and would cause misalignment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.86: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where during Active TPB, actors were not showing damage motions. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug regarding the in-battle status requiring that the Main Menu Core to be installed when other plugins are also present. Fix by Olivia.&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;Exclude From Status Listing&amp;gt;&amp;lt;/nowiki&amp;gt; notetag was not working properly due to a documentation typo of &amp;lt;nowiki&amp;gt;&amp;lt;Exclude From Status List&amp;gt;&amp;lt;/nowiki&amp;gt;. Both notetags should now work. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added clarity for Plugin Parameters &amp;gt; Party Command Window Settings &amp;gt; Help Window&lt;br /&gt;
** Added clarity for Plugin Parameters &amp;gt; Actor Command Window Settings &amp;gt; Help Window&lt;br /&gt;
*** The Help Window will only appear for 'Border' and 'Frontview Battle UI' battle layouts.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Irina:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Under&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** If this tag is found in an animation's name, the animation will appear under battlers while in battle.&lt;br /&gt;
***** This effect only applies to battlers in the battle scene.&lt;br /&gt;
***** Under effect is NOT applied to status window portraits.&lt;br /&gt;
***** Under effect is NOT applied to projectile animations.&lt;br /&gt;
** Added new Action Sequence Projectile settings:&lt;br /&gt;
*** Extra Settings &amp;gt; End Animation ID:&lt;br /&gt;
**** Plays an animation when projectile reaches target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.85: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the enemy name's visibility would remain after an action has taken place and before inputting is done. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where the &amp;quot;Name Visibility As Target&amp;quot; plugin parameter did not work properly. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;lt;Help Description&amp;gt; notetag documentation:&lt;br /&gt;
*** This is used as a common notetag between Battle Core's state descriptions and State Tooltips' state descriptions.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;In-Battle Status Description&amp;gt;&lt;br /&gt;
**** A prioritized help description used to separate from the common help description notetag shared with State Tooltips.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Actor Battlers &amp;gt; Frontview &amp;gt; Portrait Animations &amp;gt; Each Target&lt;br /&gt;
*** Actor Battlers &amp;gt; Frontview &amp;gt; Portrait Animations &amp;gt; Center of All&lt;br /&gt;
*** Actor Battlers &amp;gt; Frontview &amp;gt; Portrait Animations &amp;gt; Center of Screen&lt;br /&gt;
**** Place animations on top or behind for these display types?&lt;br /&gt;
*** Battle Log &amp;gt; Action Changes &amp;gt; Show Counter? &amp;gt; Wait Frames&lt;br /&gt;
*** Battle Log &amp;gt; Action Changes &amp;gt; Show Reflect? &amp;gt; Wait Frames&lt;br /&gt;
*** Battle Log &amp;gt; Action Changes &amp;gt; Show Substitute? &amp;gt; Wait Frames&lt;br /&gt;
**** If devs allow the results of counters, reflects, and substitutes, there wasn't enough time before to allow the text to be visible on screen. You can now adjust how many frames are now visible if text is shown.&lt;br /&gt;
**** Default values are left at 0 as to not interrupt currently existing action sequences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.84: September 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where Action Sequence &amp;quot;MOVE: Change Home By Distance&amp;quot; would also be affected by the actor and enemy position offsets. Fixed by Irina.&lt;br /&gt;
** Fixed a bug where Action Sequence &amp;quot;MECH: STB Exploit Effect&amp;quot; caused a crash. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Arisu:&lt;br /&gt;
*** ANIM: Change Battle Portrait (JS)&lt;br /&gt;
**** Changes the battle portrait of the actor through JavaScript.&lt;br /&gt;
**** Can be used outside of battle/action sequences.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; In-Battle Status Window&lt;br /&gt;
**** This new window allows the player to view the status of the current active party. If the actors have states and buffs, the player can scroll through them and read about their effects through the help window.&lt;br /&gt;
** New Notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;Help Description&amp;gt;&lt;br /&gt;
**** Assigns a help description for the state that's displayed under the new &amp;quot;Status&amp;quot; actor command.&lt;br /&gt;
*** &amp;lt;Exclude From Status Listing&amp;gt;&lt;br /&gt;
**** Excludes the state from being displayed in the status listing.&lt;br /&gt;
*** &amp;lt;Aspect Name: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Aspect Icon: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Aspect Color: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Aspect Description&amp;gt;&lt;br /&gt;
**** Used to define enemy aspect that will show up in the In-Battle Status as well as other supported plugins.&lt;br /&gt;
*** &amp;lt;Popup Position: Head&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Position: Center&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Position: Base&amp;gt;&lt;br /&gt;
**** Changes the popup starting position for this enemy.&lt;br /&gt;
*** &amp;lt;Popup Offset X: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Offset X: -x&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Offset Y: +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Offset Y: -y&amp;gt;&lt;br /&gt;
**** Changes the popup X/Y position offset for this enemy.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Party Command Window &amp;gt; Add Status?&lt;br /&gt;
**** Add the &amp;quot;Status&amp;quot; command to the Command Window?&lt;br /&gt;
*** Plugin Parameters &amp;gt; Actor Command Window &amp;gt; Command List&lt;br /&gt;
**** Updated to have the &amp;quot;Status&amp;quot; command.&lt;br /&gt;
*** Plugin Parameters &amp;gt; In-Battle Status Window&lt;br /&gt;
**** Completely new! View the help file for more information.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Enemy &amp;gt; Aspects&lt;br /&gt;
**** Used for the In-Battle Status as well as other supported plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.83: May 16, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where sometimes, a battler in Active TPB would not refresh their motion after a state has been removed. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Fixed a typo with MP Life Steal notetag entry.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Added fail safes for some plugin parameters in case users outright delete plugin parameter values without introducing something to replace them. Update made by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequence added by Olivia:&lt;br /&gt;
*** GRID: Add Trigger to Node JS&lt;br /&gt;
**** Adds JS Trigger to target node. Target node cannot have battler.&lt;br /&gt;
**** Requires VisuMZ_2_BattleGridSystem!&lt;br /&gt;
** New notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;JS Accuracy&amp;gt;&lt;br /&gt;
*** &amp;lt;JS Accuracy as User&amp;gt;&lt;br /&gt;
*** &amp;lt;JS Accuracy as Target&amp;gt;&lt;br /&gt;
**** Allows usage of JavaScript code to modify accuracy rates of actions in battle through skills, items, and trait objects.&lt;br /&gt;
*** &amp;lt;JS Critical Rate as User&amp;gt;&lt;br /&gt;
*** &amp;lt;JS Critical Rate as Target&amp;gt;&lt;br /&gt;
**** Allows usage of JavaScript code to modify critical rate of actions in battle through skills, items, and trait objects.&lt;br /&gt;
**** &amp;lt;JS Critical Rate&amp;gt; version already exists.&lt;br /&gt;
** New Plugin Parameters added by Olivia&lt;br /&gt;
*** Plugin Parameters &amp;gt; Damage Combo Window&lt;br /&gt;
**** If enabled, this window will display updated information about the total amount of hits performed and total damage/healing value executed for HP.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Actor Battler Settings &amp;gt; Sideview Battlers &amp;gt; State Overlay &amp;gt; Offset X/Y&lt;br /&gt;
**** Offsets X/Y position for state overlay on actor.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Enemy Battler Settings &amp;gt; Name Visibility &amp;gt; As Target&lt;br /&gt;
**** Shows enemy name when enemy is a target.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Enemy Battler Settings &amp;gt; Name Visibility &amp;gt; Temporary Visibility&lt;br /&gt;
**** Number of frames enemy's name temporarily visible after taking an action effect in battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.82: March 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Home movement changes did not acknowledge actor and enemy offset X/Y positions. This should now be reflected properly. Fix made by Irina.&lt;br /&gt;
** Fixed a bug where in active TPB/ATB, revived actors may not resume normal motions after collapsing. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.81: February 15, 2024&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** Fixed a bug that would cause active TPB inputting actors to not show their damage or evasion motions. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug that would cause a crash upon motion changes. Fix by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequences added by Olivia:&lt;br /&gt;
*** ANIM: Show Animation JS&lt;br /&gt;
**** Plays the a specific animation on unit(s). Uses JavaScript to determine animation ID.&lt;br /&gt;
** New Action Sequences added for future plugin: VisuMZ_2_BattleGridSystem&lt;br /&gt;
*** GRID: Action Animation at Node&lt;br /&gt;
*** GRID: Add Passive State(s) to Node&lt;br /&gt;
*** GRID: Add Trigger to Node&lt;br /&gt;
*** GRID: Animation ID at Node&lt;br /&gt;
*** GRID: Animation JS at Node&lt;br /&gt;
*** GRID: Animation Type at Node&lt;br /&gt;
*** GRID: Move Target(s) In Direction&lt;br /&gt;
*** GRID: Pull To Target Node&lt;br /&gt;
*** GRID: Push From Target Node&lt;br /&gt;
*** GRID: Remove All Passive States from Node&lt;br /&gt;
*** GRID: Remove Passive State(s) from Node&lt;br /&gt;
*** GRID: Remove Trigger from Node&lt;br /&gt;
*** GRID: Teleport To Node&lt;br /&gt;
*** GRID: Traverse To Node&lt;br /&gt;
**** Requires the future plugin VisuMZ_2_BattleGridSystem!&lt;br /&gt;
**** Read the help section for more information on these.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.80: January 18, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash that would occur with &amp;lt;Disperse Damage&amp;gt; when used outside of battle. Fix made by Irina.&lt;br /&gt;
** Fixed a crash that would occur with certain enemy graphics when images used for them would disappear. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequences added by Olivia:&lt;br /&gt;
*** ANIM: Guard Animation&lt;br /&gt;
*** ANIM: Item Animation&lt;br /&gt;
*** ANIM: Skill Animation&lt;br /&gt;
**** Plays the animation associated with the user's guard action (if any), or a specific item/skill.&lt;br /&gt;
*** MECH: Emulate Attack Effect&lt;br /&gt;
*** MECH: Emulate Guard Effect&lt;br /&gt;
*** MECH: Emulate Item Effect&lt;br /&gt;
*** MECH: Emulate Skill Effect&lt;br /&gt;
**** Emulate an &amp;quot;Action Effect&amp;quot; but using a the user's attack skill, guard skill, specific item, or specific skill instead of the current action.&lt;br /&gt;
**** Essentially lets you perform the mechanics of another action without having to use another action or needing to pay that action's costs.&lt;br /&gt;
*** MECH: Emulate Skill Cost&lt;br /&gt;
**** Pick a skill for target(s) to emulate paying the cost of.&lt;br /&gt;
**** Includes cooldowns and limited uses.&lt;br /&gt;
*** MECH: State Turns Change By&lt;br /&gt;
*** MECH: State Turns Change To&lt;br /&gt;
**** Changes target(s) state turns by an amount/to a certain value.&lt;br /&gt;
**** Requires VisuMZ_1_SkillsStatesCore!&lt;br /&gt;
*** Projectile action sequences have new Extra Features!&lt;br /&gt;
**** See v1.08 changes for VisuMZ_3_ActSeqProjectiles.&lt;br /&gt;
&lt;br /&gt;
Version 1.79: December 14, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequences added by Arisu:&lt;br /&gt;
*** ANIM: Balloon Animation&lt;br /&gt;
**** Plays a balloon animation on target(s).&lt;br /&gt;
*** ANIM: Balloon Icon (Single)&lt;br /&gt;
*** ANIM: Balloon Icon (Range)&lt;br /&gt;
*** ANIM: Balloon Icon (Specific)&lt;br /&gt;
**** Plays a balloon animation using an icon on target(s).&lt;br /&gt;
**** Requires VisuMZ_4_IconBalloons!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.78: October 12, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that is caused by using the actor escape command not escaping properly in battle and causing a freeze. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Turn End Buffs Expire?&lt;br /&gt;
**** Normally, buffs expire after all actions end.&lt;br /&gt;
**** But here, you can have buffs expire on turn end.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.77: August 17, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where for TPB, actions aimed at dead targets would not redirect to suitable targets. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where dual wielding would not use a weapon if it was equipped in the second weapon slot if the first weapon slot was empty. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
** Added compatibility for VisuStella MZ Battle Voices Action Sequences.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.76: July 13, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequences added by Olivia and sponsored by NSG:&lt;br /&gt;
*** MOVE: Change Home To JS Coordinates&lt;br /&gt;
**** Change home position(s) to specified JS Coordinates. Sideview-only! Uses JS!&lt;br /&gt;
*** MOVE: Face JS Coordinates&lt;br /&gt;
**** Causes the unit(s) to face specified JS Coordinates. Sideview-only! Uses JS!&lt;br /&gt;
*** MOVE: Move To JS Coordinates&lt;br /&gt;
**** Moves unit(s) to specified JS Coordinates. Sideview-only! Uses JS!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.75: March 16, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia and sponsored by Anon:&lt;br /&gt;
*** &amp;lt;HP Life Steal: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;MP Life Steal: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;HP Life Steal hitType: +/-x%&amp;gt;&lt;br /&gt;
*** &amp;lt;MP Life Steal hitType: +/-x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Cancel Life Steal&amp;gt;&lt;br /&gt;
*** &amp;lt;Guard Life Steal&amp;gt;&lt;br /&gt;
*** &amp;lt;Disarm Life Steal&amp;gt;&lt;br /&gt;
*** &amp;lt;Negative Life Steal&amp;gt;&lt;br /&gt;
**** Life Steal properties involving HP/MP are now added. They will restore a portion of the dealt HP/MP damage to the target.&lt;br /&gt;
**** This is a different mechanic from Drain HP/Drain MP and cannot be used together to prevent clashing.&lt;br /&gt;
**** Read the help file for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.74: February 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause a crash if your basic attack skill somehow manages to target neither an enemy nor an actor. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Auto-action sequence for jumping forward and attacking is now reinstated so that it's only disabled when the target and user are on the same side. If there is no target, a jump still occurs for visual player feedback. Update made by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag effect added by Olivia and sponsored by AndyL:&lt;br /&gt;
*** &amp;lt;Cannot Target User&amp;gt;&lt;br /&gt;
**** This will cause the action to be unable to select the user as target.&lt;br /&gt;
**** This is not a targeting scope. Instead, it is used in addition to any other targeting scopes out there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.73: January 20, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Active TPB custom action sequences will no longer play differently due to queued inputting actors causing motion refreshes. Fix made by Arisu.&lt;br /&gt;
** Corrected and updated Anti-Tint UI animation offsets for MV animations. Fix made by Irina.&lt;br /&gt;
** Fixed a problem with Sideview Battlers not working properly. Fix made by Irina.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Help file updated for to add the following text to the &amp;lt;Target: x&amp;gt; notetag entries in order to avoid confusion.&lt;br /&gt;
*** This will overwrite the existing database scope and ignore the database's existing scope in favor of this.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;Extend: x&amp;gt; Troop Name Tag is now also usable as a Troop Comment Tag.&lt;br /&gt;
** Action Sequence targeting has been updated with two new types &amp;quot;special&amp;quot; and &amp;quot;special x&amp;quot;, to be used for future plugins.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Irina and sponsored by AndyL:&lt;br /&gt;
*** &amp;lt;Target: Ally or Enemy&amp;gt;&lt;br /&gt;
*** &amp;lt;Target: Enemy or Ally&amp;gt;&lt;br /&gt;
**** Allows the player to target allies or enemies with the skill/item.&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
*** &amp;lt;Single or Multiple Select&amp;gt;&lt;br /&gt;
**** This will allow the skill/item to be able to select either single targets or multiple targets at once.&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
*** &amp;lt;Disperse Damage&amp;gt;&lt;br /&gt;
**** This will cause any damage dealt by this skill to be split equally amongst all targets of the skill including repeats.&lt;br /&gt;
** New Plugin Parameters added by Irina and sponsored by AndyL:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Multi-Target Windows&lt;br /&gt;
**** Settings that alter the Multi-Target Windows in battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.72: December 15, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a transformation of a sideview enemy to a static enemy and back not working properly. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Irina!&lt;br /&gt;
*** Plugin Parameters &amp;gt; HP Gauges &amp;gt; Settings &amp;gt; Animation Duration&lt;br /&gt;
**** How many frames should gauges animate themselves? Default: 20 frames.&lt;br /&gt;
** New Plugin Parameters added by Yanfly!&lt;br /&gt;
*** Plugin Parameters &amp;gt; Actor Battler Settings &amp;gt; Shake Flinch&lt;br /&gt;
*** Plugin Parameters &amp;gt; Actor Battler Settings &amp;gt; Shake Flinch &amp;gt; Max Power&lt;br /&gt;
*** Plugin Parameters &amp;gt; Actor Battler Settings &amp;gt; Shake Flinch &amp;gt; Max Duration&lt;br /&gt;
**** These new plugin parameters will cause targets that take HP damage to shake (in addition to a regular flinch) to provide better visual feedback to the player.&lt;br /&gt;
**** Shake Flinch will be kept disabled by default and only turned on when you want it to be.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.71: November 10, 2022&lt;br /&gt;
** Fixed a problem with repeating animations from Visual State Effects causing softlocks. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.70b: October 20, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem with the &amp;quot;Border&amp;quot; style where if a battle portrait changed midway through the battle, the portrait shown didn't actually update properly. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequence added by Olivia:&lt;br /&gt;
*** MECH: Active Chain Input Disable&lt;br /&gt;
**** Disables input for Active Chain Skills at this time.&lt;br /&gt;
**** Requires VisuMZ_3_ActiveChainSkills!&lt;br /&gt;
** New Plugin Parameter added by Olivia and sponsored by Anon:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Damage Settings &amp;gt; Popups &amp;gt; End Battle Show?&lt;br /&gt;
**** Show or hide popups upon victory or escape?&lt;br /&gt;
**** Used to hide battle-state removal popups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.69b: September 8, 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Better compatibility with VisuMZ Active Chain Skills.&lt;br /&gt;
** Compatibility will be seen with VisuMZ_3_ActiveChainSkills version 1.02.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added notes to the following Action Sequences:&lt;br /&gt;
*** MOTION: Clear Freeze Frame and MOTION: Freeze Motion Frame&lt;br /&gt;
**** Only applies to sprite sheets.&lt;br /&gt;
**** Does NOT work with Dragonbones.&lt;br /&gt;
**** Use &amp;quot;DB: Dragonbones Time Scale&amp;quot; instead.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Reduced MV Animation misalignment when Screen Resolution does not match the UI Area Resolution. Update by Arisu.&lt;br /&gt;
** Command Remember will now remember the locations of single skills. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.68: August 4, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Damage popups are now automatically cleared upon starting battles. This is to ensure that, if for some reason, residual damage popup requests will not be retained. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.67: July 28, 2022&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Rounding window coordinates have been added for for 'XP' and 'Portrait' styles when window sizes happen to land on non-divisible numbers. Update made by Irina.&lt;br /&gt;
** Enemy name position rounding is now enforced. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.66: July 14, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused the various Battleback Scaling JS custom plugin parameters to not work properly. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.65: July 7, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Automatic action motions for HP and MP Recovery (Certain Hit type) will now use the &amp;quot;skill&amp;quot; cast SV animation instead of attack animation to better match the default RPG Maker MZ cast animation. Update by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New troop name tag added by Olivia:&lt;br /&gt;
*** &amp;lt;Extend: x&amp;gt; and &amp;lt;Extend: x, x, x&amp;gt;&lt;br /&gt;
**** Adds enemies from another troop to the current troop.&lt;br /&gt;
**** Enemies from another troop will retain their database positions.&lt;br /&gt;
**** Extended troop members will be added in the order they're listed.&lt;br /&gt;
**** Be cautious of how many enemies you add as too many will lag the battle system. We are not responsible for frame drops due to this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.64: June 16, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;All Skills&amp;quot; battle command should now work with the updated version of VisuMZ Skills &amp;amp; States Core. Fix madde by Olivia.&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.63: May 26, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** HP Gauge sprite now properly synchs with battler location.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequence Effects added by Irina and sponsored by MirageV:&lt;br /&gt;
*** INJECT action sequence series&lt;br /&gt;
**** See the Action Sequence Impact change log for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.62: April 22, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** RPG Maker MZ Bug Fix!&lt;br /&gt;
*** Battle Forced End Action Crash&lt;br /&gt;
**** Depending on various circumstances, currently active battlers can be cleared from the battle system at will due to a number of reasons. However, if it just so happens that the targets are cleared, too, with actions remaining, then a crash will follow up. This plugin will prevent that change. Fix made by Olivia.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Version 1.61: April 14, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Impact Effects added by Irina and collaborating with Manu Gaming!&lt;br /&gt;
*** Impact: Bizarro Inversion&lt;br /&gt;
*** Impact: Desaturation&lt;br /&gt;
*** Impact: Negative Inversion&lt;br /&gt;
*** Impact: Oversaturation&lt;br /&gt;
*** Impact: Time Scale&lt;br /&gt;
*** Impact: Time Stop&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.60: April 7, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;Bypass Soft Damage Cap&amp;gt; notetag should no longer cause crashes. Fix made by Olivia.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Removed one of the forced log window clear events that have made log window messages impossible to utilize for certain settings. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.59: March 31, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Escape failure will no longer trigger Post-Battle Common Events. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.58: March 24, 2022&lt;br /&gt;
* Documentation Update:&lt;br /&gt;
** Added extra clarity to &amp;lt;Sideview Size: width, height&amp;gt; notetag:&lt;br /&gt;
*** This does NOT change the image size. This only changes the HITBOX size.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added failsafes to prevent battlers from moving to non-finite coordinates if calculations are made for non-existent targets. Updated by Olivia.&lt;br /&gt;
** Regeneration timing for TPB-based battle systems will now occur based on individual turn counts instead of global turn counts for initial turn 0 checks. Updated by Olivia.&lt;br /&gt;
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Version 1.57: February 17, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Adjusted the offset properties for the anti-tint UI container to properly match the UI offsets if the anti-tint were to be off. Update by Irina.&lt;br /&gt;
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Version 1.56: February 10, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Once Parallels for battle now operate outside of the battle process and now will function consistently throughout. Update made by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Troop Page comment tag added by Olivia and sponsored by Puddor:&lt;br /&gt;
*** &amp;lt;Once Parallel When Start Battle&amp;gt;&lt;br /&gt;
**** Causes the troop page to immediately run the moment the battle scene begins to fade in (not after it fades in). This is faster than a turn 0 condition troop page. Troop page conditions are ignored.&lt;br /&gt;
**** This can be used for things like the Action Sequence Camera plugin, the Visual Battle Environment plugin, and/or initial battle poses and such in order to provide a near seamless battle transition experience.&lt;br /&gt;
**** This does NOT trigger when coming out of the options menu or party menu screens.&lt;br /&gt;
**** This WILL trigger when going from battle to battle nonstop via plugins like VisuStella MZ's Chain Battles.&lt;br /&gt;
**** When actors are moving towards their home positions, it will take around 30 frames by default. Use this information however you like.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.55: January 27 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** RPG Maker MV animations with front view should now play in the correct area against actor faces. Update made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Animations now play on top of all actor faces/portraits regardless of the battle layout style. Update made by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu.&lt;br /&gt;
*** &amp;lt;Bypass Auto Action Sequence&amp;gt;&lt;br /&gt;
**** This notetag is used for the game devs that have the Action Sequence Plugin Parameter &amp;quot;Auto Notetag&amp;quot; on for applying the notetag &amp;lt;Custom Action Sequence&amp;gt; to every skill and item with common events.&lt;br /&gt;
**** This will allow items and skills to be able to launch their common events from the menu scene regardless of the inherent restriction to prevent action sequence based skills/items with common events from launching.&lt;br /&gt;
**** Ignore this if you have &amp;quot;Auto Notetag&amp;quot; disabled or set to false. By default, this setting is set to false. Please be aware of the changes you've made to your game before using it.&lt;br /&gt;
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Version 1.54: January 13, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** RPG Maker MZ Bug Fix!&lt;br /&gt;
*** Overly-Protective Substitute&lt;br /&gt;
*** When an ally with critical health is being targeted by a friendly non-Certain Hit skill (such as a heal or buff) and another ally has the substitute state, the other ally would &amp;quot;protect&amp;quot; the originally targeted ally and take the heal or buff.&lt;br /&gt;
*** The new changed behavior is that now, substitute will not trigger for any actions whose scope targets allies.&lt;br /&gt;
*** Fix made by Olivia.&lt;br /&gt;
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Version 1.53: December 30, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Help file updated for updated features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Battle Layout &amp;gt; UI Elements &amp;gt; Anti-Tint UI?&lt;br /&gt;
**** Prevent UI Elements from being tinted?&lt;br /&gt;
**** This prevents UI Elements such as HP Gauges, Enemy Names, Battle Cursor, and Weakness Display from being affected by screen tint.&lt;br /&gt;
* Updated Feature!&lt;br /&gt;
** Updated Plugin Command &amp;quot;PROJECTILE: Animation&amp;quot; by Arisu!&lt;br /&gt;
*** New Parameter: Wait For Animation?&lt;br /&gt;
**** Wait for animation to finish before going to the next command?&lt;br /&gt;
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Version 1.52: December 16, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** RPG Maker MZ 1.4.0 compatibility update!&lt;br /&gt;
*** MV Animations played on screen level will now show up properly in the center of the screen.&lt;br /&gt;
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Version 1.51: December 9, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequence Plugin Commands added by Arisu:&lt;br /&gt;
*** MOVE: Change Home By Distance&lt;br /&gt;
*** MOVE: Change Home To Point&lt;br /&gt;
*** MOVE: Change Home To Target(s)&lt;br /&gt;
**** These Plugin Commands allow you to adjust the home position of battlers in sideview battle.&lt;br /&gt;
**** This is sideview only!&lt;br /&gt;
**** This does NOT work with front view!&lt;br /&gt;
**** For those wondering, going to the options screen, party screen, etc. won't reset the home positions like regular movement changes do.&lt;br /&gt;
**** Merry Christmas, Harold-gang!&lt;br /&gt;
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Version 1.50: November 4, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;Seal Attack&amp;gt; and &amp;lt;Seal Guard&amp;gt; should no longer be bypassed by auto-battle status. Fix made by Yanfly.&lt;br /&gt;
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Version 1.49: October 28, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Action Sequence: MOTION: Freeze Motion Frame will now only show weapons when using a motion that is named either &amp;quot;attack&amp;quot;, &amp;quot;thrust&amp;quot;, &amp;quot;swing&amp;quot;, or &amp;quot;missile&amp;quot;. Update made by Irina.&lt;br /&gt;
** Fail safe added to prevent Scene_Battle going into unsupported scenes like Scene_Equip and Scene_Skill. Update made by Olivia.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Action Sequence Plugin Command added by Arisu and sponsored by Anon:&lt;br /&gt;
*** MECH: Once Parallel&lt;br /&gt;
**** Plays a Common Event parallel to the battle event once without repeating itself when done.&lt;br /&gt;
**** When exiting battle scene, all Once Parallels are cleared.&lt;br /&gt;
**** Once Parallels are not retained upon reentering the scene.&lt;br /&gt;
**** Once Parallels are not stored in memory and cannot be saved.&lt;br /&gt;
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Version 1.48: October 21, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Animations are now played on top of battlers in the Front View XP Battle Layout appearance. Update made by Irina.&lt;br /&gt;
** Battle Log, if decided to be shown, now updates faster. Update by Irina.&lt;br /&gt;
** Default Critical Damage Bonus increase is now updated to account for HP Healing and MP Recovery. To update this, create a new project, with the newest version of Battle Core installed. Copy over the Plugin Parameters for the Damage Settings &amp;gt; Critical Hits &amp;gt; JS: Damage Formula to your own project's version. Update made by Irina.&lt;br /&gt;
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Version 1.47: October 14, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Back attachment sprites are now automatically updated with sprite battlers to be shifted towards the very back.&lt;br /&gt;
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Version 1.46: September 23, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed problem with skills and items without action sequences preventing actions from occurring. Fix made by Yanfly.&lt;br /&gt;
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Version 1.45: September 17, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;JS Pre-End Action&amp;gt; and &amp;lt;JS Post-End Action&amp;gt; effects now have multiple checks to make sure that they don't launch multiple times when a battler without actions has a turn after one that does. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequence notetags added by Yanfly and Arisu:&lt;br /&gt;
*** &amp;lt;Common Event Key: name&amp;gt;&lt;br /&gt;
*** &amp;lt;Common Event Keys: name, name, name&amp;gt;&lt;br /&gt;
*** &amp;lt;Common Event Keys&amp;gt; List Style&lt;br /&gt;
**** Will generate Common Events for the skill/item with a corresponding key.&lt;br /&gt;
**** More information will be explained inside of the help file.&lt;br /&gt;
**** This feature is made for make the process of sharing Action Sequences to become easier without needing to line up Common Event ID's.&lt;br /&gt;
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Version 1.44: August 20, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequence added by Irina and sponsored by Anon.&lt;br /&gt;
*** &amp;quot;ANIM: Play at Coordinate&amp;quot;&lt;br /&gt;
**** Plays an animation on the screen at a specific x, y coordinate even if there is no sprite attached.&lt;br /&gt;
**** Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
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Version 1.43: July 23, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Immortality now works different with instant death mechanics. Skill effects that apply instant death or attack states that apply instant death will now trigger a flag instead of cancelling immortality. The flag will remain until immortality is manually cancelled via Action Sequence and then proc the death effect. This way, animations can remain to the end with instant death mechanics in mind. This does not affect script calls.&lt;br /&gt;
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Version 1.42: July 16, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Added another fail safe for empty common events used for pre-battle common events. Fix made by Olivia.&lt;br /&gt;
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Version 1.41: July 2, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added entries to &amp;lt;Battle Command&amp;gt; notetags and Plugin Parameters for &amp;quot;Party&amp;quot;, &amp;quot;Combat Log&amp;quot;, and &amp;quot;Weapon Swap&amp;quot; which weren't updated before.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequence added by Arisu:&lt;br /&gt;
*** MECH: Enemy Escape&lt;br /&gt;
**** Causes the enemy unit(s) to escape.&lt;br /&gt;
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Version 1.40: June 25, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Transformations from static enemies to and from animated SV enemies should no longer show both sprites. Fix made by Irina.&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Compatibility update with RPG Maker MZ 1.3.0+.&lt;br /&gt;
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Version 1.39: June 18, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** MOVE: Home Reset should no longer trigger an end action function and cause plugins such as &amp;quot;Boost Action&amp;quot; to malfunction. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for updated features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;Battle Layout: x&amp;gt; Troop Name tags can now work with comment tags. Update made by Irina.&lt;br /&gt;
** Random encounter lists are now better shuffled for more variety with how the RNG seed works. Update made by Arisu.&lt;br /&gt;
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Version 1.38: June 11, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Location calculations will now be based off the a battler's base position in order for animations, popups, and other aspects to line up properly when scaled. Update made by Irina.&lt;br /&gt;
** Plugin Parameters for Enemy Battler Settings &amp;gt; Name have been rearranged for better organization. Update by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Olivia and sponsored by NSG:&lt;br /&gt;
*** &amp;lt;Sideview Shadow Scale X: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Sideview Shadow Scale X: x.y&amp;gt;&lt;br /&gt;
*** &amp;lt;Sideview Shadow Scale Y: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Sideview Shadow Scale Y: x.y&amp;gt;&lt;br /&gt;
**** These new notetags allow you to adjust the X and Y scale of the SV shadow sprite separately.&lt;br /&gt;
** New Plugin Parameters added by Olivia and sponsored by NSG:&lt;br /&gt;
*** Enemy Battler Settings &amp;gt; Name &amp;gt; Name Visibility &amp;gt; Always Hidden&lt;br /&gt;
*** Enemy Battler Settings &amp;gt; Name &amp;gt; Name Visibility &amp;gt; By Selection?&lt;br /&gt;
**** Choose to have the names always hidden or by selection.&lt;br /&gt;
**** These are adjusted on a priority list.&lt;br /&gt;
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Version 1.37: May 21, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia.&lt;br /&gt;
*** &amp;lt;Command Require Learn&amp;gt;&lt;br /&gt;
*** &amp;lt;Command Require Access&amp;gt;&lt;br /&gt;
**** These two commands determine the visibility of a battle command by whether or not the skill has been learned or accessible.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** For those using TPB, each battler's regeneration phase will no longer tick multiple times in a single frame to prevent irregularities. Update made by Olivia.&lt;br /&gt;
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Version 1.36: May 14, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Reversed an HP/MP regeneration bug that was incorrectly reported for TPB. Fix made by Olivia.&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** Added &amp;quot;TPB/ATB Active Battle Actor Shifting&amp;quot; to Major Changes section:&lt;br /&gt;
*** This change has been active since the start of this plugin. It was not documented until now.&lt;br /&gt;
*** Pressing cancel on the Actor Command Window no longer switches between actors with a full TPB/ATB gauge before reaching the Party Command Window. This is to accomplish a couple of things: 1) reduce the number of button presses to reach the Party Command Window and 2) to prevent motion resets and disrupting action sequences. If this feature is vital to your battle system, we recommend that you do not use this plugin or any of the Battle Core-required plugins.&lt;br /&gt;
** Feature Updates&lt;br /&gt;
*** Distortion sprite Y calculations will now be rounded upward for better visuals and prevent odd pixelation effects. Update made by Irina.&lt;br /&gt;
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Version 1.35: May 7, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Pre-Battle Common Events without a wait command at the end should no longer lock up by coincidentally pressing the menu key at the same time. Fix made by Olivia.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added an extra check for TPB-based battle systems to not run turn end functions when it's not actually the actual turn end timing. Update made by Olivia.&lt;br /&gt;
** &amp;quot;Damage Styles&amp;quot; plugin parameters are now moved to the top of the Damage Settings category. This should make it easier to acknowledge the existence of and not have it be an unknown entity. Update made by Irina.&lt;br /&gt;
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Version 1.34: April 23, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Uses a better algorithm for determining shadow positioning. Update made by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New additions made for Projectile action sequences.&lt;br /&gt;
** &amp;quot;Start Location&amp;quot; and &amp;quot;Goal Location&amp;quot; now have &amp;quot;Target Location&amp;quot; parameter to determine which part of the target's body to send the projectile from or towards. Added by Olivia.&lt;br /&gt;
** Requires VisuMZ_1_BattleCore version 1.34 to have affect.&lt;br /&gt;
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Version 1.33: April 9, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Skill costs should now be displayed on battle commands again. Bug fix made by Olivia.&lt;br /&gt;
** Pre-Battle Common Events should no longer cause stalling when used with specific event commands. Bug fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added &amp;quot;Weapon Swap&amp;quot; to the list of battle commands that can be added.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;Weapon Swap&amp;quot; and &amp;quot;Combat Log&amp;quot; to the list of &amp;lt;Battle Commands&amp;gt; in the notetags section.&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;Sideview Shadow Scale: x%&amp;gt; and &amp;lt;Sideview Shadow Scale: x.y&amp;gt;&lt;br /&gt;
**** Used for: Actor, Enemy Notetags&lt;br /&gt;
**** Adjusts the scaling size of the sideview battler's shadow.&lt;br /&gt;
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Version 1.32: April 2, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Sideview battler sprites when using front view will now factor in the window padding and appear properly centered to their focus point. Update made by Olivia.&lt;br /&gt;
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Version 1.31: March 26, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;VisuStella MZ Compatibility&amp;quot; section for detailed compatibility explanations with the VisuMZ_3_BoostAction plugin.&lt;br /&gt;
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Version 1.30: March 19, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for updated features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;JS Targets&amp;gt; is now updated to include the default set of targets selected by the skill/item's original scope. Update made by Yanfly.&lt;br /&gt;
*** If you wish to clear it out, simply do 'targets = []' first.&lt;br /&gt;
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Version 1.29: March 12, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Enemy Battler Settings &amp;gt; Name &amp;gt; Legacy Option&lt;br /&gt;
**** Use the legacy version (window) or new version (sprite).&lt;br /&gt;
**** WARNING: Legacy version is no longer supported for bugs.&lt;br /&gt;
**** Not all settings available here in the Plugin Parameters will be available to the legacy version (ie Always Visible and Attach States).&lt;br /&gt;
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Version 1.28: March 5, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Actor Command &amp;gt; Show Command Costs&lt;br /&gt;
**** If you don't want to show skill costs for your commands in the Actor Command Window, you can now hide them.&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Battle Layout Settings &amp;gt; Status Window Elements&lt;br /&gt;
*** Battle Layout Settings &amp;gt; Status Window Elements &amp;gt; Battler Name&lt;br /&gt;
*** Battle Layout Settings &amp;gt; Status Window Elements &amp;gt; Gauge 1 (HP)&lt;br /&gt;
*** Battle Layout Settings &amp;gt; Status Window Elements &amp;gt; Gauge 2 (MP)&lt;br /&gt;
*** Battle Layout Settings &amp;gt; Status Window Elements &amp;gt; Gauge 3 (TP)&lt;br /&gt;
*** Battle Layout Settings &amp;gt; Status Window Elements &amp;gt; State Icon&lt;br /&gt;
*** Battle Layout Settings &amp;gt; Status Window Elements &amp;gt; TPB/ATB Gauge&lt;br /&gt;
**** These new Plugin Parameters allow you to offset the positions of the various Battle Status Window elements. Their base positions will be calculated by the Battle Layout used and then offset from there.&lt;br /&gt;
*** Battle Layout Settings &amp;gt; Status Window Elements &amp;gt; Window Skin&lt;br /&gt;
**** These settings allow you to set a specific window skin for the Battle Status Window or hide it from view completely.&lt;br /&gt;
*** Battle Layout Settings &amp;gt; Status Window Elements &amp;gt; Selectable Background&lt;br /&gt;
**** This option allows you to hide the black box that comes with the majority of selectable elements found in RPG Maker MZ in case it does not fit with how you want the Battle Status Window to look.&lt;br /&gt;
*** Battle Layout Settings &amp;gt; Status Window Elements &amp;gt; Back Attachment&lt;br /&gt;
*** Battle Layout Settings &amp;gt; Status Window Elements &amp;gt; Front Attachment&lt;br /&gt;
**** These settings allow you to attach images to the back/front of the Battle Status Window from the img/system/ folder.&lt;br /&gt;
**** You may offset X and Y positions for them as well.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Enemy Settings &amp;gt; Name: Always Visible&lt;br /&gt;
**** Determines if the enemy name will always be visible.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Enemy Settings &amp;gt; Name: Attach States&lt;br /&gt;
**** Attach the enemy's state icon to the enemy name?&lt;br /&gt;
*** Plugin Parameters &amp;gt; Enemy Settings &amp;gt; Attach: Offset X/Y&lt;br /&gt;
**** Offset the attached state icon's position.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Switched drawing enemy names on the screen from window to sprite to reduce lag and for better screen positioning accuracy especially during screen zooming. Update by Olivia.&lt;br /&gt;
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Version 1.27: February 26, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina and sponsored by AndyL:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Mechanics Settings &amp;gt; Switches &amp;gt; Switch: Critical&lt;br /&gt;
*** Plugin Parameters &amp;gt; Mechanics Settings &amp;gt; Switches &amp;gt; Switch: Miss/Evade&lt;br /&gt;
**** Turns Switches ON if the action performs a critical hit, misses, or is evaded at any point.&lt;br /&gt;
**** Switch reverts to OFF whenever an action starts.&lt;br /&gt;
**** If multiple targets/hits are struck, as long as one hit respectively lands a critical hit, fails to land, then the switch will remain ON for the rest of the action.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Mechanics Settings &amp;gt; Variables &amp;gt; Variable: Damage&lt;br /&gt;
*** Plugin Parameters &amp;gt; Mechanics Settings &amp;gt; Variables &amp;gt; Variable: Healing&lt;br /&gt;
**** Variable records target damage/healing during action.&lt;br /&gt;
**** Variable reverts to 0 whenever an action starts.&lt;br /&gt;
**** If multiple targets/hits are struck, the variable will record the total amount of damage/healing done for the remainder of the action (unless manually reseting to 0 during an Action Sequence).&lt;br /&gt;
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Version 1.26: February 19, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Battles with branching event paths found within a conditional branch or choice tree will no longer be skipped over. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Returning to the battle scene from the options scene in a Tpb-base battle system now links the current actor. Update by Irina.&lt;br /&gt;
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Version 1.25: February 5, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility update with VisuStella MZ Skills and States Core's Plugin Parameter &amp;gt; State Settings &amp;gt; Action End Update&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;Common Event: name&amp;gt; notetag no longer requires &amp;lt;Custom Action Sequence&amp;gt; notetag if the Plugin Parameter: Auto Notetag is enabled.&lt;br /&gt;
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Version 1.24: January 29, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** MOVE: Move To Point and MOVE: Move To Target(s) Action Sequences' &amp;quot;Offset Adjustment&amp;quot; normal setting will now factor in Offset X and Offset Y positions unlike before where it cancels them. Update by Irina.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu:&lt;br /&gt;
*** &amp;lt;Common Event: name&amp;gt;&lt;br /&gt;
**** Battle only: calls forth a Common Event of a matching name.&lt;br /&gt;
**** This is primarily used for users who are reorganizing around their Common Events and would still like to have their skills/items perform the correct Action Sequences in case the ID's are different.&lt;br /&gt;
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Version 1.23: January 22, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** ACSET: All Targets Action Set and ACSET: Each Targets Action Set updated&lt;br /&gt;
*** New parameter added: Dual/Multi Wield?&lt;br /&gt;
**** Add times struck based on weapon quantity equipped?&lt;br /&gt;
* New Features!&lt;br /&gt;
** Dual Wielding now functions differently. Made by Olivia.&lt;br /&gt;
*** Previously, RPG Maker MZ had &amp;quot;Dual Wielding&amp;quot; attack using both weapon animations at once, with the combined ATK of each weapon. It's confusing to look at and does not portray the nature of &amp;quot;Dual Wielding&amp;quot;.&lt;br /&gt;
*** Dual Wielding, or in the case of users adding in third and fourth weapons, Multi Wielding is now changed. Each weapon is displayed individually, each producing its own attack animation, showing each weapon type, and applying only that weapon's ATK, Traits, and related effects. It is no longer a combined effect to display everything at once like RPG Maker MZ default.&lt;br /&gt;
*** If an actor has multiple weapon slots but some of them are unequipped, then the action will treat the attack as a single attack. There will be no barehanded attack to add on top of it. This is to match RPG Maker MZ's decision to omit a second animation if the same scenario is applied.&lt;br /&gt;
** New Action Sequence Plugin Commands added by Yanfly&lt;br /&gt;
*** ANIM: Attack Animation 2+&lt;br /&gt;
**** Plays the animation associated with the user's 2nd weapon. Plays nothing if there is no 2nd weapon equipped.&lt;br /&gt;
** New Action Sequence Plugin Commands added by Olivia&lt;br /&gt;
*** WEAPON: Clear Weapon Slot&lt;br /&gt;
*** WEAPON: Next Weapon Slot&lt;br /&gt;
*** WEAPON: Set Weapon Slot&lt;br /&gt;
**** These are Action Sequence Plugin Commands for devs who want finer control over Dual/Multi Wielding weapons.&lt;br /&gt;
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Version 1.22: January 15, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Compatibility with &amp;quot;All Skills&amp;quot; Actor Command should now work with the Skills &amp;amp; States Core hide skill notetags.&lt;br /&gt;
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Version 1.21: January 8, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;MOVE: Home Reset&amp;quot; Plugin Command Action Sequence should work properly. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetag snuck in by Arisu&lt;br /&gt;
*** &amp;lt;Auto Action Sequence&amp;gt;&lt;br /&gt;
**** Used for those who have the &amp;quot;Auto Notetag&amp;quot; Plugin Parameter enabled and just want to use an automatic Action Sequence instead.&lt;br /&gt;
** New Plugin Parameter snuck in by Arisu!&lt;br /&gt;
*** Plugin Parameters &amp;gt; Action Sequences &amp;gt; Quality of Life &amp;gt; Auto Notetag&lt;br /&gt;
**** Automatically apply the &amp;lt;Custom Action Sequence&amp;gt; notetag effect to any item or skill that has a Common Event?&lt;br /&gt;
**** Any item or skill without a Common Event attached to it will use the Automatic Action Sequences instead.&lt;br /&gt;
**** The &amp;lt;Auto Action Sequence&amp;gt; notetag will disable this effect for that particular skill or item.&lt;br /&gt;
** Arisu, you're going to be responsible for any bugs these may cause.&lt;br /&gt;
*** Bring it!!!!&lt;br /&gt;
**** And handling any bug report emails that are sent because this was turned on by accident.&lt;br /&gt;
***** Please read the documentation, guys!&lt;br /&gt;
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Version 1.20: January 1, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** For TPB Active or ATB Active, inputting actors that have received damage will return back to place after flinching. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Yanfly:&lt;br /&gt;
*** &amp;lt;Battle Portrait Offset: +x, +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Battle Portrait Offset X: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Battle Portrait Offset Y: +y&amp;gt;&lt;br /&gt;
**** This is used with the &amp;quot;Portrait&amp;quot; and &amp;quot;Border&amp;quot; Battle Layouts.&lt;br /&gt;
**** Offsets the X and Y coordinates for the battle portrait.&lt;br /&gt;
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Version 1.19: December 25, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Removing a state from a Sideview Enemy during the middle of their a non-looping motion will no longer reset their motion to neutral. Fix made by Yanfly.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for updated feature(s)!&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Action Sequence &amp;quot;PROJECTILE: Icon&amp;quot; now supports code for the &amp;quot;Icon&amp;quot; parameter. Update made by Yanfly.&lt;br /&gt;
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Version 1.18: December 18, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** For TPB Active or ATB Active, inputting actors will no longer step back after an enemy's action is finished. Fix made by Yanfly and Shiro.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* New Features!&lt;br /&gt;
** Action Sequence &amp;quot;BTLOG: Add Text&amp;quot; is updated for the convenience of a new option to quickly copy the displayed text to the VisuStella MZ Combat Log if that plugin is installed. Added by Yanfly.&lt;br /&gt;
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Version 1.17: December 11, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Common Events in TPB Active that cause forced actions will no longer cause currently inputting actors that match the forced action battler to crash the game. Fix made by Yanfly and Shiro.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Action Sequence Impact Action Sequences &amp;quot;Shockwave from Each Target(s)&amp;quot;, &amp;quot;Shockwave from Target(s) Center&amp;quot;, and &amp;quot;Zoom Blur at Target(s) Center&amp;quot; now have &amp;quot;Offset X&amp;quot; and &amp;quot;Offset Y&amp;quot; plugin parameters. Added by Yanfly.&lt;br /&gt;
** Action Sequence &amp;quot;MOVE: Move To Target(s)&amp;quot; is now changed so that if the &amp;quot;Melee Distance&amp;quot; value is set to 0, battlers will no longer stand a half body distance away. Added by Yanfly.&lt;br /&gt;
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Version 1.16: December 4, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Bug fixes made for the RPG Maker MZ base code. If a battler has no actions, then their action speed will not be Infinity. Fix by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.15: November 29, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Completely replacing the whole party at once will no longer cause the battle system to crash. Fix made by Olivia.&lt;br /&gt;
** Pre-Battle Common Events will no longer cancel out any win/lose branches. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Custom Action Sequences will no longer close the Actor Command Input window unless absolutely necessary (like for Show Message events) during Active TPB/ATB. Change made by Arisu.&lt;br /&gt;
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Version 1.14: November 22, 2020&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Natural Miss and Evasion motions now have flinch distance. Added by Yanfly.&lt;br /&gt;
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Version 1.13: November 15, 2020&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.12: November 8, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Failsafes added to prevent common events from running if they're empty. Fix made by Irina.&lt;br /&gt;
** Skip Party Command will now work properly with TPB-based battle systems. Fix made by Yanfly.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** In preparation for upcoming VisuStella MZ plugins.&lt;br /&gt;
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Version 1.11: November 1, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added clarity for the Plugin Parameters for the Common Events settings found in the mechanics section. The common events are only meant to run in the map scene and not for the battle scene. Update made by Irina.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** The Plugin Parameter for Mechanics, Common Events (on Map), Defeat Event now has updated functionality. If this has a common event attached to it, then losing to random encounters will no longer send the player to the Game Over scene, but instead, send the player back to the map scene, where the Defeat Common Event will run. Update made by Irina.&lt;br /&gt;
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Version 1.10: October 25, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequence Plugin Command added by Olivia:&lt;br /&gt;
*** MECH: Custom Damage Formula&lt;br /&gt;
**** Changes the current action's damage formula to custom. This will assume the MANUAL damage style.&lt;br /&gt;
** New Notetag added by Irina:&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Battleback Scaling Settings&lt;br /&gt;
**** These settings allow you to adjust how battlebacks scale to the screen in the game.&lt;br /&gt;
*** &amp;lt;Battler Sprite Grounded&amp;gt;&lt;br /&gt;
**** Prevents the enemy from being able to jumping and/or floating due to Action Sequences but still able to move. Useful for rooted enemies.&lt;br /&gt;
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Version 1.09: October 18, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Exiting out of the Options menu scene or Party menu scene will no longer cause party members to reset their starting position. Fix made by Arisu&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
** There was a documentation error with &amp;lt;JS Pre-Regenerate&amp;gt; and &amp;lt;JS Post-Regenerate&amp;gt;. Fix made by Yanfly.&lt;br /&gt;
*** Before, these were written as &amp;lt;JS Pre-Regenerate Turn&amp;gt; and &amp;lt;JS Post-Regenerate Turn&amp;gt;. The &amp;quot;Turn&amp;quot; part of the notetag has been removed in the documentation.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Damage sprites on actors are now centered relative to the actor's anchor. Change made by Yanfly.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequence Plugin Command added by Yanfly:&lt;br /&gt;
*** MECH: Variable Popup&lt;br /&gt;
**** Causes the unit(s) to display a popup using the data stored inside a variable.&lt;br /&gt;
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Version 1.08: October 11, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Dead party members at the start of battle no longer start offscreen. Fix made by Arisu.&lt;br /&gt;
** Removed party members from battle no longer count as moving battlers. Fix made by Yanfly.&lt;br /&gt;
** Using specific motions should now have the weapons showing and not showing properly. Fix made by Yanfly.&lt;br /&gt;
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Version 1.07: October 4, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Adding and removing actors will now refresh the battle status display. Fix made by Irina.&lt;br /&gt;
** Adding new states that would change the affected battler's state motion will automatically refresh the battler's motion. Fix made by Irina.&lt;br /&gt;
** Boss Collapse animation fixed and will sink into the ground. Fix made by Irina.&lt;br /&gt;
** Failsafes added for certain animation types. Fix made by Yanfly.&lt;br /&gt;
** Freeze Motion for thrust, swing, and missile animations will now show the weapons properly. Fix made by Yanfly.&lt;br /&gt;
** The Guard command will no longer display the costs of the Attack command. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated help file for newly added plugin parameters.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** When using the Change Battleback event command in battle, the game client will wait until both battlebacks are loaded before changing the both of them so that the appearance is synched together. Change made by Yanfly.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New plugin parameters added by Irina!&lt;br /&gt;
*** Plugin Parameters &amp;gt; Actor Battler Settings &amp;gt; Chant Style&lt;br /&gt;
**** What determines the chant motion? Hit type or skill type?&lt;br /&gt;
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Version 1.06: September 27, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Enemy Battler Plugin Parameter &amp;quot;Shadow Visible&amp;quot; should now work again. Fix made by Irina.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins. Added by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated the help file for all the new plugin parameters.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Action Sequence &amp;quot;MECH: HP, MP, TP&amp;quot; will now automatically collapse an enemy if it has been killed by the effect.&lt;br /&gt;
** All battle systems for front view will now have damage popups appear in front of the status window instead of just the Portrait battle layout. Update made by Yanfly.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequence Plugin Commands from Irina!&lt;br /&gt;
*** MOTION: Clear Freeze Frame&lt;br /&gt;
*** MOTION: Freeze Motion Frame&lt;br /&gt;
**** You can freeze a battler's sprite's motion with a specific frame.&lt;br /&gt;
** New notetags for Maps and name tags for Troops added by Yanfly!&lt;br /&gt;
*** &amp;lt;Battle Layout: type&amp;gt; to change the battle layout style used for specific maps and/or troops.&lt;br /&gt;
** New plugin parameters added by Yanfly!&lt;br /&gt;
*** Plugin Parameters &amp;gt; Battle Layout Settings &amp;gt; Command Window Width&lt;br /&gt;
**** This plugin parameter lets you adjust the window width for Party and Actor Command windows in the Default and List Battle Layout styles.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Enemy Battler Settings &amp;gt; Name: Offset X&lt;br /&gt;
*** Plugin Parameters &amp;gt; Enemy Battler Settings &amp;gt; Name: Offset Y&lt;br /&gt;
**** These plugin parameters allow you to offset the position of the enemy name positions on the screen by a specific amount.&lt;br /&gt;
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Version 1.05: September 20, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Actors now use their casting or charging animations again during TPB/ATB. Fix made by Yanfly.&lt;br /&gt;
** Defeat requirement for enemies will no longer crash the game if turned on after creating&lt;br /&gt;
** Escaping animation no longer has actors stay in place. Fixed by Yanfly.&lt;br /&gt;
** Failsafes added for newly added weapon types that have not been adjusted in the Database &amp;gt; System 2 tab. Fixed by Irina.&lt;br /&gt;
** Shadows now appear under the actor sprites. Fix made by Yanfly.&lt;br /&gt;
** Victory during TPB will no longer cancel the victory animations of actors that will have their turn after. Fixed by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** All Anchor Plugin Parameter descriptions now state to use values between 0 and 1 to be safe. Update made by Yanfly.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** During Active TPB / ATB, canceling out of the actor command window will go directly into the party window without having to sort through all of the available active actors.&lt;br /&gt;
** Going from the Party Command Window's Fight command will immediately return back to the actor command window that was canceled from.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Action Sequence Plugin Command &amp;quot;MOVE: Spin/Rotate&amp;quot; has been updated.&lt;br /&gt;
*** A new parameter has been added: &amp;quot;Revert Angle on Finish&amp;quot;&lt;br /&gt;
*** Added by Yanfly.&lt;br /&gt;
** New plugin parameters have been added to Damage Settings.&lt;br /&gt;
*** Appear Position: Selects where you want popups to appear relative to the battler. Head, Center, Base. Added by Yanfly.&lt;br /&gt;
*** Offset X: Sets how much to offset the sprites by vertically. Added by Yanfly.&lt;br /&gt;
*** Offset Y: Sets how much to offset the sprites by horizontally. Added by Yanfly.&lt;br /&gt;
** New plugin parameters have been added to Actor Battler Settings.&lt;br /&gt;
*** Priority: Active - Place the active actor on top of actor and enemy sprites. Added by Yanfly.&lt;br /&gt;
*** Priority: Actors - Prioritize actors over enemies when placing sprites on top of each other. Added by Yanfly.&lt;br /&gt;
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Version 1.04: September 13, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Active Battler Sprites now remain on top and won't be hidden behind other sprites for better visual clarity. Fix made by Arisu.&lt;br /&gt;
** Collapsing battlers will now show the dead motion properly. Fix made by Olivia.&lt;br /&gt;
** Dead battlers can no longer be given immortality. Fix made by Olivia.&lt;br /&gt;
** Going into the Options menu with no battleback set will no longer set a battle snapshot.&lt;br /&gt;
** HP Gauges for Sideview Enemies are no longer flipped! Fix made by Yanfly.&lt;br /&gt;
** Moving a dead battler would no longer reset their animation. Fix made by Olivia.&lt;br /&gt;
** Pre-Battle Common Events now work with events instead of just random encounters. Fix made by Yanfly.&lt;br /&gt;
** Sideview Enemy shadows no longer twitch. Fix made by Irina.&lt;br /&gt;
* Documentation Updates!&lt;br /&gt;
** Added further explanations for Anchor X and Anchor Y plugin parameters. This is because there's a lot of confusion for users who aren't familiar with how sprites work. Added by Irina.&lt;br /&gt;
** &amp;lt;Magic Reduction: x&amp;gt; notetag updated to say magical damage instead of physical damage. Fix made by Yanfly.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Additional Action Sequence Plugin Commands have been added in preparation of upcoming plugins! Additions made by Irina.&lt;br /&gt;
*** Action Sequences - Angle (for VisuMZ_3_ActSeqCamera)&lt;br /&gt;
*** Action Sequences - Camera (for VisuMZ_3_ActSeqCamera)&lt;br /&gt;
*** Action Sequences - Skew (for VisuMZ_3_ActSeqCamera)&lt;br /&gt;
*** Action Sequences - Zoom (for VisuMZ_3_ActSeqCamera)&lt;br /&gt;
** Additional Action Sequence Plugin Commands have been made available now and added to Battle Core! Additions made by Irina.&lt;br /&gt;
*** MOVE: Scale/Grow/Shrink&lt;br /&gt;
**** [[File:ActSeqGrowShrink.gif]]&lt;br /&gt;
*** MOVE: Skew/Distort&lt;br /&gt;
**** [[File:ActSeqSkew.gif]]&lt;br /&gt;
*** MOVE: Spin/Rotate&lt;br /&gt;
**** [[File:ActSeqSpin.gif]]&lt;br /&gt;
*** MOVE: Wait For Scale&lt;br /&gt;
*** MOVE: Wait For Skew&lt;br /&gt;
*** MOVE: Wait For Spin&lt;br /&gt;
** Plugin Parameters Additions. Additions made by Irina.&lt;br /&gt;
*** Plugin Params &amp;gt; Actor Battler Settings &amp;gt; Offset X&lt;br /&gt;
*** Plugin Params &amp;gt; Actor Battler Settings &amp;gt; Offset Y&lt;br /&gt;
*** Plugin Params &amp;gt; Actor Battler Settings &amp;gt; Smooth Image&lt;br /&gt;
*** Plugin Params &amp;gt; Enemy Battler Settings &amp;gt; Offset X&lt;br /&gt;
*** Plugin Params &amp;gt; Enemy Battler Settings &amp;gt; Offset Y&lt;br /&gt;
*** Plugin Params &amp;gt; Enemy Battler Settings &amp;gt; Smooth Image&lt;br /&gt;
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Version 1.03: September 6, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Animated Battlers will refresh their motions from the death motion once they're revived instead of waiting for their next input phase. Fix made by Yanfly.&lt;br /&gt;
** Battle Log speed sometimes went by too fast for certain enabled messages. Wait timers are now added to them, like state results, buff results, and debuff results. Fix made by Yanfly.&lt;br /&gt;
** Boss Collapse animation now works properly. Fix made by Yanfly.&lt;br /&gt;
** Freeze fix for TPB (Wait) if multiple actors get a turn at the same time. Fix made by Olivia.&lt;br /&gt;
** Pressing cancel on a target window after selecting a single skill no longer causes the status window to twitch.&lt;br /&gt;
** Sideview Enemies had a split frame of being visible if they were to start off hidden in battle. Fix made by Shaz.&lt;br /&gt;
* Compatibility Update:&lt;br /&gt;
** Battle Core's Sprite_Damage.setup() function is now separated fro the default to allow for better compatibility. Made by Yanfly.&lt;br /&gt;
* Documentation Update:&lt;br /&gt;
** Inserted more information for &amp;quot;Damage Popups&amp;quot; under &amp;quot;Major Changes&amp;quot;&lt;br /&gt;
* New Features!&lt;br /&gt;
** &amp;lt;Magic Penetration: x&amp;gt;, &amp;lt;Magic Penetration: x%&amp;gt; notetags added.&lt;br /&gt;
** &amp;lt;Magic Reduction: x&amp;gt;, &amp;lt;Magic Reduction: x%&amp;gt; notetags added.&lt;br /&gt;
** &amp;lt;Battle UI Offset: +x, +y&amp;gt;, &amp;lt;Battle UI Offset X: +x&amp;gt;, and &amp;lt;Battle UI Offset Y: +y&amp;gt; notetags added for adjusting the positions of HP Gauges and State Icons.&lt;br /&gt;
*** Notetags added by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: August 30, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Failsafes added for parsing battle targets. Fix made by Yanfly.&lt;br /&gt;
** Immortality is no longer ignored by skills/items with the Normal Attack state effect. Fix made by Yanfly.&lt;br /&gt;
** Miss and Evasion sound effects work again! Fix made by Yanfly.&lt;br /&gt;
** Selecting &amp;quot;Escape&amp;quot; from the Actor Command Window will now have the Inputting Battler show its escape motion. Fix made by Yanfly.&lt;br /&gt;
** Wait for Movement now applies to SV Enemies. Fix made by Yanfly.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Plugin Command &amp;quot;ACSET: Finish Action&amp;quot; now has an option to turn off the Immortality of targets. Feature added by Yanfly.&lt;br /&gt;
* Optimization Update&lt;br /&gt;
** Uses less resources when making checks for Pre-Battle Battle Start events&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: August 23, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Plugin Parameters &amp;gt; Damage Settings &amp;gt; Damage Formats are now fixed. Fix made by Olivia.&lt;br /&gt;
** TPB Battle System with Disable Party Command fixed. Fix made by Olivia.&lt;br /&gt;
** States now show in list format if faces are disabled. Fix made by Yanfly.&lt;br /&gt;
** The default damage styles were missing the 'v' variable to allow for variable data input. These are back now. Fix made by Yanfly.&lt;br /&gt;
*** Users updating from version 1.00 will need to fix this problem by either removing the plugin from the Plugin Manager list and reinstalling it, or going to Plugin Parameters &amp;gt; Damage Settings &amp;gt; Style List &amp;gt; the style you want, and adding &amp;quot;const v = $gameVariables._data;&amp;quot; to JS: Formula&lt;br /&gt;
* New Notetags Added:&lt;br /&gt;
** &amp;lt;Command Show Switch: x&amp;gt; added by Olivia&lt;br /&gt;
** &amp;lt;Command Show All Switches: x,x,x&amp;gt; added by Olivia&lt;br /&gt;
** &amp;lt;Command Show Any Switches: x,x,x&amp;gt; added by Olivia&lt;br /&gt;
** &amp;lt;Command Hide Switch: x&amp;gt; added by Olivia&lt;br /&gt;
** &amp;lt;Command Hide All Switches: x,x,x&amp;gt; added by Olivia&lt;br /&gt;
** &amp;lt;Command Hide Any Switches: x,x,x&amp;gt; added by Olivia&lt;br /&gt;
** &amp;lt;JS Command Visible&amp;gt; added by Olivia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: August 20, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Core Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Menu Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
[[Category: Plugin Commands (MZ)]]&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Battle_System_-_STB_VisuStella_MZ&amp;diff=17619</id>
		<title>Battle System - STB VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Battle_System_-_STB_VisuStella_MZ&amp;diff=17619"/>
		<updated>2026-02-15T04:24:36Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=b1O0fvM5VQ8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/827753&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/battle-system-stb&amp;quot;&amp;gt;Battle System - STB plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Wave 5}}&lt;br /&gt;
|link3 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Instant.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Exploit.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_AllOut.png|600px]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Standard Turn Battle (STB) system uses RPG Maker MZ's default non-TPB&lt;br /&gt;
battle system as a base. Action orders are determined by the battler's AGI&lt;br /&gt;
values and they go from highest to lowest. However, actions are not selected&lt;br /&gt;
at the start of the turn. Instead, as the turn progresses, actions are then&lt;br /&gt;
picked as each battler's turn comes up and is executed immediately.&lt;br /&gt;
&lt;br /&gt;
Optional to the battle system but fine tuned to it is the Exploit System.&lt;br /&gt;
When landing an elemental weakness or critical hit against a foe, the&lt;br /&gt;
battler can gain bonuses as well as an extra turn while the foe will become&lt;br /&gt;
stunned or gain any desired state(s). When all enemies are exploited in a&lt;br /&gt;
single turn, a common event can also be played, too.&lt;br /&gt;
&lt;br /&gt;
A Turn Order Display will also appear on the screen to show the order the&lt;br /&gt;
battlers will take their turns in. This lets the player plan in advance on&lt;br /&gt;
how to go about the rest of the turn.&lt;br /&gt;
&lt;br /&gt;
*NOTE* To use this battle system, you will need the updated version of&lt;br /&gt;
VisuStella's Core Engine. Go into its Plugin Parameters and change the&lt;br /&gt;
&amp;quot;Battle System&amp;quot; plugin parameter to &amp;quot;stb&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Utilizes the balanced AGI nature of the Default Turn Battle system.&lt;br /&gt;
* Allows for actions to execute immediately upon selection.&lt;br /&gt;
* A Turn Order Display to show the player when each battler will have its turn to perform an action.&lt;br /&gt;
* Skills and Items can have an &amp;quot;Instant Use&amp;quot; effect, which allows them to perform an action immediately without using up a turn.&lt;br /&gt;
* An optional Exploit System that can be disabled if desired, but otherwise, fine tuned to make use of STB's highly compatible nature.&lt;br /&gt;
* Landing an elemental weakness or critical hit can allow the active battler to gain bonuses, ranging from states to extra actions to custom effects that can be added on through JavaScript plugin parameters.&lt;br /&gt;
* An exploited enemy can suffer from states and/or custom effects added through JavaScript plugin parameters.&lt;br /&gt;
* If all enemies are exploited, a common event can run to allow for a custom follow up action.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=== Required Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Turn Order Display ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_TurnOrder.png]]&lt;br /&gt;
&lt;br /&gt;
The Turn Order Display will capture the battle's currently active battler&lt;br /&gt;
and any battlers found in the active battlers array for the BattleManager.&lt;br /&gt;
This does not overwrite any functions, but the Turn Order Display may or may&lt;br /&gt;
not conflict with any existing HUD elements that are already positioned on&lt;br /&gt;
the screen. If so, you can choose to offset the Turn Order Display or move&lt;br /&gt;
it to a different part of the screen through the plugin parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Speed ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_ActionSpeed.png]]&lt;br /&gt;
&lt;br /&gt;
For skills and items, action speeds now behave differently now. Because&lt;br /&gt;
actions are now decided after a turn starts, positioning will no longer be&lt;br /&gt;
decided from the selected skill/item's action speed for the current turn.&lt;br /&gt;
&lt;br /&gt;
Instead, the action speed used by a skill or item will determine the bonus&lt;br /&gt;
speed (or speed penalty if negative) for the following turn. Using a Guard&lt;br /&gt;
action with a +2000 Action Speed will raise the following turn's speed by&lt;br /&gt;
+2000, whereas what is originally a long charge time skill with -1000 speed&lt;br /&gt;
will decrease the following action's speed by -1000.&lt;br /&gt;
&lt;br /&gt;
You can also customize how speed is calculated through JS Plugin Parameters&lt;br /&gt;
found in the Mechanics Settings.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Instant Use ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Instant.gif]]&lt;br /&gt;
&lt;br /&gt;
Skills and Items can have an &amp;quot;Instant Use&amp;quot; property which allows them to be&lt;br /&gt;
used immediately without consuming a turn. This can be used for actions that&lt;br /&gt;
otherwise do not warrant a whole turn. These can be used for minor buffs,&lt;br /&gt;
debuffs, toggles, etc.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Exploit System ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Exploit.gif]]&lt;br /&gt;
&lt;br /&gt;
This is an optional system. If you wish to turn it off, you can do so in the&lt;br /&gt;
plugin parameters.&lt;br /&gt;
&lt;br /&gt;
There are two main ways that battlers can be exploited. One is by receiving&lt;br /&gt;
damage that strikes an elemental weakness. The other is by receiving damage&lt;br /&gt;
from a Critical Hit. Exploited battlers can receive penalty states. These&lt;br /&gt;
states can be adjusted in the plugin parameters. The default penalty state&lt;br /&gt;
is the Stunned state.&lt;br /&gt;
&lt;br /&gt;
The battler doing the exploiting can receive bonuses instead. This is to&lt;br /&gt;
reward a power play. These bonuses can range from added states to receiving&lt;br /&gt;
an extra action and allowing the active battler to immediately attack again.&lt;br /&gt;
&lt;br /&gt;
Each battler can only be exploited once per turn. This means if an enemy&lt;br /&gt;
would receive multiple attacks to its elemental weakness(es), the exploited&lt;br /&gt;
effect will only occur once per turn, meaning the penalty states won't stack&lt;br /&gt;
multiple times over. This limitation is for the sake of game balance, but if&lt;br /&gt;
you so wish, you can turn off this limitation in the plugin parameters.&lt;br /&gt;
&lt;br /&gt;
Each action can also exploit only once per use and against an unexploited&lt;br /&gt;
target. This means battlers cannot use the same elemental attacks against&lt;br /&gt;
the same foes over and over to stack up an infinite amount of turns. If the&lt;br /&gt;
player wants to gain more bonuses, the player would have to strike against&lt;br /&gt;
unexploited foes. This limitation is for the sake of game balance, but if&lt;br /&gt;
you so wish, you can turn off this limitation in the plugin parameters.&lt;br /&gt;
&lt;br /&gt;
When all members of a party/troop are exploited, a common event can be&lt;br /&gt;
triggered to run, allowing for potential follow up actions. How you wish to&lt;br /&gt;
make these common events is up to you.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== VisuStella MZ Compatibility ==&lt;br /&gt;
&lt;br /&gt;
While this plugin is compatible with the majority of the VisuStella MZ&lt;br /&gt;
plugin library, it is not compatible with specific plugins. Here is a list&lt;br /&gt;
of the ones this plugin is not compatible with.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Party System VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
In battle, the player cannot change entire parties at once from the Party&lt;br /&gt;
Command Window. The feature will be unaccessible while Standard Turn Battle&lt;br /&gt;
is in play. However, the player can still change party members through the&lt;br /&gt;
Actor Command Window by having actors replace other actors. Party changing&lt;br /&gt;
is also available through battle events, Common Events, and script calls.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Break Shields VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
The Break Shields plugin can be used together with Battle System - STB.&lt;br /&gt;
However, it cannot be used together with the STB Exploit system. This is&lt;br /&gt;
because both Break Shields and the Exploit system function under similar&lt;br /&gt;
mechanics and will conflict. However, if STB's Exploit system is turned off,&lt;br /&gt;
then you can use all of the Break Shield plugin's features fully.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System STB Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System STB Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Speed Mechanics ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_ActionSpeed.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
Determines the mechanics of the STB Battle System.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
  JS: Finalized Speed:&lt;br /&gt;
  - Code used to calculate the finalized speed at the start of each turn.&lt;br /&gt;
&lt;br /&gt;
  JS: Next Turn Speed:&lt;br /&gt;
  - Code used to calculate speed for a following turn.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Exploit System Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Exploit.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Here, you can adjust the main settings for the Exploit System, including&lt;br /&gt;
where you can turn it on/off. The Exploited and Exploiter settings are&lt;br /&gt;
extensions of the Exploit System and are better off with their own sections.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Enable System?:&lt;br /&gt;
  - Enable the exploit system?&lt;br /&gt;
  - If disabled, ignore all the  mechanics regarding the Exploit System.&lt;br /&gt;
&lt;br /&gt;
  Critical Hits:&lt;br /&gt;
  - Do critical hits exploit the opponent?&lt;br /&gt;
&lt;br /&gt;
  Elemental Weakness:&lt;br /&gt;
  - Do elemental weaknesses exploit the opponent?&lt;br /&gt;
&lt;br /&gt;
    Minimum Rate:&lt;br /&gt;
    - What's the minimum rate needed to count as an elemental weakness?&lt;br /&gt;
&lt;br /&gt;
  Forced Actions:&lt;br /&gt;
  - Apply exploit system to Forced Actions?&lt;br /&gt;
  - We added this function because forced actions can disrupt player&lt;br /&gt;
    strategies when used with the exploit system.&lt;br /&gt;
&lt;br /&gt;
  Reset Each Turn:&lt;br /&gt;
  - Reset exploits at the end of each turn?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Exploited Effects Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Exploit.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
These are effects for the exploited battlers (the receiving end). Change how&lt;br /&gt;
you want exploited battlers to behave here.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Mechanics&lt;br /&gt;
&lt;br /&gt;
  Added States:&lt;br /&gt;
  - A list of the states that are added when a target is exploited.&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_AllOut.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Full Exploit Events:&lt;br /&gt;
  vs Actors Event:&lt;br /&gt;
  vs Enemies Event:&lt;br /&gt;
  - If all actors/enemies have been fully exploited, run this common event.&lt;br /&gt;
  - Does not work with unlimited exploits.&lt;br /&gt;
&lt;br /&gt;
  Unlimited Exploits:&lt;br /&gt;
  - Can battlers be exploited endlessly?&lt;br /&gt;
&lt;br /&gt;
  JS: On Exploited:&lt;br /&gt;
  - Code used when the target has been exploited.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Animation&lt;br /&gt;
&lt;br /&gt;
  Animation ID:&lt;br /&gt;
  - Play this animation when the effect activates.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the effect animation?&lt;br /&gt;
&lt;br /&gt;
  Mute Animation:&lt;br /&gt;
  - Mute the effect animation?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Popups&lt;br /&gt;
&lt;br /&gt;
  Text:&lt;br /&gt;
  - Text displayed upon the effect activating.&lt;br /&gt;
&lt;br /&gt;
  Text Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Flash Color:&lt;br /&gt;
  - Adjust the popup's flash color.&lt;br /&gt;
  - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
  Flash Duration:&lt;br /&gt;
  - What is the frame duration of the flash effect?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Exploiter Effects Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Exploit.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Params4.png]]&lt;br /&gt;
&lt;br /&gt;
These are effects for the battlers doing the exploiting. Change how you want&lt;br /&gt;
exploiter battlers to behave here.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Mechanics&lt;br /&gt;
&lt;br /&gt;
  Added States:&lt;br /&gt;
  - A list of the states that are added when a user exploits a foe.&lt;br /&gt;
&lt;br /&gt;
  Extra Actions:&lt;br /&gt;
  - Successfully exploiting an enemy will grant the user this many&lt;br /&gt;
    extra actions.&lt;br /&gt;
&lt;br /&gt;
  Multiple Exploits:&lt;br /&gt;
  - Can battlers exploit opponents multiple times with one action?&lt;br /&gt;
&lt;br /&gt;
  JS: On Exploiting:&lt;br /&gt;
  - Code used when the user is exploiting a foe's weakness.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Animation&lt;br /&gt;
&lt;br /&gt;
  Animation ID:&lt;br /&gt;
  - Play this animation when the effect activates.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the effect animation?&lt;br /&gt;
&lt;br /&gt;
  Mute Animation:&lt;br /&gt;
  - Mute the effect animation?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Popups&lt;br /&gt;
&lt;br /&gt;
  Text:&lt;br /&gt;
  - Text displayed upon the effect activating.&lt;br /&gt;
&lt;br /&gt;
  Text Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Flash Color:&lt;br /&gt;
  - Adjust the popup's flash color.&lt;br /&gt;
  - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
  Flash Duration:&lt;br /&gt;
  - What is the frame duration of the flash effect?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Turn Order Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_TurnOrder.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Params5.png]]&lt;br /&gt;
&lt;br /&gt;
Turn Order Display settings used for Battle System STB. These adjust how the&lt;br /&gt;
visible turn order appears in-game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Display Position:&lt;br /&gt;
  - Select where the Turn Order will appear on the screen.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much to offset the X coordinate by.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much to offset the Y coordinate by.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  Center Horizontal?:&lt;br /&gt;
  - Reposition the Turn Order Display to always be centered if it is a&lt;br /&gt;
    'top' or 'bottom' position?&lt;br /&gt;
&lt;br /&gt;
  Reposition for Help?:&lt;br /&gt;
  - If the display position is at the top, reposition the display when the&lt;br /&gt;
    help window is open?&lt;br /&gt;
&lt;br /&gt;
  Reposition Log?:&lt;br /&gt;
  - If the display position is at the top, reposition the Battle Log Window&lt;br /&gt;
    to be lower?&lt;br /&gt;
&lt;br /&gt;
  Forward Direction:&lt;br /&gt;
  - Decide on the direction of the Turn Order.&lt;br /&gt;
  - Settings may vary depending on position.&lt;br /&gt;
  - Left to Right / Down to Up&lt;br /&gt;
  - Right to Left / Up to Down&lt;br /&gt;
&lt;br /&gt;
  Subject Distance:&lt;br /&gt;
  - How far do you want the currently active battler to distance itself from&lt;br /&gt;
    the rest of the Turn Order?&lt;br /&gt;
&lt;br /&gt;
  Screen Buffer:&lt;br /&gt;
  - What distance do you want the display to be away from the edge of the&lt;br /&gt;
    screen by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Reposition For Help&lt;br /&gt;
&lt;br /&gt;
  Repostion X By:&lt;br /&gt;
  Repostion Y By:&lt;br /&gt;
  - Reposition the display's coordinates by this much when the Help Window&lt;br /&gt;
    is visible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slots&lt;br /&gt;
&lt;br /&gt;
  Max Horizontal:&lt;br /&gt;
  - Maximum slots you want to display for top and bottom Turn Order Display&lt;br /&gt;
    positions?&lt;br /&gt;
&lt;br /&gt;
  Max Vertical:&lt;br /&gt;
  - Maximum slots you want to display for left and right Turn Order Display&lt;br /&gt;
    positions?&lt;br /&gt;
&lt;br /&gt;
  Length:&lt;br /&gt;
  - How many pixels long should the slots be on the Turn Order display?&lt;br /&gt;
&lt;br /&gt;
  Thin:&lt;br /&gt;
  - How many pixels thin should the slots be on the Turn Order display?&lt;br /&gt;
&lt;br /&gt;
  Update Frames:&lt;br /&gt;
  - How many frames should it take for the slots to update their&lt;br /&gt;
    positions by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Border&lt;br /&gt;
&lt;br /&gt;
  Show Border?:&lt;br /&gt;
  - Show borders for the slot sprites?&lt;br /&gt;
&lt;br /&gt;
  Border Thickness:&lt;br /&gt;
  - How many pixels thick should the colored portion of the border be?&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Border Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Border Skin:&lt;br /&gt;
    - Optional. Place a skin on the actor/enemy borders instead of&lt;br /&gt;
      rendering them?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Sprites&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
&lt;br /&gt;
    Sprite Type:&lt;br /&gt;
    - Select the type of sprite used for the actor graphic.&lt;br /&gt;
    - Face Graphic - Show the actor's face.&lt;br /&gt;
    - Icon - Show a specified icon.&lt;br /&gt;
    - Sideview Actor - Show the actor's sideview battler.&lt;br /&gt;
&lt;br /&gt;
    Default Icon:&lt;br /&gt;
    - Which icon do you want to use for actors by default?&lt;br /&gt;
&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Sprite Type:&lt;br /&gt;
    - Select the type of sprite used for the enemy graphic.&lt;br /&gt;
    - Face Graphic - Show a specified face graphic.&lt;br /&gt;
    - Icon - Show a specified icon.&lt;br /&gt;
    - Enemy - Show the enemy's graphic or sideview battler.&lt;br /&gt;
&lt;br /&gt;
    Default Face Name:&lt;br /&gt;
    - Use this default face graphic if there is no specified face.&lt;br /&gt;
&lt;br /&gt;
    Default Face Index:&lt;br /&gt;
    - Use this default face index if there is no specified index.&lt;br /&gt;
&lt;br /&gt;
    Default Icon:&lt;br /&gt;
    - Which icon do you want to use for enemies by default?&lt;br /&gt;
&lt;br /&gt;
    Match Hue?:&lt;br /&gt;
    - Match the hue for enemy battlers?&lt;br /&gt;
    - Does not apply if there's a sideview battler.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Letter&lt;br /&gt;
&lt;br /&gt;
  Show Enemy Letter?:&lt;br /&gt;
  - Show the enemy's letter on the slot sprite?&lt;br /&gt;
&lt;br /&gt;
  Font Name:&lt;br /&gt;
  - The font name used for the text of the Letter.&lt;br /&gt;
  - Leave empty to use the default game's font.&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - The font size used for the text of the Letter.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Background&lt;br /&gt;
&lt;br /&gt;
  Show Background?:&lt;br /&gt;
  - Show the background on the slot sprite?&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Background Color 1:&lt;br /&gt;
    Background Color 2:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Background Skin:&lt;br /&gt;
    - Optional. Use a skin for the actor background instead of&lt;br /&gt;
      rendering them?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.22: February 16, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;STB Cannot Be Exploited&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;STB Cannot Be Exploiter&amp;gt;&amp;lt;/nowiki&amp;gt; notetags were not working properly. Bug fixed by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.21: September 14, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where auto-battle would not give ONE MORE! bonus to actors. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.20: July 13, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug involving auto-battle that would give infinite actions if cancelled at specific timings. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: January 20, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: December 15, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: August 18, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed bugs that caused the STB Turn Order faces and icons to not change properly for actors and enemies. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: July 7, 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugin is now updated to support larger than 8 troop sizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: June 9, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Exploit System Settings &amp;gt; Forced Actions&lt;br /&gt;
**** Apply exploit system to Forced Actions?&lt;br /&gt;
**** We added this function because forced actions can disrupt player strategies when used with the exploit system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: March 3, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: November 11, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Critical hits for enemies with only one action per turn should now properly allow for the exploited effect to occur. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: October 28, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Turn Order display will no longer appear at differing X and Y positions when using specific battle layouts. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: July 23, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that altered the current action choice when enemies are using a skill that utilizes instants when there is only enough MP left for one of those actions. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: July 2, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Dead battlers will no longer reappear in the turn order on subsequent turns. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for updated features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;quot;Mechanics Settings&amp;quot; Plugin Parameters has been updated into &amp;quot;Speed Mechanics&amp;quot; with updated formulas that will now correlate any adjusted AGI changes made to battlers to alter the following turn properly. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: March 26, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Enemy exploit actions should now associate A.I. properly. Fix by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;VisuStella MZ Compatibility&amp;quot; section for detailed compatibility explanations with the VisuMZ_4_BreakShields plugin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: March 19, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Turn Order Window calculations slightly tweaked for times when the window layer is bigger than it should be. Update made by Olivia.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: January 22, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** A different kind of end battle check is now made to determine hiding the turn order display. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: January 1, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: December 25, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Starting battle from a surprise attack will no longer skip turn 1. And starting battle without any inputtable actors will no longer skip turn 1. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: December 18, 2020&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Enemies can now benefit from &amp;lt;STB Instant&amp;gt; skills. Update made by Olivia.&lt;br /&gt;
** Action End States updating are now handled by Skills and States Core v1.07+ for proper intended usage. Change from Battle System - STB v1.02 is reverted here to prevent triggering the update twice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: December 4, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Select Next Command no longer returns undefined. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: November 22, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Action End States now update at the end of each individual action. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: November 15, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Now compatible with Party Command Window Disable from the Battle Core. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: November 23, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Battle System Differences VisuStella MZ]]&lt;br /&gt;
* [[Inspiration Behind Wave 5]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Utility Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Battle_System_-_ATB_VisuStella_MZ&amp;diff=17618</id>
		<title>Battle System - ATB VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Battle_System_-_ATB_VisuStella_MZ&amp;diff=17618"/>
		<updated>2026-02-15T04:24:30Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=hipRs7aqbxA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/760452&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/battle-system-atb&amp;quot;&amp;gt;Battle System - ATB plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Wave 3}}&lt;br /&gt;
|link3 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Preview2.png|600px]]&lt;br /&gt;
 &lt;br /&gt;
[[File:VisuMZ_ATB_Preview3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Preview4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The RPG Maker MZ Time Progress Battle (TPB) system is only a few steps away&lt;br /&gt;
from the acclaimed Active Turn Battle (ATB) system. This plugin will grant&lt;br /&gt;
it the various features needed to turn it from TPB into ATB.&lt;br /&gt;
&lt;br /&gt;
This plugin will grant control over how the various mechanics work, ranging&lt;br /&gt;
from penalties to calculations, to actions that can manipulate the ATB gauge&lt;br /&gt;
of battlers. Battlers that are in the middle of casting a spell can also be&lt;br /&gt;
interrupted with specific notetag traits.&lt;br /&gt;
&lt;br /&gt;
ATB Gauges can also be displayed on enemies and/or allies, giving the player&lt;br /&gt;
full access to the current battle state. The ATB Gauges are also improved,&lt;br /&gt;
showing different colors for different states and showing a new gauge for&lt;br /&gt;
the casting state.&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Setup_Note.png]]&lt;br /&gt;
&lt;br /&gt;
*NOTE* You will need to set the game project to run in either TPB mode,&lt;br /&gt;
Time Progress (Active) or Time Progress (Wait), for these new ATB effects&lt;br /&gt;
to work. You can find this setting in Database &amp;gt; System 1.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Full control over the TPB/ATB mechanics such as speed, calculations, etc.&lt;br /&gt;
* Notetags that give skills and items access to ATB Gauge manipulation, by altering how filled they are.&lt;br /&gt;
* Interrupts can be used on battlers in the middle of casting a skill.&lt;br /&gt;
* Visual ATB Gauges can be displayed over battlers' heads.&lt;br /&gt;
* ATB Gauges have extra coloring options added to them to let the player quickly know the current speed state of the ATB Gauge.&lt;br /&gt;
* A field-wide ATB Gauge that positions actor and enemy markers on it to show how far along actors and enemies are relative to each other's turns.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
'''Required Plugin List'''&lt;br /&gt;
&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== ATB Gauges ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Preview2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The gauges are now revamped to show different colors to depict the various&lt;br /&gt;
ATB states a battler can be in. These various states include the following:&lt;br /&gt;
&lt;br /&gt;
* When a battler's speed is fully stopped.&lt;br /&gt;
* When a battler's speed is slower/faster past a specific rating.&lt;br /&gt;
* When a battler is ready for an action.&lt;br /&gt;
* When a battler is casting an action (those with negative speed values).&lt;br /&gt;
&lt;br /&gt;
The colors used for these states can be found and altered in the Plugin&lt;br /&gt;
Parameters under Gauge Color Settings.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Skill &amp;amp; Item Speeds ===&lt;br /&gt;
&lt;br /&gt;
With TPB, skills and items with negative speed values will cause the battler&lt;br /&gt;
to enter a &amp;quot;casting&amp;quot; state, meaning they have to wait extra time before the&lt;br /&gt;
action takes off. With this delayed action execution, one might assume that&lt;br /&gt;
if there is a positive speed value, the battler would require less time for&lt;br /&gt;
their next turn.&lt;br /&gt;
&lt;br /&gt;
However, this isn't the case with RPG Maker MZ's TPB. By changing it to ATB,&lt;br /&gt;
skills and items with positive speed values will have an impact on how full&lt;br /&gt;
their ATB Gauges will be in the following turn. A value of 2000 will put the&lt;br /&gt;
gauge at 50% full, 1000 will put the gauge at 25% full, 500 will put it at&lt;br /&gt;
12.5% full, and so on. Notetags can also be used to influence this.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== JS Calculation Mechanics ===&lt;br /&gt;
&lt;br /&gt;
While the calculation mechanics aren't changed from their original RPG Maker&lt;br /&gt;
MZ formulas, the functions for them have been overwritten to allow you, the&lt;br /&gt;
game developer, to alter them as you see fit.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Extra Features ==&lt;br /&gt;
&lt;br /&gt;
There are some extra features found if other VisuStella MZ plugins are found&lt;br /&gt;
present in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
* ATB Interrupts can have animations played when they trigger if the [[Core Engine VisuStella MZ|Core Engine]] is installed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Options Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
* Having the VisuStella Options Core available will allow you to adjust the speed at which the ATB gauges fill up.&lt;br /&gt;
&lt;br /&gt;
* The VisuStella Options Core also gives the player the option to toggle between Active and Wait-based ATB.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System ATB Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System ATB Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Mechanics Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
Mechanics settings used for Battle System ATB. The majority of these are&lt;br /&gt;
JavaScript-based and will require knowledge of JavaScript to fully utilize&lt;br /&gt;
the plugin parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Mechanics&lt;br /&gt;
&lt;br /&gt;
  Escape Fail Penalty:&lt;br /&gt;
  - Gauge penalty if an escape attempt fails.&lt;br /&gt;
&lt;br /&gt;
  Stuns Reset Gauge?:&lt;br /&gt;
  - Should stuns reset the ATB Gauge?&lt;br /&gt;
    - Charm, Berserk, and Confusion states will still reset the ATB Gauge.&lt;br /&gt;
&lt;br /&gt;
  JS: Initial Gauge:&lt;br /&gt;
  - JavaScript code to determine how much ATB gauge to give each battler at&lt;br /&gt;
    the start of battle.&lt;br /&gt;
&lt;br /&gt;
  JS: Speed:&lt;br /&gt;
  - JavaScript code to determine how much speed a battler has.&lt;br /&gt;
&lt;br /&gt;
  JS: Base Speed:&lt;br /&gt;
  - JavaScript code to determine how much base speed a battler has.&lt;br /&gt;
&lt;br /&gt;
  JS: Relative Speed:&lt;br /&gt;
  - JavaScript code to determine what is the relative speed of a battler.&lt;br /&gt;
&lt;br /&gt;
  JS: Acceleration:&lt;br /&gt;
  - JavaScript code to determine how much gauges accelerate by relative to&lt;br /&gt;
    reference time.&lt;br /&gt;
&lt;br /&gt;
  JS: Cast Time:&lt;br /&gt;
  - JavaScript code to determine how much cast time is used for skills/items&lt;br /&gt;
    with negative speed modifiers.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Interrupt Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Interrupt settings used for Battle System ATB.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Interrupt&lt;br /&gt;
&lt;br /&gt;
  Animation ID:&lt;br /&gt;
  - Play this animation when a unit is interrupted.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
    Mirror Animation:&lt;br /&gt;
    - Mirror the interrupt animation?&lt;br /&gt;
    - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
    Mute Animation:&lt;br /&gt;
    - Mute the interrupt animation?&lt;br /&gt;
    - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Text Popup:&lt;br /&gt;
  - Text used for popup when interrupts happen.&lt;br /&gt;
  - Leave empty for no popup.&lt;br /&gt;
&lt;br /&gt;
  Text Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Flash Color:&lt;br /&gt;
    - Adjust the popup's flash color.&lt;br /&gt;
    - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
    Flash Duration:&lt;br /&gt;
    - What is the frame duration of the flash effect?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== General Gauge Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Preview3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
General gauge settings used for ATB Gauges.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Anchor X:&lt;br /&gt;
  Anchor Y:&lt;br /&gt;
  - Where do you want the ATB Gauge sprite's anchor X/Y to be?&lt;br /&gt;
  - Use values between 0 and 1 to be safe.&lt;br /&gt;
&lt;br /&gt;
  Scale:&lt;br /&gt;
  - How large/small do you want the ATB Gauge to be scaled?&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - How many pixels to offset the ATB Gauge's X/Y by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
AGI Gauge Rates&lt;br /&gt;
&lt;br /&gt;
  Slow Rate:&lt;br /&gt;
  - How much should the AGI rate be at to be considered slow?&lt;br /&gt;
&lt;br /&gt;
  Fast Rate:&lt;br /&gt;
  - How much should the AGI rate be at to be considered fast?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Actors&lt;br /&gt;
&lt;br /&gt;
  Show Sprite Gauges:&lt;br /&gt;
  - Show ATB Gauges over the actor sprites' heads?&lt;br /&gt;
  - Requires SV Actors to be visible.&lt;br /&gt;
&lt;br /&gt;
  Show Status Gauges:&lt;br /&gt;
  - Show ATB Gauges in the status window?&lt;br /&gt;
  - Applies only to sideview.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Enemies&lt;br /&gt;
&lt;br /&gt;
  Show Sprite Gauges:&lt;br /&gt;
  - Show ATB Gauges over the enemy sprites' heads?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Field Gauge Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Params4.png]]&lt;br /&gt;
&lt;br /&gt;
The ATB Field Gauge is a large gauge placed on the screen with all of the&lt;br /&gt;
current battle's active participants shown on it. The participants are&lt;br /&gt;
represented by a marker. Each marker's position on the gauge indicates its&lt;br /&gt;
battler's ATB progress towards a turn.&lt;br /&gt;
&lt;br /&gt;
In order for this feature to work, enable &amp;quot;Use Field Gauge?&amp;quot; in the&lt;br /&gt;
Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Use Field Gauge?:&lt;br /&gt;
  - This value must be set to true in order for the ATB Field Gauge&lt;br /&gt;
    to appear.&lt;br /&gt;
  - This needs to be on in order for this feature to work.&lt;br /&gt;
&lt;br /&gt;
  Display Position:&lt;br /&gt;
  - Select where the Field Gauge will appear on the screen.&lt;br /&gt;
  - Top&lt;br /&gt;
  - Bottom&lt;br /&gt;
  - Left&lt;br /&gt;
  - Right&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - How much to offset the X/Y coordinates by.&lt;br /&gt;
&lt;br /&gt;
  Reposition for Help?:&lt;br /&gt;
  - If the display position is at the top, reposition the gauge when the&lt;br /&gt;
    help window is open?&lt;br /&gt;
&lt;br /&gt;
  Forward Direction:&lt;br /&gt;
  - Decide on the direction of the Field Gauge.&lt;br /&gt;
  - Settings may vary depending on position.&lt;br /&gt;
  - Left to Right&lt;br /&gt;
  - Right to Left&lt;br /&gt;
  - Up to Down&lt;br /&gt;
  - Down to Up&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Field Gauge Settings&lt;br /&gt;
&lt;br /&gt;
  Gauge Skin:&lt;br /&gt;
  - Optional. Select an image to place behind the gauge.&lt;br /&gt;
  - This will be centered on the Field Gauge's position.&lt;br /&gt;
&lt;br /&gt;
  Show Gauge?:&lt;br /&gt;
  - Decide if you want the gauge to be shown.&lt;br /&gt;
&lt;br /&gt;
  Horizontal Length:&lt;br /&gt;
  - The length of the Field Gauge if placed horizontally.&lt;br /&gt;
&lt;br /&gt;
  Vertical Length:&lt;br /&gt;
  - The length of the Field Gauge if placed vertically.&lt;br /&gt;
&lt;br /&gt;
  Thickness:&lt;br /&gt;
  - The thickness of the Field Gauge for either direction.&lt;br /&gt;
&lt;br /&gt;
  Split Location:&lt;br /&gt;
  - Determine where the gauge should split.&lt;br /&gt;
  - Use 0.00 for the start. Use 1.00 for the end.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Marker Sprites&lt;br /&gt;
&lt;br /&gt;
  Actor Marker Side:&lt;br /&gt;
  - Which side do you want the actor markers to appear?&lt;br /&gt;
&lt;br /&gt;
  Enemy Marker Side:&lt;br /&gt;
  - Which side do you want the enemy markers to appear?&lt;br /&gt;
&lt;br /&gt;
  Marker Offset:&lt;br /&gt;
  - How many pixels do you want to offset the markers by?&lt;br /&gt;
&lt;br /&gt;
  Marker Size:&lt;br /&gt;
  - How pixels wide and tall do you want the markers to be?&lt;br /&gt;
&lt;br /&gt;
  Marker Speed:&lt;br /&gt;
  - How many pixels maximum can a marker travel in one frame?&lt;br /&gt;
&lt;br /&gt;
  Opacity Rate:&lt;br /&gt;
  - If a marker has to change opacity, how fast should it change by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Marker Border&lt;br /&gt;
&lt;br /&gt;
  Show Border?:&lt;br /&gt;
  - Show borders for the marker sprites?&lt;br /&gt;
&lt;br /&gt;
  Border Thickness:&lt;br /&gt;
  - How many pixels thick should the colored portion of the border be?&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Border Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Border Skin:&lt;br /&gt;
    - Optional. Place a skin on the actor/enemy borders instead of&lt;br /&gt;
      rendering them?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Marker Sprites&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
&lt;br /&gt;
    Sprite Type:&lt;br /&gt;
    - Select the type of sprite used for the actor graphic.&lt;br /&gt;
    - Face Graphic - Show the actor's face.&lt;br /&gt;
    - Icon - Show a specified icon.&lt;br /&gt;
    - Sideview Actor - Show the actor's sideview battler.&lt;br /&gt;
&lt;br /&gt;
    Default Icon:&lt;br /&gt;
    - Which icon do you want to use for actors by default?&lt;br /&gt;
&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Sprite Type:&lt;br /&gt;
    - Select the type of sprite used for the enemy graphic.&lt;br /&gt;
    - Face Graphic - Show a specified face graphic.&lt;br /&gt;
    - Icon - Show a specified icon.&lt;br /&gt;
    - Enemy - Show the enemy's graphic or sideview battler.&lt;br /&gt;
&lt;br /&gt;
    Default Face Name:&lt;br /&gt;
    - Use this default face graphic if there is no specified face.&lt;br /&gt;
&lt;br /&gt;
    Default Face Index:&lt;br /&gt;
    - Use this default face index if there is no specified index.&lt;br /&gt;
&lt;br /&gt;
    Default Icon:&lt;br /&gt;
    - Which icon do you want to use for enemies by default?&lt;br /&gt;
&lt;br /&gt;
    Match Hue?:&lt;br /&gt;
    - Match the hue for enemy battlers?&lt;br /&gt;
    - Does not apply if there's a sideview battler.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Marker Letter&lt;br /&gt;
&lt;br /&gt;
  Show Enemy Letter?:&lt;br /&gt;
  - Show the enemy's letter on the marker sprite?&lt;br /&gt;
&lt;br /&gt;
  Font Name:&lt;br /&gt;
  - The font name used for the text of the Letter.&lt;br /&gt;
  - Leave empty to use the default game's font.&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - The font size used for the text of the Letter.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Marker Background&lt;br /&gt;
&lt;br /&gt;
  Show Background?:&lt;br /&gt;
  - Show the enemy's letter on the marker sprite?&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Background Color 1:&lt;br /&gt;
    Background Color 2:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Background Skin:&lt;br /&gt;
    - Optional. Use a skin for the actor background instead of&lt;br /&gt;
      rendering them?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Marker Arrow&lt;br /&gt;
&lt;br /&gt;
  Show Arrow?:&lt;br /&gt;
  - Show the arrow sprite pointing towards the Field Gauge?&lt;br /&gt;
&lt;br /&gt;
  Arrow Skin:&lt;br /&gt;
  - Pick a window skin to draw arrows from.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Gauge Color Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Preview2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Params5.png]]&lt;br /&gt;
&lt;br /&gt;
Gauge color settings used for ATB Gauges.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Colors&lt;br /&gt;
&lt;br /&gt;
  Default Color 1:&lt;br /&gt;
  Default Color 2:&lt;br /&gt;
  Full Color 1:&lt;br /&gt;
  Full Color 2:&lt;br /&gt;
  Cast Color 1:&lt;br /&gt;
  Cast Color 2:&lt;br /&gt;
  Fast Color 1:&lt;br /&gt;
  Fast Color 2:&lt;br /&gt;
  Slow Color 1:&lt;br /&gt;
  Slow Color 2:&lt;br /&gt;
  Stop Color 1:&lt;br /&gt;
  Stop Color 2:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Options Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Preview4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Params6.png]]&lt;br /&gt;
&lt;br /&gt;
Options settings used for Battle System ATB.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Options&lt;br /&gt;
&lt;br /&gt;
  Add Option?:&lt;br /&gt;
  - Add the 'Show ATB Gauges' option to the Options menu?&lt;br /&gt;
&lt;br /&gt;
  Adjust Window Height:&lt;br /&gt;
  - Automatically adjust the options window height?&lt;br /&gt;
&lt;br /&gt;
  Option Name:&lt;br /&gt;
  - Command name of the option.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.37: February 16, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where potential actions queued during Active ATB might get erased if used during the action of a enemy battler. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.36: December 15, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.35: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor dies in battle and is revived post-battle using &amp;quot;Recover All&amp;quot;, that actor no longer gets stuck after their first action in following battles. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.34: March 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Field ATB Gauge no longer stays visible during victory sequence. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.33: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an actor softlock issue where if charm, berserk, and confusion can lock a 100% charged actor for Active ATB.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarification for Plugin Parameter &amp;quot;Stuns Reset Gauge?&amp;quot;:&lt;br /&gt;
*** Charm, Berserk, and Confusion states will still reset the ATB Gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.32: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a few features that bled over into CTB if the game project used both ATB and CTB battle systems simultaneously. Fix made by Olivia.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;quot;Stuns Reset Gauge&amp;quot; set to &amp;quot;Don't Reset&amp;quot; should now work as expected for both actors and enemies, instead of just actors, while they are in the casting state. Update made by Olivia.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.31: April 18, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where sideview battlers would have misplaced ATB gauge positions. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.30: August 17, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an error that would cause multi-actions under restrictions to desynchronize skill speeds and result in softlocks. Fix made by Olivia.&lt;br /&gt;
** Fixed an error that would cause slow speeds to all equal one another. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.29: July 13, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an error with casting times for battlers not working properly when the numeric values are too small. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.28: June 15, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Crash should no longer occur for the end of ATB actions. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.27: May 18, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Enemies no longer soft-lock themselves if they get stunned via a counter attack with an attack-state that applies stun. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.26: March 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused a clash when loaded together with certain combinations of plugins. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.25: February 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that prevented initial ATB Gauge settings and features from working properly. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.24: December 15, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** The Battle Core's &amp;lt;JS Pre-Start Turn&amp;gt; and &amp;lt;JS Post-Start Turn&amp;gt; notetags were previously disabled by this plugin. They should now be working again without problems. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.23: November 10, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** ATB Gauges will now display for ANIMATED sideview enemies depending on the Show Enemy Gauge setting. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.22: September 29, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** After enemies recover from a stun, enemies no longer take an immediate action regardless of their time gauge state. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.21: August 25, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Restricted enemies will no longer be action-locked after removing the restriction state. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.20: August 18, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed bugs that caused the ATB Field Gauge faces and icons to not change properly for actors and enemies. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: July 21, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Battlers under a &amp;quot;Cannot Move&amp;quot; state will no longer reset their ATB gauge after their &amp;quot;turn&amp;quot; comes up to update it. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: June 2, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Notetag effect for &amp;lt;ATB After Gauge: x%&amp;gt; should now be working properly. Fix made by Olivia.&lt;br /&gt;
** Notetag effect for &amp;lt;JS ATB After Gauge&amp;gt; should now be working properly. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: February 17, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: August 13, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Crash prevented with certain Plugin Parameter combinations enabled when the ATB Gauge is filled up. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: July 23, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When enemies appear out from a troop event, Visual ATB Gauges above their heads should now appear properly for SV Enemies, too. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: July 16, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When enemies appear out from a troop event, Visual ATB Gauges above their heads should now appear properly. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: May 21, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When slip damage is allowed to kill, dying actors will have their TPB state reset to charging in order to prevent lock-ups. Fix by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: May 7, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Actions with 0 or positive speed will now act immediately without allowing a single gauge tick pass through. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: April 16, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** ATB Gauge visibility is now properly updated across various events such as party removal and other obstruction effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: March 12, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Slight change to the way calculations are made for the bottom aligned field gauge position. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: January 1, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: November 22, 2020&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** ATB Interrupts will not clear all actions (including queued ones) for mechanical compatibility. Change made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: November 15, 2020&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: November 1, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated with new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command by Irina!&lt;br /&gt;
*** Actor: Change Field Gauge Face&lt;br /&gt;
**** Changes the faces used for the specific actor(s) on the ATB Field Gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: October 25, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Plugin should now be compatible with older saves when changing to a save that didn't use a Field Gauge to one that does. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated with new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;ATB Field Gauge Face: filename, index&amp;gt; notetag now works with actors. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: October 18, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: October 11, 2020&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** Help file updated with new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Enemy letters are no longer drawn on the Field Gauge unless there are multiple enemies of the same type. Added by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu and Yanfly.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Field Gauge &amp;gt; Offset X and Y&lt;br /&gt;
**** How much to offset the X/Y coordinates of the Field Gauge by.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: October 4, 2020&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added &amp;quot;System: ATB Field Gauge Visibility&amp;quot; to let you show or hide the Field Gauge during battle. Added by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: September 27, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** ATB Cast and Charge notetags no longer cause crashes. Fix made by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New plugin parameter added by Olivia.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Mechanics &amp;gt; Stuns Reset Gauge?&lt;br /&gt;
**** Should stuns reset the ATB Gauge?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: September 21, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Battle System Differences VisuStella MZ]]&lt;br /&gt;
* [[Inspiration Behind Wave 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Events_and_Movement_Core_VisuStella_MZ&amp;diff=17617</id>
		<title>Events and Movement Core VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Events_and_Movement_Core_VisuStella_MZ&amp;diff=17617"/>
		<updated>2026-02-15T04:24:20Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=DA8gr31HPLc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = {{VisuStella Wave 1}}&lt;br /&gt;
|link2 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Button Trigger Events VisuStella MZ]]&lt;br /&gt;
* [[Common Event Menu VisuStella MZ]]&lt;br /&gt;
* [[Event Signals VisuStella MZ]]&lt;br /&gt;
* [[Field Skills VisuStella MZ]]&lt;br /&gt;
* [[Furniture System VisuStella MZ]]&lt;br /&gt;
* [[Lighting Effects VisuStella MZ]]&lt;br /&gt;
* [[Movement Effects VisuStella MZ]]&lt;br /&gt;
* [[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
* [[Tile Grafter System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Events &amp;amp; Movement Core plugin adds a lot of new functionality in terms&lt;br /&gt;
of event flexibility and movement options to RPG Maker MZ. These range from&lt;br /&gt;
adding in old capabilities from previous iterations of RPG Maker to more&lt;br /&gt;
mainstream techniques found in other game engines. Movement options are also&lt;br /&gt;
expanded to support 8-directional movement as well as sprite sheets provided&lt;br /&gt;
that the VisuStella 8 format is used.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Event commands expanded upon to include old and new functions.&lt;br /&gt;
* Event templates for Copying Events, Morphing Events, and Spawning Events.&lt;br /&gt;
* 8-directional movement option available and sprite sheet support.&lt;br /&gt;
* Aesthetics for tilting the sprite when dashing and having shadows below.&lt;br /&gt;
* Pathfinding support for event movement through custom Move Route commands.&lt;br /&gt;
* Advanced switches and variable support to run code automatically.&lt;br /&gt;
* Turn regular Switches and Variables into Self Switches and Self Variables.&lt;br /&gt;
* Put labels and icons over events.&lt;br /&gt;
* Allow numerous ways to trigger events, through clicking, proximity, or by usage of Regions.&lt;br /&gt;
* Change the hitbox sizes of events to larger in any direction.&lt;br /&gt;
* Synchronize event movement options to move when player/other events move.&lt;br /&gt;
* The ability for the player to turn in place.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 1}}&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
=== Advanced Switches and Variables ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreAdvSwitchesVariables.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Switches and variables can now run JavaScript code and return values&lt;br /&gt;
instantly. While at first glance, this may seem no different from using&lt;br /&gt;
the Control Variables event command's Script option, this can be used to&lt;br /&gt;
instantly set up Switch and/or Variable conditions for Parallel Common&lt;br /&gt;
Events, Event Page Conditions, Enemy Skill Conditions, and Troop Page&lt;br /&gt;
Conditions instantly without needing to make an event command to do so.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS&amp;gt; code &amp;lt;/JS&amp;gt;&lt;br /&gt;
- Used for: Switch and Variable names&lt;br /&gt;
- Replace 'code' with JavaScript code on what value to return.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
NOTE: Tagged Switches/Variables are mutually exclusive from one another.&lt;br /&gt;
You cannot tag them with &amp;lt;JS&amp;gt;, &amp;lt;Self&amp;gt;, or &amp;lt;Global&amp;gt; simultaneously.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Self Switches and Variables ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreSelfSwitchesVariables.png|600px]]&lt;br /&gt;
&lt;br /&gt;
RPG Maker MZ by default has 4 Self Switches: A, B, C, D. For some types of&lt;br /&gt;
games, this isn't enough. This plugin gives you the ability convert regular&lt;br /&gt;
Switches into Self Switches so you could have more.&lt;br /&gt;
&lt;br /&gt;
Self Variables also do not exist in RPG Maker MZ by default. Just like with&lt;br /&gt;
Switches, you can turn regular Variables into Self Variables.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Self&amp;gt;&lt;br /&gt;
- Used for: Switch and Variable names&lt;br /&gt;
- Converts the Switch/Variable into a Self Switch/Variable.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
After, just use them like you would for normal Switches and Variables in an&lt;br /&gt;
event's page conditions. If the &amp;lt;Self&amp;gt; tag is present inside the Switch or&lt;br /&gt;
Variable's name, then it will use data unique to only that event.&lt;br /&gt;
&lt;br /&gt;
NOTE: Tagged Switches/Variables are mutually exclusive from one another.&lt;br /&gt;
You cannot tag them with &amp;lt;JS&amp;gt;, &amp;lt;Self&amp;gt;, or &amp;lt;Global&amp;gt; simultaneously.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
If you need to use a script call to get a Self Switch or Self Variable's&lt;br /&gt;
value, you can use the following script calls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Get Self Switch Values:&lt;br /&gt;
&lt;br /&gt;
  getSelfSwitchValue(mapID, eventID, switchID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'switchID' with the ID number if it is a Self Switch made with&lt;br /&gt;
    &amp;lt;Self&amp;gt; or a capital letter surrounded by quotes if it's A, B, C, or D.&lt;br /&gt;
  - This will return the true/false value of the Self Switch.&lt;br /&gt;
  - Example: getSelfSwitchValue(12, 34, 56)&lt;br /&gt;
  - Example: getSelfSwitchValue(12, 34, 'B')&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Get Self Variable Values:&lt;br /&gt;
&lt;br /&gt;
  getSelfVariableValue(mapID, eventID, variableID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the Self Variable.&lt;br /&gt;
  - This will return whatever stored value is found in the Self Variable.&lt;br /&gt;
  - Example: getSelfVariableValue(12, 34, 56)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Set Self Switch Values:&lt;br /&gt;
&lt;br /&gt;
  setSelfSwitchValue(mapID, eventID, switchID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'switchID' with the ID number if it is a Self Switch made with&lt;br /&gt;
    &amp;lt;Self&amp;gt; or a capital letter surrounded by quotes if it's A, B, C, or D.&lt;br /&gt;
  - Replace 'value' with either 'true' or 'false' for ON/OFF respectively.&lt;br /&gt;
    Do not use quotes.&lt;br /&gt;
  - This will change the Self Switch's value to true/false.&lt;br /&gt;
    - Example: setSelfSwitchValue(12, 34, 56, false)&lt;br /&gt;
    - Example: setSelfSwitchValue(12, 34, 'B', true)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Set Self Variable Values:&lt;br /&gt;
&lt;br /&gt;
  setSelfVariableValue(mapID, eventID, variableID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the Self Variable.&lt;br /&gt;
  - Replace 'value' with the value you want to set the Self Variable to.&lt;br /&gt;
  - Example: setSelfVariableValue(12, 34, 56, 88888)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Map Switches and Variables ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMovementCore_MapSwitches.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Similar to Self Switches and Self Variables, Map Switches and Map Variables&lt;br /&gt;
are switches and variables that retain data based on the map the player is&lt;br /&gt;
currently located in. In other words, they're self switches and variables&lt;br /&gt;
but for maps instead!&lt;br /&gt;
&lt;br /&gt;
These features do not exist in RPG Maker MZ by default. Just like with the&lt;br /&gt;
Self Switches and Self Variables, you can turn regular Switches or Variables&lt;br /&gt;
into Map Switches and Map Variables using the following name tag:&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Map&amp;gt;&lt;br /&gt;
- Used for: Switch and Variable names&lt;br /&gt;
- Converts the Switch/Variable into a Map Switch/Variable.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
After, just use them like you would for normal Switches and Variables in an&lt;br /&gt;
event's page conditions. If the &amp;lt;Map&amp;gt; tag is present inside the Switch or&lt;br /&gt;
Variable's name, then it will use data unique to only that map.&lt;br /&gt;
&lt;br /&gt;
NOTE: Tagged Switches/Variables are mutually exclusive from one another.&lt;br /&gt;
You cannot tag them with &amp;lt;JS&amp;gt;, &amp;lt;Self&amp;gt;, &amp;lt;Map&amp;gt;, or &amp;lt;Global&amp;gt; simultaneously.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
If you need to use a script call to get a Map Switch or Map Variable's&lt;br /&gt;
value, you can use the following script calls:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Get Map Switch Values:&lt;br /&gt;
&lt;br /&gt;
  getMapSwitchValue(mapID, switchID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'switchID' with the ID number of the switch to get data.&lt;br /&gt;
  - Example: getMapSwitchValue(4, 20)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Get Variable Switch Values:&lt;br /&gt;
&lt;br /&gt;
  getMapVariableValue(mapID, variableID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the variable to get data.&lt;br /&gt;
  - Example: getMapVariableValue(6, 9)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Set Map Switch Values:&lt;br /&gt;
&lt;br /&gt;
  setMapSwitchValue(mapID, switchID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'switchID' with the ID number of the switch to get data.&lt;br /&gt;
  - Replace 'value' with either 'true' or 'false' for ON/OFF respectively.&lt;br /&gt;
    Do not use quotes.&lt;br /&gt;
  - Example: setMapSwitchValue(4, 20, true)&lt;br /&gt;
  - Example: setMapSwitchValue(6, 9, false)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Set Map Variable Values:&lt;br /&gt;
&lt;br /&gt;
  setMapVariableValue(mapID, variableID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the variable to get data.&lt;br /&gt;
  - Replace 'value' with the value you want to set the Map Variable to.&lt;br /&gt;
  - Example: setMapVariableValue(6, 9, 420)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Reference Switches and Reference Variables ===&lt;br /&gt;
&lt;br /&gt;
Reference Switches and Reference Variables are added in version 1.62 of this&lt;br /&gt;
plugin. These switches and variables allow you to reference them through&lt;br /&gt;
strings when using script calls.&lt;br /&gt;
&lt;br /&gt;
By simply naming your switch or variable ((Reference Name)), you can use&lt;br /&gt;
that 'reference name' in a string to call them for script calls. This is&lt;br /&gt;
just so you don't need to remember the ID's of every other Switch/Variable.&lt;br /&gt;
&lt;br /&gt;
When referencing the strings in the script calls, case does not matter,&lt;br /&gt;
which means you can use all capitals or all lower case and they'll still&lt;br /&gt;
reference the same switch or variable.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Switch 10 Name: ((Priscilla Joined))&lt;br /&gt;
&lt;br /&gt;
  Script Call: $gameSwitches.value('Priscilla Joined')&lt;br /&gt;
               $gameSwitches.setValue('Priscilla Joined', true)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Variable 20 Name: Total ((Goblins Slain))&lt;br /&gt;
&lt;br /&gt;
  Script Call: $gameVariables.value('Goblins Slain')&lt;br /&gt;
               $gameVariables.setValue('Goblins Slain', 50)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember to put quotes around the name for the script call!&lt;br /&gt;
&lt;br /&gt;
This only applies for the $gameSwitches and $gameVariables functions of&lt;br /&gt;
value(id) and setValue(id, value). They do not apply to the other&lt;br /&gt;
$gameSwitches and $gameVariables functions.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Character Sprite Filename Tags ===&lt;br /&gt;
&lt;br /&gt;
For the files located inside of your project's /img/characters/ folder, if&lt;br /&gt;
the filenames themselves have specific &amp;quot;tags&amp;quot; in them, special properties&lt;br /&gt;
will be applied to them. These tags can be combined together with a few&lt;br /&gt;
exceptions.&lt;br /&gt;
&lt;br /&gt;
Some of these are new to VisuStella MZ, while others are default to MZ.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  !filename.png&lt;br /&gt;
  - Tag: !&lt;br /&gt;
  - Causes this character's sprite to align with the tile grid instead of&lt;br /&gt;
    being lifted a few pixels higher.&lt;br /&gt;
  - This is primarily used for things like doors, chests, and floor plates.&lt;br /&gt;
  - Default to RPG Maker MZ.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  $filename.png&lt;br /&gt;
  - Tag: $&lt;br /&gt;
  - Causes this character's sprite to use the &amp;quot;big character&amp;quot; format.&lt;br /&gt;
  - Primarily used for sprites like the big monsters and such which only&lt;br /&gt;
    have 3x4 cells as opposed to 12x8 cells that regular sprite sheets have.&lt;br /&gt;
  - Cannot be combined with the [VS8] tag.&lt;br /&gt;
  - Default to RPG Maker MZ.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  filename[Invisible].png&lt;br /&gt;
  - Tag: [Invisible] or [Inv]&lt;br /&gt;
  - This character's sprite will become invisible on the map screen in-game&lt;br /&gt;
    while almost everything else about it is visible.&lt;br /&gt;
  - This is used for those who wish to use sprite labels for things such as&lt;br /&gt;
    autorun and parallel events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  filename[VS8].png&lt;br /&gt;
  - Tag: [VS8]&lt;br /&gt;
  - Converts this sprite into a VisuStella-Style 8-Direction Sprite Sheet.&lt;br /&gt;
  - Refer to the section below.&lt;br /&gt;
  - Cannot be combined with the $ tag.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== VisuStella-Style 8-Directional Sprite Sheets ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
This plugin provides support for the VisuStella-Style 8-Directional Sprite&lt;br /&gt;
Sheets, also know as VS8. VS8 sprite sheets offer support for walking&lt;br /&gt;
frames, dashing frames, carrying frames, and emotes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
To designate a sprite sheet as VS8, simply add [VS8] to the filename.&lt;br /&gt;
Something like Actor1.png would become Actor1_[VS8].png.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
VS8 sprites are formatted as such. Each block below is a set of 3 frames.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Walk Down    Walk DL     Dash Down   Dash DL&lt;br /&gt;
Walk Left    Walk DR     Dash Left   Dash DR&lt;br /&gt;
Walk Right   Walk UL     Dash Right  Dash UL&lt;br /&gt;
Walk Up      Walk UR     Dash Up     Dash UR&lt;br /&gt;
&lt;br /&gt;
Carry Down   Carry DL    Ladder      Emotes 3&lt;br /&gt;
Carry Left   Carry DR    Rope        Emotes 4&lt;br /&gt;
Carry Right  Carry UL    Emotes 1    Emotes 5&lt;br /&gt;
Carry Up     Carry UR    Emotes 2    Emotes 6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' While jumping, the &amp;quot;carry&amp;quot; frame is used as most of the time, this is a sprite pose with arms up in the air where the &amp;quot;carried&amp;quot; icon is.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Here are how each of the emote sets are grouped from left to right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Emotes 1: Item, Hmph, Victory&lt;br /&gt;
Emotes 2: Hurt, Kneel, Collapse&lt;br /&gt;
Emotes 3: !, ?, Music Note&lt;br /&gt;
Emotes 4: Heart, Anger, Sweat&lt;br /&gt;
Emotes 5: Cobweb, ..., Light Bulb&lt;br /&gt;
Emotes 6: Sleep0, Sleep1, Sleep2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Weighted Random Movement ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMovementCore_Update25_WeightedRandom.png|600px]]&lt;br /&gt;
&lt;br /&gt;
When creating events to place on the map, you can determine what type of&lt;br /&gt;
autonomous movement the event will have. When selecting &amp;quot;Random&amp;quot;, the event&lt;br /&gt;
will move randomly across the map.&lt;br /&gt;
&lt;br /&gt;
However, with the way &amp;quot;Random&amp;quot; movement works with the RPG Maker MZ default&lt;br /&gt;
code, the event is more likely to hit a wall and then hug the said wall as&lt;br /&gt;
it maps laps around the map's outer borders making it feel very unnatural&lt;br /&gt;
for any player who's been on the map long enough.&lt;br /&gt;
&lt;br /&gt;
This is where &amp;quot;Weighted Random Movement&amp;quot; comes in. It changes up the random&lt;br /&gt;
movement behavior to function where the farther the event is, the more&lt;br /&gt;
likely the event is to step back towards its &amp;quot;home&amp;quot; position (aka where it&lt;br /&gt;
spawned upon loading the map). This is so that a housewife NPC doesn't&lt;br /&gt;
suddenly wander off into the middle of an army's training grounds on the&lt;br /&gt;
same town map.&lt;br /&gt;
&lt;br /&gt;
The event will stay closer to its home value depending on how high the&lt;br /&gt;
weight's value is. There are a number of ways to adjust the weighted value.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Plugin Parameters &amp;gt; Movement &amp;gt; Event Movement &amp;gt; Random Move Weight&lt;br /&gt;
&lt;br /&gt;
This Plugin Parameter setting allows you to set the default weight for all&lt;br /&gt;
events with &amp;quot;Random&amp;quot; autonomous movement. It is set at a default value of&lt;br /&gt;
0.10 to give the event an understandable degree of freedom.&lt;br /&gt;
&lt;br /&gt;
Lower numbers give events more freedom to move. Larger numbers will make the&lt;br /&gt;
events stick closer to home.&lt;br /&gt;
&lt;br /&gt;
Change this value to 0 to disable it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
You can customize this individually per event by using Notetags and/or&lt;br /&gt;
Comment Tags for the events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Random Move Weight: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- If this tag is used on an event with random-type autonomous movement, then&lt;br /&gt;
  the event will stick closer to their home location (where they are located&lt;br /&gt;
  upon spawning on the map). How close they stick to their home location&lt;br /&gt;
  will depend on the weighted 'x' value.&lt;br /&gt;
- Replace 'x' with a number between 0 and 1. Numbers closer to 0 give the&lt;br /&gt;
  event more freedom when moving randomly while numbers closer to 1 cause&lt;br /&gt;
  the event to stick closer to their home position.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;True Random Move&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- If this tag is used on an event with random-type autonomous movement, then&lt;br /&gt;
  that event will ignore the effects of weighted randomized movement.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Events and Movement Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Events and Movement Core Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Move Route Custom Commands ==&lt;br /&gt;
&lt;br /&gt;
Some custom commands have been added to the &amp;quot;Set Movement Route&amp;quot; event&lt;br /&gt;
command. These can be accessed by pressing the &amp;quot;Script...&amp;quot; command and&lt;br /&gt;
typing in the following, which don't need to be in code form.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that since these are custom additions and RPG Maker MZ does not&lt;br /&gt;
allow plugins to modify the editor, the &amp;quot;Preview&amp;quot; button will not factor in&lt;br /&gt;
the effects of these commands.&lt;br /&gt;
&lt;br /&gt;
If you wish to use a value from a variable, insert $gameVariables.value(x)&lt;br /&gt;
or \V[x] in place of the x in any of the below.&lt;br /&gt;
&lt;br /&gt;
If you wish to use a value from a self variable, insert \SelfVar[x] in place&lt;br /&gt;
of the x in any of the below. This will only draw from the current event. If&lt;br /&gt;
you wish to draw data from outside event self variables, we recommend you&lt;br /&gt;
use the \V[x] variant after using the Plugin Commands to draw data from them&lt;br /&gt;
for the best accuracy.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Animation: x&lt;br /&gt;
- Replace 'x' with the ID of the animation to play on moving unit.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Balloon: name&lt;br /&gt;
- Replace 'name' with any of the following to play a balloon on that the&lt;br /&gt;
  target moving unit.&lt;br /&gt;
- '!', '?', 'Music Note', 'Heart', 'Anger', 'Sweat', 'Cobweb', 'Silence',&lt;br /&gt;
  'Light Bulb', 'Sleep', 'User-Defined 1', 'User-Defined 2',&lt;br /&gt;
  'User-Defined 3', 'User-Defined 4', 'User-Defined 5'&lt;br /&gt;
   - Do NOT insert quotes.&lt;br /&gt;
- Examples:&lt;br /&gt;
  - Balloon: !&lt;br /&gt;
  - Balloon: Sleep&lt;br /&gt;
  - Balloon: Heart&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Fade In: x&lt;br /&gt;
Fade Out: x&lt;br /&gt;
- Fades in/out the sprite's opacity.&lt;br /&gt;
- Fade In will continuously raise the opacity level until it reaches 255.&lt;br /&gt;
- Fade Out will continuously lower the opacity level until it reaches 0.&lt;br /&gt;
- Replace 'x' with the speed to fade in/out the sprite.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Force Carry: On&lt;br /&gt;
Force Carry: Off&lt;br /&gt;
- For usage with the VS8 sprite sheet.&lt;br /&gt;
- Use ON to turn force carrying on.&lt;br /&gt;
- Use OFF to turn force carrying off.&lt;br /&gt;
- Sprites using the VS8 sprite sheet will also show the VS8 Carry frames.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Force Dash: On&lt;br /&gt;
Force Dash: Off&lt;br /&gt;
- Use ON to turn force dashing on.&lt;br /&gt;
- Use OFF to turn force dashing off.&lt;br /&gt;
- Forces dashing will prompt the player or event to be in the dashing state.&lt;br /&gt;
- Sprites using the VS8 sprite sheet will also show the VS8 Dashing frames.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Hug: Left&lt;br /&gt;
Hug: Right&lt;br /&gt;
- Causes the moving unit to hug the left/right side of the wall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Index: x&lt;br /&gt;
- Replace 'x' with a number depicting the character index to change the&lt;br /&gt;
  moving unit's sprite to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Index: +x&lt;br /&gt;
Index: -x&lt;br /&gt;
- Replace 'x' with the value to change the character index of the moving&lt;br /&gt;
  unit's sprite by.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump Forward: x&lt;br /&gt;
- Replace 'x' with the number of tiles for the unit to jump forward by.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the coordinates for the unit to jump to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event for the unit to jump to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump to Player&lt;br /&gt;
- Causes the moving unit to jump to the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump To Home&lt;br /&gt;
- Causes the event to jump to its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move Lower Left Until Stop&lt;br /&gt;
Move Down Until Stop&lt;br /&gt;
Move Lower Right Until Stop&lt;br /&gt;
Move Left Until Stop&lt;br /&gt;
Move Right Until Stop&lt;br /&gt;
Move Upper Left Until Stop&lt;br /&gt;
Move Up Until Stop&lt;br /&gt;
Move Upper Right Until Stop&lt;br /&gt;
- Causes the moving unit to move that direction until it hits a stop.&lt;br /&gt;
- Events will stop moving before they make contact with the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move Lower Left Until Stop&lt;br /&gt;
Crash Move Down Until Stop&lt;br /&gt;
Crash Move Lower Right Until Stop&lt;br /&gt;
Crash Move Left Until Stop&lt;br /&gt;
Crash Move Right Until Stop&lt;br /&gt;
Crash Move Upper Left Until Stop&lt;br /&gt;
Crash Move Up Until Stop&lt;br /&gt;
Crash Move Upper Right Until Stop&lt;br /&gt;
- Causes the moving unit to move that direction until it hits a stop.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the map coordinates to move the unit to through&lt;br /&gt;
  pathfinding.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events will go around the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the map coordinates to move the unit to through&lt;br /&gt;
  pathfinding.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to move the unit to.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events will go around the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to move the unit to.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move to Player&lt;br /&gt;
- Moves the unit to the player.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move to Home&lt;br /&gt;
- Moves the unit towards their home position on the map.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move to Home&lt;br /&gt;
- Moves the unit towards their home position on the map.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move Lower Left: x&lt;br /&gt;
Move Down: x&lt;br /&gt;
Move Lower Right: x&lt;br /&gt;
Move Left: x&lt;br /&gt;
Move Right: x&lt;br /&gt;
Move Upper Left: x&lt;br /&gt;
Move Up: x&lt;br /&gt;
Move Upper Right: x&lt;br /&gt;
- Replace 'x' with the number of times to move the unit by in the designated&lt;br /&gt;
  direction on the map.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Opacity: x%&lt;br /&gt;
- Replace 'x' with the percentage to change the unit's sprite opacity to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Opacity: +x&lt;br /&gt;
Opacity: -x&lt;br /&gt;
- Replace 'x' with the increment to change the unit's sprite opacity by.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Pattern Lock: x&lt;br /&gt;
- Replace 'x' with the step pattern to lock the unit's sprite to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Pattern Unlock&lt;br /&gt;
- Removes pattern lock effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Pose: name&lt;br /&gt;
- If using a VS8 sprite, this will cause the unit to strike a pose.&lt;br /&gt;
- Replace 'name' with any the following:&lt;br /&gt;
- 'Item', 'Hmph', 'Victory', 'Hurt', 'Kneel', 'Collapse',&lt;br /&gt;
  '!', '?', 'Music Note', 'Heart', 'Anger', 'Sweat', 'Cobweb', 'Silence',&lt;br /&gt;
  'Light Bulb', 'Sleep'&lt;br /&gt;
   - Do NOT insert quotes.&lt;br /&gt;
- Examples:&lt;br /&gt;
  - Balloon: Item&lt;br /&gt;
  - Balloon: Victory&lt;br /&gt;
  - Balloon: ?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the desired coordinates for the unit to take one&lt;br /&gt;
  step towards.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event for the unit to take one step to.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward Player&lt;br /&gt;
- Causes event to take one step towards the player.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward Home&lt;br /&gt;
- Causes the event to take one step towards its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the desired coordinates for the unit to take one&lt;br /&gt;
  step away from.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event for the unit to take one step from.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From Player&lt;br /&gt;
- Causes event to take one step away from the player.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn To: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the coordinates to make the unit face towards.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to turn the unit towards.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn to Player&lt;br /&gt;
- Causes the unit to turn towards the player.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn to Home&lt;br /&gt;
- Causes the event to turn towards its home position.&lt;br /&gt;
- This refers to the original position's X/Y on the map.&lt;br /&gt;
- The event will turn and face the tile that is its original X/Y location.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From Home&lt;br /&gt;
- Causes the event to take one step away from its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the coordinates to make the unit face away from.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to turn the unit away from.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From Player&lt;br /&gt;
- Causes the unit to turn away from the player.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From Home&lt;br /&gt;
- Causes the event to turn away from its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Lower Left&lt;br /&gt;
Turn Lower Right&lt;br /&gt;
Turn Upper Left&lt;br /&gt;
Turn Upper Right&lt;br /&gt;
- Causes the unit to turn to one of the diagonal directions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Self Switch x: On&lt;br /&gt;
Self Switch x: Off&lt;br /&gt;
Self Switch x: Toggle&lt;br /&gt;
- Replace 'x' with 'A', 'B', 'C', 'D', or a &amp;lt;Self&amp;gt; Switch ID to adjust the&lt;br /&gt;
  unit's self switch.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Self Variable x: y&lt;br /&gt;
- Replace 'x' with a &amp;lt;Self&amp;gt; Variable ID to adjust the unit's self variable.&lt;br /&gt;
- Replace 'y' with a number value to set the self variable to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the coordinates to instantly move the unit to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to instantly move the unit to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport to Player&lt;br /&gt;
- Instantly moves the unit to the player's location.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport to Home&lt;br /&gt;
- Instantly teleports an event to its home position on the map.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If none of the commands are detected above, then a script call will be ran.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Event Label Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreLabel.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams01.png]]&lt;br /&gt;
&lt;br /&gt;
Event Labels are small windows created to display text over an event's head.&lt;br /&gt;
They're set up using the &amp;lt;Label&amp;gt; notetags and/or comment tags. Event Labels&lt;br /&gt;
are a great way to instantly relay information about the event's role to&lt;br /&gt;
the player.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Event Labels&lt;br /&gt;
&lt;br /&gt;
  Sprite Based?:&lt;br /&gt;
  - Use sprite-based labels instead of legacy-window version.&lt;br /&gt;
  - Legacy-window version will not be supported in future.&lt;br /&gt;
  - Sprite-based labels are more memory efficient and work better&lt;br /&gt;
    compatibility-wise.&lt;br /&gt;
&lt;br /&gt;
  Mobile-Enabled?:&lt;br /&gt;
  - Enable event labels for mobile devices?&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - The font size used for the Event Labels.&lt;br /&gt;
&lt;br /&gt;
  Icon Size:&lt;br /&gt;
  - The size of the icons used in the Event Labels.&lt;br /&gt;
&lt;br /&gt;
  Line Height:&lt;br /&gt;
  - The line height used for the Event Labels.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Globally offset all labels horizontally by this amount.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Globally offset all labels vertically by this amount.&lt;br /&gt;
&lt;br /&gt;
  Fade Speed:&lt;br /&gt;
  - Fade speed for labels.&lt;br /&gt;
&lt;br /&gt;
  Visible Range:&lt;br /&gt;
  - Range the player has to be within the event to make its label visible.&lt;br /&gt;
&lt;br /&gt;
    Range Type:&lt;br /&gt;
    - What do you want the default label visible range type?&lt;br /&gt;
      - Square&lt;br /&gt;
      - Diamond&lt;br /&gt;
      - Circle&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Event Icon Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreIcon.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams02.png]]&lt;br /&gt;
&lt;br /&gt;
Icons can be displayed over an event's head through the &amp;lt;Icon&amp;gt; notetags&lt;br /&gt;
and/or comment tags. These can be used for a variety of things such as&lt;br /&gt;
making them look like they're carrying an item or to indicate they have a&lt;br /&gt;
specific role.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Event Icon&lt;br /&gt;
&lt;br /&gt;
  Buffer X:&lt;br /&gt;
  - Default X position buffer for event icons.&lt;br /&gt;
&lt;br /&gt;
  Buffer Y:&lt;br /&gt;
  - Default Y position buffer for event icons.&lt;br /&gt;
&lt;br /&gt;
  Blend Mode:&lt;br /&gt;
  - Default blend mode for even icons.&lt;br /&gt;
    - 0 - Normal&lt;br /&gt;
    - 1 - Additive&lt;br /&gt;
    - 2 - Multiply&lt;br /&gt;
    - 3 - Screen&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Event Template Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams03.png]]&lt;br /&gt;
&lt;br /&gt;
Event Templates allow you to store specific maps and/or event data to bring&lt;br /&gt;
out on need while having a premade set base. They're similar to prefabs but&lt;br /&gt;
aren't things that can be altered individually as one setting for an event&lt;br /&gt;
template will serve as a blueprint for all of them that use them.&lt;br /&gt;
&lt;br /&gt;
Event Templates are used for the &amp;lt;Copy Event&amp;gt; notetags, the Morph Event and&lt;br /&gt;
Spawn Event Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Preloaded Maps:&lt;br /&gt;
  - A list of all the ID's of the maps that will be preloaded to serve as&lt;br /&gt;
    template maps for this plugin.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Templates&lt;br /&gt;
- A list of all the Event Templates used by this project. Used for notetags&lt;br /&gt;
  and Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
    Name:&lt;br /&gt;
    - Name of the template. It'll be used as anchor points for notetags and&lt;br /&gt;
      Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
    Map ID:&lt;br /&gt;
    - ID of the map the template event is stored on.&lt;br /&gt;
    - This will automatically add this ID to preloaded list.&lt;br /&gt;
&lt;br /&gt;
    Event ID:&lt;br /&gt;
    - ID of the event the template event is based on.&lt;br /&gt;
&lt;br /&gt;
    JavaScript:&lt;br /&gt;
      JS: Pre-Copy:&lt;br /&gt;
      JS: Post-Copy:&lt;br /&gt;
      JS: Pre-Morph:&lt;br /&gt;
      JS: Post-Morph:&lt;br /&gt;
      JS: Pre-Spawn:&lt;br /&gt;
      JS: Post-Spawn:&lt;br /&gt;
      - Code that's ran during certain circumstances.&lt;br /&gt;
      - The code will occur at the same time as the ones listed in the main&lt;br /&gt;
        Event Template Settings Plugin Parameters. However, the ones listed&lt;br /&gt;
        in these individual entries will only occur for these specific&lt;br /&gt;
        templates and only if the templates are used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
JavaScript&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-Copy:&lt;br /&gt;
  JS: Post-Copy:&lt;br /&gt;
  JS: Pre-Morph:&lt;br /&gt;
  JS: Post-Morph:&lt;br /&gt;
  JS: Pre-Spawn:&lt;br /&gt;
  JS: Post-Spawn:&lt;br /&gt;
  - Code that's ran during certain circumstances.&lt;br /&gt;
  - These are global and are ran for all copies, morphs, and/or spawns.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Movement Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams04.png]]&lt;br /&gt;
&lt;br /&gt;
These plugin parameters allow you to control how movement works in your&lt;br /&gt;
game, toggling it from 4-directional to 8-directional, setting up rules to&lt;br /&gt;
stop self-movement from events while an event or message is present, and&lt;br /&gt;
other aesthetics such as tilting the sprite while dashing, setting shadows&lt;br /&gt;
beneath the sprites, and allow for turning in place.&lt;br /&gt;
&lt;br /&gt;
⚠️⚠️⚠️Shadows do NOT appear for sprites using a &amp;quot;!&amp;quot; as their leading filename&lt;br /&gt;
marker. These sprites are environmental and are considered &amp;quot;object&amp;quot;&lt;br /&gt;
characters by the RPG Maker MZ core scripts. They do not utilize character&lt;br /&gt;
shadows due.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
8 Directional Movement&lt;br /&gt;
&lt;br /&gt;
  Enable:&lt;br /&gt;
  - Allow 8-directional movement by default? Players can move diagonally.&lt;br /&gt;
&lt;br /&gt;
  Strict Collision:&lt;br /&gt;
  - Enforce strict collission rules where the player must be able to pass&lt;br /&gt;
    both cardinal directions?&lt;br /&gt;
&lt;br /&gt;
  Favor Horizontal:&lt;br /&gt;
  - Favor horizontal if cannot pass diagonally but can pass both&lt;br /&gt;
    horizontally and vertically?&lt;br /&gt;
&lt;br /&gt;
  Slower Diagonals?&lt;br /&gt;
  - Enforce a slower movement speed when moving diagonally?&lt;br /&gt;
&lt;br /&gt;
    Speed Multiplier&lt;br /&gt;
    - What's the multiplier to adjust movement speed when moving diagonally?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Automatic Movement&lt;br /&gt;
&lt;br /&gt;
  Stop During Events:&lt;br /&gt;
  - Stop automatic event movement while events are running.&lt;br /&gt;
&lt;br /&gt;
  Stop During Messages:&lt;br /&gt;
  - Stop automatic event movement while a message is running.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Bitmap&lt;br /&gt;
&lt;br /&gt;
  Smoothing:&lt;br /&gt;
  - Do you want to smooth or pixelate the map sprites?&lt;br /&gt;
  - Pixelating them is better for zooming and tilting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dash&lt;br /&gt;
&lt;br /&gt;
  Dash Modifier:&lt;br /&gt;
  - Alters the dash speed modifier.&lt;br /&gt;
&lt;br /&gt;
  Dash on Ladder?&lt;br /&gt;
  - Allow dashing while on a ladder or rope?&lt;br /&gt;
&lt;br /&gt;
  Enable Dash Tilt?:&lt;br /&gt;
  - Tilt any sprites that are currently dashing?&lt;br /&gt;
&lt;br /&gt;
    Tilt Left Amount:&lt;br /&gt;
    - Amount in radians when moving left (upper left, left, lower left).&lt;br /&gt;
&lt;br /&gt;
    Tilt Right Amount:&lt;br /&gt;
    - Amount in radians when moving right (upper right, right, lower right).&lt;br /&gt;
&lt;br /&gt;
    Tilt Vertical Amount:&lt;br /&gt;
    - Amount in radians when moving vertical (up, down).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMovementCore_Update25_WeightedRandom.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Event Movement&lt;br /&gt;
&lt;br /&gt;
  Random Move Weight:&lt;br /&gt;
  - Use numbers between 0 and 1.&lt;br /&gt;
  - Numbers closer to 1 stay closer to their home position.&lt;br /&gt;
  - 0 to disable it.&lt;br /&gt;
&lt;br /&gt;
  Shift Y:&lt;br /&gt;
  - How many pixels should non-tile characters be shifted by?&lt;br /&gt;
  - Negative: up. Positive: down.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Path Finding&lt;br /&gt;
&lt;br /&gt;
  Mobile-Enabled?:&lt;br /&gt;
  - Enable diagonal pathfinding for mobile devices?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreShadow.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Shadows&lt;br /&gt;
&lt;br /&gt;
  Show:&lt;br /&gt;
  - Show shadows on all events and player-related sprites.&lt;br /&gt;
&lt;br /&gt;
  Default Filename:&lt;br /&gt;
  - Default filename used for shadows found in img/system/ folder.&lt;br /&gt;
&lt;br /&gt;
  Shadow Z Layer:&lt;br /&gt;
  - What is the sprite Z layer used for the shadow sprites?&lt;br /&gt;
    - In-game layers are as follows:&lt;br /&gt;
    - 0 : Lower tiles&lt;br /&gt;
    - 1 : Lower characters&lt;br /&gt;
    - 3 : Normal characters&lt;br /&gt;
    - 4 : Upper tiles&lt;br /&gt;
    - 5 : Upper characters&lt;br /&gt;
    - 6 : Airship shadow&lt;br /&gt;
    - 7 : Balloon&lt;br /&gt;
    - 8 : Animation&lt;br /&gt;
    - 9 : Destination&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn in Place&lt;br /&gt;
&lt;br /&gt;
  Enable:&lt;br /&gt;
  - When not dashing, player will turn in place before moving.&lt;br /&gt;
  - This only applies with keyboard inputs.&lt;br /&gt;
&lt;br /&gt;
  Delay in Frames:&lt;br /&gt;
  - The number of frames to wait before moving.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Vehicle Speeds&lt;br /&gt;
&lt;br /&gt;
  Boat Speed:&lt;br /&gt;
  - Allows you to adjust the base speed of the boat vehicle.&lt;br /&gt;
&lt;br /&gt;
  Ship Speed:&lt;br /&gt;
  - Allows you to adjust the base speed of the ship vehicle.&lt;br /&gt;
&lt;br /&gt;
  Airship Speed:&lt;br /&gt;
  - Allows you to adjust the base speed of the airship vehicle.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== VisuStella 8-Dir Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams05.png]]&lt;br /&gt;
&lt;br /&gt;
These are settings for sprite sheets using the VS8 format.&lt;br /&gt;
For more information on the VS8 format, look in the help section above.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Balloon Icon Settings&lt;br /&gt;
&lt;br /&gt;
  Auto-Balloon Poses:&lt;br /&gt;
  - Automatically pose VS8 sprites when using balloon icons.&lt;br /&gt;
&lt;br /&gt;
  Balloon Offset X:&lt;br /&gt;
  - Offset balloon icons on VS8 sprites by x pixels.&lt;br /&gt;
&lt;br /&gt;
  Balloon Offset Y:&lt;br /&gt;
  - Offset balloon icons on VS8 sprites by y pixels.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreIcon.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Icons&lt;br /&gt;
&lt;br /&gt;
  Auto Buffer:&lt;br /&gt;
  - Automatically buffer the X and Y coordinates of VS8 sprites?&lt;br /&gt;
&lt;br /&gt;
  Use Carry Pose:&lt;br /&gt;
  - Use the carry pose when moving with an icon overhead.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Region Rulings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventMoveCoreRegions.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams06.png]]&lt;br /&gt;
&lt;br /&gt;
These settings allow you to decide the passability of the player, events,&lt;br /&gt;
and various vehicles through the usage of Regions.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Allow Regions&lt;br /&gt;
&lt;br /&gt;
  All Allow:&lt;br /&gt;
  Walk Allow:&lt;br /&gt;
  Player Allow:&lt;br /&gt;
  Event Allow:&lt;br /&gt;
  Vehicle Allow:&lt;br /&gt;
  Boat Allow:&lt;br /&gt;
  Ship Allow:&lt;br /&gt;
  Airship Allow:&lt;br /&gt;
  - Insert Region ID's where the affected unit type can enter.&lt;br /&gt;
  - Region ID's range from 0 to 255.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Forbid Regions&lt;br /&gt;
&lt;br /&gt;
  All Forbid:&lt;br /&gt;
  Walk Forbid:&lt;br /&gt;
  Player Forbid:&lt;br /&gt;
  Event Forbid:&lt;br /&gt;
  Vehicle Forbid:&lt;br /&gt;
  Boat Forbid:&lt;br /&gt;
  Ship Forbid:&lt;br /&gt;
  Airship Forbid:&lt;br /&gt;
  - Insert Region ID's where the affected unit type cannot enter.&lt;br /&gt;
  - Region ID's range from 0 to 255.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dock Regions&lt;br /&gt;
&lt;br /&gt;
  Vehicle Dock:&lt;br /&gt;
  Boat Dock:&lt;br /&gt;
  Ship Dock:&lt;br /&gt;
  Airship Dock:&lt;br /&gt;
  - Insert Region ID's where the affected vehicle can dock&lt;br /&gt;
  - Region ID's range from 0 to 255.&lt;br /&gt;
&lt;br /&gt;
  Only Region Dockable:&lt;br /&gt;
  - Vehicles are only able to dock at designated regions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Common Event on OK Button ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams07.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters allow you to setup Common Events that activate using&lt;br /&gt;
Regions when pressing the OK button while standing on top of them or in&lt;br /&gt;
front of them. These let you create near universally interactable objects&lt;br /&gt;
using Regions, such as rivers to start up fishing events or locations to&lt;br /&gt;
places items on.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Regions&lt;br /&gt;
&lt;br /&gt;
  Regions 1 - 255:&lt;br /&gt;
  - Which Common Event does this region activate?&lt;br /&gt;
  - Use 0 to not activate any Common Events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams07a.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Target Tile&lt;br /&gt;
&lt;br /&gt;
  Target Tile:&lt;br /&gt;
  - Which tile should be checked for Common Event on OK Button?&lt;br /&gt;
    - Tile in front of player.&lt;br /&gt;
    - Tile player is standing on top of.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Common Event on Touch ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams08.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters allow you to setup Common Events that trigger when&lt;br /&gt;
stepping onto Region-marked tiles. These let you create custom effects that&lt;br /&gt;
will occur such as customized damage floors, traps, and/or events.&lt;br /&gt;
&lt;br /&gt;
Areas marked with these regions will not allow random encounters to occur.&lt;br /&gt;
This is how RPG Maker works. Assuming you are not using plugins at all, by&lt;br /&gt;
putting on touch events all over the map, tiles with those on touch events&lt;br /&gt;
will not let random encounters trigger.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Regions&lt;br /&gt;
&lt;br /&gt;
  Regions 1 - 255:&lt;br /&gt;
  - Which Common Event does this region activate?&lt;br /&gt;
  - Use 0 to not activate any Common Events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Terrain Tag Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams09.png]]&lt;br /&gt;
&lt;br /&gt;
Terrain Tags are used in Database =&amp;gt; Tilesets to mark certain tiles and&lt;br /&gt;
give them unique properties through terrain tags.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Terrain Tag ID's&lt;br /&gt;
&lt;br /&gt;
  Rope:&lt;br /&gt;
  - Which terrain tag number to use for ropes?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.63: February 16, 2026&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** When moving by clicking and holding down the mouse button, the touch input will no longer lock onto any events with empty event lists or populated by just comments. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.62: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** New section added: Reference Switches and Reference Variables&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.61: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where shadows would appear under lower-priority event sprites making usage of certain tiles awkward looking. This is corrected by the new Plugin Parameter. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Movement Settings &amp;gt; Shadows &amp;gt; Shadow Z Layer&lt;br /&gt;
**** What is the sprite Z layer used for the shadow sprites?&lt;br /&gt;
**** By default, this layer will now be 0.5 instead of 0.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If a event is made whose priority is &amp;quot;Below characters&amp;quot; and is a tile object (ie taking a sprite from the map tileset or a character sprite with &amp;quot;!&amp;quot; in front of the name), it will be automatically regulated to a custom Z layer of 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.60: August 29, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where events with large hitboxes do not work with crash move. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where single-mode save games by Save Core would freeze after executed event movements. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Event Labels will adjust their vertical position to the picture of any attached event picture if one is present. Update by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Picture Type: Enemy&amp;gt;&lt;br /&gt;
*** &amp;lt;Picture Type: SV Enemy&amp;gt;&lt;br /&gt;
**** Will use /img/enemies/ or /img/sv_enemies/ instead of /img/pictures/ to grab a picture graphic from.&lt;br /&gt;
**** Other picture graphic sprite related notetags will apply as normal.&lt;br /&gt;
*** &amp;lt;Label Range Type: Square&amp;gt;&lt;br /&gt;
*** &amp;lt;Label Range Type: Circle&amp;gt;&lt;br /&gt;
*** &amp;lt;Label Range Type: Diamond&amp;gt;&lt;br /&gt;
**** Sets a range type for the label to appear visible for.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Event Label Settings &amp;gt; Visible Range &amp;gt; Range Type:&lt;br /&gt;
**** What do you want the default label visible range type?&lt;br /&gt;
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Version 1.59: June 13, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Added a cache check for character sprite tag names to reduce frame drops. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Location X: +x&amp;gt;, &amp;lt;Location X: -x&amp;gt;&lt;br /&gt;
*** &amp;lt;Location Y: +y&amp;gt;, &amp;lt;Location Y: -y&amp;gt;&lt;br /&gt;
*** &amp;lt;Location: +x, +y&amp;gt;, &amp;lt;Location: +x, -y&amp;gt;&lt;br /&gt;
*** &amp;lt;Location: -x, +y&amp;gt;, &amp;lt;Location: -x, -y&amp;gt;&lt;br /&gt;
**** Adjusts the initial location of this event by +x and +y (or -x and -y).&lt;br /&gt;
**** This allows you to stack events on top of each other or even move them to various places of the map.&lt;br /&gt;
*** &amp;lt;Tile Expand Up: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Tile Expand Down: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Tile Expand Left: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Tile Expand Right: x&amp;gt;&lt;br /&gt;
**** Used for events with tile graphics. Expands the graphic up, down, left, or right from the spritesheet.&lt;br /&gt;
**** This does NOT expand the hitbox.&lt;br /&gt;
**** The graphic will be anchored to the tile it's expanded from. This means even if you expanded downward, the actual event's position will still be the current event's X/Y coordinates. It's just grown more vertically and is still centered horizontally.&lt;br /&gt;
**** This is primarily used to save on having to use too many events for tiles that expanded past 1x1 tile sizes.&lt;br /&gt;
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Version 1.58: May 16, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;Features: Character Sprite Filename Tags&amp;quot; section.&lt;br /&gt;
* New Features!&lt;br /&gt;
** [Invisible] tag added to character sprite filenames.&lt;br /&gt;
*** If a character sprite's filename has [invisible] in it, it will become invisible on the map screen in-game while almost everything else about it is visible. This is used for those who wish to use sprite labels for things such as autorun and parallel events.&lt;br /&gt;
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Version 1.57: March 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Command: &amp;quot;Event Icon: Delete&amp;quot; will now keep an event icon cleared until the newly added Plugin Command: &amp;quot;Event Icon: Restore&amp;quot; is used. Update made by Arisu.&lt;br /&gt;
** Plugin Command: &amp;quot;Event Icon: Change&amp;quot; is now renamed to have &amp;quot;(Temporary)&amp;quot; after its name in order to clarify the temporary changes made to it.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Arisu:&lt;br /&gt;
*** Event Icon: Event Icon: Change (Forced)&lt;br /&gt;
**** Change the icon that appears on an event.&lt;br /&gt;
**** This change is forced and needs to be restored.&lt;br /&gt;
*** Event Icon: Restore&lt;br /&gt;
**** Restores a deleted or forced icon that appears on an event.&lt;br /&gt;
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Version 1.56: February 15, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added fail safes for activation proximity notetags when loaded from past save files without Events and Movement Core installed. Added by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Encounter Half Square: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter Half Circle: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter Half Delta: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter Half Row: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter Half Column: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter None Square: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter None Circle: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter None Delta: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter None Row: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter None Column: x&amp;gt;&lt;br /&gt;
**** If the player is within the 'x' area effect of this event, the random encounter rate will be halved or suppressed completely depending on the notetag used.&lt;br /&gt;
**** These include script call checks.&lt;br /&gt;
*** &amp;lt;Erase if Encounter Half&amp;gt;&lt;br /&gt;
*** &amp;lt;Erase if Encounter None&amp;gt;&lt;br /&gt;
**** Automatically erase this event if the player's party has an encounter half or encounter none effect, or if the event has spawned in an encounter half or encounter none area.&lt;br /&gt;
**** This check only occurs in two situations: when the map is first loaded after being teleported into or when the player leaves a menu and returns back to the map.&lt;br /&gt;
**** Events that have been erased due to this effect will NOT return even if the encounter half/none effect is removed while the player is still on the map. The event will return if the player exits the map and comes back.&lt;br /&gt;
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Version 1.55: December 14, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Arisu:&lt;br /&gt;
*** Event Popup: Player&lt;br /&gt;
*** Event Popup: Follower&lt;br /&gt;
*** Event Popup: Event&lt;br /&gt;
*** Event Popup: Target Tile&lt;br /&gt;
**** Makes a centered event popup on the player sprite, target follower sprite, target event sprite, or target tile.&lt;br /&gt;
**** All of these new Plugin Commands require VisuMZ_1_MessageCore and cannot be used in battle.&lt;br /&gt;
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Version 1.54: October 12, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Help file updated to reduce confusion:&lt;br /&gt;
*** Call Event: Remote Read&lt;br /&gt;
**** This will run the page of the target event on the current event.&lt;br /&gt;
**** This means that any &amp;quot;This Event&amp;quot; commands will be applied to the event using this Plugin Command and NOT the target event that page data is being retrieved from.&lt;br /&gt;
**** Think of it as the current event using the target called event as a Common Event ala how RPG Maker 2003 works (for those familiar with it).&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Renamed &amp;quot;Call Event: Remote Activation&amp;quot; to &amp;quot;Call Event: Remote Read&amp;quot; to reduce confusion.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;Activation Radius: x&amp;gt; notetag is now defined as &amp;lt;Activation Delta: x&amp;gt;&lt;br /&gt;
*** 'Radius' variant will still work and function as 'Delta' but will no longer be listed in the help file as 'Radius'&lt;br /&gt;
*** This is changed to avoid confusion with the new notetag.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu and sponsored by AndyL:&lt;br /&gt;
*** &amp;lt;Activation Circle: x&amp;gt;&lt;br /&gt;
**** A circle-shaped range with the event at the center.&lt;br /&gt;
**** 'x' represents the distance from the center.&lt;br /&gt;
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Version 1.53: August 17, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** &amp;lt;Map Load Common Event: x&amp;gt;&lt;br /&gt;
** &amp;lt;Map Load Common Events: x, x, x&amp;gt;&lt;br /&gt;
*** When this map is loaded, run the specified Common Events once available.&lt;br /&gt;
**** Does NOT trigger if you transfer to a different part of the same map.&lt;br /&gt;
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Version 1.52: July 13, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated help file for &amp;lt;Label: text&amp;gt; notetags:&lt;br /&gt;
*** If text codes are used, avoid text codes that use &amp;lt; and &amp;gt; wrappers.&lt;br /&gt;
** Updated help file for &amp;lt;Label&amp;gt; sandwich notetags:&lt;br /&gt;
*** You can use text codes with &amp;lt; and &amp;gt; wrappers.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Event labels now work properly with scaling sprites.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu and sponsored by Anon:&lt;br /&gt;
*** &amp;lt;Label Hue Shift: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Label Hue Shift: -x&amp;gt;&lt;br /&gt;
**** Changes the hue of the event label by +x or -x every frame.&lt;br /&gt;
**** Keep in mind that since this is changing hue, this will appear to have no effect if you are using black and white labels.&lt;br /&gt;
**** Use labels with text codes that add color to them like '\C[4]text'&lt;br /&gt;
**** This only works with the sprite version of event labels and does not work with the legacy version.&lt;br /&gt;
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Version 1.51: June 15, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Provided a fail safe for plugins using the scaling options from this plugin but do not have scaling parameters identified. The scaling ratio should now default to 1.0. Fix made by Olivia.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Diagonal pathfinding is now improved as to not get stuck on tight corners on the map. Feature update made by Arisu.&lt;br /&gt;
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Version 1.50: April 13, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;Icon: x&amp;gt; should now update correctly when changing pages through self switches or other event conditions. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Event Labels &amp;gt; Mobile-Enabled?&lt;br /&gt;
*** Plugin Parameters &amp;gt; Movement &amp;gt; Pathfinding &amp;gt; Mobile-Enabled?&lt;br /&gt;
**** These settings allow you to enable or disable certain features when played on mobile devices for better performance.&lt;br /&gt;
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Version 1.49: March 16, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Event Notetag and Comment Tags added by Arisu:&lt;br /&gt;
*** &amp;lt;Scale: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Scale X: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Scale Y: y%&amp;gt;&lt;br /&gt;
**** Changes the scale of the sprite to the designated size.&lt;br /&gt;
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Version 1.48: January 20, 2023&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;Move Synch&amp;gt; for certain types will also copy facing directions even if there are no tile movements (ie changing directions when pressed up against and obstacle). Update made by Arisu.&lt;br /&gt;
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Version 1.47: November 10, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If &amp;quot;Follower: Set Global Chase&amp;quot; is set to false, followers will no longer jump towards the player location when the player jumps. This does NOT apply to gather or location changing players. Followers will still have to synchronize their positions there regardless in order to maintain consistency. Update made by Olivia.&lt;br /&gt;
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Version 1.46: September 29, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Altered the self switch auto-reset timing to reduce errors. Fix by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added self-movement prevention whenever scenes are deactivated. Update made by Arisu.&lt;br /&gt;
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Version 1.45: August 18, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused event labels with variables from refreshing properly. Fix made by Arisu.&lt;br /&gt;
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Version 1.44: July 21, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem that caused &amp;lt;Exit Reset Self Data&amp;gt; notetag to not work. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Diagonal pathfinding is now disabled when there are too many events on a map, causing extra collission checks. This value is set to 100 for the time being until we can figure out a better way to calculate diagonal pathfinding. Update made by Irina.&lt;br /&gt;
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Version 1.43: July 14, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Move to Player for events should no longer cause hang ups. Fix by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added caching function for pathfinding when using touch movement for a smoother experience. When touch movement is held down, pathfinding will utilize the non-diagonal function for less resource consumption to prevent FPS frame drops. Update made by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu:&lt;br /&gt;
*** &amp;lt;Playtest&amp;gt;&lt;br /&gt;
**** If this notetag is found in the event's notebox (NOT comments), then the event will only appear during a playtest session. It will not appear in a deployed game where the playtest flag is not on.&lt;br /&gt;
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Version 1.42: June 23, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added to &amp;lt;Copy Event: x, y&amp;gt; notetag help:&lt;br /&gt;
*** - If '0' is used for the Map ID, reference the current map.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Default MZ behavior would have &amp;quot;below characters&amp;quot; trigger events with only comments lock out facing &amp;quot;same as characters&amp;quot; trigger events. This is now bypassed. Update made by Arisu.&lt;br /&gt;
** The &amp;lt;Copy Event: mapID, eventID&amp;gt; notetags now allow usage of '0' for the mapID to reference the current map. Update made by Arisu.&lt;br /&gt;
** &amp;lt;Save Event Location&amp;gt; should now work more efficiently. Update by Arisu.&lt;br /&gt;
** Dashing animations for followers will no longer look weird after having gathered up and then proceeding to dash. Update made by Irina.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New event notetag added by Arisu:&lt;br /&gt;
*** &amp;lt;Exit Reset Self Data&amp;gt;&lt;br /&gt;
**** When the player leaves the current map, all Self Switches and Self Variables related to this event will be reset.&lt;br /&gt;
** New Plugin Command added by Arisu and sponsored by Anon:&lt;br /&gt;
*** Self Data: Reset All&lt;br /&gt;
**** Reset the Self Switch and Self Variable data of all events within the specified map.&lt;br /&gt;
** New Plugin Parameter added by Arisu and sponsored by Anon:&lt;br /&gt;
*** Plugin Params &amp;gt; Movement Settings &amp;gt; Dash &amp;gt; Dash on Ladder?&lt;br /&gt;
**** Allow dashing while on a ladder or rope?&lt;br /&gt;
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Version 1.41: June 1, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Parallel Process Common Events above 1000 should no longer crash the game. Bug fixed by Irina.&lt;br /&gt;
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Version 1.39: May 5, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Save event location should now work properly with Set Event Location command. Fix made by Arisu.&lt;br /&gt;
** Sprite Event Labels with distance properties will no longer be visible when constantly entering/exiting the Main Menu. Fix made by Arisu.&lt;br /&gt;
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Version 1.38: April 28, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu and sponsored by Archeia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Movement Settings &amp;gt; Event Movement &amp;gt; Shift Y&lt;br /&gt;
**** How many pixels should non-tile characters be shifted by?&lt;br /&gt;
** New Notetags added by Arisu and sponsored by Archeia:&lt;br /&gt;
*** &amp;lt;Picture Filename: filename&amp;gt;&lt;br /&gt;
**** applies a picture graphic from the /img/pictures/ folder of your game project.&lt;br /&gt;
**** This graphic will be on top of the character sprite but below the event icon sprite.&lt;br /&gt;
**** The picture priority will be the same as the event's priority. If it is &amp;quot;below characters&amp;quot;, the player can walk on top of it. If it is &amp;quot;above characters&amp;quot;, the player will behind it. If it is &amp;quot;same as characters&amp;quot;, the priority will be based on the current relative Y position.&lt;br /&gt;
*** &amp;lt;Picture Max Size: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Picture Scale: y%&amp;gt;&lt;br /&gt;
**** If the &amp;quot;Max Size&amp;quot; or &amp;quot;Scale&amp;quot; supplementary notetags are used, the picture graphic will be scaled proportionally to fit either the exact pixel size for &amp;quot;Max Size&amp;quot; or the &amp;quot;Scale&amp;quot; ratio.&lt;br /&gt;
*** &amp;lt;Picture Offset: +x, +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Picture Offset: -x, -y&amp;gt;&lt;br /&gt;
**** Offsets the X and Y position of the event picture relative to the event sprite's own position.&lt;br /&gt;
*** &amp;lt;Picture Wait Frames: x&amp;gt;&lt;br /&gt;
**** Requires VisuMZ_4_AnimatedPictures! &amp;quot;Wait Frames&amp;quot; is used with VisuMZ's Animated Pictures plugin. This determines the delay inbetween frame changes.&lt;br /&gt;
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Version 1.37: March 24, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity to &amp;quot;Turn to Home&amp;quot; Movement Command.&lt;br /&gt;
*** This refers to the original position's X/Y on the map.&lt;br /&gt;
*** The event will turn and face the tile that is its original X/Y location.&lt;br /&gt;
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Version 1.36: March 17, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;Turn To Home&amp;quot; movement command now properly faces the home position. Fix made by Irina.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Commands now have separators for easier selection.&lt;br /&gt;
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Version 1.35: March 3, 2022&lt;br /&gt;
* IMPORTANT! Compatibility Update!&lt;br /&gt;
** Compatibility Update with RPG Maker MZ 1.4.4.&lt;br /&gt;
*** For some reason this update broke any saves made before 1.4.4 was updated and they cannot be loaded. The only way saves would load is if you made a safe after 1.4.4 was done. This should be fixed and saves made with 1.4.3 and before should now be working. Update made by Irina.&lt;br /&gt;
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Version 1.34: February 17, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Arisu has created new event notetag/comment tags:&lt;br /&gt;
*** &amp;lt;Custom Z: x&amp;gt;&lt;br /&gt;
**** Replace 'x' with a number value to determine the event sprite's Z value relative to the tilemap.&lt;br /&gt;
**** View the helpfile for more information.&lt;br /&gt;
*** &amp;lt;Mirror Sprite&amp;gt;&lt;br /&gt;
**** The event sprite's visual appearance is mirrored.&lt;br /&gt;
*** &amp;lt;Move Synch Distance Opacity: x&amp;gt;&lt;br /&gt;
**** Changes the opacity of the event based on the distance between it and its move synched target. Closer means more opaque. Further away means more transparent.&lt;br /&gt;
** Irina has created a more memory efficient version of Event Labels.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Event Label Settings &amp;gt; Sprite Based?&lt;br /&gt;
**** Use sprite-based labels instead of legacy-window version.&lt;br /&gt;
**** Legacy-window version will not be supported in future.&lt;br /&gt;
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Version 1.33: February 3, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu!&lt;br /&gt;
*** &amp;lt;Hide Player&amp;gt;&lt;br /&gt;
*** &amp;lt;Show Player&amp;gt;&lt;br /&gt;
**** Map Notetag. Forcefully hides or shows the player sprite. This is so you don't need to manually turn the setting on/off each time you enter a specific map.&lt;br /&gt;
*** &amp;lt;Hide Followers&amp;gt;&lt;br /&gt;
*** &amp;lt;Show Followers&amp;gt;&lt;br /&gt;
**** Map Notetag. Forcefully hides or shows the player's followers. This is so you don't need to manually turn them on/off each time you enter a specific map.&lt;br /&gt;
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Version 1.32: January 20, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Self Variable changes from custom move routes should no longer cause crashes. Fix made by Arisu.&lt;br /&gt;
** Self Switch custom move route toggles should now work properly. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Better shadow tracking algorithm to remove any shadow twitching. Update made by Yanfly.&lt;br /&gt;
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Version 1.31: January 6, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.30: November 25, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Map Switches and Map Variables added by Arisu:&lt;br /&gt;
*** Map Switches are self-switches for maps. Instead of using &amp;lt;Self&amp;gt;, use &amp;lt;Map&amp;gt; in the Switch name to designate it as a Map Switch. The ON/OFF data for that Switch will vary depending on the map the player is currently on.&lt;br /&gt;
*** Map Variables are self-variables for maps. Instead of using &amp;lt;Self&amp;gt;, use &amp;lt;Map&amp;gt; in the Variable name to designate it as a Map Switch. The number data for that Variable will vary depending on the map the player is currently on.&lt;br /&gt;
*** Script Calls have been added for these features as well.&lt;br /&gt;
**** See help file for them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.29: October 7, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Same map event spawning should now work properly without the need to add the current map ID to the preloaded map array. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.28: September 30, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New move route commands added by Arisu:&lt;br /&gt;
*** Jump to Home&lt;br /&gt;
*** Move to Home&lt;br /&gt;
*** Crash Move to Home&lt;br /&gt;
*** Step Toward Home&lt;br /&gt;
*** Step Away From Home&lt;br /&gt;
*** Turn to Home&lt;br /&gt;
*** Turn Away From Home&lt;br /&gt;
*** Teleport to Home&lt;br /&gt;
**** These only work on events. Their actions should be reflective of what their command names suggest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.27: September 17, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed event spawn templates so that they can work properly with Common Events. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.26: September 3, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;Step Towards Player&amp;quot; custom command should now work properly. Fix made by Arisu.&lt;br /&gt;
** Having multiple region restriction notetags for a map will no longer cause others to lock out. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.25: July 30, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem that caused the 'setSelfSwitchValue' and 'setSelfVariableValue' functions to not work properly. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.24: June 4, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added extra clarification on which commands will go around the player character and which ones won't.&lt;br /&gt;
* New Move Route Custom Commands added by Arisu:&lt;br /&gt;
** Crash Move (direction) Until Stop&lt;br /&gt;
** Crash Move To: x, y&lt;br /&gt;
** Crash Move To Event: x&lt;br /&gt;
*** These allow events to collide with the player character and trigger Event Touch events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.23: May 21, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Morphing by templates should no longer cause a crash. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.22: May 7, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Plugin Commands for Event Label Visibility should now update without needing to take steps as per distance detection. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added clarity to &amp;quot;Common Event on Touch&amp;quot; Plugin Parameters.&lt;br /&gt;
*** Areas marked with these regions will not allow random encounters to occur. This is how RPG Maker works. Assuming you are not using plugins at all, by putting on touch events all over the map, tiles with those on touch events will not let random encounters trigger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.21: March 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Move until stop custom move routes should no longer cause crashes. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.20: February 26, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Region Restrictions regarding Player Allow will no longer affect vehicle passability. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: February 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;Self Variable: Variable ID&amp;quot; plugin command's Map ID should now be able to use &amp;quot;0&amp;quot; to self reference the current map. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: February 5, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Event icon plugin commands should now work properly. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added new &amp;quot;Features: Weighted Random Movement&amp;quot; section.&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Random Move Weight: x&amp;gt;&lt;br /&gt;
**** If this tag is used on an event with random-type autonomous movement, then the event will stick closer to their home location (where they are located upon spawning on the map). How close they stick to their home location will depend on the weighted 'x' value.&lt;br /&gt;
*** &amp;lt;True Random Move&amp;gt;&lt;br /&gt;
**** If this tag is used on an event with random-type autonomous movement, then that event will ignore the effects of weighted randomized movement.&lt;br /&gt;
** New Plugin Commands added by Arisu and sponsored by AndyL:&lt;br /&gt;
*** Event Timer: Change Speed&lt;br /&gt;
*** Event Timer: Expire Event Assign&lt;br /&gt;
*** Event Timer: Expire Event Clear&lt;br /&gt;
*** Event Timer: Frames Gain&lt;br /&gt;
*** Event Timer: Frames Set&lt;br /&gt;
*** Event Timer: Pause&lt;br /&gt;
*** Event Timer: Resume&lt;br /&gt;
**** The above Plugin Commands allow you to control the game timer better.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Movement &amp;gt; Event Movement &amp;gt; Random Move Weight&lt;br /&gt;
**** Use numbers between 0 and 1. Numbers closer to 1 stay closer to their home position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: January 29, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;Do NOT insert quotes&amp;quot; to &amp;quot;Balloon: name&amp;quot; and &amp;quot;Pose: name&amp;quot;.&lt;br /&gt;
** Added Examples for extra clarification.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** When touch clicking an event on a map with multiple events, pathfinding will utilize the non-diagonal function for less resource consumption to prevent FPS frame drops. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: January 22, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** When touch clicking multiple times on an impassable tile, pathfinding will utilize the non-diagonal function for less resource consumption to prevent FPS frame drops. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: January 1, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Spawned events should now resume their automated self movement after being interacted with. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Help file updated for updated features.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Collission checks for the Spawn Event Plugin Commands now account for the spawning event's Hitbox, too. Update made by Yanfly.&lt;br /&gt;
** Spawn Event Plugin Commands adds a new parameter &amp;quot;Success Switch ID&amp;quot; to check if the spawning has been successful or not.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Yanfly!&lt;br /&gt;
*** Spawn Event: Spawn At Terrain Tag&lt;br /&gt;
*** Spawn Event: Despawn Terrain Tag(s)&lt;br /&gt;
**** These function similar to their region counterparts except they target terrain tags instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: December 18, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Caching for event label positions now account for page index. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for the new features!&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Irina.&lt;br /&gt;
*** Follower: Set Global Chase&lt;br /&gt;
*** Follower: Set Target Chase&lt;br /&gt;
*** Follower: Set Control&lt;br /&gt;
*** Follower: Reset&lt;br /&gt;
**** These plugin commands allow you to change whether or not the followers will chase their intended targets and/or shift control over their movement route from the &amp;quot;Player&amp;quot; to the target follower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: December 4, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Caching for event label positions now account for one-screen maps. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: November 29, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Click Triggers no longer work on erased events. Fix made by Arisu.&lt;br /&gt;
** Erased events no longer have icons appear above their heads. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Initialization of the plugin's effects no only occur if the event's current page settings have been altered. Change made by Arisu.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: November 15, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Morph plugin command should no longer cause crashes. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for the updated features!&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Updates to these Plugin Commands made by Yanfly:&lt;br /&gt;
*** Call Event: Remote Activation&lt;br /&gt;
*** Event Icon: Change&lt;br /&gt;
*** Event Icon: Delete&lt;br /&gt;
*** Event Location: Create&lt;br /&gt;
*** Event Location: Delete&lt;br /&gt;
*** Global Switch: Get Self Switch A B C D&lt;br /&gt;
*** Global Switch: Get Self Switch ID&lt;br /&gt;
*** Global Variable: Get Self Variable ID&lt;br /&gt;
*** Morph Event: Change&lt;br /&gt;
*** Morph Event: Remove&lt;br /&gt;
*** Self Switch: A B C D&lt;br /&gt;
*** Self Switch: Switch ID&lt;br /&gt;
*** Self Variable: Variable ID&lt;br /&gt;
**** All of the above Plugin Commands can now use 0 for their Event ID's in order to refer to the running event's ID value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: November 1, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Spawned Event preserve function now works properly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: October 25, 2020&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** Added clarity on the notetags and comment tags on when their effects are present.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Event icons now have an unsmoothing property to them to make them look better. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: October 11, 2020&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added failsafes for better compatibility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: October 4, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated for the new features!&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Data from deleted events will now be cleared and removed from maps if the events do not exist to prevent conflict with plugins from the VisuStella MZ library and other plugins. Feature added by Irina.&lt;br /&gt;
** Move Route Custom Commands now support self variable values! If you wish to use a value from a self variable, insert \SelfVar[x] in place of the x in any of the below. This will only draw from the current event. If you wish to draw data from outside event self variables, we recommend you use the \V[x] variant after using the Plugin Commands to draw data from them for the best accuracy.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Yanfly!&lt;br /&gt;
*** Movement &amp;gt; Bitmap &amp;gt; Smoothing&lt;br /&gt;
**** Do you want to smooth or pixelate the map sprites? Pixelating them is better for zooming and tilting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: September 27, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Events &amp;amp; Movement Core no longer disables the Core Engine's Smart Event Collision plugin parameter. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Move Route Custom Commands updated with the new feature for inserting variable values.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Move Route Custom Commands now support $gameVariable.value(x) values. You can also just use \V[x] for variable values, too. Added by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: September 20, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** If player movement is disabled, mouse movement is disabled, too. Fix made by Arisu.&lt;br /&gt;
** The region restriction notetags should be fixed and work again. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: September 13: 2020&lt;br /&gt;
* Feature Update!&lt;br /&gt;
* Some Move Route Custom Commands are updated to ignore spaces:&lt;br /&gt;
** Jump To: x, y&lt;br /&gt;
** Move To: x, y&lt;br /&gt;
** Step Toward: x, y&lt;br /&gt;
** Step Away From: x, y&lt;br /&gt;
** Turn To: x, y&lt;br /&gt;
** Turn Away From: x, y&lt;br /&gt;
** Teleport To: x, y&lt;br /&gt;
*** These can now be written as x,y. There still needs to be a space between the : and x for parsing clarity, however.&lt;br /&gt;
*** Feature updated by Arisu with help from BlueMoon and Zeriab.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New 'Move Route Custom Commands' added by Arisu.&lt;br /&gt;
*** Fade In: x&lt;br /&gt;
*** Fade Out: x&lt;br /&gt;
*** Force Carry: On&lt;br /&gt;
*** Force Carry: Off&lt;br /&gt;
*** Force Dash: On&lt;br /&gt;
*** Force Dash: Off&lt;br /&gt;
** New Plugin Commands added by Arisu.&lt;br /&gt;
*** Player Movement: Control&lt;br /&gt;
**** Enable or disable player control over the player character's movement.&lt;br /&gt;
*** Player Movement: Diagonal&lt;br /&gt;
**** Override settings to for player diagonal movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: September 6, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Sleeping pose is now fixed and working! Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Extended &amp;quot;Features: Self Switches and Variables&amp;quot; to explain how to use script calls to grab self switch information.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Yanfly:&lt;br /&gt;
*** Global Switch: Get Self Switch A B C D&lt;br /&gt;
*** Global Switch: Get Self Switch ID&lt;br /&gt;
*** Global Variable: Get Self Variable ID&lt;br /&gt;
**** These plugin commands allow you to transfer data stored in a self switch or Self Variable into a global switch or global variable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: ugust 30, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;Diagonal Movement: Off&amp;gt; notetag now works properly. Fix made by Yanfly.&lt;br /&gt;
** Plugin Command &amp;quot;Event Label: Visible&amp;quot; now works properly. Fix made by Shaz.&lt;br /&gt;
** Custom Move Route commands should now be working properly. Fix made by Shaz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: August 23, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Event Cache issues fixed upon loading a saved game. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: August 20, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Event Popup Tips and Tricks]]&lt;br /&gt;
* [[Inspiration Behind Wave 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Core Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Movement Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Eventing Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Battle_Core_VisuStella_MZ&amp;diff=17616</id>
		<title>Battle Core VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Battle_Core_VisuStella_MZ&amp;diff=17616"/>
		<updated>2026-02-15T04:24:11Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=YmNhBCUoMIo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = {{VisuStella Wave 1}}&lt;br /&gt;
|link2 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCorePentaSlash.gif]]&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| [[File:BattleCoreBattleStyleList.png|400px]]&lt;br /&gt;
| [[File:BattleCoreBattleStyleXp.png|400px]]&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[File:BattleCoreBattleStylePortrait.png|400px]]&lt;br /&gt;
| [[File:BattleCoreBattleStyleBorder.png|400px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Action Sequence Camera VisuStella MZ]]&lt;br /&gt;
* [[Action Sequence Impact VisuStella MZ]]&lt;br /&gt;
* [[Action Sequence Projectiles VisuStella MZ]]&lt;br /&gt;
* [[Active Chain Skills VisuStella MZ]]&lt;br /&gt;
* [[Anti-Damage Barriers VisuStella MZ]]&lt;br /&gt;
* [[Auto Skill Triggers VisuStella MZ]]&lt;br /&gt;
* [[Battle Command - Talk VisuStella MZ]]&lt;br /&gt;
* [[Battle Grid System VisuStella MZ]]&lt;br /&gt;
* [[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - CTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - ETB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - FTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - STB VisuStella MZ]]&lt;br /&gt;
* [[Battle Voices VisuStella MZ]]&lt;br /&gt;
* [[Boost Action VisuStella MZ]]&lt;br /&gt;
* [[Chain Battles VisuStella MZ]]&lt;br /&gt;
* [[Challenge System VisuStella MZ]]&lt;br /&gt;
* [[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
* [[Evolution Matrix Skills VisuStella MZ]]&lt;br /&gt;
* [[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
* [[Input Combo Skills VisuStella MZ]]&lt;br /&gt;
* [[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
* [[Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
* [[Item Throw Skills VisuStella MZ]]&lt;br /&gt;
* [[Life State Effects VisuStella MZ]]&lt;br /&gt;
* [[Sideview Battle UI VisuStella MZ]]&lt;br /&gt;
* [[State Tooltips VisuStella MZ]]&lt;br /&gt;
* [[Steal Items VisuStella MZ]]&lt;br /&gt;
* [[Victory Aftermath VisuStella MZ]]&lt;br /&gt;
* [[Visual Battle Environment VisuStella MZ]]&lt;br /&gt;
* [[Visual Gauge Styles VisuStella MZ]]&lt;br /&gt;
* [[Visual State Effects VisuStella MZ]]&lt;br /&gt;
* [[Weakness Display VisuStella MZ]]&lt;br /&gt;
* [[Weapon Swap System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Battle Core plugin revamps the battle engine provided by RPG Maker MZ to&lt;br /&gt;
become more flexible, streamlined, and support a variety of features. The&lt;br /&gt;
updated battle engine allows for custom Action Sequences, battle layout&lt;br /&gt;
styles, and a lot of control over the battle mechanics, too.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Action Sequence Plugin Commands to give you full control over what happens during the course of a skill or item.&lt;br /&gt;
* Animated Sideview Battler support for enemies!&lt;br /&gt;
* Auto Battle options for party-wide and actor-only instances.&lt;br /&gt;
* Base Troop Events to quickly streamline events for all Troop events.&lt;br /&gt;
* Battle Command control to let you change which commands appear for actors.&lt;br /&gt;
* Battle Layout styles to change the way the battle scene looks.&lt;br /&gt;
* Casting animation support for skills.&lt;br /&gt;
* Critical Hit control over the success rate formula and damage multipliers.&lt;br /&gt;
* Custom target scopes added for skills and items.&lt;br /&gt;
* Damage formula control, including Damage Styles.&lt;br /&gt;
* Damage caps, both hard caps and soft caps.&lt;br /&gt;
* Damage traits such Armor Penetration/Reduction to bypass defenses.&lt;br /&gt;
* Elements &amp;amp; Status Menu Core support for traits.&lt;br /&gt;
* Multitude of JavaScript notetags and global Plugin Parameters to let you make a variety of effects across various instances during battle.&lt;br /&gt;
* Party Command window can be skipped/disabled entirely.&lt;br /&gt;
* Weather effects now show in battle.&lt;br /&gt;
* Streamlined Battle Log to remove redundant information and improve the flow of battle.&lt;br /&gt;
* Visual HP Gauges can be displayed above the heads of actors and/or enemies with a possible requirement for enemies to be defeated at least once first in order for them to show.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 1}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin will overwrite some core parts of the RPG Maker MZ base code in&lt;br /&gt;
order to ensure the Battle Core plugin will work at full capacity. The&lt;br /&gt;
following are explanations of what has been changed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreActSeq.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Action sequences are now done either entirely by the Battle Log Window or&lt;br /&gt;
through common events if the &amp;lt;Custom Action Sequence&amp;gt; notetag is used.&lt;br /&gt;
In RPG Maker MZ by default, Action Sequences would be a mixture of using the&lt;br /&gt;
Battle Log Window, the Battle Manager, and the Battle Scene, making it hard&lt;br /&gt;
to fully grab control of the situation.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Speed ===&lt;br /&gt;
&lt;br /&gt;
Action speeds determine the turn order in the default battle system. The&lt;br /&gt;
AGI of a battle unit is also taken into consideration. However, the random&lt;br /&gt;
variance applied to the action speed system makes the turn order extremely&lt;br /&gt;
chaotic and hard for the player to determine. Thus, the random variance&lt;br /&gt;
aspect of it has been turned off. This can be reenabled by default through&lt;br /&gt;
Plugin Parameters =&amp;gt; Mechanics Settings =&amp;gt; Allow Random Speed?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Animated Sideview Battler Support For Enemies ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreSvEnemies.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Enemies can now use Sideview Actor sprites for themselves! They will&lt;br /&gt;
behave like actors and can even carry their own set of weapons for physical&lt;br /&gt;
attacks. These must be set up using notetags. More information can be found&lt;br /&gt;
in the notetag section.&lt;br /&gt;
&lt;br /&gt;
As the sprites are normally used for actors, some changes have been made&lt;br /&gt;
to Sprite_Actor to be able to support both actors and enemies. These changes&lt;br /&gt;
should have minimal impact on other plugins.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Battle Sprite Updates ===&lt;br /&gt;
&lt;br /&gt;
A lot of functions in Sprite_Battler, Sprite_Actor, and Sprite_Enemy have&lt;br /&gt;
been overwritten to make the new Action Sequence system added by this plugin&lt;br /&gt;
possible. These changes make it possible for the sprites to move anywhere on&lt;br /&gt;
the screen, jump, float, change visibility, and more.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Change Battleback in Battle ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreBattleBack.png|400px]]&lt;br /&gt;
&lt;br /&gt;
By default, the Change Battleback event command does not work in battle.&lt;br /&gt;
Any settings made to it will only reflect in the following battle. Now, if&lt;br /&gt;
the battleback event command is used during battle, it will reflect upon&lt;br /&gt;
any new changes immediately.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Critical Hit - LUK Influence ===&lt;br /&gt;
&lt;br /&gt;
The LUK Buffs now affect the critical hit rate based off how the formula&lt;br /&gt;
is now calculated. Each stack of a LUK Buff will double the critical hit&lt;br /&gt;
rate and compound upon that. That means a x1 LUK Buff stack will raise it by&lt;br /&gt;
x2, a x2 LUK Buff stack will raise the critical hit rate by x4, a x3 LUK&lt;br /&gt;
Buff Stack will raise the critical hit rate stack by x8, and so on.&lt;br /&gt;
&lt;br /&gt;
LUK also plays a role in how much damage is dealt with critical hits. The&lt;br /&gt;
default critical hit multiplier has been reduced from x3 to x2. However, a&lt;br /&gt;
percentage of LUK will added on (based off the user's CRI rate) onto the&lt;br /&gt;
finalized critical damage. If the user's CRI rate is 4%, then 4% of the user&lt;br /&gt;
LUK value will also be added onto the damage.&lt;br /&gt;
&lt;br /&gt;
This change can be altered through Plugin Parameters =&amp;gt; Damage Settings =&amp;gt;&lt;br /&gt;
Critical Hits =&amp;gt; JS: Rate Formula and JS: Damage Formula.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Damage Popups ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreDmgPopups.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Damage popups are now formatted with + and - to determine healing and&lt;br /&gt;
damage. MP Damage will also include &amp;quot;MP&amp;quot; at the back. This is to make it&lt;br /&gt;
clearer what each colored variant of the damage popup means as well as help&lt;br /&gt;
color blind players read the on-screen data properly.&lt;br /&gt;
&lt;br /&gt;
Damage popups have also been rewritten to show all changed aspects instead&lt;br /&gt;
of just one. Previously with RPG Maker MZ, if an action would deal both HP&lt;br /&gt;
and MP damage, only one of them would show. Now, everything is separated and&lt;br /&gt;
both HP and MP changes will at a time.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Dual Wield ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_DualWield.gif]]&lt;br /&gt;
&lt;br /&gt;
Previously, RPG Maker MZ had &amp;quot;Dual Wielding&amp;quot; attack using both weapon&lt;br /&gt;
animations at once, with the combined ATK of each weapon. It's confusing to&lt;br /&gt;
look at and does not portray the nature of &amp;quot;Dual Wielding&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Dual Wielding, or in the case of users adding in third and fourth weapons,&lt;br /&gt;
Multi Wielding is now changed. Each weapon is displayed individually, each&lt;br /&gt;
producing its own attack animation, showing each weapon type, and applying&lt;br /&gt;
only that weapon's ATK, Traits, and related effects. It is no longer a&lt;br /&gt;
combined effect to display everything at once like RPG Maker MZ default.&lt;br /&gt;
&lt;br /&gt;
If an actor has multiple weapon slots but some of them are unequipped,&lt;br /&gt;
then the action will treat the attack as a single attack. There will be no&lt;br /&gt;
barehanded attack to add on top of it. This is to match RPG Maker MZ's&lt;br /&gt;
decision to omit a second animation if the same scenario is applied.&lt;br /&gt;
&lt;br /&gt;
=== Force Action ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreForceAction.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Previously, Forced Actions would interrupt the middle of an event to&lt;br /&gt;
perform an action. However, with the addition of more flexible Action&lt;br /&gt;
Sequences, the pre-existing Force Action system would not be able to exist&lt;br /&gt;
and would require being remade.&lt;br /&gt;
&lt;br /&gt;
Forced Actions now are instead, added to a separate queue from the action&lt;br /&gt;
battler list. Whenever an action and/or common event is completed, then if&lt;br /&gt;
there's a Forced Action battler queued, then the Forced Action battler will&lt;br /&gt;
have its turn. This is the cleanest method available and avoids the most&lt;br /&gt;
conflicts possible.&lt;br /&gt;
&lt;br /&gt;
This means if you planned to make cinematic sequences with Forced Actions,&lt;br /&gt;
you will need to account for the queued Force Actions. However, in the case&lt;br /&gt;
of battle cinematics, we would highly recommend that you use the newly added&lt;br /&gt;
Action Sequence Plugin Commands instead as those give you more control than&lt;br /&gt;
any Force Action ever could.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Random Scope ===&lt;br /&gt;
&lt;br /&gt;
The skill and item targeting scopes for Random Enemy, 2 Random Enemies,&lt;br /&gt;
3 Random Enemies, 4 Random Enemies will now ignore TGR and utilize true&lt;br /&gt;
randomness.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Spriteset_Battle Update ===&lt;br /&gt;
&lt;br /&gt;
The spriteset now has extra containers to separate battlers (actors and&lt;br /&gt;
enemies), animations, and damage. This is to make actors and enemy battler&lt;br /&gt;
sprites more efficient to sort (if enabled), so that animations won't&lt;br /&gt;
interfere with and cover damage sprites, and to make sure damage sprites are&lt;br /&gt;
unaffected by screen tints in order to ensure the player will always have a&lt;br /&gt;
clear read on the information relaying sprites.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== TPB/ATB Active Battle Actor Shifting ===&lt;br /&gt;
&lt;br /&gt;
[[File:TpbActorShiftBug.gif]]&lt;br /&gt;
&lt;br /&gt;
The above image is a demonstration of what the bug looks like in an empty project.&lt;br /&gt;
&lt;br /&gt;
Pressing cancel on the Actor Command Window no longer switches between&lt;br /&gt;
actors with a full TPB/ATB gauge before reaching the Party Command Window.&lt;br /&gt;
This is to accomplish a couple of things: 1) reduce the number of button&lt;br /&gt;
presses to reach the Party Command Window and 2) to prevent motion resets&lt;br /&gt;
and disrupting action sequences. If this feature is vital to your battle&lt;br /&gt;
system, we recommend that you do not use this plugin or any of the Battle&lt;br /&gt;
Core-required plugins.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Weather Displayed in Battle ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreWeatherBattle.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Previously, weather has not been displayed in battle. This means that any&lt;br /&gt;
weather effects placed on the map do not transfer over to battle and causes&lt;br /&gt;
a huge disconnect for players. The Battle Core plugin will add weather&lt;br /&gt;
effects to match the map's weather conditions. Any changes made to weather&lt;br /&gt;
through event commands midway through battle will also be reflected.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Base Troops ==&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreBaseTroops.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Base Troops can be found, declared, and modified in the Plugin Parameters =&amp;gt;&lt;br /&gt;
Mechanics Settings =&amp;gt; Base Troop ID's. All of the listed Troop ID's here&lt;br /&gt;
will have their page events replicated and placed under all other troops&lt;br /&gt;
found in the database.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
This means that if you have an event that runs on Turn 1 of a Base Troop,&lt;br /&gt;
then for every troop out there, that same event will also run on Turn 1,&lt;br /&gt;
as well. This is useful for those who wish to customize their battle system&lt;br /&gt;
further and to reduce the amount of work needed to copy/paste said event&lt;br /&gt;
pages into every database troop object manually.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Damage Styles ==&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreDmgStyles.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Damage Styles are a new feature added through the Battle Core plugin. When&lt;br /&gt;
using certain Battle Styles, you can completely ignore typing in the whole&lt;br /&gt;
damage formula inside the damage formula input box, and instead, insert&lt;br /&gt;
either a power amount or a multiplier depending on the Damage Style. The&lt;br /&gt;
plugin will then automatically calculate damage using that value factoring&lt;br /&gt;
in ATK, DEF, MAT, MDF values.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Here is a list of the Damage Styles that come with this plugin by default.&lt;br /&gt;
You can add in your own and even edit them to your liking.&lt;br /&gt;
Or just remove them if you want.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -&lt;br /&gt;
Style          Use Formula As   PH/MA Disparity   Stat Scale   Damage Scale&lt;br /&gt;
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -&lt;br /&gt;
Standard       Formula          No                Varies       Varies&lt;br /&gt;
ArmorScaling   Formula          No                Varies       Varies&lt;br /&gt;
CT             Multiplier       Yes               Low          Normal&lt;br /&gt;
D4             Multiplier       No                High         Normal&lt;br /&gt;
DQ             Multiplier       No                Low          Low&lt;br /&gt;
FF7            Power            Yes               Low          High&lt;br /&gt;
FF8            Power            Yes               Medium       Normal&lt;br /&gt;
FF9            Power            Yes               Low          Normal&lt;br /&gt;
FF10           Power            Yes               Medium       High&lt;br /&gt;
MK             Multiplier       No                Medium       Low&lt;br /&gt;
MOBA           Multiplier       No                Medium       Normal&lt;br /&gt;
PKMN           Power            No                Low          Normal&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use the above chart to figure out which Damage Style best fits your game,&lt;br /&gt;
if you plan on using them.&lt;br /&gt;
&lt;br /&gt;
The 'Standard' style is the same as the 'Manual' formula input, except that&lt;br /&gt;
it allows for the support of &amp;lt;Armor Penetration&amp;gt; and &amp;lt;Armor Reduction&amp;gt;&lt;br /&gt;
notetags.&lt;br /&gt;
&lt;br /&gt;
The 'Armor Scaling' style allows you to type in the base damage calculation&lt;br /&gt;
without the need to type in any defending modifiers.&lt;br /&gt;
&lt;br /&gt;
NOTE: While these are based off the damage formulas found in other games,&lt;br /&gt;
not all of them are exact replicas. Many of them are adapted for use in&lt;br /&gt;
RPG Maker MZ since not all RPG's use the same set of parameters and not all&lt;br /&gt;
external multipliers function the same way as RPG Maker MZ.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Style:&lt;br /&gt;
&lt;br /&gt;
* This is what the Damage Style is.&lt;br /&gt;
&lt;br /&gt;
Use Formula As:&lt;br /&gt;
&lt;br /&gt;
* This is what you insert into the formula box.&lt;br /&gt;
* Formula: Type in the formula for the action just as you would normally.&lt;br /&gt;
* Multiplier: Type in the multiplier for the action. Use float values. This means 250% is typed out as 2.50&lt;br /&gt;
* Power: Type in the power constant for the action. Use whole numbers. Type in something like 16 for a power constant.&lt;br /&gt;
&lt;br /&gt;
PH/MA Disparity:&lt;br /&gt;
&lt;br /&gt;
* Is there a disparity between how Physical Attacks and Magical Attacks are calculated?&lt;br /&gt;
* If yes, then physical attacks and magical attacks will have different formulas used.&lt;br /&gt;
* If no, then physical attacks and magical attacks will share similar formulas for how they're calculated.&lt;br /&gt;
&lt;br /&gt;
Stat Scale:&lt;br /&gt;
&lt;br /&gt;
* How much should stats scale throughout the game?&lt;br /&gt;
* Low: Keep them under 100 for the best results.&lt;br /&gt;
* Medium: Numbers work from low to mid 400's for best results.&lt;br /&gt;
* High: The numbers really shine once they're higher.&lt;br /&gt;
&lt;br /&gt;
Damage Scale:&lt;br /&gt;
&lt;br /&gt;
* How much does damage vary depending on small parameter changes?&lt;br /&gt;
* Low: Very little increase from parameter changes.&lt;br /&gt;
* Normal: Damage scales close to proportionally with parameter changes.&lt;br /&gt;
* High: Damage can boost itself drastically with parameter changes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
To determine what kind of parameters are used for the Damage Styles, they&lt;br /&gt;
will depend on two things: the action's 'Hit Type' (ie Physical Attack,&lt;br /&gt;
Magical Attack, and Certain Hit) and the action's 'Damage Type' (ie. Damage,&lt;br /&gt;
Recovery, or Drain).&lt;br /&gt;
&lt;br /&gt;
Certain Hit tends to use whichever value is higher: ATK or MAT, and then&lt;br /&gt;
ignores the target's defense values. Use Certain Hits for 'True Damage'.&lt;br /&gt;
&lt;br /&gt;
Use the chart below to figure out everything else:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -&lt;br /&gt;
Hit Type      Damage Type   Attacker Parameter   Defender Parameter&lt;br /&gt;
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -&lt;br /&gt;
Physical      Damage        ATK                  DEF&lt;br /&gt;
Magical       Damage        MAT                  MDF&lt;br /&gt;
Certain Hit   Damage        Larger (ATK, MAT)    -Ignores-&lt;br /&gt;
Physical      Recover       DEF                  -Ignores-&lt;br /&gt;
Magical       Recover       MDF                  -Ignores-&lt;br /&gt;
Certain Hit   Recover       Larger (ATK, MAT)    -Ignores-&lt;br /&gt;
Physical      Drain         ATK                  DEF&lt;br /&gt;
Magical       Drain         MAT                  MDF&lt;br /&gt;
Certain Hit   Drain         Larger (ATK, MAT)    -Ignores-&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These can be modified within the Plugin Parameters in the individual&lt;br /&gt;
Damage Styles themselves.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Skills and Items can use different Damage Styles from the setting you've&lt;br /&gt;
selected in the Plugin Parameters. They can be altered to have different&lt;br /&gt;
Damage Styles through the usage of a notetag:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Damage Style: name&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will use whichever style is found in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;Manual&amp;quot; is used, then no style will be used and all calculations will be&lt;br /&gt;
made strictly based off the formula found inside the formula box.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== VisuStella MZ Compatibility ==&lt;br /&gt;
&lt;br /&gt;
While this plugin is compatible with the majority of the VisuStella MZ&lt;br /&gt;
plugin library, it is not compatible with specific plugins or specific&lt;br /&gt;
features. This section will highlight the main plugins/features that will&lt;br /&gt;
not be compatible with this plugin or put focus on how the make certain&lt;br /&gt;
features compatible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Boost Action VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
When using Action Sequences, Boost effects for damage, turn extensions,&lt;br /&gt;
analyze, etc. will not occur for anything other than the Action Sequence:&lt;br /&gt;
&amp;quot;MECH: Action Effect&amp;quot; in order to maintain controlled effects. However, if&lt;br /&gt;
you do want to apply bonuses for Boosts, utilize &amp;quot;MECH: Boost Store Data&amp;quot; to&lt;br /&gt;
store inside a variable how many times Boosts were used. This can be used&lt;br /&gt;
however which way you want it to as long as it is manageable through events&lt;br /&gt;
and Common Events.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{Action Sequences MZ}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Auto Battle Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreAutoBattle.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreParams1.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameter settings allow you to change the aspects added by&lt;br /&gt;
this plugin that support Auto Battle and the Auto Battle commands.&lt;br /&gt;
&lt;br /&gt;
Auto Battle commands can be added to the Party Command Window and/or Actor&lt;br /&gt;
Command Window. The one used by the Party Command Window will cause the&lt;br /&gt;
whole party to enter an Auto Battle state until stopped by a button input.&lt;br /&gt;
The command used by the Actor Command Window, however, will cause the actor&lt;br /&gt;
to select an action based off the Auto Battle A.I. once for the current turn&lt;br /&gt;
instead.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Battle Display&lt;br /&gt;
&lt;br /&gt;
  Message:&lt;br /&gt;
  - Message that's displayed when Auto Battle is on.&lt;br /&gt;
  Text codes allowed. %1 - OK button, %2 - Cancel button&lt;br /&gt;
&lt;br /&gt;
  OK Button:&lt;br /&gt;
  - Text used to represent the OK button.&lt;br /&gt;
  - If VisuMZ_0_CoreEngine is present, ignore this.&lt;br /&gt;
&lt;br /&gt;
  Cancel Button:&lt;br /&gt;
  - Text used to represent the Cancel button.&lt;br /&gt;
  - If VisuMZ_0_CoreEngine is present, ignore this.&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for Auto Battle window.&lt;br /&gt;
    - 0 - Window&lt;br /&gt;
    - 1 - Dim&lt;br /&gt;
    - 2 - Transparent&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for this window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Options&lt;br /&gt;
&lt;br /&gt;
  Add Option?:&lt;br /&gt;
  - Add the Auto Battle options to the Options menu?&lt;br /&gt;
&lt;br /&gt;
  Adjust Window Height:&lt;br /&gt;
  - Automatically adjust the options window height?&lt;br /&gt;
&lt;br /&gt;
  Startup Name:&lt;br /&gt;
  - Command name of the option.&lt;br /&gt;
&lt;br /&gt;
  Style Name:&lt;br /&gt;
  - Command name of the option.&lt;br /&gt;
&lt;br /&gt;
  OFF:&lt;br /&gt;
  - Text displayed when Auto Battle Style is OFF.&lt;br /&gt;
&lt;br /&gt;
  ON:&lt;br /&gt;
  - Text displayed when Auto Battle Style is ON.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Damage Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreParams2.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters add a variety of things to how damage is handled in&lt;br /&gt;
battle. These range from hard damage caps to soft damage caps to how damage&lt;br /&gt;
popups appear, how the formulas for various aspects are handled and more.&lt;br /&gt;
&lt;br /&gt;
Damage Styles are also a feature added through this plugin. More information&lt;br /&gt;
can be found in the help section above labeled 'Damage Styles'.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Damage Cap&lt;br /&gt;
&lt;br /&gt;
  Enable Damage Cap?:&lt;br /&gt;
  - Put a maximum hard damage cap on how far damage can go?&lt;br /&gt;
  - This can be broken through the usage of notetags.&lt;br /&gt;
&lt;br /&gt;
  Default Hard Cap:&lt;br /&gt;
  - The default hard damage cap used before applying damage.&lt;br /&gt;
&lt;br /&gt;
  Enable Soft Cap?:&lt;br /&gt;
  - Soft caps ease in the damage values leading up to the  hard damage cap.&lt;br /&gt;
  - Requires hard Damage Cap enabled.&lt;br /&gt;
&lt;br /&gt;
    Base Soft Cap Rate:&lt;br /&gt;
    - The default soft damage cap used before applying damage.&lt;br /&gt;
&lt;br /&gt;
    Soft Scale Constant:&lt;br /&gt;
    - The default soft damage cap used before applying damage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Popups&lt;br /&gt;
&lt;br /&gt;
  Popup Duration:&lt;br /&gt;
  - Adjusts how many frames a popup stays visible.&lt;br /&gt;
&lt;br /&gt;
  Newest Popups Bottom:&lt;br /&gt;
  - Puts the newest popups at the bottom.&lt;br /&gt;
&lt;br /&gt;
  End Battle Show?:&lt;br /&gt;
  - Show or hide popups upon victory or escape?&lt;br /&gt;
  - Used to hide battle-state removal popups.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Sets how much to offset the sprites by horizontally/vertically.&lt;br /&gt;
&lt;br /&gt;
  Shift X:&lt;br /&gt;
  Shift Y:&lt;br /&gt;
  - Sets how much to shift the sprites by horizontally/vertically.&lt;br /&gt;
&lt;br /&gt;
  Critical Flash Color:&lt;br /&gt;
  - Adjust the popup's flash color.&lt;br /&gt;
  - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
  Critical Duration:&lt;br /&gt;
  - Adjusts how many frames a the flash lasts.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Formulas&lt;br /&gt;
&lt;br /&gt;
  JS: Overall Formula:&lt;br /&gt;
  - The overall formula used when calculating damage.&lt;br /&gt;
&lt;br /&gt;
  JS: Variance Formula:&lt;br /&gt;
  - The formula used when damage variance.&lt;br /&gt;
&lt;br /&gt;
  JS: Guard Formula:&lt;br /&gt;
  - The formula used when damage is guarded.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Critical Hits&lt;br /&gt;
&lt;br /&gt;
  JS: Rate Formula:&lt;br /&gt;
  - The formula used to calculate Critical Hit Rates.&lt;br /&gt;
&lt;br /&gt;
  JS: Damage Formula:&lt;br /&gt;
  - The formula used to calculate Critical Hit Damage modification.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Damage Styles&lt;br /&gt;
&lt;br /&gt;
  Default Style:&lt;br /&gt;
  - Which Damage Style do you want to set as default?&lt;br /&gt;
  - Use 'Manual' to not use any styles at all.&lt;br /&gt;
    - The 'Manual' style will not support &amp;lt;Armor Penetration&amp;gt; notetags.&lt;br /&gt;
    - The 'Manual' style will not support &amp;lt;Armor Reduction&amp;gt; notetags.&lt;br /&gt;
&lt;br /&gt;
  Check Formulas?:&lt;br /&gt;
  - It's usually bad practice to put in battle mechanics within damage&lt;br /&gt;
    formulas and this will check the damage formulas for skills and items&lt;br /&gt;
    to see if they contain any of the common battle mechanics that have the&lt;br /&gt;
    potential to cause problems.&lt;br /&gt;
  - Checks for illegal mechanics inside of damage formulas?&lt;br /&gt;
  - (ie. gainHp, loseHp, addBuff, addDebuff, addState, etc)&lt;br /&gt;
  - Read the following article for an explanation on why battle mechanics in&lt;br /&gt;
    damage formulas are undesirable and for an alternate solution:&lt;br /&gt;
    - [[Stop Putting Mechanics in Damage Formulas]]&lt;br /&gt;
  - Turn this off if you do not want to be alerted of which skills/items&lt;br /&gt;
    have battle mechanics in their damage formulas.&lt;br /&gt;
&lt;br /&gt;
  Style List:&lt;br /&gt;
  - A list of the damage styles available.&lt;br /&gt;
  - These are used to calculate base damage.&lt;br /&gt;
&lt;br /&gt;
    Name:&lt;br /&gt;
    - Name of this Damage Style.&lt;br /&gt;
    -Used for notetags and such.&lt;br /&gt;
&lt;br /&gt;
    JS: Formula:&lt;br /&gt;
    - The base formula for this Damage Style.&lt;br /&gt;
&lt;br /&gt;
    Items &amp;amp; Equips Core:&lt;br /&gt;
&lt;br /&gt;
      HP Damage:&lt;br /&gt;
      MP Damage:&lt;br /&gt;
      HP Recovery:&lt;br /&gt;
      MP Recovery:&lt;br /&gt;
      HP Drain:&lt;br /&gt;
      MP Drain:&lt;br /&gt;
      - Vocabulary used for this data entry.&lt;br /&gt;
&lt;br /&gt;
      JS: Damage Display:&lt;br /&gt;
      - Code used the data displayed for this category.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Mechanics Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreParams3newer.png]]&lt;br /&gt;
&lt;br /&gt;
Some of the base settings for the various mechanics found in the battle&lt;br /&gt;
system can be altered here in these Plugin Parameters. Most of these will&lt;br /&gt;
involve JavaScript code and require you to have to good understanding of&lt;br /&gt;
how the RPG Maker MZ code works before tampering with it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Action Speed&lt;br /&gt;
&lt;br /&gt;
  Allow Random Speed?:&lt;br /&gt;
  - Allow speed to be randomized base off the user's AGI?&lt;br /&gt;
&lt;br /&gt;
  Turn End Buffs Expire?:&lt;br /&gt;
  - Normally, buffs expire after all actions end.&lt;br /&gt;
  - But here, you can have buffs expire on turn end.&lt;br /&gt;
&lt;br /&gt;
  JS: Calculate:&lt;br /&gt;
  - Code used to calculate action speed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Base Troop&lt;br /&gt;
&lt;br /&gt;
  Base Troop ID's:&lt;br /&gt;
  - Select the Troop ID(s) to duplicate page events from for all&lt;br /&gt;
    other troops.&lt;br /&gt;
  - More information can be found in the dedicated Help section above.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Common Events (on Map)&lt;br /&gt;
&lt;br /&gt;
  Pre-Battle Event:&lt;br /&gt;
  Post-Battle Event:&lt;br /&gt;
  Victory Event:&lt;br /&gt;
  Defeat Event:&lt;br /&gt;
  Escape Success Event:&lt;br /&gt;
  Escape Fail Event:&lt;br /&gt;
  - Queued Common Event to run upon meeting the condition.&lt;br /&gt;
  - Use to 0 to not run any Common Event at all.&lt;br /&gt;
  - &amp;quot;Post-Battle Event&amp;quot; will always run regardless.&lt;br /&gt;
  - If any events are running before the battle, they will continue running&lt;br /&gt;
    to the end first before the queued Common Events will run.&lt;br /&gt;
  - These common events only run on the map scene. They're not meant to run&lt;br /&gt;
    in the battle scene.&lt;br /&gt;
  - If the &amp;quot;Defeat Event&amp;quot; has a common event attached to it, then random&lt;br /&gt;
    encounters will be changed to allow defeat without being sent to the&lt;br /&gt;
    Game Over scene. Instead, the game will send the player to the map scene&lt;br /&gt;
    where the Defeat Event will run.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Escape&lt;br /&gt;
&lt;br /&gt;
  JS: Calc Escape Ratio:&lt;br /&gt;
  - Code used to calculate the escape success ratio.&lt;br /&gt;
&lt;br /&gt;
  JS: Calc Escape Raise:&lt;br /&gt;
  - Code used to calculate how much the escape success ratio raises upon&lt;br /&gt;
    each failure.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_Update28_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
Switches&lt;br /&gt;
&lt;br /&gt;
  Switch: Critical:&lt;br /&gt;
  - Turns switch ON if the action performs a critical hit.&lt;br /&gt;
  - Switch reverts to OFF whenever an action starts.&lt;br /&gt;
  - If multiple targets/hits are struck, as long as one hit lands a critical&lt;br /&gt;
    hit, then the switch will remain ON for the rest of the action.&lt;br /&gt;
&lt;br /&gt;
  Switch: Miss/Evade:&lt;br /&gt;
  - Turns switch ON if the action misses/is evaded.&lt;br /&gt;
  - Switch reverts to OFF whenever an action starts.&lt;br /&gt;
  - If multiple targets/hits are struck, as long as one hit fails to land,&lt;br /&gt;
    then the switch will remain ON for the rest of the action.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Variables&lt;br /&gt;
&lt;br /&gt;
  Variable: Damage:&lt;br /&gt;
  - Variable records target damage during action.&lt;br /&gt;
  - Variable reverts to 0 whenever an action starts.&lt;br /&gt;
  - If multiple targets/hits are struck, the variable will record the total&lt;br /&gt;
    amount of damage done for the remainder of the action (unless manually&lt;br /&gt;
    reseting to 0 during an Action Sequence).&lt;br /&gt;
&lt;br /&gt;
  Variable: Healing:&lt;br /&gt;
  - Variable records target healing during action.&lt;br /&gt;
  - Variable reverts to 0 whenever an action starts.&lt;br /&gt;
  - If multiple targets/hits are struck, the variable will record the total&lt;br /&gt;
    amount of healing done for the remainder of the action (unless manually&lt;br /&gt;
    reseting to 0 during an Action Sequence).&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
JS: Battle-Related&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-Start Battle:&lt;br /&gt;
  - Target function: BattleManager.startBattle()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Post-Start Battle:&lt;br /&gt;
  - Target function: BattleManager.startBattle()&lt;br /&gt;
  - JavaScript code occurs after function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Battle Victory:&lt;br /&gt;
  - Target function: BattleManager.processVictory()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Escape Success:&lt;br /&gt;
  - Target function: BattleManager.onEscapeSuccess()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Escape Failure:&lt;br /&gt;
  - Target function: BattleManager.onEscapeFailure()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Battle Defeat:&lt;br /&gt;
  - Target function: BattleManager.processDefeat()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-End Battle:&lt;br /&gt;
  - Target function: BattleManager.endBattle()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Post-End Battle:&lt;br /&gt;
  - Target function: BattleManager.endBattle()&lt;br /&gt;
  - JavaScript code occurs after function is run.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
JS: Turn-Related&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-Start Turn:&lt;br /&gt;
  - Target function: BattleManager.startTurn()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Post-Start Turn:&lt;br /&gt;
  - Target function: BattleManager.startTurn()&lt;br /&gt;
  - JavaScript code occurs after function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-End Turn:&lt;br /&gt;
  - Target function: Game_Battler.prototype.onTurnEnd()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Post-End Turn:&lt;br /&gt;
  - Target function: Game_Battler.prototype.onTurnEnd()&lt;br /&gt;
  - JavaScript code occurs after function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-Regenerate:&lt;br /&gt;
  - Target function: Game_Battler.prototype.regenerateAll()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Post-Regenerate:&lt;br /&gt;
  - Target function: Game_Battler.prototype.regenerateAll()&lt;br /&gt;
  - JavaScript code occurs after function is run.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
JS: Action-Related&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-Start Action:&lt;br /&gt;
  - Target function: BattleManager.startAction()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Post-Start Action:&lt;br /&gt;
  - Target function: BattleManager.startAction()&lt;br /&gt;
  - JavaScript code occurs after function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-Apply:&lt;br /&gt;
  - Target function: Game_Action.prototype.apply()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-Damage:&lt;br /&gt;
  - Target function: Game_Action.prototype.executeDamage()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Post-Damage:&lt;br /&gt;
  - Target function: Game_Action.prototype.executeDamage()&lt;br /&gt;
  - JavaScript code occurs after function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Post-Apply:&lt;br /&gt;
  - Target function: Game_Action.prototype.apply()&lt;br /&gt;
  - JavaScript code occurs after function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-End Action:&lt;br /&gt;
  - Target function: BattleManager.endAction()&lt;br /&gt;
  - JavaScript code occurs before function is run.&lt;br /&gt;
&lt;br /&gt;
  JS: Post-End Action:&lt;br /&gt;
  - DescriTarget function: BattleManager.endAction()&lt;br /&gt;
  - JavaScript code occurs after function is run.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Battle Layout Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreParams4.png]]&lt;br /&gt;
&lt;br /&gt;
The Battle Layout Settings Plugin Parameter gives you control over the look,&lt;br /&gt;
style, and appearance of certain UI elements. These range from the way the&lt;br /&gt;
Battle Status Window presents its information to the way certain windows&lt;br /&gt;
like the Party Command Window and Actor Command Window appear.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Battle Layout Style&lt;br /&gt;
- The style used for the battle layout.&lt;br /&gt;
&lt;br /&gt;
  Default:&lt;br /&gt;
  - Shows actor faces in Battle Status.&lt;br /&gt;
&lt;br /&gt;
  List:&lt;br /&gt;
  - Lists actors in Battle Status.&lt;br /&gt;
&lt;br /&gt;
  XP:&lt;br /&gt;
  - Shows actor battlers in a stretched Battle Status.&lt;br /&gt;
&lt;br /&gt;
  Portrait:&lt;br /&gt;
  - Shows portraits in a stretched Battle Status.&lt;br /&gt;
&lt;br /&gt;
  Border:&lt;br /&gt;
  - Displays windows around the screen border.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreBattleStyleList.png|600px]]&lt;br /&gt;
&lt;br /&gt;
List Style&lt;br /&gt;
&lt;br /&gt;
  Show Faces:&lt;br /&gt;
  - Shows faces in List Style?&lt;br /&gt;
&lt;br /&gt;
  Command Window Width:&lt;br /&gt;
  - Determine the window width for the Party and Actor Command Windows.&lt;br /&gt;
  - Affects Default and List Battle Layout styles.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreBattleStyleXp.png|600px]]&lt;br /&gt;
&lt;br /&gt;
XP Style&lt;br /&gt;
&lt;br /&gt;
  Command Lines:&lt;br /&gt;
  - Number of action lines in the Actor Command Window for the XP Style.&lt;br /&gt;
&lt;br /&gt;
  Sprite Height:&lt;br /&gt;
  - Default sprite height used when if the sprite's height has not been&lt;br /&gt;
    determined yet.&lt;br /&gt;
&lt;br /&gt;
  Sprite Base Location:&lt;br /&gt;
  - Determine where the sprite is located on the Battle Status Window.&lt;br /&gt;
    - Above Name - Sprite is located above the name.&lt;br /&gt;
    - Bottom - Sprite is located at the bottom of the window.&lt;br /&gt;
    - Centered - Sprite is centered in the window.&lt;br /&gt;
    - Top - Sprite is located at the top of the window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreBattleStylePortrait.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Portrait Style&lt;br /&gt;
&lt;br /&gt;
  Show Portraits?:&lt;br /&gt;
  - Requires VisuMZ_1_MainMenuCore.&lt;br /&gt;
  - Shows the actor's portrait instead of a face.&lt;br /&gt;
&lt;br /&gt;
  Portrait Scaling:&lt;br /&gt;
  - If portraits are used, scale them by this much.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreBattleStyleBorder.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Border Style&lt;br /&gt;
&lt;br /&gt;
  Columns:&lt;br /&gt;
  - The total number of columns for Skill &amp;amp; Item Windows in the battle scene&lt;br /&gt;
&lt;br /&gt;
  Show Portraits?:&lt;br /&gt;
  - Requires VisuMZ_1_MainMenuCore.&lt;br /&gt;
  - Shows the actor's portrait at the edge of the screen.&lt;br /&gt;
&lt;br /&gt;
  Portrait Scaling:&lt;br /&gt;
  - If portraits are used, scale them by this much.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Skill &amp;amp; Item Windows&lt;br /&gt;
&lt;br /&gt;
  Middle Layout:&lt;br /&gt;
  - Shows the Skill &amp;amp; Item Windows in mid-screen?&lt;br /&gt;
&lt;br /&gt;
  Columns:&lt;br /&gt;
  - The total number of columns for Skill &amp;amp; Item Windows in the battle scene&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Status Window Elements&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_LayoutUpdatePreview.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Battler Name:&lt;br /&gt;
  Gauge 1 (HP):&lt;br /&gt;
  Gauge 2 (MP):&lt;br /&gt;
  Gauge 3 (TP):&lt;br /&gt;
  State Icon:&lt;br /&gt;
  TPB/ATB Gauge:&lt;br /&gt;
&lt;br /&gt;
    Offset: X/Y:&lt;br /&gt;
    - Offset this Battle Status Window element's X/Y.&lt;br /&gt;
    - For X: Negative goes left. Positive goes right.&lt;br /&gt;
    - For Y: Negative goes up. Positive goes down.&lt;br /&gt;
&lt;br /&gt;
  Window Skin:&lt;br /&gt;
&lt;br /&gt;
    Filename:&lt;br /&gt;
    - Filename used for the Battle Status Window skin.&lt;br /&gt;
    - Leave this empty to use the default window skin.&lt;br /&gt;
&lt;br /&gt;
    Hide Window Skin?:&lt;br /&gt;
    - Hide the window skin for the Battle Status Window?&lt;br /&gt;
&lt;br /&gt;
  Selectable Background:&lt;br /&gt;
&lt;br /&gt;
    Hide Selectable BG?:&lt;br /&gt;
    - Show/Hide the selectable background box for the Battle Status Window?&lt;br /&gt;
&lt;br /&gt;
  Attachments:&lt;br /&gt;
&lt;br /&gt;
    Back Attachment:&lt;br /&gt;
&lt;br /&gt;
      Filename:&lt;br /&gt;
      - Filename used for an image to attach to the back of the Battle&lt;br /&gt;
        Status Window. Leave empty for none.&lt;br /&gt;
&lt;br /&gt;
      Offset: X/Y:&lt;br /&gt;
      - Offset this Battle Status Window element's X/Y.&lt;br /&gt;
      - For X: Negative goes left. Positive goes right.&lt;br /&gt;
      - For Y: Negative goes up. Positive goes down.&lt;br /&gt;
&lt;br /&gt;
    Front Attachment:&lt;br /&gt;
&lt;br /&gt;
      Filename:&lt;br /&gt;
      - Filename used for an image to attach to the front of the Battle&lt;br /&gt;
        Status Window. Leave empty for none.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
UI Elements&lt;br /&gt;
&lt;br /&gt;
  Anti-Tint UI?&lt;br /&gt;
  - Prevent UI Elements from being tinted?&lt;br /&gt;
  - This prevents UI Elements such as HP Gauges, Enemy Names, Battle Cursor,&lt;br /&gt;
    and Weakness Display from being affected by screen tint.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Battle Log Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreParams5.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters give you control over how the Battle Log Window, the&lt;br /&gt;
window shown at the top of the screen in the battle layout, appears, its&lt;br /&gt;
various properties, and which text will be displayed.&lt;br /&gt;
&lt;br /&gt;
The majority of the text has been disabled by default with this plugin to&lt;br /&gt;
make the flow of battle progress faster.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Back Color:&lt;br /&gt;
  - Use #rrggbb for a hex color.&lt;br /&gt;
&lt;br /&gt;
  Max Lines:&lt;br /&gt;
  - Maximum number of lines to be displayed.&lt;br /&gt;
&lt;br /&gt;
  Message Wait:&lt;br /&gt;
  - Number of frames for a usual message wait.&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for the Window_BattleLog.&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for the battle log.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Start Turn&lt;br /&gt;
&lt;br /&gt;
  Show Start Turn?:&lt;br /&gt;
  - Display turn changes at the start of the turn?&lt;br /&gt;
&lt;br /&gt;
  Start Turn Message:&lt;br /&gt;
  - Message displayed at turn start.&lt;br /&gt;
  - %1 - Turn Count&lt;br /&gt;
&lt;br /&gt;
  Start Turn Wait:&lt;br /&gt;
  - Number of frames to wait after a turn started.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Display Action&lt;br /&gt;
&lt;br /&gt;
  Show Centered Action?:&lt;br /&gt;
  - Display a centered text of the action name?&lt;br /&gt;
&lt;br /&gt;
  Show Skill Message 1?:&lt;br /&gt;
  - Display the 1st skill message?&lt;br /&gt;
&lt;br /&gt;
  Show Skill Message 2?:&lt;br /&gt;
  - Display the 2nd skill message?&lt;br /&gt;
&lt;br /&gt;
  Show Item Message?:&lt;br /&gt;
  - Display the item use message?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Action Changes&lt;br /&gt;
&lt;br /&gt;
  Show Counter?:&lt;br /&gt;
  - Display counter text?&lt;br /&gt;
&lt;br /&gt;
    Wait Frames:&lt;br /&gt;
    - How many frames should the battle log wait after text?&lt;br /&gt;
    - 60 frames = 1 second.&lt;br /&gt;
&lt;br /&gt;
  Show Reflect?:&lt;br /&gt;
  - Display magic reflection text?&lt;br /&gt;
&lt;br /&gt;
    Wait Frames:&lt;br /&gt;
    - How many frames should the battle log wait after text?&lt;br /&gt;
    - 60 frames = 1 second.&lt;br /&gt;
&lt;br /&gt;
  Show Substitute?:&lt;br /&gt;
  - Display substitute text?&lt;br /&gt;
&lt;br /&gt;
    Wait Frames:&lt;br /&gt;
    - How many frames should the battle log wait after text?&lt;br /&gt;
    - 60 frames = 1 second.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Action Results&lt;br /&gt;
&lt;br /&gt;
  Show No Effect?:&lt;br /&gt;
  - Display no effect text?&lt;br /&gt;
&lt;br /&gt;
  Show Critical?:&lt;br /&gt;
  - Display critical text?&lt;br /&gt;
&lt;br /&gt;
  Show Miss/Evasion?:&lt;br /&gt;
  - Display miss/evasion text?&lt;br /&gt;
&lt;br /&gt;
  Show HP Damage?:&lt;br /&gt;
  - Display HP Damage text?&lt;br /&gt;
&lt;br /&gt;
  Show MP Damage?:&lt;br /&gt;
  - Display MP Damage text?&lt;br /&gt;
&lt;br /&gt;
  Show TP Damage?:&lt;br /&gt;
  - Display TP Damage text?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Display States&lt;br /&gt;
&lt;br /&gt;
  Show Added States?:&lt;br /&gt;
  - Display added states text?&lt;br /&gt;
&lt;br /&gt;
  Show Removed States?:&lt;br /&gt;
  - Display removed states text?&lt;br /&gt;
&lt;br /&gt;
  Show Current States?:&lt;br /&gt;
  - Display the currently affected state text?&lt;br /&gt;
&lt;br /&gt;
  Show Added Buffs?:&lt;br /&gt;
  - Display added buffs text?&lt;br /&gt;
&lt;br /&gt;
  Show Added Debuffs?:&lt;br /&gt;
  - Display added debuffs text?&lt;br /&gt;
&lt;br /&gt;
  Show Removed Buffs?:&lt;br /&gt;
  - Display removed de/buffs text?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Battleback Scaling Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_Update10_Param1.png]]&lt;br /&gt;
&lt;br /&gt;
By default, the battlebacks in RPG Maker MZ scale as if the screen size is&lt;br /&gt;
a static 816x624 resolution, which isn't always the case. These settings&lt;br /&gt;
here allow you to dictate how you want the battlebacks to scale for the&lt;br /&gt;
whole game. These settings CANNOT be changed midgame or per battle.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Default Style:&lt;br /&gt;
  - The default scaling style used for battlebacks.&lt;br /&gt;
  - MZ (MZ's default style)&lt;br /&gt;
  - 1:1 (No Scaling)&lt;br /&gt;
  - Scale To Fit (Scale to screen size)&lt;br /&gt;
  - Scale Down (Scale Downward if Larger than Screen)&lt;br /&gt;
  - Scale Up (Scale Upward if Smaller than Screen)&lt;br /&gt;
&lt;br /&gt;
  JS: 1:1:&lt;br /&gt;
  JS: Scale To Fit:&lt;br /&gt;
  JS: Scale Down:&lt;br /&gt;
  JS: Scale Up:&lt;br /&gt;
  JS: 1:1:&lt;br /&gt;
  JS: 1:1:&lt;br /&gt;
  - This code gives you control over the scaling for this style.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Party Command Window ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCorePartyCommandWindow.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreParams6.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters allow you control over how the Party Command Window&lt;br /&gt;
operates in the battle scene. You can turn disable it from appearing or make&lt;br /&gt;
it so that it doesn't&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Command Window&lt;br /&gt;
&lt;br /&gt;
  Style:&lt;br /&gt;
  - How do you wish to draw commands in the Party Command Window?&lt;br /&gt;
  - Text Only: Display only the text.&lt;br /&gt;
  - Icon Only: Display only the icon.&lt;br /&gt;
  - Icon + Text: Display the icon first, then the text.&lt;br /&gt;
  - Auto: Determine which is better to use based on the size of the cell.&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for the Party Command Window.&lt;br /&gt;
&lt;br /&gt;
  Fight Icon:&lt;br /&gt;
  - The icon used for the Fight command.&lt;br /&gt;
&lt;br /&gt;
  Add Auto Battle?:&lt;br /&gt;
  - Add the &amp;quot;Auto Battle&amp;quot; command to the Command Window?&lt;br /&gt;
&lt;br /&gt;
    Auto Battle Icon:&lt;br /&gt;
    - The icon used for the Auto Battle command.&lt;br /&gt;
&lt;br /&gt;
    Auto Battle Text:&lt;br /&gt;
    - The text used for the Auto Battle command.&lt;br /&gt;
&lt;br /&gt;
  Add Status?:&lt;br /&gt;
  - Add the &amp;quot;Status&amp;quot; command to the Command Window?&lt;br /&gt;
&lt;br /&gt;
  Add Options?:&lt;br /&gt;
  - Add the &amp;quot;Options&amp;quot; command to the Command Window?&lt;br /&gt;
&lt;br /&gt;
    Options Icon:&lt;br /&gt;
    - The icon used for the Options command.&lt;br /&gt;
&lt;br /&gt;
    Active TPB Message:&lt;br /&gt;
    - Message that will be displayed when selecting options during the&lt;br /&gt;
      middle of an action.&lt;br /&gt;
&lt;br /&gt;
  Escape Icon:&lt;br /&gt;
  - The icon used for the Escape command.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Access&lt;br /&gt;
&lt;br /&gt;
  Skip Party Command:&lt;br /&gt;
  - DTB: Skip Party Command selection on turn start.&lt;br /&gt;
  - TPB: Skip Party Command selection at battle start.&lt;br /&gt;
&lt;br /&gt;
  Disable Party Command:&lt;br /&gt;
  - Disable the Party Command Window entirely?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Help Window&lt;br /&gt;
&lt;br /&gt;
The Help Window will only appear for 'Border' and 'Frontview Battle UI' battle layouts.&lt;br /&gt;
&lt;br /&gt;
  Fight:&lt;br /&gt;
  - Text displayed when selecting a skill type.&lt;br /&gt;
  - %1 - Skill Type Name&lt;br /&gt;
&lt;br /&gt;
  Auto Battle:&lt;br /&gt;
  - Text displayed when selecting the Auto Battle command.&lt;br /&gt;
&lt;br /&gt;
  Options:&lt;br /&gt;
  - Text displayed when selecting the Options command.&lt;br /&gt;
&lt;br /&gt;
  Escape:&lt;br /&gt;
  - Text displayed when selecting the escape command.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Actor Command Window ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreActorCommandWindow.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreParams7.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters allow you to change various aspects regarding the&lt;br /&gt;
Actor Command Window and how it operates in the battle scene. This ranges&lt;br /&gt;
from how it appears to the default battle commands given to all players&lt;br /&gt;
without a custom &amp;lt;Battle Commands&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Command Window&lt;br /&gt;
&lt;br /&gt;
  Style:&lt;br /&gt;
  - How do you wish to draw commands in the Actor Command Window?&lt;br /&gt;
  - Text Only: Display only the text.&lt;br /&gt;
  - Icon Only: Display only the icon.&lt;br /&gt;
  - Icon + Text: Display the icon first, then the text.&lt;br /&gt;
  - Auto: Determine which is better to use based on the size of the cell.&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for the Actor Command Window.&lt;br /&gt;
&lt;br /&gt;
  Item Icon:&lt;br /&gt;
  - The icon used for the Item command.&lt;br /&gt;
&lt;br /&gt;
  Normal SType Icon:&lt;br /&gt;
  - Icon used for normal skill types that aren't assigned any icons.&lt;br /&gt;
  - Ignore if VisuMZ_1_SkillsStatesCore is installed.&lt;br /&gt;
&lt;br /&gt;
  Magic SType Icon:&lt;br /&gt;
  - Icon used for magic skill types that aren't assigned any icons.&lt;br /&gt;
  - Ignore if VisuMZ_1_SkillsStatesCore is installed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Battle Commands&lt;br /&gt;
&lt;br /&gt;
  Command List:&lt;br /&gt;
  - List of battle commands that appear by default if the &amp;lt;Battle Commands&amp;gt;&lt;br /&gt;
    notetag isn't present.&lt;br /&gt;
&lt;br /&gt;
    - Attack&lt;br /&gt;
      - Adds the basic attack command.&lt;br /&gt;
&lt;br /&gt;
    - Skills&lt;br /&gt;
      - Displays all the skill types available to the actor.&lt;br /&gt;
&lt;br /&gt;
    - SType: x&lt;br /&gt;
    - Stype: name&lt;br /&gt;
      - Adds in a specific skill type.&lt;br /&gt;
      - Replace 'x' with the ID of the skill type.&lt;br /&gt;
      - Replace 'name' with the name of the skill type (without text codes).&lt;br /&gt;
&lt;br /&gt;
    - All Skills&lt;br /&gt;
      - Adds all usable battle skills as individual actions.&lt;br /&gt;
&lt;br /&gt;
    - Skill: x&lt;br /&gt;
    - Skill: name&lt;br /&gt;
      - Adds in a specific skill as a usable action.&lt;br /&gt;
      - Replace 'x' with the ID of the skill.&lt;br /&gt;
      - Replace 'name' with the name of the skill.&lt;br /&gt;
&lt;br /&gt;
    - Guard&lt;br /&gt;
      - Adds the basic guard command.&lt;br /&gt;
&lt;br /&gt;
    - Item&lt;br /&gt;
      - Adds the basic item command.&lt;br /&gt;
&lt;br /&gt;
    - Escape&lt;br /&gt;
      - Adds the escape command.&lt;br /&gt;
&lt;br /&gt;
    - Auto Battle&lt;br /&gt;
      - Adds the auto battle command.&lt;br /&gt;
&lt;br /&gt;
    - Party&lt;br /&gt;
      - Requires VisuMZ_2_PartySystem!&lt;br /&gt;
      - Switches out the current actor for another.&lt;br /&gt;
&lt;br /&gt;
    - Combat Log&lt;br /&gt;
      - Requires VisuMZ_4_CombatLog!&lt;br /&gt;
      - Shows combat log.&lt;br /&gt;
&lt;br /&gt;
    - Talk&lt;br /&gt;
      - Requires VisuMZ_3_BattleCmdTalk!&lt;br /&gt;
      - Shows talk command if applicable.&lt;br /&gt;
&lt;br /&gt;
    - Weapon Swap&lt;br /&gt;
      - Requires VisuMZ_2_WeaponSwapSystem!&lt;br /&gt;
      - Swaps current weapon for next one.&lt;br /&gt;
&lt;br /&gt;
  Show Command Costs:&lt;br /&gt;
  - If a battle command has a resource cost, show it?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Help Window&lt;br /&gt;
&lt;br /&gt;
The Help Window will only appear for 'Border' and 'Frontview Battle UI' battle layouts.&lt;br /&gt;
&lt;br /&gt;
  Skill Types:&lt;br /&gt;
  - Text displayed when selecting a skill type.&lt;br /&gt;
  - %1 - Skill Type Name&lt;br /&gt;
&lt;br /&gt;
  Items:&lt;br /&gt;
  - Text displayed when selecting the item command.&lt;br /&gt;
&lt;br /&gt;
  Escape:&lt;br /&gt;
  - Text displayed when selecting the escape command.&lt;br /&gt;
&lt;br /&gt;
  Auto Battle:&lt;br /&gt;
  - Text displayed when selecting the Auto Battle command.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== In-Battle Status Window ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_InBattleStatus1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_InBattleStatus2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Added with Battle Core version 1.84, this new window allows the player to&lt;br /&gt;
view the status of the current active party. If the actors have states and&lt;br /&gt;
buffs, the player can scroll through them and read about their effects&lt;br /&gt;
through the help window.&lt;br /&gt;
&lt;br /&gt;
If you would like to manage which parameters can appear here, this can be&lt;br /&gt;
done through the VisuMZ_0_CoreEngine's &amp;quot;Parameter Settings&amp;quot; and adjust which&lt;br /&gt;
parameters are shown through &amp;quot;Extended Parameters&amp;quot;. These settings will&lt;br /&gt;
reflect in the In-Battle Status window, too. Otherwise, the parameters that&lt;br /&gt;
will be shown will only be MaxHP, MaxMP, ATK, DEF, MAT, MDF, AGI, and LUK.&lt;br /&gt;
&lt;br /&gt;
The In-Battle Status can also be used to view enemies (if the parameter is&lt;br /&gt;
enabled). To view enemies, players must scroll through all the actors before&lt;br /&gt;
viewing enemies. Enemies will have their battler graphic displayed. If the&lt;br /&gt;
enemy has a SV Battler graphic, that will be displayed instead. However, if&lt;br /&gt;
the enemy has a Dragonbones, then the database battler graphic is displayed&lt;br /&gt;
to match any of the turn order displays as those also use the same graphic.&lt;br /&gt;
&lt;br /&gt;
Enemies will not display the current HP on their In-Battle Status gauges.&lt;br /&gt;
Instead, they will display what percentage their HP, MP, and/or TP is at.&lt;br /&gt;
This is primarily due to how gauges do not support large numbers well and&lt;br /&gt;
showing the percentage values are better for this scene.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General Settings&lt;br /&gt;
&lt;br /&gt;
  Status Icon:&lt;br /&gt;
  - The icon used for the Status command.&lt;br /&gt;
&lt;br /&gt;
  Status Graphic:&lt;br /&gt;
  - Choose how the actor graphic appears for In-Battle Status.&lt;br /&gt;
&lt;br /&gt;
  Help Description:&lt;br /&gt;
  - Text displayed when selecting the Status command.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Enemy Settings&lt;br /&gt;
&lt;br /&gt;
  Allow View Enemies?:&lt;br /&gt;
  - Allows players to view enemy stats (even if limited)?&lt;br /&gt;
&lt;br /&gt;
  Show Level?:&lt;br /&gt;
  - Shows the enemy's level in the In-Battle Status?&lt;br /&gt;
&lt;br /&gt;
  Hidden Parameter:&lt;br /&gt;
  - The text that appears if a parameter value is hidden.&lt;br /&gt;
&lt;br /&gt;
    Show Params Always:&lt;br /&gt;
    - Always show exact enemy parameter values.&lt;br /&gt;
&lt;br /&gt;
    Show Battle Test:&lt;br /&gt;
    - Show exact enemy parameter values in battle test.&lt;br /&gt;
&lt;br /&gt;
    Show If Defeated:&lt;br /&gt;
    - Show exact enemy parameter values if enemy has been defeated before.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Page Buttons:&lt;br /&gt;
&lt;br /&gt;
  Show Page Buttons?:&lt;br /&gt;
  - Shows page buttons to switch between actors?&lt;br /&gt;
  - Still requires Touch UI option to be on.&lt;br /&gt;
&lt;br /&gt;
  Large UI Position?:&lt;br /&gt;
  - If using a large resolution, position the page buttons on which side?&lt;br /&gt;
&lt;br /&gt;
 Offset X&lt;br /&gt;
 - Offsets the page buttons x position.&lt;br /&gt;
 - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
 Offset Y&lt;br /&gt;
 - Offsets the page buttons y position.&lt;br /&gt;
 - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Parameter Display&lt;br /&gt;
&lt;br /&gt;
  Increased Value&lt;br /&gt;
  - How are increased parameter values displayed?&lt;br /&gt;
  - %1 - Parameter Value&lt;br /&gt;
&lt;br /&gt;
  Decreased Value&lt;br /&gt;
  - How are increased parameter values displayed?&lt;br /&gt;
  - %1 - Parameter Value&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
States Display&lt;br /&gt;
&lt;br /&gt;
  Max Width&lt;br /&gt;
  - Maximum width of the states list display.&lt;br /&gt;
&lt;br /&gt;
  List States?&lt;br /&gt;
  - Lists states in the states list display?&lt;br /&gt;
&lt;br /&gt;
  List Buffs?&lt;br /&gt;
  - Lists buffs in the states list display?&lt;br /&gt;
&lt;br /&gt;
  List Debuffs?&lt;br /&gt;
  - Lists debuffs in the states list display?&lt;br /&gt;
&lt;br /&gt;
  Buffs/Debuffs Display:&lt;br /&gt;
&lt;br /&gt;
    Buff Name Format&lt;br /&gt;
    - Text format used to represent buffs.&lt;br /&gt;
    - %1 - Parameter Name&lt;br /&gt;
&lt;br /&gt;
    Debuff Name Format&lt;br /&gt;
    - Text format used to represent debuffs.&lt;br /&gt;
    - %1 - Parameter Name&lt;br /&gt;
&lt;br /&gt;
  Normal State:&lt;br /&gt;
&lt;br /&gt;
    Normal Icon&lt;br /&gt;
    - Icon used to represent normal state (unaffected by states, buffs, or&lt;br /&gt;
      debuffs).&lt;br /&gt;
&lt;br /&gt;
    Normal Text&lt;br /&gt;
    - Text used to represent normal state (unaffected by states, buffs, or&lt;br /&gt;
      debuffs).&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Help Descriptions&lt;br /&gt;
&lt;br /&gt;
  State Help Format:&lt;br /&gt;
  - Text format used for state help descriptions&lt;br /&gt;
  - %1 - Description; %2 - Turns/Actions Remaining&lt;br /&gt;
&lt;br /&gt;
  Buff Help Format:&lt;br /&gt;
  - Text format used for Buff help descriptions&lt;br /&gt;
  - %1 - Param; %2 - Percent; %3 - Color; %4 - Turns&lt;br /&gt;
&lt;br /&gt;
  Debuff Help Format:&lt;br /&gt;
  - Text format used for Debuff help descriptions&lt;br /&gt;
  - %1 - Param; %2 - Percent; %3 - Color; %4 - Turns&lt;br /&gt;
&lt;br /&gt;
  Normal State:&lt;br /&gt;
  - Help description used to explain normal state (unaffected by states,&lt;br /&gt;
    buffs, or debuffs).&lt;br /&gt;
&lt;br /&gt;
  Turns/Actions Left:&lt;br /&gt;
&lt;br /&gt;
    Actions Format:&lt;br /&gt;
    - Text format used to represent actions remaining.&lt;br /&gt;
    - %1 - Actions; %2 - Color&lt;br /&gt;
&lt;br /&gt;
    Turns Format:&lt;br /&gt;
    - Text format used to represent turns remaining.&lt;br /&gt;
    - %1 - Turns; %2 - Color&lt;br /&gt;
&lt;br /&gt;
    Passive Text:&lt;br /&gt;
    - Text used to represent a passive.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Window Settings&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Data:&lt;br /&gt;
  - Code used to draw battler data.&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for this window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Multi-Target Windows Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_Update121_Preview.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_Update121_Param1.png]]&lt;br /&gt;
&lt;br /&gt;
Action Sequence Plugin Parameters adjust how the Multi-Target Windows appear&lt;br /&gt;
in battle. These windows are visible when selecting an enemy or actor while&lt;br /&gt;
using a skill/item that has the &amp;lt;Single or Multiple Select&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
Those wondering why this isn't regulated to a command left or right of the&lt;br /&gt;
enemies and actors is because mouse controls and touch controls would not be&lt;br /&gt;
able to select all enemies or all allies that way.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Properties&lt;br /&gt;
&lt;br /&gt;
  Window Width:&lt;br /&gt;
  - What is the width used for the Multi-Target Window?&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for these windows.&lt;br /&gt;
&lt;br /&gt;
  Show Button:&lt;br /&gt;
  - Shows the keyboard/controller button to press?&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Vocab&lt;br /&gt;
&lt;br /&gt;
  All Actors:&lt;br /&gt;
  - What is the text used for the &amp;quot;All Actors&amp;quot; button?&lt;br /&gt;
&lt;br /&gt;
  All Enemies:&lt;br /&gt;
  - What is the text used for the &amp;quot;All Enemies&amp;quot; button?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Offsets &amp;gt; Actor Offsets&lt;br /&gt;
Offsets &amp;gt; Enemy Offsets&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offsets the button's x position.&lt;br /&gt;
  - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offsets the button's y position.&lt;br /&gt;
  - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Damage Combo Window Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:DmgComboWindow.png]]&lt;br /&gt;
&lt;br /&gt;
If enabled, this window will display updated information about the total&lt;br /&gt;
amount of hits performed and total damage/healing value executed for HP.&lt;br /&gt;
&lt;br /&gt;
This only applies when HP damage is directly dealt through action effects.&lt;br /&gt;
It does NOT apply for MP damage, TP damage, states, regeneration, or event&lt;br /&gt;
commands.&lt;br /&gt;
&lt;br /&gt;
If you would like to adjust the Damage Combo Window mid-action, you can use&lt;br /&gt;
the following script calls to do so:&lt;br /&gt;
&lt;br /&gt;
    $comboWindowReset()&lt;br /&gt;
    - Resets the all values found in the damage combo window.&lt;br /&gt;
&lt;br /&gt;
    $comboWindowIncreaseHits(x)&lt;br /&gt;
    - Increases the current hit counter in the combo window by 'x'.&lt;br /&gt;
    - Insert a number for 'x'.&lt;br /&gt;
    - Example: $comboWindowIncreaseHits(2)&lt;br /&gt;
&lt;br /&gt;
    $comboWindowIncreaseDamage(x)&lt;br /&gt;
    - Increases the current total damage counter in the combo window by 'x'.&lt;br /&gt;
    - Insert a number for 'x'.&lt;br /&gt;
    - This will offset any healing added in the damage counter window.&lt;br /&gt;
    - Example: $comboWindowIncreaseDamage(100)&lt;br /&gt;
&lt;br /&gt;
    $comboWindowIncreaseHealing(x)&lt;br /&gt;
    - Increases the current total heal counter in the combo window by 'x'.&lt;br /&gt;
    - Insert a number for 'x'.&lt;br /&gt;
    - This will offset any damage added in the damage counter window.&lt;br /&gt;
    - Example: $comboWindowIncreaseHealing(200)&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General Settings:&lt;br /&gt;
&lt;br /&gt;
  Enable?:&lt;br /&gt;
  - Add the Combo Window to show in battle?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Appearance Settings:&lt;br /&gt;
&lt;br /&gt;
  Custom Font:&lt;br /&gt;
  - Insert the custom font face name here.&lt;br /&gt;
  - Use VisuMZ_1_MessageCore to register new fonts.&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for this window?&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Data:&lt;br /&gt;
  - Code used to draw the data in this window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Vocabulary:&lt;br /&gt;
&lt;br /&gt;
  Damage Combo Format:&lt;br /&gt;
  - Text format used to display total hits for damage.&lt;br /&gt;
  - %1 - Total Hits&lt;br /&gt;
&lt;br /&gt;
  Healing Combo Format:&lt;br /&gt;
  - Text format used to display total hits for healing.&lt;br /&gt;
  - %1 - Total Hits&lt;br /&gt;
&lt;br /&gt;
  Damage Total Format:&lt;br /&gt;
  - Text format used to display total value for damage.&lt;br /&gt;
  - %1 - Total Damage&lt;br /&gt;
&lt;br /&gt;
  Healing Total Format:&lt;br /&gt;
  - Text format used to display total value for healing.&lt;br /&gt;
  - %1 - Total Healing&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Position Settings:&lt;br /&gt;
&lt;br /&gt;
  Fade Shift X:&lt;br /&gt;
  - Shifts the windows x position when fading.&lt;br /&gt;
  - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
  Fade Shift Y:&lt;br /&gt;
  - Shifts the windows y position when fading.&lt;br /&gt;
  - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offsets the windows x position.&lt;br /&gt;
  - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offsets the windows y position.&lt;br /&gt;
  - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for this window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Updating Settings:&lt;br /&gt;
&lt;br /&gt;
  Number Roll Duration:&lt;br /&gt;
  - Frame duration to roll damage numbers.&lt;br /&gt;
  - 60 frames = 1 second.&lt;br /&gt;
&lt;br /&gt;
  Minimum Stay Duration:&lt;br /&gt;
  - Frame duration to stay visible minimum.&lt;br /&gt;
  - 60 frames = 1 second.&lt;br /&gt;
&lt;br /&gt;
  Minimum Hit Visible:&lt;br /&gt;
  - Minimum hits before combo window becomes visible?&lt;br /&gt;
&lt;br /&gt;
  Opacity Speed:&lt;br /&gt;
  - Opacity speed when fading in/out.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Actor Battler Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreParams8.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameter settings adjust how the sideview battlers behave for&lt;br /&gt;
the actor sprites. Some of these settings are shared with enemies if they&lt;br /&gt;
use sideview battler graphics.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Flinch&lt;br /&gt;
&lt;br /&gt;
  Flinch Distance X:&lt;br /&gt;
  - The normal X distance when flinching.&lt;br /&gt;
&lt;br /&gt;
  Flinch Distance Y:&lt;br /&gt;
  - The normal Y distance when flinching.&lt;br /&gt;
&lt;br /&gt;
  Flinch Duration:&lt;br /&gt;
  - The number of frames for a flinch to complete.&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_ShakeFlinch.gif]]&lt;br /&gt;
&lt;br /&gt;
  Shake Flinch:&lt;br /&gt;
  - Perform a shake flinch when taking damage?&lt;br /&gt;
&lt;br /&gt;
    Max Duration:&lt;br /&gt;
    - Maximum duration a shake flinch can have.&lt;br /&gt;
    - This is reduced relative to the amount of damage taken.&lt;br /&gt;
&lt;br /&gt;
    Max Power:&lt;br /&gt;
    - The power rating of a shake flinch at full damage.&lt;br /&gt;
    - This is reduced relative to the amount of damage taken.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Frontview Battlers&lt;br /&gt;
&lt;br /&gt;
  Portrait Animations:&lt;br /&gt;
&lt;br /&gt;
    Each Target:&lt;br /&gt;
    - Place animations on top for &amp;quot;Each Target&amp;quot; display types?&lt;br /&gt;
    - Does not apply to MV animations.&lt;br /&gt;
&lt;br /&gt;
    Center of All:&lt;br /&gt;
    - Place animations on top for &amp;quot;Center of All&amp;quot; display types?&lt;br /&gt;
    - Does not apply to MV animations.&lt;br /&gt;
&lt;br /&gt;
    Center of Screen:&lt;br /&gt;
    - Place animations on top for &amp;quot;Center of Screen&amp;quot; display types?&lt;br /&gt;
    - Does not apply to MV animations.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Sideview Battlers&lt;br /&gt;
&lt;br /&gt;
  Anchor:&lt;br /&gt;
&lt;br /&gt;
    Anchor: X:&lt;br /&gt;
    - Default X anchor for Sideview Battlers.&lt;br /&gt;
&lt;br /&gt;
    Anchor: Y:&lt;br /&gt;
    - Default Y anchor for Sideview Battlers.&lt;br /&gt;
&lt;br /&gt;
  Chant Style:&lt;br /&gt;
  - What determines the chant motion?&lt;br /&gt;
  - Hit type or skill type?&lt;br /&gt;
&lt;br /&gt;
  Position:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Offsets X position where actor is positioned.&lt;br /&gt;
    - Negative values go left. Positive values go right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Offsets Y position where actor is positioned.&lt;br /&gt;
    - Negative values go up. Positive values go down.&lt;br /&gt;
&lt;br /&gt;
  Motion Speed:&lt;br /&gt;
  - The number of frames in between each motion.&lt;br /&gt;
&lt;br /&gt;
  Priority: Active:&lt;br /&gt;
  - Place the active actor on top of actor and enemy sprites.&lt;br /&gt;
&lt;br /&gt;
  Priority: Actors:&lt;br /&gt;
  - Prioritize actors over enemies when placing sprites on top of each other&lt;br /&gt;
&lt;br /&gt;
  Smooth Image:&lt;br /&gt;
  - Smooth out the battler images or pixelate them?&lt;br /&gt;
&lt;br /&gt;
  Shadow Visible:&lt;br /&gt;
  - Show or hide the shadow for Sideview Battlers.&lt;br /&gt;
&lt;br /&gt;
  State Overlay:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Offsets X position for state overlay on actor.&lt;br /&gt;
    - Negative values go left. Positive values go right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Offsets Y position for state overlay on actor.&lt;br /&gt;
    - Negative values go up. Positive values go down.&lt;br /&gt;
&lt;br /&gt;
  JS: Home Position:&lt;br /&gt;
  - Code used to calculate the home position of actors.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Enemy Battler Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreParams9.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameter settings adjust how enemies appear visually in the&lt;br /&gt;
battle scene. Some of these settings will override the settings used for&lt;br /&gt;
actors if used as sideview battlers. Other settings include changing up the&lt;br /&gt;
default attack animation for enemies, how the enemy select window functions,&lt;br /&gt;
and more.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Visual&lt;br /&gt;
&lt;br /&gt;
  Attack Animation:&lt;br /&gt;
  - Default attack animation used for enemies.&lt;br /&gt;
  - Use &amp;lt;Attack Animation: x&amp;gt; for custom animations.&lt;br /&gt;
&lt;br /&gt;
  Emerge Text:&lt;br /&gt;
  - Show or hide the 'Enemy emerges!' text at the start of battle.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offsets X position where enemy is positioned.&lt;br /&gt;
  - Negative values go left. Positive values go right.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offsets Y position where enemy is positioned.&lt;br /&gt;
  - Negative values go up. Positive values go down.&lt;br /&gt;
&lt;br /&gt;
  Smooth Image:&lt;br /&gt;
  - Smooth out the battler images or pixelate them?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Select Window&lt;br /&gt;
&lt;br /&gt;
  Any: Last Selected:&lt;br /&gt;
  - Prioritize last selected enemy over front view or sideview settings?&lt;br /&gt;
&lt;br /&gt;
  FV: Right Priority:&lt;br /&gt;
  - If using frontview, auto select the enemy furthest right.&lt;br /&gt;
&lt;br /&gt;
  SV: Right Priority:&lt;br /&gt;
  - If using sideview, auto select the enemy furthest right.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Name:&lt;br /&gt;
&lt;br /&gt;
  Legacy Option:&lt;br /&gt;
  - Use the legacy version (window) or new version (sprite).&lt;br /&gt;
  - WARNING: Legacy version is no longer supported for bugs.&lt;br /&gt;
  - Not all settings available here in the Plugin Parameters will be&lt;br /&gt;
    available to the legacy version (ie Always Visible and Attach States).&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - Font size used for enemy names.&lt;br /&gt;
&lt;br /&gt;
  Name Position:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Offset the enemy name's position by this much.&lt;br /&gt;
    - For X: Negative goes left. Positive goes right.&lt;br /&gt;
    - For Y: Negative goes up. Positive goes down.&lt;br /&gt;
&lt;br /&gt;
  Name: Attach States:&lt;br /&gt;
  - Attach the enemy's state icon to the enemy name?&lt;br /&gt;
&lt;br /&gt;
    Attach: Offset X:&lt;br /&gt;
    Attach: Offset Y:&lt;br /&gt;
    - How much to offset the attached icon's X/Y position by?&lt;br /&gt;
    - For X: Negative goes left. Positive goes right.&lt;br /&gt;
    - For Y: Negative goes up. Positive goes down.&lt;br /&gt;
&lt;br /&gt;
  Name Visibility:&lt;br /&gt;
&lt;br /&gt;
    Always Hidden:&lt;br /&gt;
    - Determines if the enemy name will always be visible.&lt;br /&gt;
    - Highest priority.&lt;br /&gt;
&lt;br /&gt;
    Always Visible:&lt;br /&gt;
    - Determines if the enemy name will always be visible.&lt;br /&gt;
    - Medium priority.&lt;br /&gt;
&lt;br /&gt;
    As Target:&lt;br /&gt;
    - Shows enemy name when enemy is a target.&lt;br /&gt;
    - Medium priority.&lt;br /&gt;
&lt;br /&gt;
    By Selection?:&lt;br /&gt;
    - Determines the conditions for enemy name visibility.&lt;br /&gt;
    - Lowest priority.&lt;br /&gt;
&lt;br /&gt;
    Temporary Visibility:&lt;br /&gt;
    - Number of frames enemy's name temporarily visible after taking an&lt;br /&gt;
      action effect in battle.&lt;br /&gt;
    - 60 frames = 1 second.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Sideview Battlers&lt;br /&gt;
&lt;br /&gt;
  Allow Collapse:&lt;br /&gt;
  - Causes defeated enemies with SV Battler graphics to &amp;quot;fade away&amp;quot;&lt;br /&gt;
    when defeated?&lt;br /&gt;
&lt;br /&gt;
  Anchor: X:&lt;br /&gt;
  - Default X anchor for Sideview Battlers.&lt;br /&gt;
&lt;br /&gt;
  Anchor: Y:&lt;br /&gt;
  - Default Y anchor for Sideview Battlers.&lt;br /&gt;
&lt;br /&gt;
  Motion: Idle:&lt;br /&gt;
  - Sets default idle animation used by Sideview Battlers.&lt;br /&gt;
&lt;br /&gt;
  Shadow Visible:&lt;br /&gt;
  - Show or hide the shadow for Sideview Battlers.&lt;br /&gt;
&lt;br /&gt;
  Size: Width:&lt;br /&gt;
  - Default width for enemies that use Sideview Battlers.&lt;br /&gt;
&lt;br /&gt;
  Size: Height:&lt;br /&gt;
  - Default height for enemies that use Sideview Battlers.&lt;br /&gt;
&lt;br /&gt;
  Weapon Type:&lt;br /&gt;
  - Sets default weapon type used by Sideview Battlers.&lt;br /&gt;
  - Use 0 for Bare Hands.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== HP Gauge Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreHpGauges.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreParams10.png]]&lt;br /&gt;
&lt;br /&gt;
Settings that adjust the visual HP Gauge displayed in battle.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Show Gauges For&lt;br /&gt;
&lt;br /&gt;
  Actors:&lt;br /&gt;
  - Show HP Gauges over the actor sprites' heads?&lt;br /&gt;
  - Requires SV Actors to be visible.&lt;br /&gt;
&lt;br /&gt;
  Enemies:&lt;br /&gt;
  - Show HP Gauges over the enemy sprites' heads?&lt;br /&gt;
  - Can be bypassed with &amp;lt;Hide HP Gauge&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
    Requires Defeat?:&lt;br /&gt;
    - Requires defeating the enemy once to show HP Gauge?&lt;br /&gt;
    - Can be bypassed with &amp;lt;Show HP Gauge&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
      Battle Test Bypass?:&lt;br /&gt;
      - Bypass the defeat requirement in battle test?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Animation Duration:&lt;br /&gt;
  - How many frames should gauges animate themselves?&lt;br /&gt;
  - Default: 20 frames.&lt;br /&gt;
&lt;br /&gt;
  Anchor X:&lt;br /&gt;
  Anchor Y:&lt;br /&gt;
  - Where do you want the HP Gauge sprite's anchor X/Y to be?&lt;br /&gt;
  - Use values between 0 and 1 to be safe.&lt;br /&gt;
&lt;br /&gt;
  Scale:&lt;br /&gt;
  - How large/small do you want the HP Gauge to be scaled?&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - How many pixels to offset the HP Gauge's X/Y by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Options&lt;br /&gt;
&lt;br /&gt;
  Add Option?:&lt;br /&gt;
  - Add the 'Show HP Gauge' option to the Options menu?&lt;br /&gt;
&lt;br /&gt;
  Adjust Window Height:&lt;br /&gt;
  - Automatically adjust the options window height?&lt;br /&gt;
&lt;br /&gt;
  Option Name:&lt;br /&gt;
  - Command name of the option.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequence Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreParams11.png]]&lt;br /&gt;
&lt;br /&gt;
Action Sequence Plugin Parameters allow you to decide if you want automatic&lt;br /&gt;
Action Sequences to be used for physical attacks, the default casting&lt;br /&gt;
animations used, how counters and reflects appear visually, and what the&lt;br /&gt;
default stepping distances are.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Automatic Sequences&lt;br /&gt;
&lt;br /&gt;
  Melee Single Target:&lt;br /&gt;
  - Allow this auto sequence for physical, single target actions?&lt;br /&gt;
&lt;br /&gt;
  Melee Multi Target:&lt;br /&gt;
  - Allow this auto sequence for physical, multi-target actions?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Quality of Life&lt;br /&gt;
&lt;br /&gt;
  Auto Notetag:&lt;br /&gt;
  - Automatically apply the &amp;lt;Custom Action Sequence&amp;gt; notetag effect to any&lt;br /&gt;
    item or skill that has a Common Event?&lt;br /&gt;
  - Any item or skill without a Common Event attached to it will use the&lt;br /&gt;
    Automatic Action Sequences instead.&lt;br /&gt;
  - The &amp;lt;Auto Action Sequence&amp;gt; notetag will disable this effect for that&lt;br /&gt;
    particular skill or item.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreCastAnimation.gif|400px]]&lt;br /&gt;
&lt;br /&gt;
Cast Animations&lt;br /&gt;
&lt;br /&gt;
  Certain Hit:&lt;br /&gt;
  - Cast animation for Certain Hit skills.&lt;br /&gt;
&lt;br /&gt;
  Physical:&lt;br /&gt;
  - Cast animation for Physical skills.&lt;br /&gt;
&lt;br /&gt;
  Magical:&lt;br /&gt;
  - Cast animation for Magical skills.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Counter/Reflect&lt;br /&gt;
&lt;br /&gt;
  Counter Back:&lt;br /&gt;
  - Play back the attack animation used?&lt;br /&gt;
&lt;br /&gt;
  Reflect Animation:&lt;br /&gt;
  - Animation played when an action is reflected.&lt;br /&gt;
&lt;br /&gt;
  Reflect Back:&lt;br /&gt;
  - Play back the attack animation used?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Stepping&lt;br /&gt;
&lt;br /&gt;
  Melee Distance:&lt;br /&gt;
  - Minimum distance in pixels for Movement Action Sequences.&lt;br /&gt;
&lt;br /&gt;
  Step Distance X:&lt;br /&gt;
  - The normal X distance when stepping forward.&lt;br /&gt;
&lt;br /&gt;
  Step Distance Y:&lt;br /&gt;
  - The normal Y distance when stepping forward.&lt;br /&gt;
&lt;br /&gt;
  Step Duration:&lt;br /&gt;
  - The number of frames for a stepping action to complete.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.90: February 16, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Battle Layout Settings &amp;gt; List Style &amp;gt; Minimum Rows&lt;br /&gt;
**** How many rows minimum will the list style go to?&lt;br /&gt;
**** This is to prevent the list window from becoming too small.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.89: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed some bugs where translated text through the Message Core would incorrectly calculate the projected text size. Fix made by Irina.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.88: September 18, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Damage Flinch&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Normally, MP and TP actions do not cause damage flinching. However, skills and items with this notetag will cause damage flinching if they hurt the target's MP or TP.&lt;br /&gt;
**** HP damage will always be affected and cause target to flinch.&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Damage Settings &amp;gt; Check Formulas?&lt;br /&gt;
**** It's usually bad practice to put in battle mechanics within damage formulas and this will check the damage formulas for skills and items to see if they contain any of the common battle mechanics that have the potential to cause problems.&lt;br /&gt;
**** Checks for illegal mechanics inside of damage formulas?&lt;br /&gt;
**** (ie. gainHp, loseHp, addBuff, addDebuff, addState, etc)&lt;br /&gt;
**** Read the following article for an explanation on why battle mechanics in damage formulas are undesirable and for an alternate solution:&lt;br /&gt;
**** [[Stop Putting Mechanics in Damage Formulas]]&lt;br /&gt;
**** Turn this off if you do not want to be alerted of which skills/items have battle mechanics in their damage formulas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.87: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;JS Accuracy&amp;gt;&amp;lt;/nowiki&amp;gt; and related notetags did not work. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where dual wielding weapons with HP/MP bonuses would cause the max cache values to fluctuate per hit. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added fail safes for plugins that would sometimes add null battlers to animation queues. This update prevents crashes for potential checks.&lt;br /&gt;
** Added better compatibility with Message Core's text language change. Enemy names did not convert prior to placing state icons and would cause misalignment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.86: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where during Active TPB, actors were not showing damage motions. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug regarding the in-battle status requiring that the Main Menu Core to be installed when other plugins are also present. Fix by Olivia.&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;Exclude From Status Listing&amp;gt;&amp;lt;/nowiki&amp;gt; notetag was not working properly due to a documentation typo of &amp;lt;nowiki&amp;gt;&amp;lt;Exclude From Status List&amp;gt;&amp;lt;/nowiki&amp;gt;. Both notetags should now work. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added clarity for Plugin Parameters &amp;gt; Party Command Window Settings &amp;gt; Help Window&lt;br /&gt;
** Added clarity for Plugin Parameters &amp;gt; Actor Command Window Settings &amp;gt; Help Window&lt;br /&gt;
*** The Help Window will only appear for 'Border' and 'Frontview Battle UI' battle layouts.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Irina:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Under&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** If this tag is found in an animation's name, the animation will appear under battlers while in battle.&lt;br /&gt;
***** This effect only applies to battlers in the battle scene.&lt;br /&gt;
***** Under effect is NOT applied to status window portraits.&lt;br /&gt;
***** Under effect is NOT applied to projectile animations.&lt;br /&gt;
** Added new Action Sequence Projectile settings:&lt;br /&gt;
*** Extra Settings &amp;gt; End Animation ID:&lt;br /&gt;
**** Plays an animation when projectile reaches target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.85: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the enemy name's visibility would remain after an action has taken place and before inputting is done. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where the &amp;quot;Name Visibility As Target&amp;quot; plugin parameter did not work properly. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;lt;Help Description&amp;gt; notetag documentation:&lt;br /&gt;
*** This is used as a common notetag between Battle Core's state descriptions and State Tooltips' state descriptions.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;In-Battle Status Description&amp;gt;&lt;br /&gt;
**** A prioritized help description used to separate from the common help description notetag shared with State Tooltips.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Actor Battlers &amp;gt; Frontview &amp;gt; Portrait Animations &amp;gt; Each Target&lt;br /&gt;
*** Actor Battlers &amp;gt; Frontview &amp;gt; Portrait Animations &amp;gt; Center of All&lt;br /&gt;
*** Actor Battlers &amp;gt; Frontview &amp;gt; Portrait Animations &amp;gt; Center of Screen&lt;br /&gt;
**** Place animations on top or behind for these display types?&lt;br /&gt;
*** Battle Log &amp;gt; Action Changes &amp;gt; Show Counter? &amp;gt; Wait Frames&lt;br /&gt;
*** Battle Log &amp;gt; Action Changes &amp;gt; Show Reflect? &amp;gt; Wait Frames&lt;br /&gt;
*** Battle Log &amp;gt; Action Changes &amp;gt; Show Substitute? &amp;gt; Wait Frames&lt;br /&gt;
**** If devs allow the results of counters, reflects, and substitutes, there wasn't enough time before to allow the text to be visible on screen. You can now adjust how many frames are now visible if text is shown.&lt;br /&gt;
**** Default values are left at 0 as to not interrupt currently existing action sequences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.84: September 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where Action Sequence &amp;quot;MOVE: Change Home By Distance&amp;quot; would also be affected by the actor and enemy position offsets. Fixed by Irina.&lt;br /&gt;
** Fixed a bug where Action Sequence &amp;quot;MECH: STB Exploit Effect&amp;quot; caused a crash. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Arisu:&lt;br /&gt;
*** ANIM: Change Battle Portrait (JS)&lt;br /&gt;
**** Changes the battle portrait of the actor through JavaScript.&lt;br /&gt;
**** Can be used outside of battle/action sequences.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; In-Battle Status Window&lt;br /&gt;
**** This new window allows the player to view the status of the current active party. If the actors have states and buffs, the player can scroll through them and read about their effects through the help window.&lt;br /&gt;
** New Notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;Help Description&amp;gt;&lt;br /&gt;
**** Assigns a help description for the state that's displayed under the new &amp;quot;Status&amp;quot; actor command.&lt;br /&gt;
*** &amp;lt;Exclude From Status Listing&amp;gt;&lt;br /&gt;
**** Excludes the state from being displayed in the status listing.&lt;br /&gt;
*** &amp;lt;Aspect Name: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Aspect Icon: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Aspect Color: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Aspect Description&amp;gt;&lt;br /&gt;
**** Used to define enemy aspect that will show up in the In-Battle Status as well as other supported plugins.&lt;br /&gt;
*** &amp;lt;Popup Position: Head&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Position: Center&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Position: Base&amp;gt;&lt;br /&gt;
**** Changes the popup starting position for this enemy.&lt;br /&gt;
*** &amp;lt;Popup Offset X: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Offset X: -x&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Offset Y: +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Offset Y: -y&amp;gt;&lt;br /&gt;
**** Changes the popup X/Y position offset for this enemy.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Party Command Window &amp;gt; Add Status?&lt;br /&gt;
**** Add the &amp;quot;Status&amp;quot; command to the Command Window?&lt;br /&gt;
*** Plugin Parameters &amp;gt; Actor Command Window &amp;gt; Command List&lt;br /&gt;
**** Updated to have the &amp;quot;Status&amp;quot; command.&lt;br /&gt;
*** Plugin Parameters &amp;gt; In-Battle Status Window&lt;br /&gt;
**** Completely new! View the help file for more information.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Enemy &amp;gt; Aspects&lt;br /&gt;
**** Used for the In-Battle Status as well as other supported plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.83: May 16, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where sometimes, a battler in Active TPB would not refresh their motion after a state has been removed. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Fixed a typo with MP Life Steal notetag entry.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Added fail safes for some plugin parameters in case users outright delete plugin parameter values without introducing something to replace them. Update made by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequence added by Olivia:&lt;br /&gt;
*** GRID: Add Trigger to Node JS&lt;br /&gt;
**** Adds JS Trigger to target node. Target node cannot have battler.&lt;br /&gt;
**** Requires VisuMZ_2_BattleGridSystem!&lt;br /&gt;
** New notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;JS Accuracy&amp;gt;&lt;br /&gt;
*** &amp;lt;JS Accuracy as User&amp;gt;&lt;br /&gt;
*** &amp;lt;JS Accuracy as Target&amp;gt;&lt;br /&gt;
**** Allows usage of JavaScript code to modify accuracy rates of actions in battle through skills, items, and trait objects.&lt;br /&gt;
*** &amp;lt;JS Critical Rate as User&amp;gt;&lt;br /&gt;
*** &amp;lt;JS Critical Rate as Target&amp;gt;&lt;br /&gt;
**** Allows usage of JavaScript code to modify critical rate of actions in battle through skills, items, and trait objects.&lt;br /&gt;
**** &amp;lt;JS Critical Rate&amp;gt; version already exists.&lt;br /&gt;
** New Plugin Parameters added by Olivia&lt;br /&gt;
*** Plugin Parameters &amp;gt; Damage Combo Window&lt;br /&gt;
**** If enabled, this window will display updated information about the total amount of hits performed and total damage/healing value executed for HP.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Actor Battler Settings &amp;gt; Sideview Battlers &amp;gt; State Overlay &amp;gt; Offset X/Y&lt;br /&gt;
**** Offsets X/Y position for state overlay on actor.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Enemy Battler Settings &amp;gt; Name Visibility &amp;gt; As Target&lt;br /&gt;
**** Shows enemy name when enemy is a target.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Enemy Battler Settings &amp;gt; Name Visibility &amp;gt; Temporary Visibility&lt;br /&gt;
**** Number of frames enemy's name temporarily visible after taking an action effect in battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.82: March 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Home movement changes did not acknowledge actor and enemy offset X/Y positions. This should now be reflected properly. Fix made by Irina.&lt;br /&gt;
** Fixed a bug where in active TPB/ATB, revived actors may not resume normal motions after collapsing. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.81: February 15, 2024&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** Fixed a bug that would cause active TPB inputting actors to not show their damage or evasion motions. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug that would cause a crash upon motion changes. Fix by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequences added by Olivia:&lt;br /&gt;
*** ANIM: Show Animation JS&lt;br /&gt;
**** Plays the a specific animation on unit(s). Uses JavaScript to determine animation ID.&lt;br /&gt;
** New Action Sequences added for future plugin: VisuMZ_2_BattleGridSystem&lt;br /&gt;
*** GRID: Action Animation at Node&lt;br /&gt;
*** GRID: Add Passive State(s) to Node&lt;br /&gt;
*** GRID: Add Trigger to Node&lt;br /&gt;
*** GRID: Animation ID at Node&lt;br /&gt;
*** GRID: Animation JS at Node&lt;br /&gt;
*** GRID: Animation Type at Node&lt;br /&gt;
*** GRID: Move Target(s) In Direction&lt;br /&gt;
*** GRID: Pull To Target Node&lt;br /&gt;
*** GRID: Push From Target Node&lt;br /&gt;
*** GRID: Remove All Passive States from Node&lt;br /&gt;
*** GRID: Remove Passive State(s) from Node&lt;br /&gt;
*** GRID: Remove Trigger from Node&lt;br /&gt;
*** GRID: Teleport To Node&lt;br /&gt;
*** GRID: Traverse To Node&lt;br /&gt;
**** Requires the future plugin VisuMZ_2_BattleGridSystem!&lt;br /&gt;
**** Read the help section for more information on these.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.80: January 18, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash that would occur with &amp;lt;Disperse Damage&amp;gt; when used outside of battle. Fix made by Irina.&lt;br /&gt;
** Fixed a crash that would occur with certain enemy graphics when images used for them would disappear. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequences added by Olivia:&lt;br /&gt;
*** ANIM: Guard Animation&lt;br /&gt;
*** ANIM: Item Animation&lt;br /&gt;
*** ANIM: Skill Animation&lt;br /&gt;
**** Plays the animation associated with the user's guard action (if any), or a specific item/skill.&lt;br /&gt;
*** MECH: Emulate Attack Effect&lt;br /&gt;
*** MECH: Emulate Guard Effect&lt;br /&gt;
*** MECH: Emulate Item Effect&lt;br /&gt;
*** MECH: Emulate Skill Effect&lt;br /&gt;
**** Emulate an &amp;quot;Action Effect&amp;quot; but using a the user's attack skill, guard skill, specific item, or specific skill instead of the current action.&lt;br /&gt;
**** Essentially lets you perform the mechanics of another action without having to use another action or needing to pay that action's costs.&lt;br /&gt;
*** MECH: Emulate Skill Cost&lt;br /&gt;
**** Pick a skill for target(s) to emulate paying the cost of.&lt;br /&gt;
**** Includes cooldowns and limited uses.&lt;br /&gt;
*** MECH: State Turns Change By&lt;br /&gt;
*** MECH: State Turns Change To&lt;br /&gt;
**** Changes target(s) state turns by an amount/to a certain value.&lt;br /&gt;
**** Requires VisuMZ_1_SkillsStatesCore!&lt;br /&gt;
*** Projectile action sequences have new Extra Features!&lt;br /&gt;
**** See v1.08 changes for VisuMZ_3_ActSeqProjectiles.&lt;br /&gt;
&lt;br /&gt;
Version 1.79: December 14, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequences added by Arisu:&lt;br /&gt;
*** ANIM: Balloon Animation&lt;br /&gt;
**** Plays a balloon animation on target(s).&lt;br /&gt;
*** ANIM: Balloon Icon (Single)&lt;br /&gt;
*** ANIM: Balloon Icon (Range)&lt;br /&gt;
*** ANIM: Balloon Icon (Specific)&lt;br /&gt;
**** Plays a balloon animation using an icon on target(s).&lt;br /&gt;
**** Requires VisuMZ_4_IconBalloons!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.78: October 12, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that is caused by using the actor escape command not escaping properly in battle and causing a freeze. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Turn End Buffs Expire?&lt;br /&gt;
**** Normally, buffs expire after all actions end.&lt;br /&gt;
**** But here, you can have buffs expire on turn end.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.77: August 17, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where for TPB, actions aimed at dead targets would not redirect to suitable targets. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where dual wielding would not use a weapon if it was equipped in the second weapon slot if the first weapon slot was empty. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
** Added compatibility for VisuStella MZ Battle Voices Action Sequences.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.76: July 13, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequences added by Olivia and sponsored by NSG:&lt;br /&gt;
*** MOVE: Change Home To JS Coordinates&lt;br /&gt;
**** Change home position(s) to specified JS Coordinates. Sideview-only! Uses JS!&lt;br /&gt;
*** MOVE: Face JS Coordinates&lt;br /&gt;
**** Causes the unit(s) to face specified JS Coordinates. Sideview-only! Uses JS!&lt;br /&gt;
*** MOVE: Move To JS Coordinates&lt;br /&gt;
**** Moves unit(s) to specified JS Coordinates. Sideview-only! Uses JS!&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
Version 1.75: March 16, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia and sponsored by Anon:&lt;br /&gt;
*** &amp;lt;HP Life Steal: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;MP Life Steal: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;HP Life Steal hitType: +/-x%&amp;gt;&lt;br /&gt;
*** &amp;lt;MP Life Steal hitType: +/-x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Cancel Life Steal&amp;gt;&lt;br /&gt;
*** &amp;lt;Guard Life Steal&amp;gt;&lt;br /&gt;
*** &amp;lt;Disarm Life Steal&amp;gt;&lt;br /&gt;
*** &amp;lt;Negative Life Steal&amp;gt;&lt;br /&gt;
**** Life Steal properties involving HP/MP are now added. They will restore a portion of the dealt HP/MP damage to the target.&lt;br /&gt;
**** This is a different mechanic from Drain HP/Drain MP and cannot be used together to prevent clashing.&lt;br /&gt;
**** Read the help file for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Version 1.74: February 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause a crash if your basic attack skill somehow manages to target neither an enemy nor an actor. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Auto-action sequence for jumping forward and attacking is now reinstated so that it's only disabled when the target and user are on the same side. If there is no target, a jump still occurs for visual player feedback. Update made by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag effect added by Olivia and sponsored by AndyL:&lt;br /&gt;
*** &amp;lt;Cannot Target User&amp;gt;&lt;br /&gt;
**** This will cause the action to be unable to select the user as target.&lt;br /&gt;
**** This is not a targeting scope. Instead, it is used in addition to any other targeting scopes out there.&lt;br /&gt;
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Version 1.73: January 20, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Active TPB custom action sequences will no longer play differently due to queued inputting actors causing motion refreshes. Fix made by Arisu.&lt;br /&gt;
** Corrected and updated Anti-Tint UI animation offsets for MV animations. Fix made by Irina.&lt;br /&gt;
** Fixed a problem with Sideview Battlers not working properly. Fix made by Irina.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Help file updated for to add the following text to the &amp;lt;Target: x&amp;gt; notetag entries in order to avoid confusion.&lt;br /&gt;
*** This will overwrite the existing database scope and ignore the database's existing scope in favor of this.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;Extend: x&amp;gt; Troop Name Tag is now also usable as a Troop Comment Tag.&lt;br /&gt;
** Action Sequence targeting has been updated with two new types &amp;quot;special&amp;quot; and &amp;quot;special x&amp;quot;, to be used for future plugins.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Irina and sponsored by AndyL:&lt;br /&gt;
*** &amp;lt;Target: Ally or Enemy&amp;gt;&lt;br /&gt;
*** &amp;lt;Target: Enemy or Ally&amp;gt;&lt;br /&gt;
**** Allows the player to target allies or enemies with the skill/item.&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
*** &amp;lt;Single or Multiple Select&amp;gt;&lt;br /&gt;
**** This will allow the skill/item to be able to select either single targets or multiple targets at once.&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
*** &amp;lt;Disperse Damage&amp;gt;&lt;br /&gt;
**** This will cause any damage dealt by this skill to be split equally amongst all targets of the skill including repeats.&lt;br /&gt;
** New Plugin Parameters added by Irina and sponsored by AndyL:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Multi-Target Windows&lt;br /&gt;
**** Settings that alter the Multi-Target Windows in battle.&lt;br /&gt;
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Version 1.72: December 15, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a transformation of a sideview enemy to a static enemy and back not working properly. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Irina!&lt;br /&gt;
*** Plugin Parameters &amp;gt; HP Gauges &amp;gt; Settings &amp;gt; Animation Duration&lt;br /&gt;
**** How many frames should gauges animate themselves? Default: 20 frames.&lt;br /&gt;
** New Plugin Parameters added by Yanfly!&lt;br /&gt;
*** Plugin Parameters &amp;gt; Actor Battler Settings &amp;gt; Shake Flinch&lt;br /&gt;
*** Plugin Parameters &amp;gt; Actor Battler Settings &amp;gt; Shake Flinch &amp;gt; Max Power&lt;br /&gt;
*** Plugin Parameters &amp;gt; Actor Battler Settings &amp;gt; Shake Flinch &amp;gt; Max Duration&lt;br /&gt;
**** These new plugin parameters will cause targets that take HP damage to shake (in addition to a regular flinch) to provide better visual feedback to the player.&lt;br /&gt;
**** Shake Flinch will be kept disabled by default and only turned on when you want it to be.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.71: November 10, 2022&lt;br /&gt;
** Fixed a problem with repeating animations from Visual State Effects causing softlocks. Fix made by Olivia.&lt;br /&gt;
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Version 1.70b: October 20, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem with the &amp;quot;Border&amp;quot; style where if a battle portrait changed midway through the battle, the portrait shown didn't actually update properly. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequence added by Olivia:&lt;br /&gt;
*** MECH: Active Chain Input Disable&lt;br /&gt;
**** Disables input for Active Chain Skills at this time.&lt;br /&gt;
**** Requires VisuMZ_3_ActiveChainSkills!&lt;br /&gt;
** New Plugin Parameter added by Olivia and sponsored by Anon:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Damage Settings &amp;gt; Popups &amp;gt; End Battle Show?&lt;br /&gt;
**** Show or hide popups upon victory or escape?&lt;br /&gt;
**** Used to hide battle-state removal popups.&lt;br /&gt;
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Version 1.69b: September 8, 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Better compatibility with VisuMZ Active Chain Skills.&lt;br /&gt;
** Compatibility will be seen with VisuMZ_3_ActiveChainSkills version 1.02.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added notes to the following Action Sequences:&lt;br /&gt;
*** MOTION: Clear Freeze Frame and MOTION: Freeze Motion Frame&lt;br /&gt;
**** Only applies to sprite sheets.&lt;br /&gt;
**** Does NOT work with Dragonbones.&lt;br /&gt;
**** Use &amp;quot;DB: Dragonbones Time Scale&amp;quot; instead.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Reduced MV Animation misalignment when Screen Resolution does not match the UI Area Resolution. Update by Arisu.&lt;br /&gt;
** Command Remember will now remember the locations of single skills. Update made by Olivia.&lt;br /&gt;
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Version 1.68: August 4, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Damage popups are now automatically cleared upon starting battles. This is to ensure that, if for some reason, residual damage popup requests will not be retained. Update made by Olivia.&lt;br /&gt;
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Version 1.67: July 28, 2022&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Rounding window coordinates have been added for for 'XP' and 'Portrait' styles when window sizes happen to land on non-divisible numbers. Update made by Irina.&lt;br /&gt;
** Enemy name position rounding is now enforced. Update made by Irina.&lt;br /&gt;
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Version 1.66: July 14, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused the various Battleback Scaling JS custom plugin parameters to not work properly. Fix made by Irina.&lt;br /&gt;
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Version 1.65: July 7, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Automatic action motions for HP and MP Recovery (Certain Hit type) will now use the &amp;quot;skill&amp;quot; cast SV animation instead of attack animation to better match the default RPG Maker MZ cast animation. Update by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New troop name tag added by Olivia:&lt;br /&gt;
*** &amp;lt;Extend: x&amp;gt; and &amp;lt;Extend: x, x, x&amp;gt;&lt;br /&gt;
**** Adds enemies from another troop to the current troop.&lt;br /&gt;
**** Enemies from another troop will retain their database positions.&lt;br /&gt;
**** Extended troop members will be added in the order they're listed.&lt;br /&gt;
**** Be cautious of how many enemies you add as too many will lag the battle system. We are not responsible for frame drops due to this.&lt;br /&gt;
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Version 1.64: June 16, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;All Skills&amp;quot; battle command should now work with the updated version of VisuMZ Skills &amp;amp; States Core. Fix madde by Olivia.&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
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Version 1.63: May 26, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** HP Gauge sprite now properly synchs with battler location.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequence Effects added by Irina and sponsored by MirageV:&lt;br /&gt;
*** INJECT action sequence series&lt;br /&gt;
**** See the Action Sequence Impact change log for details.&lt;br /&gt;
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Version 1.62: April 22, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** RPG Maker MZ Bug Fix!&lt;br /&gt;
*** Battle Forced End Action Crash&lt;br /&gt;
**** Depending on various circumstances, currently active battlers can be cleared from the battle system at will due to a number of reasons. However, if it just so happens that the targets are cleared, too, with actions remaining, then a crash will follow up. This plugin will prevent that change. Fix made by Olivia.&lt;br /&gt;
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Version 1.61: April 14, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Impact Effects added by Irina and collaborating with Manu Gaming!&lt;br /&gt;
*** Impact: Bizarro Inversion&lt;br /&gt;
*** Impact: Desaturation&lt;br /&gt;
*** Impact: Negative Inversion&lt;br /&gt;
*** Impact: Oversaturation&lt;br /&gt;
*** Impact: Time Scale&lt;br /&gt;
*** Impact: Time Stop&lt;br /&gt;
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Version 1.60: April 7, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;Bypass Soft Damage Cap&amp;gt; notetag should no longer cause crashes. Fix made by Olivia.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Removed one of the forced log window clear events that have made log window messages impossible to utilize for certain settings. Update made by Olivia.&lt;br /&gt;
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Version 1.59: March 31, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Escape failure will no longer trigger Post-Battle Common Events. Fix made by Arisu.&lt;br /&gt;
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Version 1.58: March 24, 2022&lt;br /&gt;
* Documentation Update:&lt;br /&gt;
** Added extra clarity to &amp;lt;Sideview Size: width, height&amp;gt; notetag:&lt;br /&gt;
*** This does NOT change the image size. This only changes the HITBOX size.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added failsafes to prevent battlers from moving to non-finite coordinates if calculations are made for non-existent targets. Updated by Olivia.&lt;br /&gt;
** Regeneration timing for TPB-based battle systems will now occur based on individual turn counts instead of global turn counts for initial turn 0 checks. Updated by Olivia.&lt;br /&gt;
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Version 1.57: February 17, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Adjusted the offset properties for the anti-tint UI container to properly match the UI offsets if the anti-tint were to be off. Update by Irina.&lt;br /&gt;
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Version 1.56: February 10, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Once Parallels for battle now operate outside of the battle process and now will function consistently throughout. Update made by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Troop Page comment tag added by Olivia and sponsored by Puddor:&lt;br /&gt;
*** &amp;lt;Once Parallel When Start Battle&amp;gt;&lt;br /&gt;
**** Causes the troop page to immediately run the moment the battle scene begins to fade in (not after it fades in). This is faster than a turn 0 condition troop page. Troop page conditions are ignored.&lt;br /&gt;
**** This can be used for things like the Action Sequence Camera plugin, the Visual Battle Environment plugin, and/or initial battle poses and such in order to provide a near seamless battle transition experience.&lt;br /&gt;
**** This does NOT trigger when coming out of the options menu or party menu screens.&lt;br /&gt;
**** This WILL trigger when going from battle to battle nonstop via plugins like VisuStella MZ's Chain Battles.&lt;br /&gt;
**** When actors are moving towards their home positions, it will take around 30 frames by default. Use this information however you like.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.55: January 27 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** RPG Maker MV animations with front view should now play in the correct area against actor faces. Update made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Animations now play on top of all actor faces/portraits regardless of the battle layout style. Update made by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu.&lt;br /&gt;
*** &amp;lt;Bypass Auto Action Sequence&amp;gt;&lt;br /&gt;
**** This notetag is used for the game devs that have the Action Sequence Plugin Parameter &amp;quot;Auto Notetag&amp;quot; on for applying the notetag &amp;lt;Custom Action Sequence&amp;gt; to every skill and item with common events.&lt;br /&gt;
**** This will allow items and skills to be able to launch their common events from the menu scene regardless of the inherent restriction to prevent action sequence based skills/items with common events from launching.&lt;br /&gt;
**** Ignore this if you have &amp;quot;Auto Notetag&amp;quot; disabled or set to false. By default, this setting is set to false. Please be aware of the changes you've made to your game before using it.&lt;br /&gt;
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Version 1.54: January 13, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** RPG Maker MZ Bug Fix!&lt;br /&gt;
*** Overly-Protective Substitute&lt;br /&gt;
*** When an ally with critical health is being targeted by a friendly non-Certain Hit skill (such as a heal or buff) and another ally has the substitute state, the other ally would &amp;quot;protect&amp;quot; the originally targeted ally and take the heal or buff.&lt;br /&gt;
*** The new changed behavior is that now, substitute will not trigger for any actions whose scope targets allies.&lt;br /&gt;
*** Fix made by Olivia.&lt;br /&gt;
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Version 1.53: December 30, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Help file updated for updated features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Battle Layout &amp;gt; UI Elements &amp;gt; Anti-Tint UI?&lt;br /&gt;
**** Prevent UI Elements from being tinted?&lt;br /&gt;
**** This prevents UI Elements such as HP Gauges, Enemy Names, Battle Cursor, and Weakness Display from being affected by screen tint.&lt;br /&gt;
* Updated Feature!&lt;br /&gt;
** Updated Plugin Command &amp;quot;PROJECTILE: Animation&amp;quot; by Arisu!&lt;br /&gt;
*** New Parameter: Wait For Animation?&lt;br /&gt;
**** Wait for animation to finish before going to the next command?&lt;br /&gt;
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Version 1.52: December 16, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** RPG Maker MZ 1.4.0 compatibility update!&lt;br /&gt;
*** MV Animations played on screen level will now show up properly in the center of the screen.&lt;br /&gt;
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Version 1.51: December 9, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequence Plugin Commands added by Arisu:&lt;br /&gt;
*** MOVE: Change Home By Distance&lt;br /&gt;
*** MOVE: Change Home To Point&lt;br /&gt;
*** MOVE: Change Home To Target(s)&lt;br /&gt;
**** These Plugin Commands allow you to adjust the home position of battlers in sideview battle.&lt;br /&gt;
**** This is sideview only!&lt;br /&gt;
**** This does NOT work with front view!&lt;br /&gt;
**** For those wondering, going to the options screen, party screen, etc. won't reset the home positions like regular movement changes do.&lt;br /&gt;
**** Merry Christmas, Harold-gang!&lt;br /&gt;
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Version 1.50: November 4, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;Seal Attack&amp;gt; and &amp;lt;Seal Guard&amp;gt; should no longer be bypassed by auto-battle status. Fix made by Yanfly.&lt;br /&gt;
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Version 1.49: October 28, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Action Sequence: MOTION: Freeze Motion Frame will now only show weapons when using a motion that is named either &amp;quot;attack&amp;quot;, &amp;quot;thrust&amp;quot;, &amp;quot;swing&amp;quot;, or &amp;quot;missile&amp;quot;. Update made by Irina.&lt;br /&gt;
** Fail safe added to prevent Scene_Battle going into unsupported scenes like Scene_Equip and Scene_Skill. Update made by Olivia.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Action Sequence Plugin Command added by Arisu and sponsored by Anon:&lt;br /&gt;
*** MECH: Once Parallel&lt;br /&gt;
**** Plays a Common Event parallel to the battle event once without repeating itself when done.&lt;br /&gt;
**** When exiting battle scene, all Once Parallels are cleared.&lt;br /&gt;
**** Once Parallels are not retained upon reentering the scene.&lt;br /&gt;
**** Once Parallels are not stored in memory and cannot be saved.&lt;br /&gt;
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Version 1.48: October 21, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Animations are now played on top of battlers in the Front View XP Battle Layout appearance. Update made by Irina.&lt;br /&gt;
** Battle Log, if decided to be shown, now updates faster. Update by Irina.&lt;br /&gt;
** Default Critical Damage Bonus increase is now updated to account for HP Healing and MP Recovery. To update this, create a new project, with the newest version of Battle Core installed. Copy over the Plugin Parameters for the Damage Settings &amp;gt; Critical Hits &amp;gt; JS: Damage Formula to your own project's version. Update made by Irina.&lt;br /&gt;
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Version 1.47: October 14, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Back attachment sprites are now automatically updated with sprite battlers to be shifted towards the very back.&lt;br /&gt;
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Version 1.46: September 23, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed problem with skills and items without action sequences preventing actions from occurring. Fix made by Yanfly.&lt;br /&gt;
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Version 1.45: September 17, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;JS Pre-End Action&amp;gt; and &amp;lt;JS Post-End Action&amp;gt; effects now have multiple checks to make sure that they don't launch multiple times when a battler without actions has a turn after one that does. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequence notetags added by Yanfly and Arisu:&lt;br /&gt;
*** &amp;lt;Common Event Key: name&amp;gt;&lt;br /&gt;
*** &amp;lt;Common Event Keys: name, name, name&amp;gt;&lt;br /&gt;
*** &amp;lt;Common Event Keys&amp;gt; List Style&lt;br /&gt;
**** Will generate Common Events for the skill/item with a corresponding key.&lt;br /&gt;
**** More information will be explained inside of the help file.&lt;br /&gt;
**** This feature is made for make the process of sharing Action Sequences to become easier without needing to line up Common Event ID's.&lt;br /&gt;
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Version 1.44: August 20, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequence added by Irina and sponsored by Anon.&lt;br /&gt;
*** &amp;quot;ANIM: Play at Coordinate&amp;quot;&lt;br /&gt;
**** Plays an animation on the screen at a specific x, y coordinate even if there is no sprite attached.&lt;br /&gt;
**** Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
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Version 1.43: July 23, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Immortality now works different with instant death mechanics. Skill effects that apply instant death or attack states that apply instant death will now trigger a flag instead of cancelling immortality. The flag will remain until immortality is manually cancelled via Action Sequence and then proc the death effect. This way, animations can remain to the end with instant death mechanics in mind. This does not affect script calls.&lt;br /&gt;
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Version 1.42: July 16, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Added another fail safe for empty common events used for pre-battle common events. Fix made by Olivia.&lt;br /&gt;
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Version 1.41: July 2, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added entries to &amp;lt;Battle Command&amp;gt; notetags and Plugin Parameters for &amp;quot;Party&amp;quot;, &amp;quot;Combat Log&amp;quot;, and &amp;quot;Weapon Swap&amp;quot; which weren't updated before.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequence added by Arisu:&lt;br /&gt;
*** MECH: Enemy Escape&lt;br /&gt;
**** Causes the enemy unit(s) to escape.&lt;br /&gt;
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Version 1.40: June 25, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Transformations from static enemies to and from animated SV enemies should no longer show both sprites. Fix made by Irina.&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Compatibility update with RPG Maker MZ 1.3.0+.&lt;br /&gt;
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Version 1.39: June 18, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** MOVE: Home Reset should no longer trigger an end action function and cause plugins such as &amp;quot;Boost Action&amp;quot; to malfunction. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for updated features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;Battle Layout: x&amp;gt; Troop Name tags can now work with comment tags. Update made by Irina.&lt;br /&gt;
** Random encounter lists are now better shuffled for more variety with how the RNG seed works. Update made by Arisu.&lt;br /&gt;
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Version 1.38: June 11, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Location calculations will now be based off the a battler's base position in order for animations, popups, and other aspects to line up properly when scaled. Update made by Irina.&lt;br /&gt;
** Plugin Parameters for Enemy Battler Settings &amp;gt; Name have been rearranged for better organization. Update by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Olivia and sponsored by NSG:&lt;br /&gt;
*** &amp;lt;Sideview Shadow Scale X: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Sideview Shadow Scale X: x.y&amp;gt;&lt;br /&gt;
*** &amp;lt;Sideview Shadow Scale Y: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Sideview Shadow Scale Y: x.y&amp;gt;&lt;br /&gt;
**** These new notetags allow you to adjust the X and Y scale of the SV shadow sprite separately.&lt;br /&gt;
** New Plugin Parameters added by Olivia and sponsored by NSG:&lt;br /&gt;
*** Enemy Battler Settings &amp;gt; Name &amp;gt; Name Visibility &amp;gt; Always Hidden&lt;br /&gt;
*** Enemy Battler Settings &amp;gt; Name &amp;gt; Name Visibility &amp;gt; By Selection?&lt;br /&gt;
**** Choose to have the names always hidden or by selection.&lt;br /&gt;
**** These are adjusted on a priority list.&lt;br /&gt;
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Version 1.37: May 21, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia.&lt;br /&gt;
*** &amp;lt;Command Require Learn&amp;gt;&lt;br /&gt;
*** &amp;lt;Command Require Access&amp;gt;&lt;br /&gt;
**** These two commands determine the visibility of a battle command by whether or not the skill has been learned or accessible.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** For those using TPB, each battler's regeneration phase will no longer tick multiple times in a single frame to prevent irregularities. Update made by Olivia.&lt;br /&gt;
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Version 1.36: May 14, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Reversed an HP/MP regeneration bug that was incorrectly reported for TPB. Fix made by Olivia.&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** Added &amp;quot;TPB/ATB Active Battle Actor Shifting&amp;quot; to Major Changes section:&lt;br /&gt;
*** This change has been active since the start of this plugin. It was not documented until now.&lt;br /&gt;
*** Pressing cancel on the Actor Command Window no longer switches between actors with a full TPB/ATB gauge before reaching the Party Command Window. This is to accomplish a couple of things: 1) reduce the number of button presses to reach the Party Command Window and 2) to prevent motion resets and disrupting action sequences. If this feature is vital to your battle system, we recommend that you do not use this plugin or any of the Battle Core-required plugins.&lt;br /&gt;
** Feature Updates&lt;br /&gt;
*** Distortion sprite Y calculations will now be rounded upward for better visuals and prevent odd pixelation effects. Update made by Irina.&lt;br /&gt;
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Version 1.35: May 7, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Pre-Battle Common Events without a wait command at the end should no longer lock up by coincidentally pressing the menu key at the same time. Fix made by Olivia.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added an extra check for TPB-based battle systems to not run turn end functions when it's not actually the actual turn end timing. Update made by Olivia.&lt;br /&gt;
** &amp;quot;Damage Styles&amp;quot; plugin parameters are now moved to the top of the Damage Settings category. This should make it easier to acknowledge the existence of and not have it be an unknown entity. Update made by Irina.&lt;br /&gt;
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Version 1.34: April 23, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Uses a better algorithm for determining shadow positioning. Update made by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New additions made for Projectile action sequences.&lt;br /&gt;
** &amp;quot;Start Location&amp;quot; and &amp;quot;Goal Location&amp;quot; now have &amp;quot;Target Location&amp;quot; parameter to determine which part of the target's body to send the projectile from or towards. Added by Olivia.&lt;br /&gt;
** Requires VisuMZ_1_BattleCore version 1.34 to have affect.&lt;br /&gt;
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Version 1.33: April 9, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Skill costs should now be displayed on battle commands again. Bug fix made by Olivia.&lt;br /&gt;
** Pre-Battle Common Events should no longer cause stalling when used with specific event commands. Bug fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added &amp;quot;Weapon Swap&amp;quot; to the list of battle commands that can be added.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;Weapon Swap&amp;quot; and &amp;quot;Combat Log&amp;quot; to the list of &amp;lt;Battle Commands&amp;gt; in the notetags section.&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;Sideview Shadow Scale: x%&amp;gt; and &amp;lt;Sideview Shadow Scale: x.y&amp;gt;&lt;br /&gt;
**** Used for: Actor, Enemy Notetags&lt;br /&gt;
**** Adjusts the scaling size of the sideview battler's shadow.&lt;br /&gt;
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Version 1.32: April 2, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Sideview battler sprites when using front view will now factor in the window padding and appear properly centered to their focus point. Update made by Olivia.&lt;br /&gt;
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Version 1.31: March 26, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;VisuStella MZ Compatibility&amp;quot; section for detailed compatibility explanations with the VisuMZ_3_BoostAction plugin.&lt;br /&gt;
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Version 1.30: March 19, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for updated features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;JS Targets&amp;gt; is now updated to include the default set of targets selected by the skill/item's original scope. Update made by Yanfly.&lt;br /&gt;
*** If you wish to clear it out, simply do 'targets = []' first.&lt;br /&gt;
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Version 1.29: March 12, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Enemy Battler Settings &amp;gt; Name &amp;gt; Legacy Option&lt;br /&gt;
**** Use the legacy version (window) or new version (sprite).&lt;br /&gt;
**** WARNING: Legacy version is no longer supported for bugs.&lt;br /&gt;
**** Not all settings available here in the Plugin Parameters will be available to the legacy version (ie Always Visible and Attach States).&lt;br /&gt;
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Version 1.28: March 5, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Actor Command &amp;gt; Show Command Costs&lt;br /&gt;
**** If you don't want to show skill costs for your commands in the Actor Command Window, you can now hide them.&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Battle Layout Settings &amp;gt; Status Window Elements&lt;br /&gt;
*** Battle Layout Settings &amp;gt; Status Window Elements &amp;gt; Battler Name&lt;br /&gt;
*** Battle Layout Settings &amp;gt; Status Window Elements &amp;gt; Gauge 1 (HP)&lt;br /&gt;
*** Battle Layout Settings &amp;gt; Status Window Elements &amp;gt; Gauge 2 (MP)&lt;br /&gt;
*** Battle Layout Settings &amp;gt; Status Window Elements &amp;gt; Gauge 3 (TP)&lt;br /&gt;
*** Battle Layout Settings &amp;gt; Status Window Elements &amp;gt; State Icon&lt;br /&gt;
*** Battle Layout Settings &amp;gt; Status Window Elements &amp;gt; TPB/ATB Gauge&lt;br /&gt;
**** These new Plugin Parameters allow you to offset the positions of the various Battle Status Window elements. Their base positions will be calculated by the Battle Layout used and then offset from there.&lt;br /&gt;
*** Battle Layout Settings &amp;gt; Status Window Elements &amp;gt; Window Skin&lt;br /&gt;
**** These settings allow you to set a specific window skin for the Battle Status Window or hide it from view completely.&lt;br /&gt;
*** Battle Layout Settings &amp;gt; Status Window Elements &amp;gt; Selectable Background&lt;br /&gt;
**** This option allows you to hide the black box that comes with the majority of selectable elements found in RPG Maker MZ in case it does not fit with how you want the Battle Status Window to look.&lt;br /&gt;
*** Battle Layout Settings &amp;gt; Status Window Elements &amp;gt; Back Attachment&lt;br /&gt;
*** Battle Layout Settings &amp;gt; Status Window Elements &amp;gt; Front Attachment&lt;br /&gt;
**** These settings allow you to attach images to the back/front of the Battle Status Window from the img/system/ folder.&lt;br /&gt;
**** You may offset X and Y positions for them as well.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Enemy Settings &amp;gt; Name: Always Visible&lt;br /&gt;
**** Determines if the enemy name will always be visible.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Enemy Settings &amp;gt; Name: Attach States&lt;br /&gt;
**** Attach the enemy's state icon to the enemy name?&lt;br /&gt;
*** Plugin Parameters &amp;gt; Enemy Settings &amp;gt; Attach: Offset X/Y&lt;br /&gt;
**** Offset the attached state icon's position.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Switched drawing enemy names on the screen from window to sprite to reduce lag and for better screen positioning accuracy especially during screen zooming. Update by Olivia.&lt;br /&gt;
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Version 1.27: February 26, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina and sponsored by AndyL:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Mechanics Settings &amp;gt; Switches &amp;gt; Switch: Critical&lt;br /&gt;
*** Plugin Parameters &amp;gt; Mechanics Settings &amp;gt; Switches &amp;gt; Switch: Miss/Evade&lt;br /&gt;
**** Turns Switches ON if the action performs a critical hit, misses, or is evaded at any point.&lt;br /&gt;
**** Switch reverts to OFF whenever an action starts.&lt;br /&gt;
**** If multiple targets/hits are struck, as long as one hit respectively lands a critical hit, fails to land, then the switch will remain ON for the rest of the action.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Mechanics Settings &amp;gt; Variables &amp;gt; Variable: Damage&lt;br /&gt;
*** Plugin Parameters &amp;gt; Mechanics Settings &amp;gt; Variables &amp;gt; Variable: Healing&lt;br /&gt;
**** Variable records target damage/healing during action.&lt;br /&gt;
**** Variable reverts to 0 whenever an action starts.&lt;br /&gt;
**** If multiple targets/hits are struck, the variable will record the total amount of damage/healing done for the remainder of the action (unless manually reseting to 0 during an Action Sequence).&lt;br /&gt;
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Version 1.26: February 19, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Battles with branching event paths found within a conditional branch or choice tree will no longer be skipped over. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Returning to the battle scene from the options scene in a Tpb-base battle system now links the current actor. Update by Irina.&lt;br /&gt;
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Version 1.25: February 5, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility update with VisuStella MZ Skills and States Core's Plugin Parameter &amp;gt; State Settings &amp;gt; Action End Update&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;Common Event: name&amp;gt; notetag no longer requires &amp;lt;Custom Action Sequence&amp;gt; notetag if the Plugin Parameter: Auto Notetag is enabled.&lt;br /&gt;
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Version 1.24: January 29, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** MOVE: Move To Point and MOVE: Move To Target(s) Action Sequences' &amp;quot;Offset Adjustment&amp;quot; normal setting will now factor in Offset X and Offset Y positions unlike before where it cancels them. Update by Irina.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu:&lt;br /&gt;
*** &amp;lt;Common Event: name&amp;gt;&lt;br /&gt;
**** Battle only: calls forth a Common Event of a matching name.&lt;br /&gt;
**** This is primarily used for users who are reorganizing around their Common Events and would still like to have their skills/items perform the correct Action Sequences in case the ID's are different.&lt;br /&gt;
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Version 1.23: January 22, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** ACSET: All Targets Action Set and ACSET: Each Targets Action Set updated&lt;br /&gt;
*** New parameter added: Dual/Multi Wield?&lt;br /&gt;
**** Add times struck based on weapon quantity equipped?&lt;br /&gt;
* New Features!&lt;br /&gt;
** Dual Wielding now functions differently. Made by Olivia.&lt;br /&gt;
*** Previously, RPG Maker MZ had &amp;quot;Dual Wielding&amp;quot; attack using both weapon animations at once, with the combined ATK of each weapon. It's confusing to look at and does not portray the nature of &amp;quot;Dual Wielding&amp;quot;.&lt;br /&gt;
*** Dual Wielding, or in the case of users adding in third and fourth weapons, Multi Wielding is now changed. Each weapon is displayed individually, each producing its own attack animation, showing each weapon type, and applying only that weapon's ATK, Traits, and related effects. It is no longer a combined effect to display everything at once like RPG Maker MZ default.&lt;br /&gt;
*** If an actor has multiple weapon slots but some of them are unequipped, then the action will treat the attack as a single attack. There will be no barehanded attack to add on top of it. This is to match RPG Maker MZ's decision to omit a second animation if the same scenario is applied.&lt;br /&gt;
** New Action Sequence Plugin Commands added by Yanfly&lt;br /&gt;
*** ANIM: Attack Animation 2+&lt;br /&gt;
**** Plays the animation associated with the user's 2nd weapon. Plays nothing if there is no 2nd weapon equipped.&lt;br /&gt;
** New Action Sequence Plugin Commands added by Olivia&lt;br /&gt;
*** WEAPON: Clear Weapon Slot&lt;br /&gt;
*** WEAPON: Next Weapon Slot&lt;br /&gt;
*** WEAPON: Set Weapon Slot&lt;br /&gt;
**** These are Action Sequence Plugin Commands for devs who want finer control over Dual/Multi Wielding weapons.&lt;br /&gt;
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Version 1.22: January 15, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Compatibility with &amp;quot;All Skills&amp;quot; Actor Command should now work with the Skills &amp;amp; States Core hide skill notetags.&lt;br /&gt;
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Version 1.21: January 8, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;MOVE: Home Reset&amp;quot; Plugin Command Action Sequence should work properly. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetag snuck in by Arisu&lt;br /&gt;
*** &amp;lt;Auto Action Sequence&amp;gt;&lt;br /&gt;
**** Used for those who have the &amp;quot;Auto Notetag&amp;quot; Plugin Parameter enabled and just want to use an automatic Action Sequence instead.&lt;br /&gt;
** New Plugin Parameter snuck in by Arisu!&lt;br /&gt;
*** Plugin Parameters &amp;gt; Action Sequences &amp;gt; Quality of Life &amp;gt; Auto Notetag&lt;br /&gt;
**** Automatically apply the &amp;lt;Custom Action Sequence&amp;gt; notetag effect to any item or skill that has a Common Event?&lt;br /&gt;
**** Any item or skill without a Common Event attached to it will use the Automatic Action Sequences instead.&lt;br /&gt;
**** The &amp;lt;Auto Action Sequence&amp;gt; notetag will disable this effect for that particular skill or item.&lt;br /&gt;
** Arisu, you're going to be responsible for any bugs these may cause.&lt;br /&gt;
*** Bring it!!!!&lt;br /&gt;
**** And handling any bug report emails that are sent because this was turned on by accident.&lt;br /&gt;
***** Please read the documentation, guys!&lt;br /&gt;
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Version 1.20: January 1, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** For TPB Active or ATB Active, inputting actors that have received damage will return back to place after flinching. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Yanfly:&lt;br /&gt;
*** &amp;lt;Battle Portrait Offset: +x, +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Battle Portrait Offset X: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Battle Portrait Offset Y: +y&amp;gt;&lt;br /&gt;
**** This is used with the &amp;quot;Portrait&amp;quot; and &amp;quot;Border&amp;quot; Battle Layouts.&lt;br /&gt;
**** Offsets the X and Y coordinates for the battle portrait.&lt;br /&gt;
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Version 1.19: December 25, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Removing a state from a Sideview Enemy during the middle of their a non-looping motion will no longer reset their motion to neutral. Fix made by Yanfly.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for updated feature(s)!&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Action Sequence &amp;quot;PROJECTILE: Icon&amp;quot; now supports code for the &amp;quot;Icon&amp;quot; parameter. Update made by Yanfly.&lt;br /&gt;
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Version 1.18: December 18, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** For TPB Active or ATB Active, inputting actors will no longer step back after an enemy's action is finished. Fix made by Yanfly and Shiro.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* New Features!&lt;br /&gt;
** Action Sequence &amp;quot;BTLOG: Add Text&amp;quot; is updated for the convenience of a new option to quickly copy the displayed text to the VisuStella MZ Combat Log if that plugin is installed. Added by Yanfly.&lt;br /&gt;
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Version 1.17: December 11, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Common Events in TPB Active that cause forced actions will no longer cause currently inputting actors that match the forced action battler to crash the game. Fix made by Yanfly and Shiro.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Action Sequence Impact Action Sequences &amp;quot;Shockwave from Each Target(s)&amp;quot;, &amp;quot;Shockwave from Target(s) Center&amp;quot;, and &amp;quot;Zoom Blur at Target(s) Center&amp;quot; now have &amp;quot;Offset X&amp;quot; and &amp;quot;Offset Y&amp;quot; plugin parameters. Added by Yanfly.&lt;br /&gt;
** Action Sequence &amp;quot;MOVE: Move To Target(s)&amp;quot; is now changed so that if the &amp;quot;Melee Distance&amp;quot; value is set to 0, battlers will no longer stand a half body distance away. Added by Yanfly.&lt;br /&gt;
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Version 1.16: December 4, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Bug fixes made for the RPG Maker MZ base code. If a battler has no actions, then their action speed will not be Infinity. Fix by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: November 29, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Completely replacing the whole party at once will no longer cause the battle system to crash. Fix made by Olivia.&lt;br /&gt;
** Pre-Battle Common Events will no longer cancel out any win/lose branches. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Custom Action Sequences will no longer close the Actor Command Input window unless absolutely necessary (like for Show Message events) during Active TPB/ATB. Change made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: November 22, 2020&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Natural Miss and Evasion motions now have flinch distance. Added by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: November 15, 2020&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: November 8, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Failsafes added to prevent common events from running if they're empty. Fix made by Irina.&lt;br /&gt;
** Skip Party Command will now work properly with TPB-based battle systems. Fix made by Yanfly.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** In preparation for upcoming VisuStella MZ plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: November 1, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added clarity for the Plugin Parameters for the Common Events settings found in the mechanics section. The common events are only meant to run in the map scene and not for the battle scene. Update made by Irina.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** The Plugin Parameter for Mechanics, Common Events (on Map), Defeat Event now has updated functionality. If this has a common event attached to it, then losing to random encounters will no longer send the player to the Game Over scene, but instead, send the player back to the map scene, where the Defeat Common Event will run. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: October 25, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequence Plugin Command added by Olivia:&lt;br /&gt;
*** MECH: Custom Damage Formula&lt;br /&gt;
**** Changes the current action's damage formula to custom. This will assume the MANUAL damage style.&lt;br /&gt;
** New Notetag added by Irina:&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Battleback Scaling Settings&lt;br /&gt;
**** These settings allow you to adjust how battlebacks scale to the screen in the game.&lt;br /&gt;
*** &amp;lt;Battler Sprite Grounded&amp;gt;&lt;br /&gt;
**** Prevents the enemy from being able to jumping and/or floating due to Action Sequences but still able to move. Useful for rooted enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: October 18, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Exiting out of the Options menu scene or Party menu scene will no longer cause party members to reset their starting position. Fix made by Arisu&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
** There was a documentation error with &amp;lt;JS Pre-Regenerate&amp;gt; and &amp;lt;JS Post-Regenerate&amp;gt;. Fix made by Yanfly.&lt;br /&gt;
*** Before, these were written as &amp;lt;JS Pre-Regenerate Turn&amp;gt; and &amp;lt;JS Post-Regenerate Turn&amp;gt;. The &amp;quot;Turn&amp;quot; part of the notetag has been removed in the documentation.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Damage sprites on actors are now centered relative to the actor's anchor. Change made by Yanfly.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequence Plugin Command added by Yanfly:&lt;br /&gt;
*** MECH: Variable Popup&lt;br /&gt;
**** Causes the unit(s) to display a popup using the data stored inside a variable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: October 11, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Dead party members at the start of battle no longer start offscreen. Fix made by Arisu.&lt;br /&gt;
** Removed party members from battle no longer count as moving battlers. Fix made by Yanfly.&lt;br /&gt;
** Using specific motions should now have the weapons showing and not showing properly. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: October 4, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Adding and removing actors will now refresh the battle status display. Fix made by Irina.&lt;br /&gt;
** Adding new states that would change the affected battler's state motion will automatically refresh the battler's motion. Fix made by Irina.&lt;br /&gt;
** Boss Collapse animation fixed and will sink into the ground. Fix made by Irina.&lt;br /&gt;
** Failsafes added for certain animation types. Fix made by Yanfly.&lt;br /&gt;
** Freeze Motion for thrust, swing, and missile animations will now show the weapons properly. Fix made by Yanfly.&lt;br /&gt;
** The Guard command will no longer display the costs of the Attack command. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated help file for newly added plugin parameters.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** When using the Change Battleback event command in battle, the game client will wait until both battlebacks are loaded before changing the both of them so that the appearance is synched together. Change made by Yanfly.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New plugin parameters added by Irina!&lt;br /&gt;
*** Plugin Parameters &amp;gt; Actor Battler Settings &amp;gt; Chant Style&lt;br /&gt;
**** What determines the chant motion? Hit type or skill type?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: September 27, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Enemy Battler Plugin Parameter &amp;quot;Shadow Visible&amp;quot; should now work again. Fix made by Irina.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins. Added by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated the help file for all the new plugin parameters.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Action Sequence &amp;quot;MECH: HP, MP, TP&amp;quot; will now automatically collapse an enemy if it has been killed by the effect.&lt;br /&gt;
** All battle systems for front view will now have damage popups appear in front of the status window instead of just the Portrait battle layout. Update made by Yanfly.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequence Plugin Commands from Irina!&lt;br /&gt;
*** MOTION: Clear Freeze Frame&lt;br /&gt;
*** MOTION: Freeze Motion Frame&lt;br /&gt;
**** You can freeze a battler's sprite's motion with a specific frame.&lt;br /&gt;
** New notetags for Maps and name tags for Troops added by Yanfly!&lt;br /&gt;
*** &amp;lt;Battle Layout: type&amp;gt; to change the battle layout style used for specific maps and/or troops.&lt;br /&gt;
** New plugin parameters added by Yanfly!&lt;br /&gt;
*** Plugin Parameters &amp;gt; Battle Layout Settings &amp;gt; Command Window Width&lt;br /&gt;
**** This plugin parameter lets you adjust the window width for Party and Actor Command windows in the Default and List Battle Layout styles.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Enemy Battler Settings &amp;gt; Name: Offset X&lt;br /&gt;
*** Plugin Parameters &amp;gt; Enemy Battler Settings &amp;gt; Name: Offset Y&lt;br /&gt;
**** These plugin parameters allow you to offset the position of the enemy name positions on the screen by a specific amount.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: September 20, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Actors now use their casting or charging animations again during TPB/ATB. Fix made by Yanfly.&lt;br /&gt;
** Defeat requirement for enemies will no longer crash the game if turned on after creating&lt;br /&gt;
** Escaping animation no longer has actors stay in place. Fixed by Yanfly.&lt;br /&gt;
** Failsafes added for newly added weapon types that have not been adjusted in the Database &amp;gt; System 2 tab. Fixed by Irina.&lt;br /&gt;
** Shadows now appear under the actor sprites. Fix made by Yanfly.&lt;br /&gt;
** Victory during TPB will no longer cancel the victory animations of actors that will have their turn after. Fixed by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** All Anchor Plugin Parameter descriptions now state to use values between 0 and 1 to be safe. Update made by Yanfly.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** During Active TPB / ATB, canceling out of the actor command window will go directly into the party window without having to sort through all of the available active actors.&lt;br /&gt;
** Going from the Party Command Window's Fight command will immediately return back to the actor command window that was canceled from.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Action Sequence Plugin Command &amp;quot;MOVE: Spin/Rotate&amp;quot; has been updated.&lt;br /&gt;
*** A new parameter has been added: &amp;quot;Revert Angle on Finish&amp;quot;&lt;br /&gt;
*** Added by Yanfly.&lt;br /&gt;
** New plugin parameters have been added to Damage Settings.&lt;br /&gt;
*** Appear Position: Selects where you want popups to appear relative to the battler. Head, Center, Base. Added by Yanfly.&lt;br /&gt;
*** Offset X: Sets how much to offset the sprites by vertically. Added by Yanfly.&lt;br /&gt;
*** Offset Y: Sets how much to offset the sprites by horizontally. Added by Yanfly.&lt;br /&gt;
** New plugin parameters have been added to Actor Battler Settings.&lt;br /&gt;
*** Priority: Active - Place the active actor on top of actor and enemy sprites. Added by Yanfly.&lt;br /&gt;
*** Priority: Actors - Prioritize actors over enemies when placing sprites on top of each other. Added by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: September 13, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Active Battler Sprites now remain on top and won't be hidden behind other sprites for better visual clarity. Fix made by Arisu.&lt;br /&gt;
** Collapsing battlers will now show the dead motion properly. Fix made by Olivia.&lt;br /&gt;
** Dead battlers can no longer be given immortality. Fix made by Olivia.&lt;br /&gt;
** Going into the Options menu with no battleback set will no longer set a battle snapshot.&lt;br /&gt;
** HP Gauges for Sideview Enemies are no longer flipped! Fix made by Yanfly.&lt;br /&gt;
** Moving a dead battler would no longer reset their animation. Fix made by Olivia.&lt;br /&gt;
** Pre-Battle Common Events now work with events instead of just random encounters. Fix made by Yanfly.&lt;br /&gt;
** Sideview Enemy shadows no longer twitch. Fix made by Irina.&lt;br /&gt;
* Documentation Updates!&lt;br /&gt;
** Added further explanations for Anchor X and Anchor Y plugin parameters. This is because there's a lot of confusion for users who aren't familiar with how sprites work. Added by Irina.&lt;br /&gt;
** &amp;lt;Magic Reduction: x&amp;gt; notetag updated to say magical damage instead of physical damage. Fix made by Yanfly.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Additional Action Sequence Plugin Commands have been added in preparation of upcoming plugins! Additions made by Irina.&lt;br /&gt;
*** Action Sequences - Angle (for VisuMZ_3_ActSeqCamera)&lt;br /&gt;
*** Action Sequences - Camera (for VisuMZ_3_ActSeqCamera)&lt;br /&gt;
*** Action Sequences - Skew (for VisuMZ_3_ActSeqCamera)&lt;br /&gt;
*** Action Sequences - Zoom (for VisuMZ_3_ActSeqCamera)&lt;br /&gt;
** Additional Action Sequence Plugin Commands have been made available now and added to Battle Core! Additions made by Irina.&lt;br /&gt;
*** MOVE: Scale/Grow/Shrink&lt;br /&gt;
**** [[File:ActSeqGrowShrink.gif]]&lt;br /&gt;
*** MOVE: Skew/Distort&lt;br /&gt;
**** [[File:ActSeqSkew.gif]]&lt;br /&gt;
*** MOVE: Spin/Rotate&lt;br /&gt;
**** [[File:ActSeqSpin.gif]]&lt;br /&gt;
*** MOVE: Wait For Scale&lt;br /&gt;
*** MOVE: Wait For Skew&lt;br /&gt;
*** MOVE: Wait For Spin&lt;br /&gt;
** Plugin Parameters Additions. Additions made by Irina.&lt;br /&gt;
*** Plugin Params &amp;gt; Actor Battler Settings &amp;gt; Offset X&lt;br /&gt;
*** Plugin Params &amp;gt; Actor Battler Settings &amp;gt; Offset Y&lt;br /&gt;
*** Plugin Params &amp;gt; Actor Battler Settings &amp;gt; Smooth Image&lt;br /&gt;
*** Plugin Params &amp;gt; Enemy Battler Settings &amp;gt; Offset X&lt;br /&gt;
*** Plugin Params &amp;gt; Enemy Battler Settings &amp;gt; Offset Y&lt;br /&gt;
*** Plugin Params &amp;gt; Enemy Battler Settings &amp;gt; Smooth Image&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: September 6, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Animated Battlers will refresh their motions from the death motion once they're revived instead of waiting for their next input phase. Fix made by Yanfly.&lt;br /&gt;
** Battle Log speed sometimes went by too fast for certain enabled messages. Wait timers are now added to them, like state results, buff results, and debuff results. Fix made by Yanfly.&lt;br /&gt;
** Boss Collapse animation now works properly. Fix made by Yanfly.&lt;br /&gt;
** Freeze fix for TPB (Wait) if multiple actors get a turn at the same time. Fix made by Olivia.&lt;br /&gt;
** Pressing cancel on a target window after selecting a single skill no longer causes the status window to twitch.&lt;br /&gt;
** Sideview Enemies had a split frame of being visible if they were to start off hidden in battle. Fix made by Shaz.&lt;br /&gt;
* Compatibility Update:&lt;br /&gt;
** Battle Core's Sprite_Damage.setup() function is now separated fro the default to allow for better compatibility. Made by Yanfly.&lt;br /&gt;
* Documentation Update:&lt;br /&gt;
** Inserted more information for &amp;quot;Damage Popups&amp;quot; under &amp;quot;Major Changes&amp;quot;&lt;br /&gt;
* New Features!&lt;br /&gt;
** &amp;lt;Magic Penetration: x&amp;gt;, &amp;lt;Magic Penetration: x%&amp;gt; notetags added.&lt;br /&gt;
** &amp;lt;Magic Reduction: x&amp;gt;, &amp;lt;Magic Reduction: x%&amp;gt; notetags added.&lt;br /&gt;
** &amp;lt;Battle UI Offset: +x, +y&amp;gt;, &amp;lt;Battle UI Offset X: +x&amp;gt;, and &amp;lt;Battle UI Offset Y: +y&amp;gt; notetags added for adjusting the positions of HP Gauges and State Icons.&lt;br /&gt;
*** Notetags added by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: August 30, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Failsafes added for parsing battle targets. Fix made by Yanfly.&lt;br /&gt;
** Immortality is no longer ignored by skills/items with the Normal Attack state effect. Fix made by Yanfly.&lt;br /&gt;
** Miss and Evasion sound effects work again! Fix made by Yanfly.&lt;br /&gt;
** Selecting &amp;quot;Escape&amp;quot; from the Actor Command Window will now have the Inputting Battler show its escape motion. Fix made by Yanfly.&lt;br /&gt;
** Wait for Movement now applies to SV Enemies. Fix made by Yanfly.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Plugin Command &amp;quot;ACSET: Finish Action&amp;quot; now has an option to turn off the Immortality of targets. Feature added by Yanfly.&lt;br /&gt;
* Optimization Update&lt;br /&gt;
** Uses less resources when making checks for Pre-Battle Battle Start events&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: August 23, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Plugin Parameters &amp;gt; Damage Settings &amp;gt; Damage Formats are now fixed. Fix made by Olivia.&lt;br /&gt;
** TPB Battle System with Disable Party Command fixed. Fix made by Olivia.&lt;br /&gt;
** States now show in list format if faces are disabled. Fix made by Yanfly.&lt;br /&gt;
** The default damage styles were missing the 'v' variable to allow for variable data input. These are back now. Fix made by Yanfly.&lt;br /&gt;
*** Users updating from version 1.00 will need to fix this problem by either removing the plugin from the Plugin Manager list and reinstalling it, or going to Plugin Parameters &amp;gt; Damage Settings &amp;gt; Style List &amp;gt; the style you want, and adding &amp;quot;const v = $gameVariables._data;&amp;quot; to JS: Formula&lt;br /&gt;
* New Notetags Added:&lt;br /&gt;
** &amp;lt;Command Show Switch: x&amp;gt; added by Olivia&lt;br /&gt;
** &amp;lt;Command Show All Switches: x,x,x&amp;gt; added by Olivia&lt;br /&gt;
** &amp;lt;Command Show Any Switches: x,x,x&amp;gt; added by Olivia&lt;br /&gt;
** &amp;lt;Command Hide Switch: x&amp;gt; added by Olivia&lt;br /&gt;
** &amp;lt;Command Hide All Switches: x,x,x&amp;gt; added by Olivia&lt;br /&gt;
** &amp;lt;Command Hide Any Switches: x,x,x&amp;gt; added by Olivia&lt;br /&gt;
** &amp;lt;JS Command Visible&amp;gt; added by Olivia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: August 20, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Core Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Menu Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
[[Category: Plugin Commands (MZ)]]&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Core_Engine_VisuStella_MZ&amp;diff=17615</id>
		<title>Core Engine VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Core_Engine_VisuStella_MZ&amp;diff=17615"/>
		<updated>2026-02-15T04:24:03Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=-vvmD_4qNMw&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = {{VisuStella Wave 1}}&lt;br /&gt;
|link2 = {{VisuStella All Waves Collection}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| [[File:CoreEnginePluginMenuAssist.png|400px]]&lt;br /&gt;
| [[File:CoreEnginePluginMenuBg.png|400px]]&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[File:CoreEnginePluginTitleButtons.png|400px]]&lt;br /&gt;
| [[File:CoreEnginePluginGold.png|400px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Action Sequence Camera VisuStella MZ]]&lt;br /&gt;
* [[Action Sequence Impact VisuStella MZ]]&lt;br /&gt;
* [[Action Sequence Projectiles VisuStella MZ]]&lt;br /&gt;
* [[Anti-Damage Barriers VisuStella MZ]]&lt;br /&gt;
* [[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - CTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - ETB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - FTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - STB VisuStella MZ]]&lt;br /&gt;
* [[Battle Voices VisuStella MZ]]&lt;br /&gt;
* [[Boost Action VisuStella MZ]]&lt;br /&gt;
* [[Chain Battles VisuStella MZ]]&lt;br /&gt;
* [[Challenge System VisuStella MZ]]&lt;br /&gt;
* [[Character Creation System VisuStella MZ]]&lt;br /&gt;
* [[Date and Time System VisuStella MZ]]&lt;br /&gt;
* [[Enemy Levels VisuStella MZ]]&lt;br /&gt;
* [[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
* [[Equip Medal System VisuStella MZ]]&lt;br /&gt;
* [[Equip Passive System VisuStella MZ]]&lt;br /&gt;
* [[Equipment Set Bonuses VisuStella MZ]]&lt;br /&gt;
* [[Field Skills VisuStella MZ]]&lt;br /&gt;
* [[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
* [[Furniture System VisuStella MZ]]&lt;br /&gt;
* [[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
* [[Lighting Effects VisuStella MZ]]&lt;br /&gt;
* [[More Currencies VisuStella MZ]]&lt;br /&gt;
* [[Movement Effects VisuStella MZ]]&lt;br /&gt;
* [[Picture Effects VisuStella MZ]]&lt;br /&gt;
* [[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
* [[Shop Bust Style UI VisuStella MZ]]&lt;br /&gt;
* [[Sideview Battle UI VisuStella MZ]]&lt;br /&gt;
* [[Skill Mastery VisuStella MZ]]&lt;br /&gt;
* [[Tile Grafter System VisuStella MZ]]&lt;br /&gt;
* [[Visual Cutin Effect VisuStella MZ]]&lt;br /&gt;
* [[Visual Gauge Styles VisuStella MZ]]&lt;br /&gt;
* [[Visual Novel Picture Busts VisuStella MZ]]&lt;br /&gt;
* [[Visual State Effects VisuStella MZ]]&lt;br /&gt;
* [[Voice Acting Control VisuStella MZ]]&lt;br /&gt;
* [[Weather Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.001.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
The Core Engine plugin is designed to fix any bugs that may have slipped&lt;br /&gt;
past RPG Maker MZ's source code and to give game devs more control over&lt;br /&gt;
RPG Maker MZ's various features, ranging from mechanics to aesthetics to&lt;br /&gt;
quality of life improvements.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Bug fixes for the problems existing in the RPG Maker MZ base code.&lt;br /&gt;
* Failsafes added for Script Call related event commands.&lt;br /&gt;
* Lots of Quality of Life Settings that can be activated through the Plugin Parameters.&lt;br /&gt;
* Control over the various Text Colors used throughout the game.&lt;br /&gt;
* Change up the maximum amount of gold carried, give it an icon attached to the label, and include text for overlap specifics.&lt;br /&gt;
* Preload images as the game boots up.&lt;br /&gt;
* Add specific background images for menus found throughout the game.&lt;br /&gt;
* A button assist window will appear at the top or bottom of the screen, detailing which buttons do what when inside a menu. This feature can be turned off.&lt;br /&gt;
* Choose which in-game battler parameters to display inside menus (ie ATK, DEF, AGI, etc.) and determine their maximum values, along with plenty of notetags to give more control over parameter, x-parameter, s-parameter bonuses through equipment, states, and other trait objects.&lt;br /&gt;
* Control over how the UI objects appear (such as the menu button, cancel button, left/right actor switch buttons).&lt;br /&gt;
* Reposition actors and enemies if the battle resolution is larger.&lt;br /&gt;
* Allow class names and nicknames to support text codes when displayed.&lt;br /&gt;
* Determine how windows behave in the game, if they will mask other windows, their line height properties, and more.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 0}}&lt;br /&gt;
&lt;br /&gt;
== Important Changes: Bug Fixes ==&lt;br /&gt;
&lt;br /&gt;
This plugin also serves to fix various bugs found in RPG Maker MZ that have&lt;br /&gt;
been unaddressed or not yet taken care of. The following is a list of bugs&lt;br /&gt;
that have been fixed by this plugin:&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Attack Skill Trait ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzQwMDQ2OTYucG5n/original/O8p6UZ.png'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enemies are unaffected by the Attack Skill Trait. This means if they have&lt;br /&gt;
an Attack action, they will always use Attack over and over even if their&lt;br /&gt;
Attack Skill Trait has been changed. This plugin will change it up so that&lt;br /&gt;
the Attack skill will comply with whatever their Attack Skill Trait's skill&lt;br /&gt;
is set to.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Auto Battle Actor Skill Usage ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzQwMDQ3NTIucG5n/original/kEC235.png'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If an actor with Auto Battle has access to a skill but not have any access&lt;br /&gt;
to that skill's type, that actor will still be able to use the skill during&lt;br /&gt;
Auto Battle despite the fact that the actor cannot use that skill during&lt;br /&gt;
manual input.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Auto Battle Attack Seal Bypass ===&lt;br /&gt;
&lt;br /&gt;
By default, if the attack skill is sealed via a trait and an actor has&lt;br /&gt;
auto-battle, the action can still be used via auto-battle. This is now fixed&lt;br /&gt;
and actors should not be able to attack via auto-battle if their attack&lt;br /&gt;
ability is sealed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Auto Battle Lock Up ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEngine_AutoBattleLockUp.png]]&lt;br /&gt;
&lt;br /&gt;
If an auto battle Actor fights against an enemy whose DEF/MDF is too high,&lt;br /&gt;
they will not use any actions at all. This can cause potential game freezing&lt;br /&gt;
and softlocks. This plugin will change that and have them default to a&lt;br /&gt;
regular Attack.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Auto Save After New Game ===&lt;br /&gt;
&lt;br /&gt;
Normally, when starting a new game through the &amp;quot;New Game&amp;quot; option, there is&lt;br /&gt;
no auto save trigger. However, if you start a new game or load a saved game,&lt;br /&gt;
then go to the Game End screen, return back to the title screen, then start&lt;br /&gt;
a New Game, the auto save trigger occurs when it shouldn't. The Core Engine&lt;br /&gt;
will now patch this and prevent the trigger from taking place.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Battle Forced End Action Crash ===&lt;br /&gt;
&lt;br /&gt;
Depending on various circumstances, currently active battlers can be cleared&lt;br /&gt;
from the battle system at will due to a number of reasons. However, if it&lt;br /&gt;
just so happens that the targets are cleared, too, with actions remaining,&lt;br /&gt;
then a crash will follow up. This plugin will prevent that change. Fix made&lt;br /&gt;
by Olivia.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Debug Console Refresh Bug ===&lt;br /&gt;
&lt;br /&gt;
When pressing F5 to refresh while the debug console (DevTools) is open,&lt;br /&gt;
some graphics will fail to load properly. This started occurring since the&lt;br /&gt;
RPG Maker MZ 1.5.0 update and the code for loading the images has now been&lt;br /&gt;
reverted to the 1.4.4 version where it was last stable.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Gamepad Repeat Input ===&lt;br /&gt;
&lt;br /&gt;
Cleared inputs on gamepads do not have a downtime and will trigger the&lt;br /&gt;
following input frame. The causes problems with certain RPG Maker MZ menus&lt;br /&gt;
where the inputs have to be cleared as the next immediate frame will have&lt;br /&gt;
them inputted again. This plugin changes it so that whenever inputs are&lt;br /&gt;
cleared, there is a downtime equal to the keyboard clear frames before the&lt;br /&gt;
gamepad input is registered once more.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Invisible Battle Sprites ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEngine_InvisibleBattlerBug.png]]&lt;br /&gt;
&lt;br /&gt;
If you removed a party member during battle and added that exact party&lt;br /&gt;
member back into the same slot, their sprite would appear invisible. The&lt;br /&gt;
VisuStella Core Engine will fix this problem and prevent it from happening.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Instant Text Discrepancy for Window_Message ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEngine_InstantTextBug.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Window_Message displays text differently when it draws letters one by one&lt;br /&gt;
versus when the text is displayed instantly. This isn't noticeable with the&lt;br /&gt;
default font, but it's very visible when using something like Arial. The&lt;br /&gt;
error is due to Bitmap.measureTextWidth yielding a rounded value per letter&lt;br /&gt;
versus per word. The Core Engine will provide a bug fix that will single out&lt;br /&gt;
the cause and make it so that only Window_Message will not utilize any round&lt;br /&gt;
number values when determining the width of each letter, whether or not it&lt;br /&gt;
is shown instantly. This change will only affect Window_Message and not any&lt;br /&gt;
other window in order to prevent unintended side effects.&lt;br /&gt;
&lt;br /&gt;
Plugin Parameters &amp;gt; QoL Settings &amp;gt; Misc &amp;gt; Font Width Fix&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Move Picture, Origin Differences ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzQwMDQ3MjguZ2lm/original/GevQGx.gif'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a Show Picture event command is made with an Origin setting of&lt;br /&gt;
&amp;quot;Upper Left&amp;quot; and a Move Picture event command is made afterwards with an&lt;br /&gt;
Origin setting of &amp;quot;Center&amp;quot;, RPG Maker MZ would originally have it instantly&lt;br /&gt;
jump into the new origin setting without making a clean transition between&lt;br /&gt;
them. This plugin will create that clean transition between origins.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Overly-Protective Substitute ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEngine_BugSubHeal.png]]&lt;br /&gt;
&lt;br /&gt;
When an ally with critical health is being targeted by a friendly non-&lt;br /&gt;
Certain Hit skill (such as a heal or buff) and another ally has the&lt;br /&gt;
substitute state, the other ally would &amp;quot;protect&amp;quot; the originally targeted&lt;br /&gt;
ally and take the heal or buff.&lt;br /&gt;
&lt;br /&gt;
The new changed behavior is that now, substitute will not trigger for any&lt;br /&gt;
actions whose scope targets allies.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Skill List Active After Party Member Change ===&lt;br /&gt;
&lt;br /&gt;
If the skill list is active (ie. the player can move the cursor around) and&lt;br /&gt;
the party member currently being viewed is changed via the button commands,&lt;br /&gt;
then previously, RPG Maker MZ would still have that window be active despite&lt;br /&gt;
having the cursor hidden temporarily. Upon pressing direction buttons, the&lt;br /&gt;
cursor reveals itself and both the skill type window and skill list window&lt;br /&gt;
are both active, making way for lots of potential problems to happen.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Sprite Removal and Destroy Crash ===&lt;br /&gt;
&lt;br /&gt;
A texture check will now occur for sprites that are being removed and&lt;br /&gt;
destroyed in order to prevent crashes. In the off chance that someone&lt;br /&gt;
creates a sprite through a script call and removes it through such, the&lt;br /&gt;
likelihood of this occurance becomes higher. This makes the &amp;quot;destroy&amp;quot;&lt;br /&gt;
property take into account a texture check in order to see if the sprite&lt;br /&gt;
removal is taking extra steps and will reduce those extra steps.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Status Window Name Vertical Cutoffs ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEngine_BugTextCrop.png]]&lt;br /&gt;
&lt;br /&gt;
In the battle status windows, whenever actor names are displayed, the bitmap&lt;br /&gt;
used to display their name text do not extend vertically all the way,&lt;br /&gt;
causing letters like lowercase &amp;quot;Q&amp;quot; and &amp;quot;G&amp;quot; to be cut off, making them hard&lt;br /&gt;
to distinguish from one another. The Core Engine will remedy this by&lt;br /&gt;
extending the bitmap to allow enough room. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Termination Clear Effects ===&lt;br /&gt;
&lt;br /&gt;
In RPG Maker MZ, requesting an animation while transitioning between&lt;br /&gt;
scenes, such as going from the map scene to the battle scene, can cause&lt;br /&gt;
crashes. This is because the animation queue does not take off immediately&lt;br /&gt;
and will likely register incorrect targets for the scene. This plugin will&lt;br /&gt;
forcefully clear any registered animations and balloon effects when&lt;br /&gt;
terminating a scene in order to prevent crashes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Timer Sprite ===&lt;br /&gt;
&lt;br /&gt;
By default, RPG Maker MZ adds Sprite_Timer into its spriteset, either for&lt;br /&gt;
maps or for battles. There is one major problem with this: when spritesets&lt;br /&gt;
are affected by filters, zooms, and/or blurs, this hinders how readable the&lt;br /&gt;
timer sprite is, making the information perceived by the player to be much&lt;br /&gt;
harder than it needs to be. The Core Engine adds the sprite to the parent&lt;br /&gt;
scene instead of the spriteset to ensure it's unobscured by anything else.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Unusable Battle Items ===&lt;br /&gt;
&lt;br /&gt;
If any party member is able to use an item in battle, then all party members&lt;br /&gt;
are able to use said item, even if that party member is supposed to be&lt;br /&gt;
unable to use that item. This is now changed so that battle items are&lt;br /&gt;
checked on an individual basis and not on a party-wide basis.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Water Tile Bug ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEngine_WaterTileBug.gif]]&lt;br /&gt;
&lt;br /&gt;
It seems like there's a new bug that occurs if you create a tileset from&lt;br /&gt;
scratch in RPG Maker MZ version 1.5.0+ and version 1.6.0+! What this bug&lt;br /&gt;
does is it causes many tiles to become water tiles without intending to.&lt;br /&gt;
You can find this out by turning off all the plugins in your project,&lt;br /&gt;
putting a Ship or Boat on what are normally ground tiles, and then seeing&lt;br /&gt;
the Ship or Boat traverse through it.&lt;br /&gt;
&lt;br /&gt;
There are two ways to fix this. We cannot fix it through code in this plugin&lt;br /&gt;
as it's a problem that involves the tileset json data there are ways to work&lt;br /&gt;
around it so that you can get the proper water-flags to go where they need&lt;br /&gt;
to be at.&lt;br /&gt;
&lt;br /&gt;
# Copy a working un-bugged tileset onto the currently bugged one and reapply the tile features like passability, terrain tags, etc. This will make sure the water-passability tiles get copied over correctly.&lt;br /&gt;
# If you're on RPG Maker MZ version 1.5.0 or above, select a working un-bugged tileset (usually a pre-existing tileset when a new project is made), click the &amp;quot;Copy Page&amp;quot; button, go to the bugged tileset and press &amp;quot;Paste Page&amp;quot;. You'll have to reapply any different properties like passabilities and terrain tags, but the water tile flags should now be working properly.&lt;br /&gt;
&lt;br /&gt;
The plugin will not fix the problem itself since flag data is delicate and&lt;br /&gt;
should not be tampered with midgame as the changes made by the plugin might&lt;br /&gt;
not match the desired settings.&lt;br /&gt;
&lt;br /&gt;
This plugin, however, will also send out an alert message when coming across&lt;br /&gt;
such a tile. Pay attention to it and do one of the following two steps above&lt;br /&gt;
to fix the problem.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Window Arrows Sprite Tearing ===&lt;br /&gt;
&lt;br /&gt;
If a window object in RPG Maker MZ were to have an odd number for width size&lt;br /&gt;
then the arrow elements found for the window would be positioned on a half&lt;br /&gt;
pixel, giving it a blurry look and also have sprite tearing issues. This is&lt;br /&gt;
now fixed by rounding the number to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Window Client Area Scaling Bug ===&lt;br /&gt;
&lt;br /&gt;
If the window has a scale value different from 1.0, the client area (the&lt;br /&gt;
interactable parts) will not scale properly and appear clipped out. This&lt;br /&gt;
is now fixed by adjusting the client area to the window's scale values and&lt;br /&gt;
rounding upward to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Window Skin Bleeding ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEngineWindowSkinBleeding.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''This bug is fixed in the core scripts for RPG Maker MZ v1.3.0+.'''&lt;br /&gt;
&lt;br /&gt;
Since the v1.2.0 update, Window.prototype._refreshBack's frame value has&lt;br /&gt;
been set from 96 to 95. This results in the window skin bleeding past the&lt;br /&gt;
window's intended borders. The Core Engine now reverts this change to&lt;br /&gt;
prevent the bleeding effect from happening.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Major Changes: New Hard-Coded Features ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Scroll-Linked Pictures ===&lt;br /&gt;
&lt;br /&gt;
If a Parallax has a ! at the start of its filename, it is bound to the map&lt;br /&gt;
scrolling. The same thing now happens with pictures. If a Picture has a ! at&lt;br /&gt;
the start of its filename, it is bound to the map's scrolling as well.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Movement Route Scripts ===&lt;br /&gt;
&lt;br /&gt;
If code in a Movement Route Script command fails, instead of crashing the&lt;br /&gt;
game, it will now act as if nothing happened except to display the cause of&lt;br /&gt;
the error inside the console.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Script Call Failsafes ===&lt;br /&gt;
&lt;br /&gt;
If code found in Conditional Branches, Control Variables, and/or Script&lt;br /&gt;
Calls fail to activate, instead of crashing the game, it will now act as if&lt;br /&gt;
nothing happened except to display the cause of the error inside the&lt;br /&gt;
console.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Digit Grouping ===&lt;br /&gt;
&lt;br /&gt;
- There exists an option to change how numbers are displayed and converted&lt;br /&gt;
in your game. This option can be enabled or disabled by going into the&lt;br /&gt;
Plugin Manager &amp;gt; VisuMZ_0_OptionsCore &amp;gt; Quality of Life Settings &amp;gt;&lt;br /&gt;
Digit Grouping and toggling on/off whichever ones you want.&lt;br /&gt;
&lt;br /&gt;
- Digit Grouping will follow the rules of whatever country/locale the Plugin&lt;br /&gt;
Parameters are set to. If it's to default 'en-US', then 1234567.123456 will&lt;br /&gt;
become 1,234,567.123456. Set it to 'es-ES' and it becomes 1.234.567,123456&lt;br /&gt;
instead.&lt;br /&gt;
&lt;br /&gt;
- This uses JavaScript's Number.toLocaleString() function and will therefore&lt;br /&gt;
follow whatever rules it has. This means if there are trailing zeroes at the&lt;br /&gt;
end of a decimal, it will cut them off. Numbers like 123.45000 will become&lt;br /&gt;
123.45 instead. Excess numbers past 6 decimal places will be rounded. A&lt;br /&gt;
number like 0.123456789 will become 0.123457 instead.&lt;br /&gt;
&lt;br /&gt;
- Numbers in between [ and ], &amp;lt; and &amp;gt; will be excluded from digit grouping&lt;br /&gt;
in order for text codes to be preserved accurately. \I[1234] will remain as&lt;br /&gt;
\I[1234].&lt;br /&gt;
&lt;br /&gt;
- If you would like to enter in a number without digit grouping, surround it&lt;br /&gt;
with &amp;lt;nowiki&amp;gt;{{ and }}. Typing in {{1234567890}}&amp;lt;/nowiki&amp;gt; will yield 1234567890.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Show Scrolling Text, additional functionality ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEngine_Update25_Feature1.png]]&lt;br /&gt;
&lt;br /&gt;
The event command &amp;quot;Show Scrolling Text&amp;quot; now has additional functionality as&lt;br /&gt;
long as the VisuStella MZ Core Engine is installed. If the game dev inserts&lt;br /&gt;
&amp;quot;// Script Call&amp;quot; (without the quotes) inside the scrolling text, then the&lt;br /&gt;
entirity of the Show Scrolling Text event command will be ran as a giant&lt;br /&gt;
script call event command.&lt;br /&gt;
&lt;br /&gt;
The reason why this functionality is added is because the &amp;quot;Script...&amp;quot; event&lt;br /&gt;
command contains only 12 lines maximum. This means for any script call&lt;br /&gt;
larger than 12 lines of code cannot be done by normal means as each script&lt;br /&gt;
call is ran as a separate instance.&lt;br /&gt;
&lt;br /&gt;
By repurposing the &amp;quot;Show Scrolling Text&amp;quot; event command to be able to&lt;br /&gt;
function as an extended &amp;quot;Script...&amp;quot; event command, such a thing is now&lt;br /&gt;
possible with less hassle and more lines to code with.&lt;br /&gt;
&lt;br /&gt;
This effect does not occur if the Show Scrolling Text event command does not&lt;br /&gt;
have &amp;quot;// Script Call&amp;quot; in its contents.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Core Engine Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Core Engine Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Quality of Life Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEnginePluginParam01.png]]&lt;br /&gt;
&lt;br /&gt;
A variety of (optional) settings and changes are added with the Core Engine&lt;br /&gt;
to improve the quality of life for both the game devs and players alike.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Featured Article&lt;br /&gt;
|link = Useful Shortcuts for Playtesting&lt;br /&gt;
|title = Useful Shortcuts for Playtesting&lt;br /&gt;
|author = Arisu&lt;br /&gt;
|date = 2024 January 5&lt;br /&gt;
|image = Shortcuts.jpg&lt;br /&gt;
|imgwidth = 100px&lt;br /&gt;
|content = Read about some useful shortcuts you can enable with the [[Core Engine VisuStella MZ|VisuStella Core Engine]] here.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Play Test&lt;br /&gt;
&lt;br /&gt;
  New Game on Boot:&lt;br /&gt;
  - Automatically start a new game on Play Test?&lt;br /&gt;
  - Only enabled during Play Test.&lt;br /&gt;
&lt;br /&gt;
  No Play Test Mode:&lt;br /&gt;
  - Force the game to be out of Play Test mode when play testing.&lt;br /&gt;
&lt;br /&gt;
  Open Console on Boot:&lt;br /&gt;
  - Open the Debug Console upon booting up your game?&lt;br /&gt;
  - Only enabled during Play Test.&lt;br /&gt;
&lt;br /&gt;
  F6: Toggle Sound:&lt;br /&gt;
  - F6 Key Function: Turn on all sound to 100% or to 0%, toggling between&lt;br /&gt;
    the two.&lt;br /&gt;
  - Only enabled during Play Test.&lt;br /&gt;
&lt;br /&gt;
  F7: Toggle Fast Mode:&lt;br /&gt;
  - F7 Key Function: Toggle fast mode.&lt;br /&gt;
  - Only enabled during Play Test.&lt;br /&gt;
&lt;br /&gt;
  CTRL + n: Quick Load:&lt;br /&gt;
  - CTRL + a number from 1 to 9 will yield a quick load of that safe file.&lt;br /&gt;
  - Does not count auto saves.&lt;br /&gt;
&lt;br /&gt;
  NewGame &amp;gt; CommonEvent:&lt;br /&gt;
  - Runs a common event each time a new game is started.&lt;br /&gt;
  - Only enabled during Play Test.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Battle Test&lt;br /&gt;
&lt;br /&gt;
  Add Item Type:&lt;br /&gt;
  Add Weapon Type:&lt;br /&gt;
  Add Armor Type:&lt;br /&gt;
  - Add copies of each database item, weapon, and/or armor?&lt;br /&gt;
  - Effective only during battle test.&lt;br /&gt;
&lt;br /&gt;
  Added Quantity:&lt;br /&gt;
  - Determines how many items are added during a battle test instead of&lt;br /&gt;
    the maximum amount.&lt;br /&gt;
&lt;br /&gt;
  Shift+R: Recover All:&lt;br /&gt;
  - For Play Test only!&lt;br /&gt;
  - During battle, pressing SHIFT + R will refill the whole party's HP&lt;br /&gt;
    and MP and status.&lt;br /&gt;
&lt;br /&gt;
  Shift+T: Full TP&lt;br /&gt;
  - For Play Test only!&lt;br /&gt;
  - During battle, pressing SHIFT + T will refill the whole party's TP.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Digit Grouping&lt;br /&gt;
&lt;br /&gt;
  Standard Text:&lt;br /&gt;
  - Make numbers like 1234567 appear like 1,234,567 for standard text&lt;br /&gt;
    inside windows?&lt;br /&gt;
&lt;br /&gt;
  Ex Text:&lt;br /&gt;
  - Make numbers like 1234567 appear like 1,234,567 for ex text,&lt;br /&gt;
    written through drawTextEx (like messages)?&lt;br /&gt;
&lt;br /&gt;
  Damage Sprites:&lt;br /&gt;
  - Make numbers like 1234567 appear like 1,234,567 for in-battle&lt;br /&gt;
    damage sprites?&lt;br /&gt;
&lt;br /&gt;
  Gauge Sprites:&lt;br /&gt;
  - Make numbers like 1234567 appear like 1,234,567 for visible gauge&lt;br /&gt;
    sprites such as HP, MP, and TP gauges?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Player Benefit&lt;br /&gt;
&lt;br /&gt;
  Encounter Rate Min:&lt;br /&gt;
  - Minimum number of steps the player can take without any&lt;br /&gt;
    random encounters.&lt;br /&gt;
&lt;br /&gt;
  Escape Always:&lt;br /&gt;
  - If the player wants to escape a battle, let them escape the battle&lt;br /&gt;
    with 100% chance.&lt;br /&gt;
&lt;br /&gt;
  Accuracy Formula:&lt;br /&gt;
  - Accuracy formula calculation change to&lt;br /&gt;
    Skill Hit% * (User HIT - Target EVA) for better results.&lt;br /&gt;
&lt;br /&gt;
  Accuracy Boost:&lt;br /&gt;
  - Boost HIT and EVA rates in favor of the player.&lt;br /&gt;
&lt;br /&gt;
  Level Up -&amp;gt; Full HP:&lt;br /&gt;
  Level Up -&amp;gt; Full MP:&lt;br /&gt;
  - Recovers full HP or MP when an actor levels up.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Misc&lt;br /&gt;
&lt;br /&gt;
  Animation: Mirror Offset X:&lt;br /&gt;
  - When animations are mirrored, mirror their Offset X values, too.&lt;br /&gt;
  - The animation name tags &amp;lt;Mirror Offset X&amp;gt; and &amp;lt;No Mirror Offset X&amp;gt; will&lt;br /&gt;
    override this effect for that specific animation.&lt;br /&gt;
&lt;br /&gt;
  Anti-Zoom Pictures:&lt;br /&gt;
  - If on, prevents pictures from being affected by zoom.&lt;br /&gt;
&lt;br /&gt;
  Font Shadows:&lt;br /&gt;
  - If on, text uses shadows instead of outlines.&lt;br /&gt;
&lt;br /&gt;
  Font Smoothing:&lt;br /&gt;
  - If on, smoothes fonts shown in-game.&lt;br /&gt;
&lt;br /&gt;
  Font Width Fix:&lt;br /&gt;
  - Fixes the font width issue with instant display non-monospaced fonts&lt;br /&gt;
    in the Message Window.&lt;br /&gt;
&lt;br /&gt;
  Key Item Protection:&lt;br /&gt;
  - If on, prevents Key Items from being able to be sold and from being&lt;br /&gt;
    able to be consumed.&lt;br /&gt;
&lt;br /&gt;
  Map Name Text Code:&lt;br /&gt;
  - If on, map names will use text codes.&lt;br /&gt;
  - If off, only the raw map name will be used.&lt;br /&gt;
&lt;br /&gt;
  Modern Controls:&lt;br /&gt;
  - If on, allows usage of the Home/End buttons.&lt;br /&gt;
  - Home would scroll to the first item on a list.&lt;br /&gt;
  - End would scroll to the last item on a list.&lt;br /&gt;
  - Shift + Up would page up.&lt;br /&gt;
  - Shift + Down would page down.&lt;br /&gt;
&lt;br /&gt;
  MV Animation Rate:&lt;br /&gt;
  - Adjusts the rate at which MV animations play.&lt;br /&gt;
  - Default: 4.&lt;br /&gt;
  - Lower for faster.&lt;br /&gt;
  - Higher for slower.&lt;br /&gt;
&lt;br /&gt;
  NewGame &amp;gt; CommonEvent:&lt;br /&gt;
  - Runs a common event each time a new game during any session is started.&lt;br /&gt;
  - Applies to all types of sessions, play test or not.&lt;br /&gt;
&lt;br /&gt;
  No Tile Shadows:&lt;br /&gt;
  - Removes tile shadows from being displayed in-game.&lt;br /&gt;
&lt;br /&gt;
  Pixel Image Rendering:&lt;br /&gt;
  - If on, pixelates the image rendering (for pixel games).&lt;br /&gt;
&lt;br /&gt;
  Require Focus?&lt;br /&gt;
  - Requires the game to be focused? If the game isn't focused, it will&lt;br /&gt;
    pause if it's not the active window.&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEngine_Update56_Param1.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Shortcut Scripts:&lt;br /&gt;
  - Enables shortcut-based script variables and functions that can be used&lt;br /&gt;
    for script calls.&lt;br /&gt;
  - Shortcut list enabled for this is as follows:&lt;br /&gt;
&lt;br /&gt;
    $commonEvent(id)&lt;br /&gt;
    - Queues a common event.&lt;br /&gt;
    - This does not interrupt the current event to run the desired common&lt;br /&gt;
      event. Any queued common events will run after the current event list&lt;br /&gt;
      has finished.&lt;br /&gt;
    - Replace 'id' with the ID of the common event you wish to queue.&lt;br /&gt;
    - Common events only run in the map scene and battle scene.&lt;br /&gt;
&lt;br /&gt;
    $onceParallel(id)&lt;br /&gt;
    - Runs a common event in the background as a once parallel event.&lt;br /&gt;
    - Once parallel events will run in the background like a parallel&lt;br /&gt;
      process, except that it does not repeat after finishing.&lt;br /&gt;
    - Replace 'id' with the ID of the common event you wish to run.&lt;br /&gt;
    - Only works in the map scene and battle scene. Battle scene usage will&lt;br /&gt;
      require VisuMZ_1_BattleCore.&lt;br /&gt;
&lt;br /&gt;
    $scene&lt;br /&gt;
    - Returns current scene.&lt;br /&gt;
&lt;br /&gt;
    $spriteset&lt;br /&gt;
    - Returns current scene's spriteset if there is one.&lt;br /&gt;
&lt;br /&gt;
    $subject&lt;br /&gt;
    - Returns last recorded identity of the battle's subject/user.&lt;br /&gt;
&lt;br /&gt;
    $targets&lt;br /&gt;
    - Returns last recorded targets marked in battle.&lt;br /&gt;
&lt;br /&gt;
    $target&lt;br /&gt;
    - Returns last recorded target marked in battle.&lt;br /&gt;
    - If multiple targets are recorded, then the first of the recorded&lt;br /&gt;
      targets will be set for this variable.&lt;br /&gt;
    - Works better with VisuMZ_1_BattleCore.&lt;br /&gt;
&lt;br /&gt;
    $event&lt;br /&gt;
    - Returns currently initiated map event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Smart Event Collision:&lt;br /&gt;
  - Makes events only able to collide with one another if they're&lt;br /&gt;
   'Same as characters' priority.&lt;br /&gt;
&lt;br /&gt;
  Subfolder Name Purge:&lt;br /&gt;
  - Purge subfolder name from Plugin Parameters when reading data to let&lt;br /&gt;
    Plugin Commands work properly.&lt;br /&gt;
  - This is for plugins (such as the VisuMZ library) that utilize dynamic&lt;br /&gt;
    name registrations for Plugin Commands. Turn this on if you plan on&lt;br /&gt;
    using subfolders with VisuMZ plugins.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Battle System ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEngine_Update5_Param1.png]]&lt;br /&gt;
&lt;br /&gt;
Choose which battle system to use for your game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Database Default (Use game database setting)&lt;br /&gt;
&lt;br /&gt;
  -&lt;br /&gt;
&lt;br /&gt;
  DTB: Default Turn Battle&lt;br /&gt;
  TPB Active: Time Progress Battle (Active)&lt;br /&gt;
  TPB Wait: Time Progress Battle (Wait)&lt;br /&gt;
&lt;br /&gt;
  -&lt;br /&gt;
&lt;br /&gt;
  BTB: Brave Turn Battle (Req VisuMZ_2_BattleSystemBTB)&lt;br /&gt;
  CTB: Charge Turn Battle (Req VisuMZ_2_BattleSystemCTB)&lt;br /&gt;
  OTB: Order Turn Battle (Req VisuMZ_2_BattleSystemOTB)&lt;br /&gt;
  STB: Standard Turn Battle (Req VisuMZ_2_BattleSystemSTB)&lt;br /&gt;
&lt;br /&gt;
  -&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Color Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEnginePluginParam02.png]]&lt;br /&gt;
&lt;br /&gt;
These settings allow you, the game dev, to have more control over which&lt;br /&gt;
colors appear for what conditions found in the game. You can use regular&lt;br /&gt;
numbers to use the colors predetermined by the game's Window Skin or you&lt;br /&gt;
can use the #rrggbb format for a hex color code.&lt;br /&gt;
&lt;br /&gt;
If the game's Window Skin is changed mid-game, the colors used will still&lt;br /&gt;
be based off the default Window Skin's colors. This is due to storing them&lt;br /&gt;
in a cache and preventing extra processing and reduces lag.&lt;br /&gt;
&lt;br /&gt;
You can find out what hex codes belong to which color from this website:&lt;br /&gt;
https://htmlcolorcodes.com/&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Basic Colors&lt;br /&gt;
- These are colors that almost never change and are used globally throughout&lt;br /&gt;
  the in-game engine.&lt;br /&gt;
&lt;br /&gt;
  Normal:&lt;br /&gt;
  System:&lt;br /&gt;
  Crisis:&lt;br /&gt;
  Death:&lt;br /&gt;
  Gauge Back:&lt;br /&gt;
  HP Gauge:&lt;br /&gt;
  MP Gauge:&lt;br /&gt;
  MP Cost:&lt;br /&gt;
  Power Up:&lt;br /&gt;
  Power Down:&lt;br /&gt;
  CT Gauge:&lt;br /&gt;
  TP Gauge:&lt;br /&gt;
  Pending Color:&lt;br /&gt;
  EXP Gauge:&lt;br /&gt;
  MaxLv Gauge:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers&lt;br /&gt;
  for text colors from the Window Skin.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Alpha Colors:&lt;br /&gt;
- These are colors that have a bit of transparency to them and are specified&lt;br /&gt;
  by the 'rgba(red, green, blue, alpha)' format.&lt;br /&gt;
- Replace 'red' with a number between 0-255 (integer).&lt;br /&gt;
- Replace 'green' with a number between 0-255 (integer).&lt;br /&gt;
- Replace 'blue' with a number between 0-255 (integer).&lt;br /&gt;
- Replace 'alpha' with a number between 0 and 1 (decimal).&lt;br /&gt;
&lt;br /&gt;
  Window Font Outline:&lt;br /&gt;
  Gauge Number Outline:&lt;br /&gt;
  Dim Color:&lt;br /&gt;
  Item Back Color:&lt;br /&gt;
  - Colors with a bit of alpha settings.&lt;br /&gt;
  - Format rgba(0-255, 0-255, 0-255, 0-1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Conditional Colors:&lt;br /&gt;
- These require a bit of JavaScript knowledge. These determine what colors&lt;br /&gt;
  to use under which situations and uses such as different values of HP, MP,&lt;br /&gt;
  TP, for comparing equipment, and determine damage popup colors.&lt;br /&gt;
&lt;br /&gt;
  JS: Actor HP Color:&lt;br /&gt;
  JS: Actor MP Color:&lt;br /&gt;
  JS: Actor TP Color:&lt;br /&gt;
  - Code used for determining what HP, MP, or TP color to use for actors.&lt;br /&gt;
&lt;br /&gt;
  JS: Parameter Change:&lt;br /&gt;
  - Code used for determining whatcolor to use for parameter changes.&lt;br /&gt;
&lt;br /&gt;
  JS: Damage Colors:&lt;br /&gt;
  - Code used for determining what color to use for damage types.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Gold Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEnginePluginGold.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEnginePluginParam03.png]]&lt;br /&gt;
&lt;br /&gt;
Gold is the main currency in RPG Maker MZ. The settings provided here will&lt;br /&gt;
determine how Gold appears in the game and certain behaviors Gold has.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Gold Settings&lt;br /&gt;
&lt;br /&gt;
  Gold Max:&lt;br /&gt;
  - Maximum amount of Gold the party can hold.&lt;br /&gt;
  - Default 99999999&lt;br /&gt;
&lt;br /&gt;
  Gold Font Size:&lt;br /&gt;
  - Font size used for displaying Gold inside Gold Windows.&lt;br /&gt;
  - Default: 26&lt;br /&gt;
&lt;br /&gt;
  Gold Icon:&lt;br /&gt;
  - Icon used to represent Gold.&lt;br /&gt;
  - Use 0 for no icon.&lt;br /&gt;
&lt;br /&gt;
  Gold Overlap:&lt;br /&gt;
  - Text used too much Gold to fit in the window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Image Loading ===&lt;br /&gt;
&lt;br /&gt;
Not all images are loaded at once in-game. RPG Maker MZ uses asynchronous&lt;br /&gt;
loading which means images are loaded when needed. This may cause delays in&lt;br /&gt;
when you want certain images to appear. However, if an image is loaded&lt;br /&gt;
beforehand, they can be used immediately provided they aren't removed from&lt;br /&gt;
the image cache.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Image Loading&lt;br /&gt;
&lt;br /&gt;
  img/animations/:&lt;br /&gt;
  img/battlebacks1/:&lt;br /&gt;
  img/battlebacks2/:&lt;br /&gt;
  img/enemies/:&lt;br /&gt;
  img/faces/:&lt;br /&gt;
  img/parallaxes/:&lt;br /&gt;
  img/pictures/:&lt;br /&gt;
  img/sv_actors/:&lt;br /&gt;
  img/sv_enemies/:&lt;br /&gt;
  img/system/:&lt;br /&gt;
  img/tilesets/:&lt;br /&gt;
  img/titles1/:&lt;br /&gt;
  img/titles2/:&lt;br /&gt;
  - Which files do you wish to load from this directory upon starting&lt;br /&gt;
    up the game?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Keyboard Input Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEngine_KeyboardInput.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEngine_Update28_Param1.png]]&lt;br /&gt;
&lt;br /&gt;
Settings for the game that utilize keyboard input. These are primarily for&lt;br /&gt;
the name input scene (Scene_Name) and the number input event command. These&lt;br /&gt;
settings have only been tested on English keyboards and may or may not be&lt;br /&gt;
compatible with other languages, so please disable these features if they do&lt;br /&gt;
not fit in with your game.&lt;br /&gt;
&lt;br /&gt;
If a controller is connected upon entering the name change scene, it will&lt;br /&gt;
use the default manual-entry mode instead of the keyboard-entry mode. If a&lt;br /&gt;
controller button is pressed during the keyboard-entry mode, it will&lt;br /&gt;
automatically switch to the manual-entry mode.&lt;br /&gt;
&lt;br /&gt;
This plugin does not provide support for controllers that are undetected by&lt;br /&gt;
RPG Maker MZ's default controller support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{Featured Article&lt;br /&gt;
|link = WASD Movement&lt;br /&gt;
|title = WASD Movement&lt;br /&gt;
|author = Arisu&lt;br /&gt;
|date = 2023 December 29&lt;br /&gt;
|image = WASD.jpg&lt;br /&gt;
|imgwidth = 100px&lt;br /&gt;
|content = Read about how to quickly set up WASD movement with the [[Core Engine VisuStella MZ|VisuStella Core Engine]] here.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Controls&lt;br /&gt;
&lt;br /&gt;
  WASD Movement:&lt;br /&gt;
  - Enables or disables WASD movement for your game project.&lt;br /&gt;
  - Moves the W page down button to E.&lt;br /&gt;
&lt;br /&gt;
  R Button: Dash Toggle:&lt;br /&gt;
  - Enables or disables R button as an Always Dash option toggle.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Name Input&lt;br /&gt;
&lt;br /&gt;
  Enable?:&lt;br /&gt;
  - Enables keyboard input for name entry.&lt;br /&gt;
  - Only tested with English keyboards.&lt;br /&gt;
&lt;br /&gt;
  Default Mode:&lt;br /&gt;
  - Select default mode when entering the scene.&lt;br /&gt;
    - Default - Uses Arrow Keys to select letters.&lt;br /&gt;
    - Keyboard - Uses Keyboard to type in letters.&lt;br /&gt;
&lt;br /&gt;
  QWERTY Layout:&lt;br /&gt;
  - Uses the QWERTY layout for manual entry.&lt;br /&gt;
&lt;br /&gt;
  Keyboard Message:&lt;br /&gt;
  - The message displayed when allowing keyboard entry.&lt;br /&gt;
  - You may use text codes here.&lt;br /&gt;
&lt;br /&gt;
  Banned Words:&lt;br /&gt;
  - Players cannot use these words for names.&lt;br /&gt;
  - These include words inside the names.&lt;br /&gt;
  - If a banned word is used, a buzzer sound will play.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Number Input&lt;br /&gt;
&lt;br /&gt;
  Enable?:&lt;br /&gt;
  - Enables keyboard input for number entry.&lt;br /&gt;
  - Only tested with English keyboards.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Button Assist&lt;br /&gt;
&lt;br /&gt;
  Finish Entry:&lt;br /&gt;
  - Text used to describe finish entry.&lt;br /&gt;
&lt;br /&gt;
  Page Change:&lt;br /&gt;
  - Text used to describe character page changing.&lt;br /&gt;
&lt;br /&gt;
  Switch to Keyboard:&lt;br /&gt;
  - Text used to describe the keyboard switch.&lt;br /&gt;
&lt;br /&gt;
  Switch To Manual:&lt;br /&gt;
  - Text used to describe the manual entry switch.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Menu Background Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEnginePluginMenuBg.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEnginePluginParam04.png]]&lt;br /&gt;
&lt;br /&gt;
These settings in the Plugin Parameters allow you to adjust the background&lt;br /&gt;
images used for each of the scenes. The images will be taken from the game&lt;br /&gt;
project folders img/titles1/ and img/titles2/ to load into the game.&lt;br /&gt;
&lt;br /&gt;
These settings are only available to scenes found within the Main Menu, the&lt;br /&gt;
Shop scene, and the Actor Naming scene.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Menu Background Settings:&lt;br /&gt;
&lt;br /&gt;
  Blur Strength:&lt;br /&gt;
  - Strength used for menu background snapshots.&lt;br /&gt;
  - Default: 8. Higher is stronger. Lower is weaker.&lt;br /&gt;
&lt;br /&gt;
  Scene_Menu:&lt;br /&gt;
  Scene_Item:&lt;br /&gt;
  Scene_Skill:&lt;br /&gt;
  Scene_Equip:&lt;br /&gt;
  Scene_Status:&lt;br /&gt;
  Scene_Options:&lt;br /&gt;
  Scene_Save:&lt;br /&gt;
  Scene_Load:&lt;br /&gt;
  Scene_GameEnd:&lt;br /&gt;
  Scene_Shop:&lt;br /&gt;
  Scene_Name:&lt;br /&gt;
  - Individual background settings for the scene.&lt;br /&gt;
&lt;br /&gt;
  Scene_Unlisted&lt;br /&gt;
  - Individual background settings for any scenes that aren't listed above.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Background Settings&lt;br /&gt;
&lt;br /&gt;
  Snapshop Opacity:&lt;br /&gt;
  - Snapshot opacity for the scene.&lt;br /&gt;
&lt;br /&gt;
  Background 1:&lt;br /&gt;
  - Filename used for the bottom background image.&lt;br /&gt;
  - Leave empty if you don't wish to use one.&lt;br /&gt;
&lt;br /&gt;
  Background 2:&lt;br /&gt;
  - Filename used for the upper background image.&lt;br /&gt;
  - Leave empty if you don't wish to use one.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Menu Button Assist Window ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEnginePluginMenuAssist.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEnginePluginParam06.png]]&lt;br /&gt;
&lt;br /&gt;
In most modern RPG's, there exist small windows on the screen which tell the&lt;br /&gt;
player what the control schemes are for that scene. This plugin gives you&lt;br /&gt;
the option to add that window to the menu scenes in the form of a Button&lt;br /&gt;
Assist Window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Enable:&lt;br /&gt;
  - Enable the Menu Button Assist Window.&lt;br /&gt;
&lt;br /&gt;
  Location:&lt;br /&gt;
  - Determine the location of the Button Assist Window.&lt;br /&gt;
  - Requires Plugin Parameters =&amp;gt; UI =&amp;gt; Side Buttons ON.&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
&lt;br /&gt;
  Split &amp;quot;Escape&amp;quot;:&lt;br /&gt;
  - Used ONLY for those making their own custom keyboard key input maps.&lt;br /&gt;
    - This means you need to go to your own project's rmmz_core.js and&lt;br /&gt;
      modify Input.keyMapper to have buttons with &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot;&lt;br /&gt;
      instead of only &amp;quot;escape&amp;quot;.&lt;br /&gt;
    - If there are none found, an error message will appear telling you to&lt;br /&gt;
      do so, or set the 'Split &amp;quot;Escape&amp;quot;' option to false.&lt;br /&gt;
    - If you are using Options Core's Rebind Keyboard option, be sure to&lt;br /&gt;
      have those have &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot; options inside there, too.&lt;br /&gt;
  - &amp;quot;Split&amp;quot; option makes separate instances of &amp;quot;Cancel&amp;quot; and &amp;quot;Menu&amp;quot; keys.&lt;br /&gt;
  - &amp;quot;Don't&amp;quot; option will consolidate both into &amp;quot;Escape&amp;quot; keys.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Text&lt;br /&gt;
&lt;br /&gt;
  Text Format:&lt;br /&gt;
  - Format on how the buttons are displayed.&lt;br /&gt;
  - Text codes allowed. %1 - Key, %2 - Text&lt;br /&gt;
&lt;br /&gt;
  Multi-Key Format:&lt;br /&gt;
  - Format for actions with multiple keys.&lt;br /&gt;
  - Text codes allowed. %1 - Key 1, %2 - Key 2&lt;br /&gt;
&lt;br /&gt;
  OK Text:&lt;br /&gt;
  Cancel Text:&lt;br /&gt;
  Switch Actor Text:&lt;br /&gt;
  - Default text used to display these various actions.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Keys&lt;br /&gt;
&lt;br /&gt;
  Key: Unlisted Format:&lt;br /&gt;
  - If a key is not listed below, use this format.&lt;br /&gt;
  - Text codes allowed. %1 - Key&lt;br /&gt;
&lt;br /&gt;
  Key: Up:&lt;br /&gt;
  Key: Down:&lt;br /&gt;
  Key: Left:&lt;br /&gt;
  Key: Right:&lt;br /&gt;
  Key: Shift:&lt;br /&gt;
  Key: Tab:&lt;br /&gt;
  Key: A through Z:&lt;br /&gt;
  - How this key is shown in-game.&lt;br /&gt;
  - Text codes allowed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Controller Button Assist Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEngine_Update95_Param1.png]]&lt;br /&gt;
&lt;br /&gt;
These are sub-settings for the Button Assist Window Plugin Parameters. Where&lt;br /&gt;
the Button Assist Window Plugin Parameters are focused on keyboard entries,&lt;br /&gt;
these sections are focused on gamepad controllers.&lt;br /&gt;
&lt;br /&gt;
Add multiple gamepads to the list to give them different button assist text.&lt;br /&gt;
If a gamepad is being used but not listed here, the button assist text will&lt;br /&gt;
default to the keyboard version.&lt;br /&gt;
&lt;br /&gt;
For those looking for more information regarding controllers, visit this&lt;br /&gt;
site: [https://gamepad-tester.com/ https://gamepad-tester.com/]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
ID Information&lt;br /&gt;
&lt;br /&gt;
  Controller ID Name:&lt;br /&gt;
  - Exact string used for this controller ID.&lt;br /&gt;
  - Plugin Command &amp;quot;Debug: Current Controller ID&amp;quot; for ID help.&lt;br /&gt;
  - Example: Xbox 360 Controller (XInput STANDARD GAMEPAD)&lt;br /&gt;
&lt;br /&gt;
  Similarity Match:&lt;br /&gt;
  - Partial string used to check for controller ID.&lt;br /&gt;
  - Plugin Command &amp;quot;Debug: Current Controller ID&amp;quot; for ID help.&lt;br /&gt;
  - This check occurs secondary to the exact name.&lt;br /&gt;
  - Example: Xbox&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Directions&lt;br /&gt;
&lt;br /&gt;
  Up:&lt;br /&gt;
  Left:&lt;br /&gt;
  Right:&lt;br /&gt;
  Down:&lt;br /&gt;
  - How this button is shown in-game.&lt;br /&gt;
  - Text codes allowed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Actions&lt;br /&gt;
&lt;br /&gt;
  OK:&lt;br /&gt;
  Cancel:&lt;br /&gt;
  Menu:&lt;br /&gt;
  Shift:&lt;br /&gt;
  Page Up:&lt;br /&gt;
  Page Down:&lt;br /&gt;
  - How this button is shown in-game.&lt;br /&gt;
  - Text codes allowed.&lt;br /&gt;
  - *NOTE*: Controllers use a different mapping scheme from keyboards.&lt;br /&gt;
    - The &amp;quot;cancel&amp;quot; button is separate from the &amp;quot;menu&amp;quot; button though, for the&lt;br /&gt;
      majority of the button assist window help text, we'll be referring to&lt;br /&gt;
      the cancel button usually.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Menu Layout Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEnginePluginParam05.png]]&lt;br /&gt;
&lt;br /&gt;
These settings allow you to rearrange the positions of the scenes accessible&lt;br /&gt;
from the Main Menu, the Shop scene, and the Actor Naming scene. This will&lt;br /&gt;
require you to have some JavaScript knowledge to make the windows work the&lt;br /&gt;
way you would like.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Menu Layout Settings&lt;br /&gt;
&lt;br /&gt;
  Scene_Title:&lt;br /&gt;
  Scene_Menu:&lt;br /&gt;
  Scene_Item:&lt;br /&gt;
  Scene_Skill:&lt;br /&gt;
  Scene_Equip:&lt;br /&gt;
  Scene_Status:&lt;br /&gt;
  Scene_Options:&lt;br /&gt;
  Scene_Save:&lt;br /&gt;
  Scene_Load:&lt;br /&gt;
  Scene_GameEnd:&lt;br /&gt;
  Scene_Shop:&lt;br /&gt;
  Scene_Name:&lt;br /&gt;
  - Various options on adjusting the selected scene.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Scene Window Settings&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Selects the background type for the selected window.&lt;br /&gt;
  - Window&lt;br /&gt;
  - Dim&lt;br /&gt;
  - Transparent&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H&lt;br /&gt;
  - Code used to determine the dimensions for the selected window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Scene_Title Settings&lt;br /&gt;
- The following are settings unique to Scene_Title.&lt;br /&gt;
&lt;br /&gt;
Title Screen&lt;br /&gt;
&lt;br /&gt;
  Document Title Format:&lt;br /&gt;
  - Format to display text in document title.&lt;br /&gt;
  - %1 - Main Title, %2 - Subtitle, %3 - Version&lt;br /&gt;
&lt;br /&gt;
  Subtitle:&lt;br /&gt;
  - Subtitle to be displayed under the title name.&lt;br /&gt;
&lt;br /&gt;
  Version:&lt;br /&gt;
  - Version to be display in the title screen corner.&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Title:&lt;br /&gt;
  - Code used to draw the game title.&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Subtitle:&lt;br /&gt;
  - Code used to draw the game subtitle.&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Version:&lt;br /&gt;
  - Code used to draw the game version.&lt;br /&gt;
&lt;br /&gt;
  Button Fade Speed:&lt;br /&gt;
  - Speed at which the buttons fade in at (1-255).&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Scene_GameEnd Settings&lt;br /&gt;
- The following are settings unique to Scene_GameEnd.&lt;br /&gt;
&lt;br /&gt;
  Command Window List:&lt;br /&gt;
  - Window commands used by the title screen.&lt;br /&gt;
  - Add new commands here.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Command Window List&lt;br /&gt;
- This is found under Scene_Title and Scene_GameEnd settings.&lt;br /&gt;
&lt;br /&gt;
  Symbol:&lt;br /&gt;
  - The symbol used for this command.&lt;br /&gt;
&lt;br /&gt;
  STR: Text:&lt;br /&gt;
  - Displayed text used for this title command.&lt;br /&gt;
  - If this has a value, ignore the JS: Text version.&lt;br /&gt;
&lt;br /&gt;
  JS: Text:&lt;br /&gt;
  - JavaScript code used to determine string used for the displayed name.&lt;br /&gt;
&lt;br /&gt;
  JS: Show:&lt;br /&gt;
  - JavaScript code used to determine if the item is shown or not.&lt;br /&gt;
&lt;br /&gt;
  JS: Enable:&lt;br /&gt;
  - JavaScript code used to determine if the item is enabled or not.&lt;br /&gt;
&lt;br /&gt;
  JS: Ext:&lt;br /&gt;
  - JavaScript code used to determine any ext data that should be added.&lt;br /&gt;
&lt;br /&gt;
  JS: Run Code:&lt;br /&gt;
  - JavaScript code that runs once this command is selected.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEnginePluginTitleButtons.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Title Picture Buttons:&lt;br /&gt;
- This is found under Scene_Title settings.&lt;br /&gt;
&lt;br /&gt;
  Picture's Filename:&lt;br /&gt;
  - Filename used for the picture.&lt;br /&gt;
&lt;br /&gt;
  Button URL:&lt;br /&gt;
  - URL for the button to go to upon being clicked.&lt;br /&gt;
&lt;br /&gt;
  JS: Position:&lt;br /&gt;
  - JavaScript code that helps determine the button's Position.&lt;br /&gt;
&lt;br /&gt;
  JS: On Load:&lt;br /&gt;
  - JavaScript code that runs once this button bitmap is loaded.&lt;br /&gt;
&lt;br /&gt;
  JS: Run Code:&lt;br /&gt;
  - JavaScript code that runs once this button is pressed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Parameter Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEnginePluginParam07.png]]&lt;br /&gt;
&lt;br /&gt;
A battler's parameters, or stats as some devs know them as, are the values&lt;br /&gt;
that determine how a battler performs. These settings allow you to alter&lt;br /&gt;
their behaviors and give boosts to trait objects in a controlled manner.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Parameter Settings&lt;br /&gt;
&lt;br /&gt;
  Displayed Parameters&lt;br /&gt;
  - A list of the parameters that will be displayed in-game.&lt;br /&gt;
  - Shown in the Equip Menu.&lt;br /&gt;
  - Shown in the Status Menu.&lt;br /&gt;
&lt;br /&gt;
  Extended Parameters&lt;br /&gt;
  - The list shown in extended scenes (for other VisuStella plugins).&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Basic Parameters ====&lt;br /&gt;
&lt;br /&gt;
; MHP - MaxHP&lt;br /&gt;
&lt;br /&gt;
- This is the maximum health points value. The amount of health points (HP)&lt;br /&gt;
a battler has determines whether or not the battler is in a living state or&lt;br /&gt;
a dead state. If the HP value is above 0, then the battler is living. If it&lt;br /&gt;
is 0 or below, the battler is in a dead state unless the battler has a way&lt;br /&gt;
to counteract death (usually through immortality). When the battler takes&lt;br /&gt;
damage, it is usually dealt to the HP value and reduces it. If the battler&lt;br /&gt;
is healed, then the HP value is increased. The MaxHP value determines what's&lt;br /&gt;
the maximum amount the HP value can be held at, meaning the battler cannot&lt;br /&gt;
be healed past that point.&lt;br /&gt;
&lt;br /&gt;
; MMP - MaxMP&lt;br /&gt;
&lt;br /&gt;
- This is the maximum magic points value. Magic points (MP) are typically&lt;br /&gt;
used for the cost of skills and spells in battle. If the battler has enough&lt;br /&gt;
MP to fit the cost of the said skill, the battler is able to use the said&lt;br /&gt;
skill provided that all of the skill's other conditions are met. If not, the&lt;br /&gt;
battler is then unable to use the skill. Upon using a skill that costs MP,&lt;br /&gt;
the battler's MP is reduced. However, the battler's MP can be recovered and&lt;br /&gt;
results in a gain of MP. The MaxMP value determines what is the maximum&lt;br /&gt;
amount the MP value can be held at, meaning the battler cannot recover MP&lt;br /&gt;
past the MaxMP value.&lt;br /&gt;
&lt;br /&gt;
; ATK - Attack&lt;br /&gt;
&lt;br /&gt;
- This is the attack value of the battler. By default, this stat is used for&lt;br /&gt;
the purpose of damage calculations only, and is typically used to represent&lt;br /&gt;
the battler's physical attack power. Given normal damage formulas, higher&lt;br /&gt;
values mean higher damage output for physical attacks.&lt;br /&gt;
&lt;br /&gt;
; DEF - Defense&lt;br /&gt;
&lt;br /&gt;
- This is the defense value of the battler. By default, this stat is used&lt;br /&gt;
for the purpose of damage calculations only, and is typically used to&lt;br /&gt;
represent the battler's physical defense. Given normal damage formulas,&lt;br /&gt;
higher values mean less damage received from physical attacks.&lt;br /&gt;
&lt;br /&gt;
; MAT - Magic Attack&lt;br /&gt;
&lt;br /&gt;
- This is the magic attack value of the battler. By default, this stat is&lt;br /&gt;
used for the purpose of damage calculations only, and is typically used to&lt;br /&gt;
represent the battler's magical attack power. Given normal damage formulas,&lt;br /&gt;
higher values mean higher damage output for magical attacks.&lt;br /&gt;
&lt;br /&gt;
; MDF - Magic Defense&lt;br /&gt;
&lt;br /&gt;
- This is the magic defense value of the battler. By default, this stat is&lt;br /&gt;
used for the purpose of damage calculations only, and is typically used to&lt;br /&gt;
represent the battler's magical defense. Given normal damage formulas,&lt;br /&gt;
higher values mean less damage received from magical attacks.&lt;br /&gt;
&lt;br /&gt;
; AGI - Agility&lt;br /&gt;
&lt;br /&gt;
- This is the agility value of the battler. By default, this stat is used to&lt;br /&gt;
determine battler's position in the battle turn's order. Given a normal turn&lt;br /&gt;
calculation formula, the higher the value, the faster the battler is, and&lt;br /&gt;
the more likely the battler will have its turn earlier in a turn.&lt;br /&gt;
&lt;br /&gt;
; LUK - Luck&lt;br /&gt;
&lt;br /&gt;
- This is the luck value of the battler. By default, this stat is used to&lt;br /&gt;
affect the success rate of states, buffs, and debuffs applied by the battler&lt;br /&gt;
and received by the battler. If the user has a higher LUK value, the state,&lt;br /&gt;
buff, or debuff is more likely to succeed. If the target has a higher LUK&lt;br /&gt;
value, then the state, buff, or debuff is less likely to succeed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Basic Parameters&lt;br /&gt;
&lt;br /&gt;
  Show Actor Level?:&lt;br /&gt;
  - Show the actor level when displaying actors?&lt;br /&gt;
  - Affects for most windows in-game.&lt;br /&gt;
&lt;br /&gt;
  Convert JS To Base?:&lt;br /&gt;
  - Automatically convert &amp;lt;JS param Plus/Rate/Flat: code&amp;gt; to use base&lt;br /&gt;
    parameters to prevent infinite loops.&lt;br /&gt;
&lt;br /&gt;
  HP Crisis Rate:&lt;br /&gt;
  - HP Ratio at which a battler can be considered in crisis mode.&lt;br /&gt;
&lt;br /&gt;
  JS: Formula:&lt;br /&gt;
  - Formula used to determine the total value all 8 basic parameters:&lt;br /&gt;
  - MaxHP, MaxMP, ATK, DEF, MAT, MDF, AGI, LUK.&lt;br /&gt;
&lt;br /&gt;
Parameter Caps:&lt;br /&gt;
&lt;br /&gt;
  MaxHP Cap:&lt;br /&gt;
  MaxMP Cap:&lt;br /&gt;
  ATK Cap:&lt;br /&gt;
  DEF Cap:&lt;br /&gt;
  MAT Cap:&lt;br /&gt;
  MDF Cap:&lt;br /&gt;
  AGI Cap:&lt;br /&gt;
  LUK Cap:&lt;br /&gt;
  - Formula used to determine the selected parameter's cap.&lt;br /&gt;
  - These settings DO NOT raise the editor's maximum values. If you want to&lt;br /&gt;
    raise an enemy's maximum parameter value past their default cap, use the&lt;br /&gt;
    associated notetag for them instead.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== X Parameters ====&lt;br /&gt;
&lt;br /&gt;
; HIT - Hit Rate%&lt;br /&gt;
&lt;br /&gt;
- This determines the physical hit success rate of the any physical action.&lt;br /&gt;
All physical attacks make a check through the HIT rate to see if the attack&lt;br /&gt;
will connect. If the HIT value passes the randomizer check, the attack will&lt;br /&gt;
connect. If the HIT value fails to pass the randomizer check, the attack&lt;br /&gt;
will be considered a MISS.&lt;br /&gt;
&lt;br /&gt;
; EVA - Evasion Rate%&lt;br /&gt;
&lt;br /&gt;
- This determines the physical evasion rate against any incoming physical&lt;br /&gt;
actions. If the HIT value passes, the action is then passed to the EVA check&lt;br /&gt;
through a randomizer check. If the randomizer check passes, the physical&lt;br /&gt;
attack is evaded and will fail to connect. If the randomizer check passes,&lt;br /&gt;
the attempt to evade the action will fail and the action connects.&lt;br /&gt;
&lt;br /&gt;
; CRI - Critical Hit Rate%&lt;br /&gt;
&lt;br /&gt;
- Any actions that enable Critical Hits will make a randomizer check with&lt;br /&gt;
this number. If the randomizer check passes, extra damage will be carried&lt;br /&gt;
out by the initiated action. If the randomizer check fails, no extra damage&lt;br /&gt;
will be added upon the action.&lt;br /&gt;
&lt;br /&gt;
; CEV - Critical Evasion Rate%&lt;br /&gt;
&lt;br /&gt;
- This value is put against the Critical Hit Rate% in a multiplicative rate.&lt;br /&gt;
If the Critical Hit Rate is 90% and the Critical Evasion Rate is&lt;br /&gt;
20%, then the randomizer check will make a check against 72% as the values&lt;br /&gt;
are calculated by the source code as CRI * (1 - CEV), therefore, with values&lt;br /&gt;
as 0.90 * (1 - 0.20) === 0.72.&lt;br /&gt;
&lt;br /&gt;
; MEV - Magic Evasion Rate%&lt;br /&gt;
&lt;br /&gt;
- Where EVA is the evasion rate against physical actions, MEV is the evasion&lt;br /&gt;
rate against magical actions. As there is not magical version of HIT, the&lt;br /&gt;
MEV value will always be bit against when a magical action is initiated. If&lt;br /&gt;
the randomizer check passes for MEV, the magical action will not connect. If&lt;br /&gt;
the randomizer check fails for MEV, the magical action will connect.&lt;br /&gt;
&lt;br /&gt;
; MRF - Magic Reflect Rate%&lt;br /&gt;
&lt;br /&gt;
- If a magical action connects and passes, there is a chance the magical&lt;br /&gt;
action can be bounced back to the caster. That chance is the Magic Reflect&lt;br /&gt;
Rate. If the randomizer check for the Magic Reflect Rate passes, then the&lt;br /&gt;
magical action is bounced back to the caster, ignoring the caster's Magic&lt;br /&gt;
Evasion Rate. If the randomizer check for the Magic Reflect Rate fails, then&lt;br /&gt;
the magical action will connect with its target.&lt;br /&gt;
&lt;br /&gt;
; CNT - Counter Attack Rate%&lt;br /&gt;
&lt;br /&gt;
- If a physical action connects and passes, there is a chance the physical&lt;br /&gt;
action can be avoided and a counter attack made by the user will land on the&lt;br /&gt;
attacking unit. This is the Counter Attack Rate. If the randomizer check for&lt;br /&gt;
the Counter Attack Rate passes, the physical action is evaded and the target&lt;br /&gt;
will counter attack the user. If the randomizer check fails, the physical&lt;br /&gt;
action will connect to the target.&lt;br /&gt;
&lt;br /&gt;
; HRG - HP% Regeneration&lt;br /&gt;
&lt;br /&gt;
- During a battler's regeneration phase, the battler will regenerate this&lt;br /&gt;
percentage of its MaxHP as gained HP with a 100% success rate.&lt;br /&gt;
&lt;br /&gt;
; MRG - MP% Regeneration&lt;br /&gt;
&lt;br /&gt;
- During a battler's regeneration phase, the battler will regenerate this&lt;br /&gt;
percentage of its MaxMP as gained MP with a 100% success rate.&lt;br /&gt;
&lt;br /&gt;
; TRG - TP% Regeneration&lt;br /&gt;
&lt;br /&gt;
- During a battler's regeneration phase, the battler will regenerate this&lt;br /&gt;
percentage of its MaxTP as gained TP with a 100% success rate.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
X Parameters&lt;br /&gt;
&lt;br /&gt;
  JS: Formula:&lt;br /&gt;
  - Formula used to determine the total value all 10 X parameters:&lt;br /&gt;
  - HIT, EVA, CRI, CEV, MEV, MRF, CNT, HRG, MRG, TRG.&lt;br /&gt;
&lt;br /&gt;
Vocabulary&lt;br /&gt;
&lt;br /&gt;
  HIT:&lt;br /&gt;
  EVA:&lt;br /&gt;
  CRI:&lt;br /&gt;
  CEV:&lt;br /&gt;
  MEV:&lt;br /&gt;
  MRF:&lt;br /&gt;
  CNT:&lt;br /&gt;
  HRG:&lt;br /&gt;
  MRG:&lt;br /&gt;
  TRG:&lt;br /&gt;
  - In-game vocabulary used for the selected X Parameter.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== S Parameters ====&lt;br /&gt;
&lt;br /&gt;
; TGR - Target Rate&lt;br /&gt;
&lt;br /&gt;
- Against the standard enemy, the Target Rate value determines the odds of&lt;br /&gt;
an enemy specifically targeting the user for a single target attack. At 0%,&lt;br /&gt;
the enemy will almost never target the user. At 100%, it will have normal&lt;br /&gt;
targeting opportunity. At 100%+, the user will have an increased chance of&lt;br /&gt;
being targeted.&lt;br /&gt;
&lt;br /&gt;
: NOTE: For those using the Battle A.I. Core, any actions that have specific&lt;br /&gt;
target conditions will bypass the TGR rate.&lt;br /&gt;
&lt;br /&gt;
; GRD - Guard Effect&lt;br /&gt;
&lt;br /&gt;
- This is the effectiveness of guarding. This affects the guard divisor&lt;br /&gt;
value of 2. At 100% GRD, damage will become 'damage / (2 * 1.00)'. At 50%&lt;br /&gt;
GRD, damage will become 'damage / (2 * 0.50)'. At 200% GRD, damage will&lt;br /&gt;
become 'damage / (2 * 2.00)' and so forth.&lt;br /&gt;
&lt;br /&gt;
; REC - Recovery Effect&lt;br /&gt;
&lt;br /&gt;
- This is how effective heals are towards the user. The higher the REC rate,&lt;br /&gt;
the more the user is healed. If a spell were to heal for 100 and the user&lt;br /&gt;
has 300% REC, then the user is healed for 300 instead.&lt;br /&gt;
&lt;br /&gt;
; PHA - Pharmacology&lt;br /&gt;
&lt;br /&gt;
- This is how effective items are when used by the user. The higher the PHA&lt;br /&gt;
rate, the more effective the item effect. If the user is using a Potion that&lt;br /&gt;
recovers 100% on a target ally and the user has 300% PHA, then the target&lt;br /&gt;
ally will receive healing for 300 instead.&lt;br /&gt;
&lt;br /&gt;
; MCR - MP Cost Rate&lt;br /&gt;
&lt;br /&gt;
- This rate affects how much MP skills with an MP Cost will require to use.&lt;br /&gt;
If the user has 100% MCR, then the MP Cost will be standard. If the user has&lt;br /&gt;
50% MCR, then all skills that cost MP will cost only half the required MP.&lt;br /&gt;
If the user has 200% MCR, then all skills will cost 200% their MP cost.&lt;br /&gt;
&lt;br /&gt;
; TCR - TP Charge Rate&lt;br /&gt;
&lt;br /&gt;
- This rate affects how much TP skills with an TP will charge when gaining&lt;br /&gt;
TP through various actions. At 100%, TP will charge normally. At 50%, TP&lt;br /&gt;
will charge at half speed. At 200%, TP will charge twice as fast.&lt;br /&gt;
&lt;br /&gt;
; PDR - Physical Damage Rate&lt;br /&gt;
&lt;br /&gt;
- This rate affects how much damage the user will take from physical damage.&lt;br /&gt;
If the user has 100% PDR, then the user takes the normal amount. If the user&lt;br /&gt;
has 50% PDR, then all physical damage dealt to the user is halved. If the&lt;br /&gt;
user has 200% PDR, then all physical damage dealt to the user is doubled.&lt;br /&gt;
&lt;br /&gt;
; MDR - Magical Damage Rate&lt;br /&gt;
&lt;br /&gt;
- This rate affects how much damage the user will take from magical damage.&lt;br /&gt;
If the user has 100% MDR, then the user takes the normal amount. If the user&lt;br /&gt;
has 50% MDR, then all magical damage dealt to the user is halved. If the&lt;br /&gt;
user has 200% MDR, then all magical damage dealt to the user is doubled.&lt;br /&gt;
&lt;br /&gt;
; FDR - Floor Damage Rate&lt;br /&gt;
&lt;br /&gt;
- On the field map, this alters how much damage the user will take when the&lt;br /&gt;
player walks over a tile that damages the party. The FDR value only affects&lt;br /&gt;
the damage dealt to the particular actor and not the whole party. If FDR is&lt;br /&gt;
at 100%, then the user takes the full damage. If FDR is at 50%, then only&lt;br /&gt;
half of the damage goes through. If FDR is at 200%, then floor damage is&lt;br /&gt;
doubled for that actor.&lt;br /&gt;
&lt;br /&gt;
; EXR - Experience Rate&lt;br /&gt;
&lt;br /&gt;
- This determines the amount of experience gain the user whenever the user&lt;br /&gt;
gains any kind of EXP. At 100% EXR, the rate of experience gain is normal.&lt;br /&gt;
At 50%, the experience gain is halved. At 200%, the experience gain for the&lt;br /&gt;
user is doubled.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
S Parameters&lt;br /&gt;
&lt;br /&gt;
  JS: Formula&lt;br /&gt;
  - Formula used to determine the total value all 10 S parameters:&lt;br /&gt;
  - TGR, GRD, REC, PHA, MCR, TCR, PDR, MDR, FDR, EXR.&lt;br /&gt;
&lt;br /&gt;
Vocabulary&lt;br /&gt;
&lt;br /&gt;
  TGR:&lt;br /&gt;
  GRD:&lt;br /&gt;
  REC:&lt;br /&gt;
  PHA:&lt;br /&gt;
  MCR:&lt;br /&gt;
  TCR:&lt;br /&gt;
  PDR:&lt;br /&gt;
  MDR:&lt;br /&gt;
  FDR:&lt;br /&gt;
  EXR:&lt;br /&gt;
  - In-game vocabulary used for the selected S Parameter.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Icons&lt;br /&gt;
&lt;br /&gt;
  Draw Icons?&lt;br /&gt;
  - Draw icons next to parameter names?&lt;br /&gt;
&lt;br /&gt;
  MaxHP, MaxMP, ATK, DEF, MAT, MDF, AGI, LUK:&lt;br /&gt;
  HIT, EVA, CRI, CEV, MEV, MRF, CNT, HRG, MRG, TRG:&lt;br /&gt;
  TGR, GRD, REC, PHA, MCR, TCR, PDR, MDR, FDR, EXR:&lt;br /&gt;
  - Icon used for the selected parameter.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Custom Parameters Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEngine_CustomParam1.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEngine_CustomParam2.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEngine_CustomParam3.png]]&lt;br /&gt;
&lt;br /&gt;
As of version 1.07, you can add Custom Parameters to your game if RPG Maker&lt;br /&gt;
MZ's default set of parameters isn't enough for you. These parameters can&lt;br /&gt;
have variable functionality depending on how you code it. More importantly,&lt;br /&gt;
these are compatible with the VisuStella MZ menus and the VisuStella Core&lt;br /&gt;
Engine's Parameters settings.&lt;br /&gt;
&lt;br /&gt;
For clarification, these settings do NOT create brand-new parameters for you&lt;br /&gt;
to use and add to your game nor are the bonuses supported by other plugins&lt;br /&gt;
in the VisuStella MZ library. These settings exist to function as a bridge&lt;br /&gt;
for non-VisuStella MZ plugins that have created their own parameter values&lt;br /&gt;
and to show them inside VisuStella menus.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Custom Parameter&lt;br /&gt;
&lt;br /&gt;
  Parameter Name:&lt;br /&gt;
  - What's the parameter's name?&lt;br /&gt;
  - Used for VisuStella MZ menus.&lt;br /&gt;
&lt;br /&gt;
  Abbreviation:&lt;br /&gt;
  - What abbreviation do you want to use for the parameter?&lt;br /&gt;
  - Do not use special characters. Avoid numbers if possible.&lt;br /&gt;
&lt;br /&gt;
  Icon:&lt;br /&gt;
  - What icon do you want to use to represent this parameter?&lt;br /&gt;
  - Used for VisuStella MZ menus.&lt;br /&gt;
&lt;br /&gt;
  Type:&lt;br /&gt;
  - What kind of number value will be returned with this parameter?&lt;br /&gt;
    - Integer (Whole Numbers Only)&lt;br /&gt;
    - Float (Decimals are Allowed)&lt;br /&gt;
&lt;br /&gt;
  JS: Value:&lt;br /&gt;
  - Run this code when this parameter is to be returned.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Instructions on Adding Custom Parameters to VisuStella Menus&lt;br /&gt;
&lt;br /&gt;
In the Core Engine and Elements and Status Menu Core plugins, there are&lt;br /&gt;
plugin parameter fields for you to insert the parameters you want displayed&lt;br /&gt;
and visible to the player.&lt;br /&gt;
&lt;br /&gt;
Insert in those the abbreviation of the custom parameter. For example, if&lt;br /&gt;
you want to add the &amp;quot;Strength&amp;quot; custom parameter and the abbreviation is&lt;br /&gt;
&amp;quot;str&amp;quot;, then add &amp;quot;str&amp;quot; to the Core Engine/Elements and Status Menu Core's&lt;br /&gt;
plugin parameter field for &amp;quot;Strength&amp;quot; to appear in-game. Case does not&lt;br /&gt;
matter here so you can insert &amp;quot;str&amp;quot; or &amp;quot;STR&amp;quot; and it will register all the&lt;br /&gt;
same to make them appear in-game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Instructions on Using Custom Parameters as Mechanics&lt;br /&gt;
&lt;br /&gt;
If you want to use a custom parameter in, say, a damage formula, refer to&lt;br /&gt;
the abbreviation you have set for the custom parameter. For example, if you&lt;br /&gt;
want to call upon the &amp;quot;Strength&amp;quot; custom parameter's value and its set&lt;br /&gt;
abbreviation is &amp;quot;str&amp;quot;, then refer to it as such. This is case sensitive.&lt;br /&gt;
&lt;br /&gt;
An example damage formula would be something like the following if using&lt;br /&gt;
&amp;quot;str&amp;quot; for &amp;quot;Strength&amp;quot; and &amp;quot;con&amp;quot; for &amp;quot;Constitution&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
  a.str - b.con&lt;br /&gt;
&lt;br /&gt;
These values are attached to the Game_Battlerbase prototype class.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Instructions on Setting Custom Parameter Values&lt;br /&gt;
&lt;br /&gt;
This requires JavaScript knowledge. There is no way around it. Whatever code&lt;br /&gt;
you insert into the &amp;quot;JS: Value&amp;quot; field will return the value desired. The&lt;br /&gt;
'user' variable will refer to the Game_Battlerbase prototype object in which&lt;br /&gt;
the information is to be drawn from.&lt;br /&gt;
&lt;br /&gt;
Depending on the &amp;quot;type&amp;quot; you've set for the Custom Parameter, the returned&lt;br /&gt;
value will be rounded using Math.round for integers and left alone if set as&lt;br /&gt;
a float number.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Screen Resolution Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEngine_Update45_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
Alter various properties to make the game look better for varying screen&lt;br /&gt;
resolutions. This is mostly for RPG Maker MZ version 1.3.0 and up where the&lt;br /&gt;
Troops tab has been updated to match the screen resolution settings found in&lt;br /&gt;
the System 2 Database tab.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Maps&lt;br /&gt;
&lt;br /&gt;
  Scroll Lock Small X?:&lt;br /&gt;
  Scroll Lock Small Y?:&lt;br /&gt;
  - Automatically scroll lock X/Y scrolling if the map is too small?&lt;br /&gt;
  - Useful for 1280x720 resolutions when the map is 27 tiles wide.&lt;br /&gt;
    - This will get rid of the subtle scrolling when moving from one half of&lt;br /&gt;
      the screen to the other.&lt;br /&gt;
  - This setting will be disabled if the map is zoomed in.&lt;br /&gt;
&lt;br /&gt;
  Locked Display X?:&lt;br /&gt;
  Locked Display Y?:&lt;br /&gt;
  - What display X/Y value do you want for auto-scroll locked maps?&lt;br /&gt;
  - Use a number between 0 and 1 for best results.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Troops&lt;br /&gt;
&lt;br /&gt;
  Reposition Actors:&lt;br /&gt;
  - Update the position of actors in battle if the screen resolution&lt;br /&gt;
    has changed to become larger than 816x624.&lt;br /&gt;
  - Ignore if using the VisuStella MZ Battle Core.&lt;br /&gt;
  - When using the VisuStella MZ Battle Core, adjust the position through&lt;br /&gt;
    Battle Core &amp;gt; Parameters &amp;gt; Actor Battler Settings &amp;gt; JS: Home Position&lt;br /&gt;
&lt;br /&gt;
  Reposition Enemies:&lt;br /&gt;
  - Update the position of enemies in battle if the screen resolution&lt;br /&gt;
    has changed to become larger than 816x624.&lt;br /&gt;
&lt;br /&gt;
    For MZ 1.3.0+?:&lt;br /&gt;
    - Both this parameter and its parent parameter need to be on when using&lt;br /&gt;
      RPG Maker MZ 1.3.0+.&lt;br /&gt;
    - If the Core Script is below 1.3.0, this setting is ignored. This does&lt;br /&gt;
      not take into account what version the editor is on. Pay attention to&lt;br /&gt;
      that as the plugin will not auto adjust for it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Screen Shake Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEngineParamsScreenShake.png]]&lt;br /&gt;
&lt;br /&gt;
Get more screen shake effects into your game!&lt;br /&gt;
&lt;br /&gt;
These effects have been added by [[Aries of Sheratan]]!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Default Style:&lt;br /&gt;
  - The default style used for screen shakes.&lt;br /&gt;
  - Original&lt;br /&gt;
  - Random&lt;br /&gt;
  - Horizontal&lt;br /&gt;
  - Vertical&lt;br /&gt;
&lt;br /&gt;
  JS: Original Style:&lt;br /&gt;
  JS: Random Style&lt;br /&gt;
  JS: Horizontal Style&lt;br /&gt;
  JS: Vertical Style&lt;br /&gt;
  - This code gives you control over screen shake for this screen&lt;br /&gt;
    shake style.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Title Command List Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEngineUpdate4Params1.png]]&lt;br /&gt;
&lt;br /&gt;
This plugin parameter allows you to adjust the commands that appear on the&lt;br /&gt;
title screen. Some JavaScript knowledge is needed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Title Command&lt;br /&gt;
&lt;br /&gt;
  Symbol:&lt;br /&gt;
  - The symbol used for this command.&lt;br /&gt;
&lt;br /&gt;
  STR: Text:&lt;br /&gt;
  - Displayed text used for this title command.&lt;br /&gt;
  - If this has a value, ignore the JS: Text version.&lt;br /&gt;
&lt;br /&gt;
  JS: Text:&lt;br /&gt;
  - JavaScript code used to determine string used for the displayed name.&lt;br /&gt;
&lt;br /&gt;
  JS: Show:&lt;br /&gt;
  - JavaScript code used to determine if the item is shown or not.&lt;br /&gt;
&lt;br /&gt;
  JS: Enable:&lt;br /&gt;
  - JavaScript code used to determine if the item is enabled or not.&lt;br /&gt;
&lt;br /&gt;
  JS: Ext:&lt;br /&gt;
  - JavaScript code used to determine any ext data that should be added.&lt;br /&gt;
&lt;br /&gt;
  JS: Run Code:&lt;br /&gt;
  - JavaScript code that runs once this command is selected.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Title Picture Buttons Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEnginePluginTitleButtons.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEngineUpdate4Params2.png]]&lt;br /&gt;
&lt;br /&gt;
These allow you to insert picture buttons on your title screen that can&lt;br /&gt;
send users to various links on the internet when clicked.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Picture's Filename:&lt;br /&gt;
  - Filename used for the picture.&lt;br /&gt;
&lt;br /&gt;
  Button URL:&lt;br /&gt;
  - URL for the button to go to upon being clicked.&lt;br /&gt;
&lt;br /&gt;
  JS: Position:&lt;br /&gt;
  - JavaScript code that helps determine the button's Position.&lt;br /&gt;
&lt;br /&gt;
  JS: On Load:&lt;br /&gt;
  - JavaScript code that runs once this button bitmap is loaded.&lt;br /&gt;
&lt;br /&gt;
  JS: Run Code:&lt;br /&gt;
  - JavaScript code that runs once this button is pressed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== UI Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEnginePluginParam08.png]]&lt;br /&gt;
&lt;br /&gt;
In previous iterations of RPG Maker, the Core Engine would allow you to&lt;br /&gt;
change the screen resolution. In MZ, that functionality is provided by&lt;br /&gt;
default but a number of UI settings still remain. These settings allow you&lt;br /&gt;
adjust how certain in-game objects and menus are displayed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
UI Area&lt;br /&gt;
&lt;br /&gt;
  Fade Speed:&lt;br /&gt;
  - Default fade speed for transitions.&lt;br /&gt;
&lt;br /&gt;
  Box Margin:&lt;br /&gt;
  - Set the margin in pixels for the screen borders.&lt;br /&gt;
&lt;br /&gt;
  Command Window Width:&lt;br /&gt;
  - Sets the width for standard Command Windows.&lt;br /&gt;
&lt;br /&gt;
  Bottom Help Window:&lt;br /&gt;
  - Put the Help Window at the bottom of the screen?&lt;br /&gt;
&lt;br /&gt;
  Right Aligned Menus:&lt;br /&gt;
  - Put most command windows to the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
  Show Buttons:&lt;br /&gt;
  - Show clickable buttons in your game?&lt;br /&gt;
&lt;br /&gt;
    Show Cancel Button:&lt;br /&gt;
    Show Menu Button:&lt;br /&gt;
    Show Page Up/Down:&lt;br /&gt;
    Show Number Buttons:&lt;br /&gt;
    - Show/hide these respective buttons if the above is enabled.&lt;br /&gt;
    - If 'Show Buttons' is false, these will be hidden no matter what.&lt;br /&gt;
&lt;br /&gt;
  Button Area Height:&lt;br /&gt;
  - Sets the height for the button area.&lt;br /&gt;
&lt;br /&gt;
  Bottom Buttons:&lt;br /&gt;
  - Put the buttons at the bottom of the screen?&lt;br /&gt;
&lt;br /&gt;
  Side Buttons:&lt;br /&gt;
  - Push buttons to the side of the UI if there is room.&lt;br /&gt;
&lt;br /&gt;
  State Icons Non-Frame:&lt;br /&gt;
  - Replace sprite frame system for non-frame.&lt;br /&gt;
  - Better for any instances where icons are zoomed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Menu Objects&lt;br /&gt;
&lt;br /&gt;
  Level -&amp;gt; EXP Gauge:&lt;br /&gt;
  - Draw an EXP Gauge under the drawn level.&lt;br /&gt;
&lt;br /&gt;
  Parameter Arrow:&lt;br /&gt;
  - The arrow used to show changes in the parameter values.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Text Code Support&lt;br /&gt;
&lt;br /&gt;
  Class Names:&lt;br /&gt;
  - Make class names support text codes?&lt;br /&gt;
&lt;br /&gt;
  Nicknames:&lt;br /&gt;
  - Make nicknames support text codes?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Window Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEnginePluginParam09new.png]]&lt;br /&gt;
&lt;br /&gt;
Adjust the default settings of the windows in-game. This ranges from things&lt;br /&gt;
such as the line height (to better fit your font size) to the opacity level&lt;br /&gt;
(to fit your window skins).&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Window Defaults&lt;br /&gt;
&lt;br /&gt;
  Enable Masking:&lt;br /&gt;
  - Enable window masking (windows hide other windows behind them)?&lt;br /&gt;
  - WARNING: Turning it on can obscure data.&lt;br /&gt;
&lt;br /&gt;
  Correct Skin Bleed:&lt;br /&gt;
  - Allows you to enable/disable the window skin bleeding correction for&lt;br /&gt;
    those who wish to use the 95 calculator instead of 96 to augment higher&lt;br /&gt;
    and larger screen resolutions.&lt;br /&gt;
  - Read the &amp;quot;Bug Fixes&amp;quot; section if you don't understand what the window&lt;br /&gt;
    skin bleeding problem is.&lt;br /&gt;
&lt;br /&gt;
  Line Height:&lt;br /&gt;
  - Default line height used for standard windows.&lt;br /&gt;
  - Avoid using odd numbers.&lt;br /&gt;
  - Visuals in RPG Maker and general game dev don't work well with odd&lt;br /&gt;
    numbers so avoid them unless you want your game's visuals to behave&lt;br /&gt;
    inconsistently.&lt;br /&gt;
&lt;br /&gt;
  Item Padding:&lt;br /&gt;
  - Default line padding used for standard windows.&lt;br /&gt;
  - Avoid using odd numbers.&lt;br /&gt;
  - Visuals in RPG Maker and general game dev don't work well with odd&lt;br /&gt;
    numbers so avoid them unless you want your game's visuals to behave&lt;br /&gt;
    inconsistently.&lt;br /&gt;
&lt;br /&gt;
  Back Opacity:&lt;br /&gt;
  - Default back opacity used for standard windows.&lt;br /&gt;
  - As of version 1.3.0, this is no longer needed.&lt;br /&gt;
  - This will still work for lower versions.&lt;br /&gt;
&lt;br /&gt;
  Translucent Opacity:&lt;br /&gt;
  - Default translucent opacity used for standard windows.&lt;br /&gt;
&lt;br /&gt;
  Window Opening Speed:&lt;br /&gt;
  - Default open speed used for standard windows.&lt;br /&gt;
  - Default: 32 (Use a number between 0-255)&lt;br /&gt;
&lt;br /&gt;
  Column Spacing:&lt;br /&gt;
  - Default column spacing for selectable windows.&lt;br /&gt;
  - Default: 8&lt;br /&gt;
&lt;br /&gt;
  Row Spacing:&lt;br /&gt;
  - Default row spacing for selectable windows.&lt;br /&gt;
  - Default: 4&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Scroll Bar&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEngine_Scroll_Bar_Smol.gif]]&lt;br /&gt;
&lt;br /&gt;
  Show Scroll Bar?:&lt;br /&gt;
  - Show the scroll bar for scrollable windows?&lt;br /&gt;
&lt;br /&gt;
  Thickness:&lt;br /&gt;
  - How thick do you want the scroll bar to be?&lt;br /&gt;
&lt;br /&gt;
  Offset:&lt;br /&gt;
  - How much do you want to offset the scroll bar by?&lt;br /&gt;
&lt;br /&gt;
  Bar Body Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Off Bar Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Off Bar Opacity:&lt;br /&gt;
  - What opacity value do you want the off bar opacity to be?&lt;br /&gt;
  - Use a number between 0 and 255.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Selectable Items:&lt;br /&gt;
&lt;br /&gt;
  Show Background?:&lt;br /&gt;
  - Selectable menu items have dark boxes behind them. Show them?&lt;br /&gt;
&lt;br /&gt;
  Item Height Padding:&lt;br /&gt;
  - Default padding for selectable items.&lt;br /&gt;
  - Avoid using odd numbers.&lt;br /&gt;
  - Visuals in RPG Maker and general game dev don't work well with odd&lt;br /&gt;
    numbers so avoid them unless you want your game's visuals to behave&lt;br /&gt;
    inconsistently.&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Background:&lt;br /&gt;
  - Code used to draw the background rectangle behind clickable menu objects&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== JS: Quick Functions ===&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEnginePluginParam10.png]]&lt;br /&gt;
&lt;br /&gt;
WARNING: This feature is highly experimental! Use it at your own risk!&lt;br /&gt;
&lt;br /&gt;
JavaScript Quick Functions allow you to quickly declare functions in the&lt;br /&gt;
global namespace for ease of access. It's so that these functions can be&lt;br /&gt;
used in Script Calls, Control Variable Script Inputs, Conditional Branch&lt;br /&gt;
Script Inputs, Damage Formulas, and more.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
JS: Quick Function&lt;br /&gt;
&lt;br /&gt;
  Function Name:&lt;br /&gt;
  - The function's name in the global namespace.&lt;br /&gt;
  - Will not overwrite functions/variables of the same name.&lt;br /&gt;
&lt;br /&gt;
  JS: Code:&lt;br /&gt;
  - Run this code when using the function.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
If you have a Function Name of &amp;quot;Example&amp;quot;, then typing &amp;quot;Example()&amp;quot; in a&lt;br /&gt;
Script Call, Conditional Branch Script Input, or similar field will yield&lt;br /&gt;
whatever the code is instructed to return.&lt;br /&gt;
&lt;br /&gt;
If a function or variable of a similar name already exists in the global&lt;br /&gt;
namespace, then the quick function will be ignored and not created.&lt;br /&gt;
&lt;br /&gt;
If a quick function contains bad code that would otherwise crash the game,&lt;br /&gt;
a fail safe has been implemented to prevent it from doing so, display an&lt;br /&gt;
error log, and then return a 0 value.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.90: February 16, 2026&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Battle System settings for &amp;quot;TPB Active&amp;quot; and &amp;quot;TPB Wait&amp;quot; will no longer conflict with VisuMZ_2_BattleSystemATB and VisuMZ_1_OptionsCore &amp;quot;Active&amp;quot; or &amp;quot;Wait&amp;quot; mode options set by the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.89: December 15, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.88: September 18, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Extra notes for &amp;lt;nowiki&amp;gt;&amp;lt;JS param Plus/Rate/Flat: code&amp;gt;&amp;lt;/nowiki&amp;gt; notetags&lt;br /&gt;
*** Use 'user' to refer to the currently equipping actor.&lt;br /&gt;
*** If you use code to refer to an actor's other stats like 'atk' and 'def', there is the potential to cause an infinite loop.&lt;br /&gt;
*** Use 'user.paramBase(x)' instead of 'user.atk', 'user.def', etc.&lt;br /&gt;
*** Plugin Parameter setting Parameters &amp;gt; &amp;quot;Convert JS To Base?&amp;quot; will automatically convert any instances of 'user.mhp', 'user.mmp', 'user.atk', etc. to their base parameters.&lt;br /&gt;
*** Turn this off if you do not want it.&lt;br /&gt;
*** You are responsible for any infinite loops this may cause.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;nowiki&amp;gt;&amp;lt;JS param Plus/Rate/Flat: code&amp;gt;&amp;lt;/nowiki&amp;gt; now support 'user' as a variable.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Parameters &amp;gt; Convert JS To Base?&lt;br /&gt;
**** Automatically convert &amp;lt;nowiki&amp;gt;&amp;lt;JS param Plus/Rate/Flat: code&amp;gt;&amp;lt;/nowiki&amp;gt; to use base parameters to prevent infinite loops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.87: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Under Plugin Parameters: Menu Button Assist Window&lt;br /&gt;
*** Added text segments under Split &amp;quot;Escape&amp;quot;&lt;br /&gt;
**** This means you need to go to your own project's rmmz_core.js and modify Input.keyMapper to have buttons with &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot; instead of only &amp;quot;escape&amp;quot;.&lt;br /&gt;
**** If there are none found, an error message will appear telling you to do so, or set the 'Split &amp;quot;Escape&amp;quot;' option to false.&lt;br /&gt;
**** If you are using Options Core's Rebind Keyboard option, be sure to have those have &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot; options inside there, too.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Parameters &amp;gt; Button Assist &amp;gt; Split &amp;quot;Escape&amp;quot; will now show an error message if a custom Input.keyMapper is not found with the &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot; keys implemented. Update made by Irina.&lt;br /&gt;
** Updated Plugin Parameters &amp;gt; Button Assist &amp;gt; Split &amp;quot;Escape&amp;quot; description for Plugin Parameters to add in the following text: Requires custom Input.keyMapper with &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot;.&lt;br /&gt;
** Added better compatibility with WASD controls as to prioritize showing the arrow keys rather than the W, A, S, D keys. Also applies to any other rebindings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.86: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different line height settings. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.85: October 17, 2024&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Updated to fit RPG Maker MZ's updated 1.8.1 version better.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.84: August 29, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** Tileset Notetag: &amp;lt;Taller By x: id&amp;gt;&lt;br /&gt;
**** Changes any page B, C, D, E tile marked by terrain tag 'id' to be taller by 'x' tiles.&lt;br /&gt;
**** When placing these tiles on the map, all you have to do is just place the bottom tile.&lt;br /&gt;
***** ie.: For a tree that's one tile taller, just place the tile at the bottom where you see the trunk). Then, in-game, the tree will appear taller by one tile as marked.&lt;br /&gt;
**** O/X layer tiles have a special property where tall sprites standing in front of it will no longer clip the top of the sprite, while sprites standing behind it will be covered by it.&lt;br /&gt;
**** This does not work with events using tiles as graphics. Instead, if you want to do similar, use the Event &amp;amp; Movement Core's &amp;lt;Tile Expand&amp;gt; notetags for better control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.83: June 13, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated documentation for &amp;lt;param Max: x&amp;gt; notetag.&lt;br /&gt;
*** This does not set the max cap to be lower than the default cap.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; UI Settings &amp;gt; State Icons Non-Frame&lt;br /&gt;
**** Replace sprite frame system for non-frame.&lt;br /&gt;
**** Better for any instances where icons are zoomed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.82: April 18, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added failsafe for $textPopup when some windows have not been initialized and requesting the text popup.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter and playtest shortcut added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; QoL Settings &amp;gt; Playtest &amp;gt; CTRL + n: Quick Load&lt;br /&gt;
**** CTRL + a number from 1 to 9 will yield a quick load of that save file.&lt;br /&gt;
**** Does not count auto saves.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.81: February 15, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added for future plugin: VisuMZ_2_BattleGridSystem&lt;br /&gt;
*** &amp;lt;Grid&amp;gt;&lt;br /&gt;
*** &amp;lt;No Grid&amp;gt;&lt;br /&gt;
**** Requires the future plugin VisuMZ_2_BattleGridSystem!&lt;br /&gt;
**** Read the help section for more information on these.&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Window &amp;gt; Correct Skin Bleed&lt;br /&gt;
**** Allows you to enable/disable the window skin bleeding correction for those who wish to use the 95 calculator instead of 96 to augment higher and larger screen resolutions.&lt;br /&gt;
**** Read the &amp;quot;Bug Fixes&amp;quot; section if you don't understand what the window skin bleeding problem is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.80: January 18, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** RPG Maker MZ Bug Fix!&lt;br /&gt;
*** Auto Save After New Game&lt;br /&gt;
**** Normally, when starting a new game through the &amp;quot;New Game&amp;quot; option, there is no auto save trigger. However, if you start a new game or load a saved game, then go to the Game End screen, return back to the title screen, then start a New Game, the auto save trigger occurs when it shouldn't. The Core Engine will now patch this and prevent the trigger from taking place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.79: November 16, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Plugin Command added by Arisu:&lt;br /&gt;
** Text Popup: Show Text&lt;br /&gt;
*** Adds text to a text popup window to briefly appear.&lt;br /&gt;
*** Multiple text popups will be queued.&lt;br /&gt;
*** Does not halt the game and works parallel to game activity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.78: October 12, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia and sponsored by AndyL:&lt;br /&gt;
*** QoL Settings &amp;gt; Battle Test &amp;gt; Shift+R: Recover All&lt;br /&gt;
**** For Play Test only! During battle, pressing SHIFT + R will refill the whole party's HP and MP and status.&lt;br /&gt;
*** QoL Settings &amp;gt; Battle Test &amp;gt; Shift+T: Full TP&lt;br /&gt;
**** For Play Test only! During battle, pressing SHIFT + T will refill the whole party's TP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.77: August 17, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause the BGS related Plugin Commands to crash. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Scroll-Linked Pictures now work if the image file are in a folder within the img/pictures/ folder without the folder needing a ! at the start.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Arisu:&lt;br /&gt;
*** Picture: Rotate by Angle&lt;br /&gt;
**** Rotates target picture by a amount angle over a set duration instead of continuously.&lt;br /&gt;
**** View help file for more information on the Plugin Command.&lt;br /&gt;
*** Picture: Rotate to Angle&lt;br /&gt;
**** Rotates target picture to a certain angle over a set duration instead of continuously.&lt;br /&gt;
**** View help file for more information on the Plugin Command.&lt;br /&gt;
** New Plugin Parameter added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Menu Button Assist &amp;gt; General &amp;gt; Split &amp;quot;Escape&amp;quot;:&lt;br /&gt;
**** Used ONLY for those making their own custom keyboard key input maps.&lt;br /&gt;
**** &amp;quot;Split&amp;quot; option makes separate instances of &amp;quot;Cancel&amp;quot; and &amp;quot;Menu&amp;quot; keys.&lt;br /&gt;
**** &amp;quot;Don't&amp;quot; option will consolidate both into &amp;quot;Escape&amp;quot; keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.76: June 15, 2023&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** Fixed a bug that displayed the incorrect button press key for name input processing's cancel action. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.75: March 16, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** In Scene_Name, when using the Keyboard Input, the button assist windows will no longer display the keyboard shortcuts for Ok and Cancel, but instead, show them for ENTER and BKSP. Update made by Arisu.&lt;br /&gt;
** In Scene_Name, when manual inputting, the Page Up/Dn keys are now displayed to show changing character pages.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu and sponsored by AndyL:&lt;br /&gt;
*** Params &amp;gt; Keyboard Input &amp;gt; Button Assist &amp;gt; Finish Entry&lt;br /&gt;
**** Text used to describe finish entry.&lt;br /&gt;
*** Params &amp;gt; Keyboard Input &amp;gt; Button Assist &amp;gt; Page Change&lt;br /&gt;
**** Text used to describe changing character pages.&lt;br /&gt;
*** Params &amp;gt; Window Settings &amp;gt; Scroll Bar&lt;br /&gt;
**** These settings also allow you to add scroll bars to scrollable windows, letting the player know how much of the window's contents there are left for scrolling. The scroll bar can be enabled, disabled, have its thickness changed, colors changed, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.74: February 16, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugin Commands for: Audio: Change Current BGM/BGS Volume/Pitch/Pan should now work properly with the updated RPG Maker MZ version and WebAudio changes. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.73: January 20, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better Effekseer version compatibility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.72: December 15, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** RPG Maker MZ Bug Fix!&lt;br /&gt;
*** Skill List Active After Party Member Change&lt;br /&gt;
**** If the skill list is active (ie. the player can move the cursor around) and the party member currently being viewed is changed via the button commands, then previously, RPG Maker MZ would still have that window be active despite having the cursor hidden temporarily. Upon pressing direction buttons, the cursor reveals itself and both the skill type window and skill list window are both active, making way for lots of potential problems to happen.&lt;br /&gt;
** Water Tile Bug&lt;br /&gt;
*** It seems like there's a new bug that occurs if you create a tileset from scratch in RPG Maker MZ version 1.5.0+ and version 1.6.0+! What this bug does is it causes many tiles to become water tiles without intending to. You can find this out by turning off all the plugins in your project, putting a Ship or Boat on what are normally ground tiles, and then seeing the Ship or Boat traverse through it.&lt;br /&gt;
*** There are two ways to fix this. We cannot fix it through code in this plugin as it's a problem that involves the tileset json data there are ways to work around it so that you can get the proper water-flags to go where they need to be at.&lt;br /&gt;
**** 1. Copy a working un-bugged tileset onto the currently bugged one and reapply the tile features like passability, terrain tags, etc. This will make sure the water-passability tiles get copied over correctly.&lt;br /&gt;
**** 2. If you're on RPG Maker MZ version 1.5.0 or above, select a working un-bugged tileset (usually a pre-existing tileset when a new project is made), click the &amp;quot;Copy Page&amp;quot; button, go to the bugged tileset and press &amp;quot;Paste Page&amp;quot;. You'll have to reapply any different properties like passabilities and terrain tags, but the water tile flags should now be working properly.&lt;br /&gt;
*** The plugin will not fix the problem itself since flag data is delicate and should not be tampered with midgame as the changes made by the plugin might not match the desired settings.&lt;br /&gt;
*** This plugin, however, will also send out an alert message when coming across such a tile. Pay attention to it and do one of the following two steps above to fix the problem.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;Skill List Active After Party Member Change&amp;quot; section to the &amp;quot;Important Changes: Bug Fixes&amp;quot; section of the help file.&lt;br /&gt;
** Added &amp;quot;Water Tile Bug&amp;quot; section to the &amp;quot;Important Changes: Bug Fixes&amp;quot; section of the help file.&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Menu Backgrounds &amp;gt; Blur Strength&lt;br /&gt;
**** Strength used for menu background snapshots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.71: November 10, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Title Command Window should now allow for more than 4 custom commands without hidden commands. Fix made by Irina.&lt;br /&gt;
** Fixed a problem with repeating animations from Visual State Effects causing softlocks. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.70: October 6, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** RPG Maker MZ Bug Fix!&lt;br /&gt;
*** A texture check will now occur for sprites that are being removed and destroyed in order to prevent crashes. In the off chance that someone creates a sprite through a script call and removes it through such, the likelihood of this occurance becomes higher. This makes the destroy property take into account a texture check in order to see if the sprite removal is taking extra steps and will reduce those extra steps.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;Sprite Removal and Destroy Crash&amp;quot; section to the &amp;quot;Important Changes: Bug Fixes&amp;quot; section.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.69: September 8, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed the combination of Button Assist Location: Top with Help Location: Bottom combination not working properly. Fix made by Irina.&lt;br /&gt;
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Version 1.68: August 4, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Olivia and sponsored by Archeia:&lt;br /&gt;
*** Audio: Change Current BGM Volume&lt;br /&gt;
*** Audio: Change Current BGM Pitch&lt;br /&gt;
*** Audio: Change Current BGM Pan&lt;br /&gt;
*** Audio: Change Current BGS Volume&lt;br /&gt;
*** Audio: Change Current BGS Pitch&lt;br /&gt;
*** Audio: Change Current BGS Pan&lt;br /&gt;
**** Changes the current BGM/BGS volume/pitch/pan without changing any of the current BGM/BGS's other properties and without restarting BGM/BGS.&lt;br /&gt;
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Version 1.67: July 28, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added notes for Line Height and Item Padding parameters:&lt;br /&gt;
*** Avoid using odd numbers.&lt;br /&gt;
*** Visuals in RPG Maker and general game dev don't work well with odd numbers so avoid them unless you want your game's visuals to behave inconsistently.&lt;br /&gt;
*** This setting will be disabled if the map is zoomed in.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New map notetags added by Irina and sponsored by AndyL:&lt;br /&gt;
*** &amp;lt;Scroll Lock X&amp;gt;&lt;br /&gt;
*** &amp;lt;Scroll Lock X: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Scroll Lock Y&amp;gt;&lt;br /&gt;
*** &amp;lt;Scroll Lock Y: y&amp;gt;&lt;br /&gt;
**** Causes the map to not scroll left/right(x) or up/down(y). Useful for when maps are just slightly smaller than normal and the tiny scrolling is distracting.&lt;br /&gt;
** New Plugin Parameters added by Irina and sponsored by AndyL:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Screen Resolution &amp;gt; Maps &amp;gt; Scroll Lock Small X?&lt;br /&gt;
*** Plugin Parameters &amp;gt; Screen Resolution &amp;gt; Maps &amp;gt; Scroll Lock Small Y?&lt;br /&gt;
*** Plugin Parameters &amp;gt; Screen Resolution &amp;gt; Maps &amp;gt; Locked Display X?&lt;br /&gt;
*** Plugin Parameters &amp;gt; Screen Resolution &amp;gt; Maps &amp;gt; Locked Display Y?&lt;br /&gt;
**** Automatically scroll locks small maps to prevent them from scrolling horizontally/vertically. Useful for 1280x720 resolutions when the map is 27 tiles wide. This will get rid of the subtle scrolling when moving from one half of the screen to the other.&lt;br /&gt;
**** This setting will be disabled if the map is zoomed in.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Warnings added to Line Height and Item Padding parameters:&lt;br /&gt;
*** Avoid using odd numbers.&lt;br /&gt;
*** Visuals in RPG Maker and general game dev don't work well with odd numbers so avoid them unless you want your game's visuals to behave inconsistently.&lt;br /&gt;
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Version 1.66: July 14, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** RPG Maker MZ Bug Fix!&lt;br /&gt;
*** Debug Console Refresh Bug&lt;br /&gt;
**** When pressing F5 to refresh while the debug console (DevTools) is open, some graphics will fail to load properly. This started occurring since the RPG Maker MZ 1.5.0 update and the code for loading the images has now been reverted to the 1.4.4 version where it was last stable.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new major bug fix.&lt;br /&gt;
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Version 1.65: June 30, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Parameter Settings &amp;gt; Show Actor Level?&lt;br /&gt;
**** Show the actor level when displaying actors?&lt;br /&gt;
**** Used for most windows in-game.&lt;br /&gt;
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Version 1.64: June 9, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command made by Arisu and sponsored by ImGonnaPutMyGameOnXboxAndYouCantStopMe:&lt;br /&gt;
*** Debug: Current Controller ID&lt;br /&gt;
**** PLAY TEST ONLY. Shows current controller ID in debug console.&lt;br /&gt;
**** Also copies to computer clipboard if possible.&lt;br /&gt;
** New Plugin Parameters made by Arisu and sponsored by ImGonnaPutMyGameOnXboxAndYouCantStopMe:&lt;br /&gt;
*** Subsettings for Button Assist Window: Controller Button Assist&lt;br /&gt;
**** These are sub-settings for the Button Assist Window Plugin Parameters. Where the Button Assist Window Plugin Parameters are focused on keyboard entries, these sections are focused on gamepad controllers.&lt;br /&gt;
**** Add multiple gamepads to the list to give them different button assist text. If a gamepad is being used but not listed here, the button assist text will default to the keyboard version.&lt;br /&gt;
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Version 1.63: May 2, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; QoL Settings &amp;gt; Misc &amp;gt; Map Name Text Code&lt;br /&gt;
**** If on, map names will use text codes.&lt;br /&gt;
**** If off, only the raw map name will be used.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** The map name text code change will no longer be on forcefully. It is now something that can be toggled by Plugin Parameters. Update by Irina.&lt;br /&gt;
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Version 1.62: April 28, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Arisu and sponsored by Archeia:&lt;br /&gt;
*** Variable: JS Eval&lt;br /&gt;
**** Pick a variable ID and value to alter through JS.&lt;br /&gt;
**** Allows one line of code for variable ID and operand.&lt;br /&gt;
**** Functions like RM2k3's Variable Pointers.&lt;br /&gt;
*** Variable: JS Block&lt;br /&gt;
**** Pick a variable ID and value to alter through JS.&lt;br /&gt;
**** Allows JS block code for variable ID and operand.&lt;br /&gt;
**** Functions like RM2k3's Variable Pointers.&lt;br /&gt;
** Map names can now use text codes. Made by Arisu and sponsored by Archeia.&lt;br /&gt;
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Version 1.61: April 21, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** RPG Maker MZ Bug Fix!&lt;br /&gt;
*** Battle Forced End Action Crash&lt;br /&gt;
**** Depending on various circumstances, currently active battlers can be cleared from the battle system at will due to a number of reasons. However, if it just so happens that the targets are cleared, too, with actions remaining, then a crash will follow up. This plugin will prevent that change. Fix made by Olivia.&lt;br /&gt;
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Version 1.60: April 14, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Number Input window will now respond to Home/End keys properly. Fix made by Olivia.&lt;br /&gt;
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Version 1.59: April 7, 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** RPG Maker MZ 1.4.4 compatibility update!&lt;br /&gt;
*** &amp;quot;Shutdown&amp;quot; command should now be more compatible with other aspects of the client when running from Node JS client on other OS's.&lt;br /&gt;
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Version 1.58: March 24, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Commands now have separators for easier selection.&lt;br /&gt;
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Version 1.57: March 3, 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** The &amp;quot;Shutdown&amp;quot; command from the title screen should now be compatible with RPG Maker MZ 1.4.4 and up. Update made by Olivia.&lt;br /&gt;
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Version 1.56: February 10, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New features added by Arisu and sponsored by Anon:&lt;br /&gt;
*** Plugin Parameters &amp;gt; QoL &amp;gt; Misc &amp;gt; Shortcut Scripts&lt;br /&gt;
**** Enables shortcut-based script variables and functions that can be used for script calls.&lt;br /&gt;
**** Shortcut list enabled for this is as follows:&lt;br /&gt;
***** $commonEvent(id), $onceParallel(id), $scene, $spriteset, $subject, $targets, $target, $event&lt;br /&gt;
***** For more information on how to use them, review the help file.&lt;br /&gt;
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Version 1.55: January 27, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Once Parallels for the map are now able to update even while other events are running. Update made by Arisu.&lt;br /&gt;
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Version 1.54: January 13, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** RPG Maker MZ Bug Fix!&lt;br /&gt;
*** Overly-Protective Substitute&lt;br /&gt;
*** When an ally with critical health is being targeted by a friendly non-Certain Hit skill (such as a heal or buff) and another ally has the substitute state, the other ally would &amp;quot;protect&amp;quot; the originally targeted ally and take the heal or buff.&lt;br /&gt;
*** The new changed behavior is that now, substitute will not trigger for any actions whose scope targets allies.&lt;br /&gt;
*** Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new MZ Bug: Overly-Protective Substitute.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added a failsafe for those who did not update the plugin parameter settings and are using MV Animations.&lt;br /&gt;
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Version 1.53: December 30, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;Rate: x&amp;gt;&lt;br /&gt;
**** Allows you to adjust the update for this MV Animation.&lt;br /&gt;
***** Does NOT work with Effekseer animations.&lt;br /&gt;
**** The lower the number, the faster.&lt;br /&gt;
**** Replace 'x' with a number representing the animation update rate.&lt;br /&gt;
***** Default rate: 4.&lt;br /&gt;
***** Minimum rate: 1.&lt;br /&gt;
***** Maximum rate: 10.&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Qualify of Life Settings &amp;gt; MV Animation Rate&lt;br /&gt;
**** Adjusts the rate at which MV animations play.&lt;br /&gt;
**** Default: 4. Lower for faster. Higher for slower.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** MV Animations should run more optimized.&lt;br /&gt;
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Version 1.52: December 16, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** RPG Maker MZ 1.4.0 compatibility update!&lt;br /&gt;
*** MV Animations played on screen level will now show up properly in the center of the screen.&lt;br /&gt;
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Version 1.51: December 9, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** RPG Maker MZ Bug Fix!&lt;br /&gt;
*** In the battle status windows, whenever actor names are displayed, the bitmap used to display their name text do not extend vertically all the way, causing letters like lowercase &amp;quot;Q&amp;quot; and &amp;quot;G&amp;quot; to be cut off, making them hard to distinguish from one another. The Core Engine will remedy this by extending the bitmap to allow enough room. Fix made by Irina.&lt;br /&gt;
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Version 1.50: November 4, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** RPG Maker MZ Bug Fix!&lt;br /&gt;
*** By default, if the attack skill is sealed via a trait and an actor has auto-battle, the action can still be used via auto-battle. This is now fixed and actors should not be able to attack via auto-battle if their attack ability is sealed. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new RPG Maker MZ bug fix.&lt;br /&gt;
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Version 1.49: October 28, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Command added by Arisu and sponsored by Anon:&lt;br /&gt;
*** Map: Once Parallel&lt;br /&gt;
**** Plays a Common Event parallel to the event once without repeating itself when done. Map only!&lt;br /&gt;
**** When exiting map scene or changing maps, all Once Parallels are cleared&lt;br /&gt;
**** Once Parallels are not retained upon reentering the scene or map.&lt;br /&gt;
**** Once Parallels are not stored in memory and cannot be saved.&lt;br /&gt;
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Version 1.48: October 21, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Bitmap.blt function will now have source coordinates and destination X and Y coordinates rounded to prevent blurring. Update made by Olivia.&lt;br /&gt;
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Version 1.47: October 14, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Prevents Number Input window from having a NaN value due to holding down the fast forward key. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Yanfly:&lt;br /&gt;
*** Plugin Parameters &amp;gt; QoL Settings &amp;gt; Misc &amp;gt; Font Width Fix&lt;br /&gt;
**** Fixes the font width issue with non-monospaced fonts in the Message Window. This is now an optional fix.&lt;br /&gt;
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Version 1.46: September 23, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added line to Plugin Command: &amp;quot;System: Battle System Change&amp;quot;:&lt;br /&gt;
*** Some battle systems REQUIRE their specific plugins!&lt;br /&gt;
** Added lines to &amp;quot;Plugin Parameters: Battle System&amp;quot;:&lt;br /&gt;
*** Some battle systems REQUIRE their specific plugins! This means if you do not have the required battle system plugin installed, it will not change over. The Core Engine plugin does not contain data for all of the battle systems inside its code.&lt;br /&gt;
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Version 1.45: September 17, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem with &amp;quot;Picture: Coordinates Mode&amp;quot; to properly utilize the correct picture ID. Fix made by Arisu.&lt;br /&gt;
** RPG Maker MZ Bug Fix:&lt;br /&gt;
*** Instant Text Discrepancy for Window_Message&lt;br /&gt;
**** Window_Message displays text differently when it draws letters one by one versus when the text is displayed instantly. This isn't noticeable with the default font, but it's very visible when using something like Arial. The error is due to Bitmap.measureTextWidth yielding a rounded value per letter versus per word. The Core Engine will provide a bug fix that will single out the cause and make it so that only Window_Message will not utilize any round number values when determining the width of each letter, whether or not it is shown instantly. This change will only affect Window_Message and not any other window in order to prevent unintended side effects.&lt;br /&gt;
**** Fix made by Yanfly.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** RPG Maker MZ 1.3.3 compatibility.&lt;br /&gt;
*** Updated how gauges are drawn.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new RPG Maker MZ bug fix.&lt;br /&gt;
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Version 1.44: August 20, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Irina and sponsored by Anon.&lt;br /&gt;
*** &amp;quot;Animation: Play at Coordinate&amp;quot;&lt;br /&gt;
**** Plays an animation on the screen at a specific x, y coordinate even if there is no sprite attached.&lt;br /&gt;
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Version 1.43: July 23, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Irina and sponsored by Archeia!&lt;br /&gt;
*** &amp;quot;Picture: Coordinates Mode&amp;quot;&lt;br /&gt;
**** Play Test Mode only!&lt;br /&gt;
**** Gets the coordinates of a specific picture as you move it across the screen.&lt;br /&gt;
**** Helpful for those who don't want to do guess work on the screen coordinates when it comes to placing down pictures.&lt;br /&gt;
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Version 1.42: July 16, 2021&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** Added text to &amp;quot;Plugin Parameters: Color Settings&amp;quot; for clarification:&lt;br /&gt;
*** If the game's Window Skin is changed mid-game, the colors used will still be based off the default Window Skin's colors. This is due to storing them in a cache and preventing extra processing and reduces lag.&lt;br /&gt;
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Version 1.41: July 2, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Further compatibility update with RPG Maker MZ 1.3.0+.&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** Added extra notes to &amp;quot;Important Changes: Bug Fixes&amp;quot; section for the &amp;quot;Window Skin Bleeding&amp;quot; bug:&lt;br /&gt;
*** This bug is fixed in the core scripts for RPG Maker MZ v1.3.0+.&lt;br /&gt;
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Version 1.40: June 25, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Compatibility update with RPG Maker MZ 1.3.0+.&lt;br /&gt;
* Documentation Update:&lt;br /&gt;
** Plugin Parameters &amp;gt; Window Settings &amp;gt; Back Opacity&lt;br /&gt;
*** As of version 1.3.0, this is no longer needed.&lt;br /&gt;
*** This will still work for lower versions.&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Window Skin Bleeding fix updated to newest version.&lt;br /&gt;
* New Plugin Parameters added:&lt;br /&gt;
** Plugin Parmaeters &amp;gt; Screen Resolution Settings&lt;br /&gt;
*** These settings have been moved from the UI settings to be its own thing.&lt;br /&gt;
**** This is mostly for RPG Maker MZ version 1.3.0 and up where the Troops tab has been updated to match the screen resolution settings found in the System 2 Database tab.&lt;br /&gt;
*** Reposition Enemies &amp;gt; For MZ 1.3.0+?&lt;br /&gt;
**** Both of these plugin parameters need to be set to true in order for the repositioning to work for MZ v1.3.0.&lt;br /&gt;
**** If the Core Script is below 1.3.0, this setting is ignored. This does not take into account what version the editor is on. Pay attention to that as the plugin will not auto adjust for it.&lt;br /&gt;
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Version 1.39: June 18, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Number Inputs should now work with the controller if keyboard Number Input is enabled. Fix made by Olivia.&lt;br /&gt;
** RPG Maker Bug: Termination Clear Effects&lt;br /&gt;
*** In RPG Maker MZ, requesting an animation while transitioning between scenes, such as going from the map scene to the battle scene, can cause crashes. This is because the animation queue does not take off immediately and will likely register incorrect targets for the scene. This plugin will forcefully clear any registered animations and balloon effects when terminating a scene in order to prevent crashes.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for updated features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;Battle View: x&amp;gt; Troop Name tags can now work with comment tags.&lt;br /&gt;
** &amp;lt;Battle System: x&amp;gt; Troop Name tags can now work with comment tags.&lt;br /&gt;
*** Updates made by Irina.&lt;br /&gt;
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Version 1.38: June 11, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Irina and sponsored by Caz!&lt;br /&gt;
*** Picture: Show Icon&lt;br /&gt;
**** Shows an icon instead of a picture image.&lt;br /&gt;
**** The picture icon can be controlled like any other picture.&lt;br /&gt;
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Version 1.37: May 21, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Arisu:&lt;br /&gt;
*** Switches: Randomize ID(s)&lt;br /&gt;
*** Switches: Randomize Range&lt;br /&gt;
*** Switches: Toggle ID(s)&lt;br /&gt;
*** Switches: Toggle Range&lt;br /&gt;
**** These Plugin Commands allow you to randomize the ON/OFF positions of switches or toggle them so that they flip their ON/OFF status.&lt;br /&gt;
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Version 1.36: May 14, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Irina:&lt;br /&gt;
*** Export: All Maps Text&lt;br /&gt;
*** Export: All Troops Text&lt;br /&gt;
*** Export: Current Map Text&lt;br /&gt;
*** Export: Current Troop Text&lt;br /&gt;
**** Play Test Only Plugin Commands. These Plugin Commands are used for extracting all messages, show choices, comments, and scrolling text to parse and export them as a TXT file. Useful for getting a game's script to a voice actor or voice actress.&lt;br /&gt;
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[[File:CoreEngine_Update39_Command1.png|600px]]&lt;br /&gt;
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Version 1.35: May 7, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added the following text to &amp;quot;Parameter Settings&amp;quot; Plugin Parameters for extra clarity regarding Parameter Caps:&lt;br /&gt;
*** These settings DO NOT raise the editor's maximum values. If you want to raise an enemy's maximum parameter value past their default cap, use the associated notetag for them instead.&lt;br /&gt;
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Version 1.34: April 23, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** For the vanilla Equip Status window, custom parameters with integer values will now show up as integers and not percentiles. Fix by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added clarity to the &amp;lt;param: x&amp;gt; notetag for enemies.&lt;br /&gt;
*** This notetag does NOT work with X Parameters, S Parameters, or any custom parameters. This notetag ONLY works with the base parameters.&lt;br /&gt;
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Version 1.33: April 9, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** RPG Maker MZ Bug: Window Skin Bleeding&lt;br /&gt;
*** Since the v1.2.0 update, Window.prototype._refreshBack's frame value has been set from 96 to 95. This results in the window skin bleeding past the window's intended borders. The Core Engine now reverts this change to prevent the bleeding effect from happening.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;quot;Encounter Rate Minimum&amp;quot; now has a valid minimum value of 1. Update made by Olivia.&lt;br /&gt;
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Version 1.32: April 2, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Yanfly:&lt;br /&gt;
*** Plugin Parameters &amp;gt; QoL Settings &amp;gt; Battle Test &amp;gt; Add Item Type&lt;br /&gt;
*** Plugin Parameters &amp;gt; QoL Settings &amp;gt; Battle Test &amp;gt; Add Weapon Type&lt;br /&gt;
*** Plugin Parameters &amp;gt; QoL Settings &amp;gt; Battle Test &amp;gt; Add Armor Type&lt;br /&gt;
*** Plugin Parameters &amp;gt; QoL Settings &amp;gt; Battle Test &amp;gt; Added Quantity&lt;br /&gt;
**** By default, RPG Maker MZ only adds 99 of items and not weapons or armor making it awkward for testing specific battle mechanics. These settings allow you to add in custom amounts of items, weapons, and/or armors if you so wish.&lt;br /&gt;
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Version 1.31: March 26, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Title screen buttons will now become fully opaque when hovered over them instead of only when pressed. Update made by Yanfly.&lt;br /&gt;
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Version 1.30: March 19, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** RPG Maker MZ Bug: Invisible Battle Sprites&lt;br /&gt;
*** If you removed a party member during battle and added that exact party member back into the same slot, their sprite would appear invisible. The VisuStella Core Engine will fix this problem and prevent it from happening. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; QoL Settings &amp;gt; Misc &amp;gt; Ani: Mirror Offset&lt;br /&gt;
**** When animations are mirrored, mirror their Offset X values, too.&lt;br /&gt;
** New animation name tags added by Arisu:&lt;br /&gt;
*** &amp;lt;Mirror Offset X&amp;gt; and &amp;lt;No Mirror Offset X&amp;gt;&lt;br /&gt;
**** If these text tags are placed in an animation's name, it will cause the offset X value to be mirrored when the animation is mirrored or have it ignored despite being mirrored.&lt;br /&gt;
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Version 1.29: March 12, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new RPG Maker MZ bug fixes!&lt;br /&gt;
** Help file updated for updated features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Name Input should be more controller-friendly. If a controller is connected upon entering the name change scene, it will use the default manual-entry mode instead of the keyboard-entry mode. If a controller button is pressed during the keyboard-entry mode, it will automatically switch to the manual-entry mode.&lt;br /&gt;
** This plugin does not provide support for controllers that are undetected by RPG Maker MZ's default controller support.&lt;br /&gt;
** This feature was already implemented since version 1.27 but wasn't documented so here we are. Update made by Irina.&lt;br /&gt;
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Version 1.28: March 5, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Bug Fixes!&lt;br /&gt;
*** RPG Maker MZ Bug: The arrows drawn by a window skin will no longer by placed on a half pixel when a window's size is an odd number. This would cause sprite tearing problems and look awful. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new RPG Maker MZ bug fixes!&lt;br /&gt;
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Version 1.27: February 26, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Moved &amp;quot;Show Scrolling Text, additional functionality&amp;quot; section from Bug Fixes to Major Changes as it was placed in the wrong section.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Yanfly.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Keyboard Input &amp;gt; Name Input &amp;gt; Banned Words&lt;br /&gt;
**** Insert words you don't want your players to use for character names.&lt;br /&gt;
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Version 1.26: February 19, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Certain Plugin Parameters no longer have settings that restrict them to a maximum of 1. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Changed the default value for a New Game &amp;gt; Common Event upon Play Testing to 0 to prevent confusion. Update made by Arisu.&lt;br /&gt;
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Version 1.25: February 5, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Show Scrolling Text, additional functionality added by Arisu&lt;br /&gt;
*** The event command &amp;quot;Show Scrolling Text&amp;quot; now has additional functionality as long as the VisuStella MZ Core Engine is installed. If the game dev inserts &amp;quot;// Script Call&amp;quot; (without the quotes) inside the scrolling text, then the entirity of the Show Scrolling Text event command will be ran as a giant script call event command.&lt;br /&gt;
*** The reason why this functionality is added is because the &amp;quot;Script...&amp;quot; event command contains only 12 lines maximum. This means for any script call larger than 12 lines of code cannot be done by normal means as each script call is ran as a separate instance.&lt;br /&gt;
*** By repurposing the &amp;quot;Show Scrolling Text&amp;quot; event command to be able to function as an extended &amp;quot;Script...&amp;quot; event command, such a thing is now possible with less hassle and more lines to code with.&lt;br /&gt;
*** This effect does not occur if the Show Scrolling Text event command does not have &amp;quot;// Script Call&amp;quot; in its contents.&lt;br /&gt;
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Version 1.24: January 29, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Plugin Parameters: Custom Parameters Settings added the following note:&lt;br /&gt;
*** For clarification, these settings do NOT create brand-new parameters for you to use and add to your game nor are the bonuses supported by other plugins in the VisuStella MZ library. These settings exist to function as a bridge for non-VisuStella MZ plugins that have created their own parameter values and to show them inside VisuStella menus.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Default JS Plugin Parameter for the Title Command: &amp;quot;Shutdown&amp;quot; now has a note in it that reads: &amp;quot;Do NOT use this command with mobile devices or browser games. All it does is cause the game to display a blank, black canvas which the player is unable to do anything with. It does NOT force close the browser tab nor the app.&amp;quot;&lt;br /&gt;
*** This is also why this command is disabled by default for any non-NodeJS client deployed game versions.&lt;br /&gt;
** Disabled some bug fixes made by the Core Engine for the default RMMZ code base since the 1.1.1 version now contains those very same fixes.&lt;br /&gt;
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Version 1.23: January 22, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.22: January 15, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new RPG Maker MZ bug fixes!&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** RPG Maker MZ Bug: Sprite_Timer is added to the spriteset for the parent scene, making it affected by any filers, zooms, and/or blurs, hindering its readability.&lt;br /&gt;
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Version 1.21: January 8, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Keyboard Input &amp;gt; Controls &amp;gt; WASD Movement&lt;br /&gt;
*** Plugin Parameters &amp;gt; Keyboard Input &amp;gt; Controls &amp;gt; R Button: Dash Toggle&lt;br /&gt;
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Version 1.20: January 1, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
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Version 1.19: December 25, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s) and feature updates!&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed typo inside of the comments inside the JS: Quick Functions.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Parameters &amp;gt; Color Settings &amp;gt; Outline Color is now renamed to Font Outline.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Shaz!&lt;br /&gt;
*** Plugin Parameters &amp;gt; Color Settings &amp;gt; Gauge Number Outline&lt;br /&gt;
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Version 1.18: December 18, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Compatible string text from the Items and Equips Core will no longer register MaxHP and MaxMP as percentile values for the info window.&lt;br /&gt;
** RPG Maker MZ Bug: Gamepads no longer go rapidfire after a cleared input. There is now a period of delay for gamepads after an input clear.&lt;br /&gt;
** RPG Maker MZ Bug: Unusable items on an individual-actor basis will no longer be overwritten by party-based usability for battle. Fix by Yanfly.&lt;br /&gt;
** RPG Maker MV animations will no longer crash for unplayable sound effects. Fix made by Yanfly.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
** Added documentation for new RPG Maker MZ bug fixes!&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Yanfly!&lt;br /&gt;
*** Plugin Parameters &amp;gt; Button Assist &amp;gt; Key: Shift&lt;br /&gt;
*** Plugin Parameters &amp;gt; Button Assist &amp;gt; Key: Tab&lt;br /&gt;
**** These let you assign text codes to the Shift and Tab buttons for the Button Assist windows.&lt;br /&gt;
*** Plugin Parameters &amp;gt; QoL Settings &amp;gt; Misc &amp;gt; NewGame &amp;gt; CommonEvent&lt;br /&gt;
**** For an all version (including non-play test) common event to start new games with.&lt;br /&gt;
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Version 1.17: December 11, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
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Version 1.16: December 4, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Button Assist Window for the change name scene will now default to &amp;quot;Tab&amp;quot; for switching between both modes. Update made by Yanfly.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Yanfly:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Keyboard Input &amp;gt; Default Mode&lt;br /&gt;
**** Select default mode when entering the scene.&lt;br /&gt;
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Version 1.15: November 29, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Pressing &amp;quot;Enter&amp;quot; in the change name scene while the actor's name is completely empty will no longer result in endless buzzer sounds. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** For the name change scene, the &amp;quot;Tab&amp;quot; key now also lets the user switch between the two modes. Update made by Yanfly.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Two new plugin parameters added to Keyboard Input:&lt;br /&gt;
*** &amp;quot;Switch To Keyboard&amp;quot; and &amp;quot;Switch To Manual&amp;quot;&lt;br /&gt;
**** These determine the text used for the button assist window when switching between the two modes. Update made by Yanfly.&lt;br /&gt;
**** Button Assist window now takes into consideration for these texts.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.14: November 22, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Yanfly!&lt;br /&gt;
*** System: Load Images&lt;br /&gt;
**** Allows you to (pre) load up images ahead of time.&lt;br /&gt;
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Version 1.13: November 15, 2020&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.12: November 8, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Screen Shake Plugin Parameters and JS: Quick Function Plugin Parameters have been taken off experimental status.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New plugin parameters added by Arisu.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Keyboard Input&lt;br /&gt;
**** Settings for the game that utilize keyboard input. These are primarily for the name input scene (Scene_Name) and the number input event command. These settings have only been tested on English keyboards and may or may not be compatible with other languages, so please disable these features if they do not fit in with your game.&lt;br /&gt;
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Version 1.11: November 1, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Bitmap smoothing now takes into consideration for rounding coordinates. Update made by Irina.&lt;br /&gt;
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Version 1.10: October 25, 2020&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Sprite animation location now adjusts position relative to the sprite's scale, too. Update made by Arisu.&lt;br /&gt;
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Version 1.09: October 18, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** RPG Maker MZ Bug: Auto Battle Lock Up. Fixed by Yanfly.&lt;br /&gt;
*** If an auto battle Actor fights against an enemy whose DEF/MDF is too high, they will not use any actions at all. This can cause potential game freezing and softlocks. This plugin will change that and have them default to a regular Attack.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
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Version 1.08: October 11, 2020&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Altered sprite bitmaps via the various draw functions will now be marked as modified and will automatically purge themselves from graphical memory upon a sprite's removal to free up more resources. Change made by Yanfly.&lt;br /&gt;
** Picture Sprite Origin anchors are now tied to the Game_Picture show and move commands instead of the Game_Interpretter commands. Change by Arisu.&lt;br /&gt;
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Version 1.07: October 4, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** New documentation added for the new Plugin Parameter category: &amp;quot;Custom Parameters&amp;quot;.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter &amp;quot;Custom Parameters&amp;quot; added by Yanfly.&lt;br /&gt;
*** Create custom parameters for your game! These will appear in VisuStella MZ menus.&lt;br /&gt;
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Version 1.06: September 27, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Battler evasion pose can now occur if there is a miss. These were made separate in RPG Maker MZ and misses didn't enable the evasion pose. Fix made by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags for Maps and name tags for Troops added by Yanfly!&lt;br /&gt;
*** &amp;lt;Frontview&amp;gt;, &amp;lt;Sideview&amp;gt; to change the battle view for that specific map, or troop regardless of what other settings are.&lt;br /&gt;
*** &amp;lt;DTB&amp;gt;, &amp;lt;TPB Active&amp;gt;, &amp;lt;TPB Wait&amp;gt; to change the battle system for that specific map or troop regardless of what other settings are.&lt;br /&gt;
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Version 1.05: September 20, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;Level: x&amp;gt; notetag for enemies is now fixed! Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Documentation added for the new &amp;quot;System: Battle System Change&amp;quot; Plugin Command and removed the old &amp;quot;System: Set Time Progress Battle&amp;quot;.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** The Plugin Command &amp;quot;System: Set Time Progress Battle&amp;quot; has been replaced with &amp;quot;System: Battle System Change&amp;quot; instead. This is to accommodate future plugins that allow for different battle systems. Added by Yanfly.&lt;br /&gt;
*** If you have previously used &amp;quot;System: Set Time Progress Battle&amp;quot;, please replace them. We apologize for the inconvenience.&lt;br /&gt;
* New Features!&lt;br /&gt;
** In the Core Engine's plugin parameters, you can now set the Battle System used. This will default to whatever is the game database's setting. This feature is used for the future when new battle systems are made. Feature added by Yanfly.&lt;br /&gt;
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Version 1.04: September 13, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added new documentation for the &amp;quot;Title Command List&amp;quot; and Title Picture Buttons&amp;quot; plugin parameters. They now have a dedicated section each.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Moved the &amp;quot;Title Command List&amp;quot; and &amp;quot;Title Picture Buttons&amp;quot; parameters from the Menu Layout &amp;gt; Title settings. They were far too hidden away and users had a hard time finding them. Update made by Yanfly.&lt;br /&gt;
*** Users who have customized these settings before will need to readjust them again. We apologize for the inconvenience.&lt;br /&gt;
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Version 1.03: September 6, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Having QoL &amp;gt; Modern Controls disabled (why would you) used to prevent the down button from working. It works again. Fix made by Yanfly.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** Plugin default settings now come with a &amp;quot;Game End&amp;quot; option on the title screen. For those updating from version 1.02 or order, you can add this in by opening the Core Engine &amp;gt; Plugin Parameters &amp;gt; Menu Layout Settings &amp;gt; press &amp;quot;delete&amp;quot; on Scene_Title &amp;gt; open it up, then the new settings will fill in automatically.&lt;br /&gt;
* New Experimental Feature Added:&lt;br /&gt;
** Screen Shake Settings added to the Plugin Parameters.&lt;br /&gt;
*** Screen Shake: Custom Plugin Command added!&lt;br /&gt;
*** Credit to Aries of Sheratan, who gave us permission to use her formula.&lt;br /&gt;
*** We'll be expanding on more screen shaking options in the future.&lt;br /&gt;
* Optimization Update&lt;br /&gt;
** Digit Grouping now works more efficiently.&lt;br /&gt;
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Version 1.02: August 30, 2020&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Command: &amp;quot;Picture: Erase All&amp;quot;. Added by Olivia.&lt;br /&gt;
*** Erases all pictures on the screen because it's extremely tedious to do it one by one.&lt;br /&gt;
** New Plugin Command: &amp;quot;Picture: Erase Range&amp;quot;&lt;br /&gt;
*** Erases all pictures within a range of numbers because it's extremely tedious to do it one by one.&lt;br /&gt;
* Optimization Update&lt;br /&gt;
** Added a more accurate means of parsing numbers for Digit Grouping.&lt;br /&gt;
** Window_Base.prototype.textSizeEx now stores data to a cache.&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** Added a section to Major Changes: New Hard-Coded Features on Digit Grouping and explaining its intricacies.&lt;br /&gt;
** Added a note to Plugin Parameters &amp;gt; UI &amp;gt; Reposition Actors to ignore the setting if using the Battle Core.&lt;br /&gt;
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Version 1.01: August 23, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Digit grouping fixed to allow text codes to detect values larger than 1000. Fix made by Olivia and Yanfly.&lt;br /&gt;
** Param Plus, Rate, Flat notetags fixed. Fix made by Yanfly.&lt;br /&gt;
* New Experimental Feature Added:&lt;br /&gt;
** JS: Quick Functions found in the Plugin Parameters&lt;br /&gt;
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Version 1.00: August 20, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
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== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 1]]&lt;br /&gt;
* [[Useful Shortcuts for Playtesting]]&lt;br /&gt;
* [[WASD Movement]]&lt;br /&gt;
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|}&lt;br /&gt;
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== End of File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Core Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Menu Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Changelog_141_to_160&amp;diff=17614</id>
		<title>Template:VisuMZ Changelog 141 to 160</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Changelog_141_to_160&amp;diff=17614"/>
		<updated>2026-02-15T04:23:30Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Display templates|VisuMZ Changelog 141 to 160]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=== February 16, 2026 - Update #158 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 5&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.90: February 16, 2026&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Battle System settings for &amp;quot;TPB Active&amp;quot; and &amp;quot;TPB Wait&amp;quot; will no longer conflict with VisuMZ_2_BattleSystemATB and VisuMZ_1_OptionsCore &amp;quot;Active&amp;quot; or &amp;quot;Wait&amp;quot; mode options set by the player.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.90: February 16, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Battle Layout Settings &amp;gt; List Style &amp;gt; Minimum Rows&lt;br /&gt;
**** How many rows minimum will the list style go to?&lt;br /&gt;
**** This is to prevent the list window from becoming too small.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.63: February 16, 2026&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** When moving by clicking and holding down the mouse button, the touch input will no longer lock onto any events with empty event lists or populated by just comments. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.37: February 16, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where potential actions queued during Active ATB might get erased if used during the action of a enemy battler. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - STB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: February 16, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;STB Cannot Be Exploited&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;STB Cannot Be Exploiter&amp;gt;&amp;lt;/nowiki&amp;gt; notetags were not working properly. Bug fixed by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=== January 19, 2026 - Update #157 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 9&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.31: January 19, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Trait sets with &amp;quot;Randomize for Actor?&amp;quot; weren't working properly. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Changed &amp;quot;Enemy: Change Trait Sets&amp;quot; Plugin Command parameter from &amp;quot;Target ID&amp;quot; to &amp;quot;Target Index&amp;quot; to reduce confusion. The parameter has always used Index values as per their description.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.62: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** New section added: Reference Switches and Reference Variables&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.55: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** \ChangeFace&amp;lt;nowiki&amp;gt;&amp;lt;x,y&amp;gt;&amp;lt;/nowiki&amp;gt; text codegets a note added:&lt;br /&gt;
*** This text code is used under the assumption that you are using an existing face graphic to change from (doesn't matter which). The text code will not automatically shift text from no-face graphic to having a face graphic mid-message.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Aggro Control System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.23: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Under &amp;quot;How Aggro, Provoke, and Taunts Work&amp;quot; &amp;gt; Aggro&lt;br /&gt;
*** Added this section:&lt;br /&gt;
**** The aggro gauge shows the value based on how much aggro that party member has relative to the rest of the party. Sometimes it will appear like the party member's aggro &amp;quot;resets&amp;quot; back to zero, when it fact, that's not what's happening. If that party member's aggro gauge is &amp;quot;empty&amp;quot;, that means the aggro for that party member is the lowest of the party. if all party members appear to have their aggro gauge as &amp;quot;full&amp;quot;, then that means the aggro for all party members is equal and that everybody is likely targeted for attack.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.20: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Conversion Settings &amp;gt; States (AGI &amp;gt;= 105%)&lt;br /&gt;
*** Parameters &amp;gt; Conversion Settings &amp;gt; States (AGI &amp;lt;= 95%)&lt;br /&gt;
**** Added auto-conversion functionality for states with AGI modifiers to automatically manipulate turn orders for current and next.&lt;br /&gt;
**** Set this to false to not use.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bright Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: January 19, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where entering the Options menu mid-battle will cause the Bright Effects plugin to be cleared. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: January 19, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug in the code that sets the incorrect defaults for min and max amplifications. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Keywords VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: January 19, 2026&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Display and toggling of Message Keywords only occurs if the Help Window is visible. This is to prevent shortcut clashing with other plugins.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Item Inventory VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: January 19, 2026&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** When used together with the Battle Grid System, item slots will no longer be covered by the Battle Grid targeting and usage nodes. Update by Arisu.&lt;br /&gt;
** When used together with the More Currencies plugin, no longer display the extra currency count on item grid. Update by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== December 15, 2025 - Update #156 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 12&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.89: December 15, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.89: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed some bugs where translated text through the Message Core would incorrectly calculate the projected text size. Fix made by Irina.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.30: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an incompatibility with TPB and Skills &amp;amp; States Core's Miasma effects, causing some parameters to appear and cache at 0. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.61: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where shadows would appear under lower-priority event sprites making usage of certain tiles awkward looking. This is corrected by the new Plugin Parameter. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Movement Settings &amp;gt; Shadows &amp;gt; Shadow Z Layer&lt;br /&gt;
**** What is the sprite Z layer used for the shadow sprites?&lt;br /&gt;
**** By default, this layer will now be 0.5 instead of 0.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If a event is made whose priority is &amp;quot;Below characters&amp;quot; and is a tile object (ie taking a sprite from the map tileset or a character sprite with &amp;quot;!&amp;quot; in front of the name), it will be automatically regulated to a custom Z layer of 0.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.54: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;List Name: name&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** If used with Battle Core's &amp;lt;nowiki&amp;gt;&amp;lt;Command Text: x&amp;gt;&amp;lt;/nowiki&amp;gt;, the Command Text notetag will take priority in the command window, but the List Name notetag will appear in the skill list.&lt;br /&gt;
*** This does not change the display text. If you'd like to change that, use the Battle Core's &amp;lt;nowiki&amp;gt;&amp;lt;Display Text: x&amp;gt;&amp;lt;/nowiki&amp;gt; notetag along with this notetag.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Aggro Control System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where battlers can become immune to provoke effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.36: December 15, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - CTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.25: December 15, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Class Change System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.19: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra notes for clarity for the &amp;quot;Show in Menus?&amp;quot; plugin parameter for CP and JP.&lt;br /&gt;
*** For extra clarity:&lt;br /&gt;
**** Shows up if there is enough room on the screen. Make sure your game's screen resolution is large enough (ie. 1280x720).&lt;br /&gt;
**** Shows up in the Skill menu if 'Learn' is selected.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better preloading functionality for Main Menu Core's options to utilize Map Sprites and SV Battlers for the visual actor graphic.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Plugin Parameters added by Irina:&lt;br /&gt;
** Parameters &amp;gt; Scroll Wheel Settings&lt;br /&gt;
*** Emulates Eastern Visual Novel controls regarding mouse scroll wheel functionality. If enabled, the scroll wheel can be used to &amp;quot;continue&amp;quot; the current &amp;quot;Show Text&amp;quot; message by scrolling down on the mouse wheel or if the VisuStella MZ Message Log is installed, scrolling up will reveal the message log to show what was previously said.&lt;br /&gt;
*** This feature will be temporarily disabled whenever any supporting windows are visible and active, such as the &amp;quot;Show Choice&amp;quot;, &amp;quot;Input Number&amp;quot;, &amp;quot;Select Item&amp;quot; windows. This is because those windows typically have scroll wheel controls of their own and theirs will take priority. Even if they do not have scroll wheel controls temporarily, the function will remain disabled for control consistency.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Learn System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra notes for clarity for the &amp;quot;Show in Menus?&amp;quot; plugin parameter for AP and SP.&lt;br /&gt;
*** For extra clarity:&lt;br /&gt;
**** Shows up if there is enough room on the screen. Make sure your game's screen resolution is large enough (ie. 1280x720).&lt;br /&gt;
**** Shows up in the Skill menu if 'Learn' is selected.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Map Camera Zoom VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: December 15, 2025&lt;br /&gt;
* Bug Fix!&lt;br /&gt;
** Fixed a bug where upon loading a saved game, any scrolling done by the &amp;quot;Scroll&amp;quot; event would be lost. This fix only applies to new saves made after the fix. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where upon using &amp;quot;Change Parallax&amp;quot; to adjust loop speeds and then zooming in would cause the parallax to jump an unpredictable amount. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Compatibility &amp;gt; Zoom Round Up?&lt;br /&gt;
**** While zooming, change the rounding effect to round up or round down?&lt;br /&gt;
**** Depending on the artistic style your game is going for, you may prefer for sprite positions to round up or round down.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== November 13, 2025 - Update #155 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 4&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.29: November 13, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Replace type Trait: name&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Replaces the current 'type' Trait with 'name' Trait.&lt;br /&gt;
**** This allows things like changing an ice element type to fire element.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: November 13, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if VisuMZ_4_BreakShields were turned off from showing in the UI, they would still show up. This requires you to update the plugin parameters for this plugin and can be done in three ways:&lt;br /&gt;
*** #1 Method: Select &amp;quot;Window Settings&amp;quot; in the Plugin Parameter list and press &amp;quot;Delete&amp;quot; button on your keyboard. Then open it back up to repopulate it with the default settings. This will reset all of the settings within &amp;quot;Window Settings&amp;quot;.&lt;br /&gt;
*** #2 Method: Delete the current copy of VisuMZ_2_BattleGridSystem from the Plugin Manager list and install a new copy of VisuMZ_2_BattleGridSystem into the Plugin Manager list. This will reset all your Plugin Parameter settings.&lt;br /&gt;
*** #3 Method: Install a fresh copy of VisuMZ_2_BattleGridSystem, copy the Parameters &amp;gt; Window Settings &amp;gt; Tactics Grid Window &amp;gt; JS: Draw Actor Node setting and paste it in your existing copy in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.19: November 13, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New script calls added by Olivia:&lt;br /&gt;
*** $otbAddBattlerToCurrentTurnEnd(battler, times)&lt;br /&gt;
*** $otbAddBattlerToNextTurnEnd(battler, times)&lt;br /&gt;
**** Adds actions for target battler to the end of current/next turn.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.21: November 13, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** &amp;quot;Auto-Forward&amp;quot; functionality now plays nice with VisuMZ_2_VoiceActControl and waits for voice lines to finish before continuing.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Auto-Forward Settings &amp;gt; Compatibility &amp;gt; Voice Act Padding&lt;br /&gt;
**** How many frames to wait after a voice line finishes?&lt;br /&gt;
**** Average: 60 frames per second.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== October 16, 2025 - Update #154 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 5&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.59: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where a changed parameter in the equipment menu would accidentally highlight the next parameter's name. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Aggro Control System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.21: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where auto-battle would bypass Taunt and Provoke effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.35: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor dies in battle and is revived post-battle using &amp;quot;Recover All&amp;quot;, that actor no longer gets stuck after their first action in following battles. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: October 16, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Equip Battle Skills when used together with enemy reference ID's. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Crafting System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.25: October 16, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility checks for shop batches to make sure they don't give out free items. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== September 18, 2025 - Update #153 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 11&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.88: September 18, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Extra notes for &amp;lt;nowiki&amp;gt;&amp;lt;JS param Plus/Rate/Flat: code&amp;gt;&amp;lt;/nowiki&amp;gt; notetags&lt;br /&gt;
*** Use 'user' to refer to the currently equipping actor.&lt;br /&gt;
*** If you use code to refer to an actor's other stats like 'atk' and 'def', there is the potential to cause an infinite loop.&lt;br /&gt;
*** Use 'user.paramBase(x)' instead of 'user.atk', 'user.def', etc.&lt;br /&gt;
*** Plugin Parameter setting Parameters &amp;gt; &amp;quot;Convert JS To Base?&amp;quot; will automatically convert any instances of 'user.mhp', 'user.mmp', 'user.atk', etc. to their base parameters.&lt;br /&gt;
*** Turn this off if you do not want it.&lt;br /&gt;
*** You are responsible for any infinite loops this may cause.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;nowiki&amp;gt;&amp;lt;JS param Plus/Rate/Flat: code&amp;gt;&amp;lt;/nowiki&amp;gt; now support 'user' as a variable.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Parameters &amp;gt; Convert JS To Base?&lt;br /&gt;
**** Automatically convert &amp;lt;nowiki&amp;gt;&amp;lt;JS param Plus/Rate/Flat: code&amp;gt;&amp;lt;/nowiki&amp;gt; to use base parameters to prevent infinite loops.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.88: September 18, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Damage Flinch&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Normally, MP and TP actions do not cause damage flinching. However, skills and items with this notetag will cause damage flinching if they hurt the target's MP or TP.&lt;br /&gt;
**** HP damage will always be affected and cause target to flinch.&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Damage Settings &amp;gt; Check Formulas?&lt;br /&gt;
**** It's usually bad practice to put in battle mechanics within damage formulas and this will check the damage formulas for skills and items to see if they contain any of the common battle mechanics that have the potential to cause problems.&lt;br /&gt;
**** Checks for illegal mechanics inside of damage formulas?&lt;br /&gt;
**** (ie. gainHp, loseHp, addBuff, addDebuff, addState, etc)&lt;br /&gt;
**** Read the following article for an explanation on why battle mechanics in damage formulas are undesirable and for an alternate solution:&lt;br /&gt;
**** [[Stop Putting Mechanics in Damage Formulas]]&lt;br /&gt;
**** Turn this off if you do not want to be alerted of which skills/items have battle mechanics in their damage formulas.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.53: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the &amp;quot;Preset: Gauge Color&amp;quot; Plugin Parameter was not accepting #rrggbb values. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Passive State: x&amp;gt;&amp;lt;/nowiki&amp;gt;:&lt;br /&gt;
*** If you are using VisuMZ's Equip Battle Skills, know that the notetag &amp;lt;nowiki&amp;gt;&amp;lt;Passive State: x&amp;gt;&amp;lt;/nowiki&amp;gt; will always have the passive state be available no matter if the skill is equipped or not, as long as the skill is learned.&lt;br /&gt;
*** If you want the passive state to only appear while the skill is equipped then use the VisuMZ Equip Battle Skills notetag &amp;lt;nowiki&amp;gt;&amp;lt;Equip State: x&amp;gt;&amp;lt;/nowiki&amp;gt; for this effect instead.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Animated Message Text Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Word Wrap no longer causes multiple text effects to not register. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bestiary VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: September 18, 2025&lt;br /&gt;
** Bug Fixes!&lt;br /&gt;
*** Fixed a bug where the Bestiary Reveal Enemies Plugin Command would not work with deployed games. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Date and Time System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where manual game time updates made by Plugin Commands would not allow variables to update if Game Time was paused. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Enhanced TP System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where TP was not properly preserved. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: September 18, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Skills &amp;amp; States Core's new &amp;lt;nowiki&amp;gt;&amp;lt;Toggle&amp;gt;&amp;lt;/nowiki&amp;gt; functionality. &amp;lt;nowiki&amp;gt;&amp;lt;Equip State: x&amp;gt;&amp;lt;/nowiki&amp;gt; can now have the passive state be toggled on and off. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Passive System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Upon actor/enemy deaths, death and kill counts won't trigger multiple times anymore. Kills will also only trigger once per battle per enemy. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Encounter Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.12: September 18, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags/comment tags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Enable Diagonal Chase&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Disable Diagonal Chase&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** If Events &amp;amp; Movement Core is installed, events can chase the player in diagonal directions if the player can move diagonally.&lt;br /&gt;
**** However, if you want the player to only move in 4-directions but the event can move diagonally, you can use &amp;lt;nowiki&amp;gt;&amp;lt;Enable Diagonal Chase&amp;gt;&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
**** Alternatively, you want the player to be able to move diagonally while the event cannot, you can use &amp;lt;nowiki&amp;gt;&amp;lt;Disable Diagonal Chase&amp;gt;&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Multi-Layer HP Gauge VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: September 18, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** HP Gauges will no longer cover up Tutorial Panel System's windows. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== August 14, 2025 - Update #152 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 6&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.52: August 14, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Passive States with custom JS conditions should be less prone to infinite loops. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.12: August 14, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where cancelling attack and then moving, despite having pass turn on, would still cause the attack to go through. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: August 14, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor is newly added during battle, while the battle would compensate and give the party an extra action to work with, the newly added actor would not get a turn. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Date and Time System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: August 14, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added warning to these Plugin Commands:&lt;br /&gt;
*** Game Time: Record to Variable(s)&lt;br /&gt;
*** Real Time: Record to Variable(s)&lt;br /&gt;
**** Does NOT overwrite automatic variables used in Plugin Parameters.&lt;br /&gt;
** Added segment to Plugin Parameters: Game Time Variables &amp;amp; Switches&lt;br /&gt;
*** Changing these variables' values does not mean the Game Time will be changed in-game. These variables are just for automatically reading what the Game Time is. If you wish to change the Game Time, you will need to use the Plugin Commands &amp;quot;Change Date To&amp;quot; and &amp;quot;Change Time To&amp;quot; instead.&lt;br /&gt;
** Added segment to Plugin Parameters: Real Time Variables &amp;amp; Switches&lt;br /&gt;
*** Changing these variables' values does not mean the Real Time will be changed in-game. These variables are just for automatically reading what the Real Time is. Real Time value cannot be changed by the plugin.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.35: August 14, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the battle had no battle back setting and is using a map snapshot, the snapshot would be overwritten if the player enters the party change menu from battle. This should no longer occur and the map snapshot will be preserved. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Button Common Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: August 14, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When &amp;quot;Forbid Default Bound Keys&amp;quot; is enabled, walking over below/above priority events with Player Touch or Event Touch can enable them over and over again if they do not have any kind of stop measure until the player fully steps on the tile. This should no longer happen. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== July 17, 2025 - Update #151 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 7&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Aggro Control System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.20: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if a party member who provoked an enemy decided to switch out, the provoke effect would be retained and cause the enemy to bug out and crash the game. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: July 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** If traits were turned off, there would be a crash. Crash is now fixed. Applies to retraining, too. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Crafting System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.24: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a name masking bug that would result in a crash. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.34: July 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with TPB when using the in-battle Party switch command from the Party Command Window. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Weapon Swap System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the default status scene would not display the correct weapons. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Mastery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Before, if a skill with a common event would defeat an enemy, it wouldn't grant the user any mastery EXP. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Better compatibility with Equip Battle Skills!&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[CG Gallery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the CG Gallery would crash if Completion or Progress displays were turned off. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== June 12, 2025 - Update #150 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 9&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.87: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;JS Accuracy&amp;gt;&amp;lt;/nowiki&amp;gt; and related notetags did not work. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where dual wielding weapons with HP/MP bonuses would cause the max cache values to fluctuate per hit. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added fail safes for plugins that would sometimes add null battlers to animation queues. This update prevents crashes for potential checks.&lt;br /&gt;
** Added better compatibility with Message Core's text language change. Enemy names did not convert prior to placing state icons and would cause misalignment.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (7 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.19: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where notetags like &amp;lt;nowiki&amp;gt;&amp;lt;Target: Enemy or Ally&amp;gt;&amp;lt;/nowiki&amp;gt; would cause action fusions to not work properly. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where some special targeting cases were not preserved when performing action fusions. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.15: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;quot;Fastest AGI First&amp;quot; mechanic was always on under most conditions. When this plugin parameter is off, the party order will always go by party index instead. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Class Change System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: June 12, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;CP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** CP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;JP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** JP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** These are the additive versions of &amp;lt;nowiki&amp;gt;&amp;lt;CP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;JP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where Skill &amp;amp; States Core's &amp;lt;nowiki&amp;gt;&amp;lt;Hide in Battle&amp;gt;&amp;lt;/nowiki&amp;gt; is bypassed if used together with &amp;quot;All Skills&amp;quot; in the Battle Command controller. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Furniture System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if a template is not the neutral center pattern, the furniture cursor would not display it correctly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where some QTE's did not work properly in battle. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Learn System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: June 12, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;AP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** AP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;SP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** SP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** These are the additive versions of &amp;lt;nowiki&amp;gt;&amp;lt;AP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;SP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Database Inheritance VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where parameters for classes would be inherited when this notetag should only be for equipment and enemies. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== May 15, 2025 - Update #149 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 16&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.54: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the text width of translated text was not taken into account. Fix made by Arisu&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (7 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where certain notetag combinations would cause crashes. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where using aura or miasma effects from Skills &amp;amp; States Core would cause the game to crash if there were not enough battle grid node slots to accommodate all characters, even if they were in the reserve. As a result, aura and miasma effects now only affect battle members.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for &amp;lt;nowiki&amp;gt;&amp;lt;Aura Range: type&amp;gt;&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;&amp;lt;Miasma Range: type&amp;gt;&amp;lt;/nowiki&amp;gt; notetags&lt;br /&gt;
*** Aura/Miasma effects do not affect characters not in active party.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ETB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor performs a forced action while &amp;quot;Maintain Same Actor?&amp;quot; plugin parameter is enabled, the forced action would double. This should now be fixed.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - FTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor performs a forced action while &amp;quot;Maintain Same Actor?&amp;quot; plugin parameter is enabled, the forced action would double. This should now be fixed.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where adding states with Action Times+ would add too many actions. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bestiary VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Message Core's text language settings. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Crafting System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.23: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Message Core's text language settings. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.33: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility for $gameParty.swapOrder function to allow it to work on the map. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Active Chain Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: May 15, 2025&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** Added under &amp;quot;Active Chain Skills&amp;quot;:&lt;br /&gt;
*** Auto Battle Timing&lt;br /&gt;
**** If an actor with auto battle uses a skill that can chain, they will pick a chain skill within 200 milliseconds after the skill has started. If the active chain mechanic is disabled within this time frame (through an action sequence command) then no chain skill will be automatically selected.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added a 200 millisecond delay before a chain skill is automatically selected through Auto Battle. This is done to give action sequences enough time to disable the Active Chain Mechanic if they want to.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Boost Action VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause Boost Points to not work properly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Better compatibility with Visual Item Inventory. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Steal Items VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause a crash if an enemy has no items that can be stolen when using snatch functionality. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Cursor VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the battle cursor position could appear on non-rounded numbers, causing pixel bleeding between frames. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Button Common Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When a common event is launched while the player is moving onto a below or above priority event with Player Touch or Event Touch, the event action would be skipped. This should no longer happen. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Unique Tile Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: May 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;quot;Warning! RPG Maker MZ Version 1.5.0+ Water-Tile Bug!&amp;quot; section:&lt;br /&gt;
*** As of version 1.9.0+, these two methods no longer work to fix the problem. There is a Plugin Parameter added to disable the error message. However, this does not mean that the tileset flag data is fixed. Turn off the error message at your will.&lt;br /&gt;
* Added new Plugin Parameter:&lt;br /&gt;
** Plugin Parameters &amp;gt; Enable Error Message?&lt;br /&gt;
*** Display error message for tilesets with incomplete flag data?&lt;br /&gt;
*** Disabling does not fix the problem.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Item Inventory VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Tooltip window now accounts for target window's scaling (ie Frontview Battle UI). Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== April 17, 2025 - Update #148 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 9&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.51: April 17, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Skill Toggle Settings&lt;br /&gt;
**** Skill toggles are a new type of skill. They do not perform any actions but instead, will switch on/off any passive effects the skill has.&lt;br /&gt;
**** Enemies are unable to switch Toggle Skills and the passive effects on a Toggle Skill for an enemy will always be considered ON.&lt;br /&gt;
**** See the help file for more information.&lt;br /&gt;
** New Notetags added by Olivia:&lt;br /&gt;
*** Skill Toggle Notetags:&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Initial Toggle: On/Off&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle Exclusion Group: key&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle On Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle Off Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
***** See the help file for more information.&lt;br /&gt;
&lt;br /&gt;
[[File:SkillToggle.gif]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: April 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where flex fusion combinations did not work properly and where the strict fusion combinations would draw from flex fusions. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.20: April 17, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Message Tails &amp;gt; Auto-Position &amp;gt; Auto-Correct X&lt;br /&gt;
**** Auto-corrects Message Tail position X when used with Auto-Position but are too close to edge of screen.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Boost Action VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.12: April 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Better compatibility with Message Core's wordwrap.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** The follow text codes now have added notes to them:&lt;br /&gt;
*** \boost&amp;gt;=x[text]&lt;br /&gt;
*** \boost&amp;gt;x[text]&lt;br /&gt;
*** \boost=x[text]&lt;br /&gt;
*** \boost&amp;lt;x[text]&lt;br /&gt;
*** \boost&amp;lt;=x[text]&lt;br /&gt;
**** Added note: In battle use only!&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** \boost=0[x] now functions the same as \boost0[x] and does not require being in battle. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.15: April 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor does not have Preserve TP and their TP changes on the map scene, the TP gauge does not reflect the new changes. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Limited Skill Uses VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: April 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Skills &amp;amp; States Core's new Skill Toggles.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Cooldowns VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: April 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Skills &amp;amp; States Core's new Skill Toggles.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Victory Aftermath VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.23: April 17, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Olivia:&lt;br /&gt;
*** System: Change Victory BGM&lt;br /&gt;
**** Changes victory BGM.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Full Field Recovery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: April 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where items would get used on dead party members even if the item did not allow targeting dead party members in its scope. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; General &amp;gt; Mechanics &amp;gt; Heal HP? &amp;gt; Prioritize Lowest %?&lt;br /&gt;
**** Prioritize using healing items on lowest HP% member first?&lt;br /&gt;
**** If off, heal members in party order.&lt;br /&gt;
*** Parameters &amp;gt; General &amp;gt; Mechanics &amp;gt; Heal MP? &amp;gt; Prioritize Lowest %?&lt;br /&gt;
**** Prioritize using healing items on lowest MP% member first?&lt;br /&gt;
**** If off, heal members in party order.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== March 20, 2025 - Update #147 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 11&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.50: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Changed the description of Plugin Parameter 'Action End Update' to 'Refer to &amp;quot;Major Changes&amp;quot; in Help File for explanation.'&lt;br /&gt;
** Added examples of &amp;quot;Action End Update&amp;quot; under &amp;quot;Major Changes&amp;quot;&lt;br /&gt;
*** The new state: &amp;quot;Fiery Blade&amp;quot; will allow the affected battler to deal fire elemental damage. With Action End, this means for 5 actions, those attacks will deal fire damage.&lt;br /&gt;
*** This means that if no action is taken, due to a status effect like &amp;quot;Sleep&amp;quot; or &amp;quot;Stun&amp;quot;, then the duration count will not decrease.&lt;br /&gt;
*** On the flip side, if the battler performs multiple actions a turn, then the duration count drops faster because more actions have been spent.&lt;br /&gt;
*** However, if this &amp;quot;Fiery Blade&amp;quot; state was using Turn End instead, it will have its duration reduced by 1 each turn, regardless of &amp;quot;Sleep&amp;quot; or &amp;quot;Stun&amp;quot; states, and regardless of how many actions are performed each turn.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.34: March 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Field ATB Gauge no longer stays visible during victory sequence. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; QTE Settings &amp;gt; Input Buffer Leeway&lt;br /&gt;
**** How many input buffer frames of leeway should be granted to Button Sequence QTE?&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Tutorial Panel System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Scene Battle &amp;gt; Button Assist Window&lt;br /&gt;
**** Button Assist Window &amp;gt; Background Type&lt;br /&gt;
**** Button Assist Window &amp;gt; JS: X, Y, W, H&lt;br /&gt;
***** Added menu button assist to the battle scene where it previously was not available.&lt;br /&gt;
***** Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Auto Skill Triggers VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; General Settings:&lt;br /&gt;
**** These are general settings used for this plugin. These are primarily used to impose a limit on the number of auto skill triggers that can happen per battler per turn (meaning each member in battle has that limit individually and not as a whole). Generally speaking, we recommend imposing limits limits like MP costs, TP costs, cooldowns, and the like.&lt;br /&gt;
**** This is because auto skill triggers, when left unchecked and reacting to everything, can cause a runaway effect where the player no longer inputs anything. Instead, it is best to put a limit (even if high) on the number of auto triggers to prevent such a thing from happening.&lt;br /&gt;
**** If you still want seemingly unlimited auto skill triggers, change the numbers to 100 or something, but keep in mind that we're not responsible for runaway effects when the risk of it happening is already mentioned.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Limit Per Turn (Turn-Based)&lt;br /&gt;
**** Turn-Based Only. How many triggers per battler per turn? Higher risk of runaway auto triggers at higher counts.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Limit Per Turn (TPB-Based)&lt;br /&gt;
**** TPB-Only. How many triggers per battler per turn? Higher risk of runaway auto triggers at higher counts.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle AI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.29: March 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem with TPB actions causing conflicts in AI registration of certain abilities. This would lead to crashes. Should be no more. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Boost Action VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Mirror Animation&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Mute Animation&lt;br /&gt;
**** Mirror/Mute the effect animation?&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Repeat Animation?&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Repeat &amp;gt; Repeat Cycle&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Repeat &amp;gt; Mirror Animation&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Repeat &amp;gt; Mute Animation&lt;br /&gt;
**** Allows repeating animations while boosted and inputting.&lt;br /&gt;
**** Only repeated during command input.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Mastery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; General &amp;gt; Window_ActorCommand &amp;gt; Show Level in Name?&lt;br /&gt;
**** Show the skill level in name for single skills?&lt;br /&gt;
**** Only applies to Window_ActorCommand!&lt;br /&gt;
**** Not all skill name displays will show skill levels.&lt;br /&gt;
*** Parameters &amp;gt; General &amp;gt; Window_ActorCommand &amp;gt; Show Mastery Gauge?&lt;br /&gt;
**** Show the mastery gauge for single skills?&lt;br /&gt;
**** Only applies to Window_ActorCommand!&lt;br /&gt;
**** Not all skill name displays will show skill levels.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Cutin Effect VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Cutin Layer&lt;br /&gt;
**** Where do you want the visual cutins layer placed?&lt;br /&gt;
***** Top - Above Everything Else&lt;br /&gt;
***** Below - Below UI Elements (Default)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual State Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.24: March 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash that would occur upon state removal regarding hovering. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Weakness Popups VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Any Weakness &amp;gt; Animation ID&lt;br /&gt;
**** Play this animation when weakness effect activates.&lt;br /&gt;
**** Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Any Weakness &amp;gt; Animation ID &amp;gt; Mirror Animation&lt;br /&gt;
*** Plugin Parameters &amp;gt; Any Weakness &amp;gt; Animation ID &amp;gt; Mute Animation&lt;br /&gt;
**** Mirrors/mutes the weakness effect animation?&lt;br /&gt;
**** Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== February 20, 2025 - Update #146 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 33&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.87: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Under Plugin Parameters: Menu Button Assist Window&lt;br /&gt;
*** Added text segments under Split &amp;quot;Escape&amp;quot;&lt;br /&gt;
**** This means you need to go to your own project's rmmz_core.js and modify Input.keyMapper to have buttons with &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot; instead of only &amp;quot;escape&amp;quot;.&lt;br /&gt;
**** If there are none found, an error message will appear telling you to do so, or set the 'Split &amp;quot;Escape&amp;quot;' option to false.&lt;br /&gt;
**** If you are using Options Core's Rebind Keyboard option, be sure to have those have &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot; options inside there, too.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Parameters &amp;gt; Button Assist &amp;gt; Split &amp;quot;Escape&amp;quot; will now show an error message if a custom Input.keyMapper is not found with the &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot; keys implemented. Update made by Irina.&lt;br /&gt;
** Updated Plugin Parameters &amp;gt; Button Assist &amp;gt; Split &amp;quot;Escape&amp;quot; description for Plugin Parameters to add in the following text: Requires custom Input.keyMapper with &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot;.&lt;br /&gt;
** Added better compatibility with WASD controls as to prioritize showing the arrow keys rather than the W, A, S, D keys. Also applies to any other rebindings.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (7 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.28: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated to add extra note to &amp;quot;Status Menu Settings&amp;quot;&lt;br /&gt;
*** Plugin Parameters &amp;gt; Status Menu Settings &amp;gt; Elements &amp;gt; IDs: Column 1/2&lt;br /&gt;
**** If you have a lot of elements and a single column does not have enough room to display them all, use these Plugin Parameters to split them up into two columns.&lt;br /&gt;
**** This can also be used for those who wish to separate their elements between physical and magical elements, major and minor, etc.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.58: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Optimize no longer allows player to bypass the following notetags: &amp;lt;nowiki&amp;gt;&amp;lt;Equip Copy Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;, &amp;lt;nowiki&amp;gt;&amp;lt;Equip Weapon Type Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;, and &amp;lt;nowiki&amp;gt;&amp;lt;Equip Armor Type Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Main Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.27: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.53: February 20, 2025, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an error with text language translations not working properly for the last listed language in the translation sheet. Fix made by Irina.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Text Language Information section included for TSV.&lt;br /&gt;
** Updated text code note for \picture&amp;lt;nowiki&amp;gt;&amp;lt;x&amp;gt;&amp;lt;/nowiki&amp;gt; and \CenterPicture&amp;lt;nowiki&amp;gt;&amp;lt;x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Options Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.28: February 20, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added a fail safe to prevent crashes when pressing F4/Full Screen too early while the game is loading. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Save Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: February 20, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Whenever the background picture is now snapped for a screenshot (usually for a menu), the autosave confirmation window will no longer be included in it if the player reenters a menu immediately after going to map scene. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.49: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where causing a dead battler to refresh afterwards would yield multiple death states on that battler. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (14 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Animated Message Text Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where for certain battle layouts, the BTB Action Counter on the actor command window would start off center. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Class Change System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash that would occur upon loading a save game that was made before Class Change System was installed. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Enhanced TP System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Medal System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Passive System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.19: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different face sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Horror Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Crafting System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity to &amp;lt;nowiki&amp;gt;&amp;lt;Craft Batch&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** Items CANNOT add themselves!&lt;br /&gt;
*** ie. Item 'Super Potion' must not give Item 'Super Potion'.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Add fail safes to prevent items from having batch entries add themselves. Added by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[More Currencies VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Picture Choices VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Picture Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.01: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: February 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated &amp;quot;Major Changes&amp;quot; section:&lt;br /&gt;
*** Face Dimensions&lt;br /&gt;
**** With the updated release of RPG Maker MZ 1.9.0, you can now change face sizes within the database's system settings. However, this plugin's default settings are geared towards the default face sizes of 144 x 144 pixels. If you do wish to change their sizes, you will need to adjust this plugin's Plugin Parameters accordingly to make the object offsets look correct. The plugin will not automatically adjust them for you.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Shop Batches VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity to &amp;lt;nowiki&amp;gt;&amp;lt;Shop Batch&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** Items CANNOT add themselves!&lt;br /&gt;
*** ie. Item 'Super Potion' must not give Item 'Super Potion'.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Add fail safes to prevent items from having batch entries add themselves. Added by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.01: February 20, 2025&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Gauge Styles VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where for certain gauges, the &amp;quot;sectioned&amp;quot; gauge style would not fill past the first section. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Gold Display VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Animated Pictures VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Attached Pictures VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Break Shields VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Visibility VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with some of the more recent Message Core additions.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Picture Common Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== January 16, 2025 - Update #145 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 21&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.86: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different line height settings. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.86: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where during Active TPB, actors were not showing damage motions. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug regarding the in-battle status requiring that the Main Menu Core to be installed when other plugins are also present. Fix by Olivia.&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;Exclude From Status Listing&amp;gt;&amp;lt;/nowiki&amp;gt; notetag was not working properly due to a documentation typo of &amp;lt;nowiki&amp;gt;&amp;lt;Exclude From Status List&amp;gt;&amp;lt;/nowiki&amp;gt;. Both notetags should now work. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added clarity for Plugin Parameters &amp;gt; Party Command Window Settings &amp;gt; Help Window&lt;br /&gt;
** Added clarity for Plugin Parameters &amp;gt; Actor Command Window Settings &amp;gt; Help Window&lt;br /&gt;
*** The Help Window will only appear for 'Border' and 'Frontview Battle UI' battle layouts.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Irina:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Under&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** If this tag is found in an animation's name, the animation will appear under battlers while in battle.&lt;br /&gt;
***** This effect only applies to battlers in the battle scene.&lt;br /&gt;
***** Under effect is NOT applied to status window portraits.&lt;br /&gt;
***** Under effect is NOT applied to projectile animations.&lt;br /&gt;
** Added new Action Sequence Projectile settings:&lt;br /&gt;
*** Extra Settings &amp;gt; End Animation ID:&lt;br /&gt;
**** Plays an animation when projectile reaches target.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.27: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different line height settings. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.57: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different line height settings. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Status Info&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** For clarity regarding &amp;quot;Damage Multiplier&amp;quot; and &amp;quot;HP Recovery&amp;quot;/&amp;quot;HP Damage&amp;quot;:&lt;br /&gt;
**** &amp;quot;Damage Multiplier&amp;quot; refers to the amount determined by damage formulas.&lt;br /&gt;
**** &amp;quot;HP Recovery&amp;quot;/&amp;quot;HP Damage&amp;quot; refers to the &amp;quot;Recover HP&amp;quot; database effect.&lt;br /&gt;
**** Likewise, the same will apply to &amp;quot;MP Recovery&amp;quot;/&amp;quot;MP Damage&amp;quot; if the damage formula type is to deal MP recovery/damage instead.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Status Style: type&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Changes up the way the shop status window displays data for this database object in particular.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Custom Status Parameters: name, name, name&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Customize which parameters are displayed for this equipment object's shop status window.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (11 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where certain grid node targeting scopes did not work properly. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Battle A.I. regarding scopes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.33: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an actor softlock issue where if charm, berserk, and confusion can lock a 100% charged actor for Active ATB.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarification for Plugin Parameter &amp;quot;Stuns Reset Gauge?&amp;quot;:&lt;br /&gt;
*** Charm, Berserk, and Confusion states will still reset the ATB Gauge.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ETB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the entire party is completely restricted via stun, charm, confusion, or berserk, entire turns would be skipped for both actors and enemies. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - FTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the entire party is completely restricted via stun, charm, confusion, or berserk, entire turns would be skipped for both actors and enemies. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the entire party is completely restricted via stun, charm, confusion, or berserk, entire turns would be skipped for both actors and enemies. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bright Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed bug with Tilt Shift effect not applying correctly when exiting a menu upon reentering the map scene. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different lineheight settings. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Lighting Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated documentation for following notetags:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Offset: +x, +y&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Used with the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Center Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag if the Plugin Parameters dictate using hand offsets.&lt;br /&gt;
**** As of the v1.10 update of this plugin, the presence of this tag will also automatically include the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Center Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light d Pattern p: +x, +y&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Used with the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Hand Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag if the Plugin Parameters dictate using non-hand offsets.&lt;br /&gt;
**** As of the v1.10 update of this plugin, the presence of this tag will also automatically include the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Hand Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Using &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Offset: +x, +y&amp;gt;&amp;lt;/nowiki&amp;gt; on an event will automaticaly use the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Center Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag as of this update.&lt;br /&gt;
** Using &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light d Pattern p: +x, +y&amp;gt;&amp;lt;/nowiki&amp;gt; on an event will automatically use the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Hand Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag as of this update.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Picture Choices VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.01: January 16, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Commands &amp;quot;Picture Settings: Change ID(s)&amp;quot; and &amp;quot;Change Range&amp;quot; are updated to display an error message if On Select and On Deselect settings are the same.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Same Check&lt;br /&gt;
**** Checks to see if On Select and On Deselect settings are the same and pops up an error message.&lt;br /&gt;
**** This is to prevent the impression that the plugin is unresponsive when the plugin command settings would have instructions for no change otherwise.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Learn System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a compatibility bug that would cause the last skill of a list to be removed from learning. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Weapon Swap System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor does not have any weapons equipped, the &amp;quot;Swap&amp;quot; command will not appear. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Action Sequence Projectiles VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: January 16, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added new Action Sequence Projectile settings:&lt;br /&gt;
*** Extra Settings &amp;gt; End Animation ID:&lt;br /&gt;
**** Plays an animation when projectile reaches target.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle AI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.28: Version 1.10: January 16, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Battle Grid System regarding scopes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Enemy Levels VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where this plugin would suppress Elements &amp;amp; Status Menu Core trait image properties.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added notes for &amp;lt;nowiki&amp;gt;&amp;lt;Level x Image: filename&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;Level Images&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** If using VisuMZ_1_ElementStatusCore and the enemy uses a custom trait- related notetag that alters its battler, this notetag will be suppressed unless it's the original battler name being used.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: January 16, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where graphical updates did not update properly for FTB/ETB battle systems. Fix made by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Battle Settings &amp;gt; Damage Offset&lt;br /&gt;
*** Parameters &amp;gt; Battle Settings &amp;gt; Damage Offset &amp;gt; Offset X&lt;br /&gt;
*** Parameters &amp;gt; Battle Settings &amp;gt; Damage Offset &amp;gt; Offset Y&lt;br /&gt;
**** How many pixels to offset the damage popup x/y position?&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[New Game Plus VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where New Game+ data did not carry over if the starting party did not have any actors in it. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[State Tooltips VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Added a failsafe to prevent crashes from party members that left. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== December 19, 2024 - Update #144 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 13&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.56: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where newly added equipment would cause crashes upon interaction. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.52: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Text Codes added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;left&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;center&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;right&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** When used in the Map Name, instead of aligning the text which is centered by default, the text code will align the horizontal position of the name displayed on the screen.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;top&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;middle&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;bottom&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** When used in the Map Name, the text code will align the vertical position of the name displayed on the screen.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;X: +n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;X: -n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Y: +n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Y: -n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Adjusts the horizontal/vertical position of map name by 'n' value.&lt;br /&gt;
*** All of these text codes require VisuMZ_0_CoreEngine installed and its &amp;quot;Map Name Text Code&amp;quot; plugin parameter enabled.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Options Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.27: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added new section in help file for &amp;quot;Keyboard/Controller Rebind Settings&amp;quot;:&lt;br /&gt;
*** Late Retroactive Updating of WASD&lt;br /&gt;
**** If you've decided to enable Keyboard/Controller Rebind, decided to enable VisuMZ Core Engine's &amp;quot;WASD Movement&amp;quot; after your project has config.rmmzsave in your project's /save/ folder, then the newly added 'WASD Controls' will NOT be updated retroactively.&lt;br /&gt;
**** This can be remedied in one of two ways:&lt;br /&gt;
***** 1. Go into your keybindings and add them in manually (arrow keys still retain functionality). You may need to readjust the &amp;quot;Shift Right&amp;quot; option, too.&lt;br /&gt;
***** 2. Delete the config.rmmzsave file from /save/ and the game will generate you a new one with the updated &amp;quot;WASD Movement&amp;quot; controls.&lt;br /&gt;
**** This retroactive non-update will only affect your players if they've already begun playing your game with a version before &amp;quot;WASD Movement&amp;quot; was enabled and has a config.rmmzsave file already made. Players that are affected by this can just simply update and add the 'WASD controls' on their own.&lt;br /&gt;
**** Otherwise, a new player would not experience this at all.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.48: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Auras &amp;amp; Miasmas added by Olivia:&lt;br /&gt;
*** Auras are a type passive that affects an allied party. Miasmas are a type of passive that affects an opposing party. Auras and Miasmas only need to come from a single source to give an entire party or troop a passive provided that the battler emitting the aura/miasma is alive and in battle.&lt;br /&gt;
** New Notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Aura State: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Emits an aura that affects the battler's allies and gives each affected member passive state(s) 'x'.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Miasma State: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Emits an aura that affects the battler's opponents and gives each affected member passive state(s) 'x'.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Not User Aura&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Prevents the emitting user from being affected by the related aura.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Allow Dead Aura&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Allow Dead Miasma&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Allows aura/miasma to continue emitting even after the emitting user is in a dead state.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Dead Aura Only&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Dead Miasma Only&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Allows aura/miasma to only emit if the emitting user is in a dead state&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCore_Aura.png|600px]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Aura Range: type&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Miasma Range: type&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Used together with &amp;lt;nowiki&amp;gt;&amp;lt;Aura State: x&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;Miasma State: x&amp;gt;&amp;lt;/nowiki&amp;gt; from VisuMZ_1_SkillsStatesCore!&lt;br /&gt;
**** Restricts the range in which the aura/miasma passive is emitted from the user.&lt;br /&gt;
**** Read the help file for more information.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.32: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a few features that bled over into CTB if the game project used both ATB and CTB battle systems simultaneously. Fix made by Olivia.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;quot;Stuns Reset Gauge&amp;quot; set to &amp;quot;Don't Reset&amp;quot; should now work as expected for both actors and enemies, instead of just actors, while they are in the casting state. Update made by Olivia.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Class Change System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New plugin parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; General Settings &amp;gt; Select Same Subclass?&lt;br /&gt;
**** Allow selecting the same subclass that's already equipped in that slot?&lt;br /&gt;
**** Mostly an aesthetic thing to allow/prevent the same subclass from being selected if that's what you want to control.&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Confirm Animation ID &amp;gt; Play for Unassign?&lt;br /&gt;
**** Play animation for unassigning a subclass?&lt;br /&gt;
**** Mostly an aesthetic thing to play/not play animations when unassigning a subclass if that's what you want to control.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the button console was top positioned and the buttons were hidden, the rest of the text would not readjust. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.32: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause a crash upon adding new members if the VisuStella Core Engine wasn't installed. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Action Sequence Camera VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.15: December 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better support for MV-style animations when used against frontview actors.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual State Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.23: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated targets &amp;lt;nowiki&amp;gt;&amp;lt;Repeat Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;Repeat Animation Cycle: x&amp;gt;&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Expanded database targets for notetags: &amp;lt;nowiki&amp;gt;&amp;lt;Repeat Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;Repeat Animation Cycle: x&amp;gt;&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
*** From State Notetags only to Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Gab Window VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where attached event gabs did not scale properly with zoom. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Added new &amp;quot;Optional Settings&amp;quot; for various Gab Plugin Commands:&lt;br /&gt;
*** Sound Volume&lt;br /&gt;
*** Sound Pitch&lt;br /&gt;
*** Sound Pan&lt;br /&gt;
**** Previously, these were not available and defaulted to standard settings used by RPG Maker MZ.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Map Camera Zoom VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: December 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with outside plugins when doing battle transitions. Camera will automatically focus the player if the &amp;quot;Adapt Battle Encounter Ani&amp;quot; is enabled.&lt;br /&gt;
** Added better compatibility with VisuMZ's Event Title Scene plugin.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== November 14, 2024 - Update #143 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 13&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.55: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where you can no longer attempt to equip an actor with zero equip slots and causing a crash. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;lt;Status Info&amp;gt;&lt;br /&gt;
*** Used for: Skill, Item, Weapon, Armor Notetags&lt;br /&gt;
**** Replace 'key' with one of the following for weapons and armors:&lt;br /&gt;
***** 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK'&lt;br /&gt;
***** For those with VisuMZ_0_CoreEngine:&lt;br /&gt;
****** 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', 'HRG', 'MRG', 'TRG'&lt;br /&gt;
****** 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', 'MDR', 'FDR', 'EXR'&lt;br /&gt;
**** Only relevant if the Draw Style for equipment is &amp;quot;classic&amp;quot; or &amp;quot;double&amp;quot;.&lt;br /&gt;
** Updated &amp;lt;Custom Status Info&amp;gt; notetag:&lt;br /&gt;
*** Used for: Skill, Item, Weapon, Armor Notetags&lt;br /&gt;
**** When used with weapon or armor database objects, this information is only relevant if the Draw Style for equipment is &amp;quot;classic&amp;quot; or &amp;quot;double&amp;quot;.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameters:&lt;br /&gt;
*** Parameters &amp;gt; Shop Status Window &amp;gt; Data Style:&lt;br /&gt;
**** How do you wish to display equipment data?&lt;br /&gt;
***** Compare - Compares selected equip to equipped gear&lt;br /&gt;
****** Lists all main party actors&lt;br /&gt;
****** Displays the parameter differences when equipped&lt;br /&gt;
****** Calculates custom JS values&lt;br /&gt;
***** Classic - Shows basic parameters of selected equip&lt;br /&gt;
***** Double - Shows basic parameters in double columns&lt;br /&gt;
****** Involves no actors, only shows the item's stats&lt;br /&gt;
****** Shows weapon or armor specific parameters&lt;br /&gt;
****** Does not show custom JS values as those are calculated per actor&lt;br /&gt;
****** Does not show custom parameters as those are calculated per actor&lt;br /&gt;
****** Use &amp;lt;Status Info&amp;gt; and &amp;lt;Custom Status Info&amp;gt; notetags to overwrite or add custom data to classic equip data&lt;br /&gt;
**** Data Style &amp;gt; Classic Style:&lt;br /&gt;
**** Data Style &amp;gt; Double Style:&lt;br /&gt;
***** Added Weapon Params&lt;br /&gt;
***** Added Armor Params&lt;br /&gt;
****** Display these parameters when a weapon/armor is selected.&lt;br /&gt;
****** Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
[[File:ItemEquipCore_StatusWindowStyles.png|600px]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: November 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Main Menu Core's force show/hide and force enable/disable Plugin Commands for Class, Equip, Skills, and Status commands. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the &amp;lt;OTB Target Follow Turn: +x&amp;gt; and similar notetags altered the following turn regardless of the presence of the target in current turn order. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Date and Time System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where turns were added to each state without using any of the notetag effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Horror Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where some horror effects would reset upon leaving the screen and/or exiting the menu. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Lighting Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated documentation for following notetags:&lt;br /&gt;
*** &amp;lt;Radial Light Flash Rate: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Radial Light Flare Rate: x%&amp;gt;&lt;br /&gt;
**** To include the following:&lt;br /&gt;
***** Must be used with a lower opacity setting.&lt;br /&gt;
****** Use with &amp;lt;Radial Light Opacity: x%&amp;gt; notetag.&lt;br /&gt;
****** If &amp;lt;Radial Light Opacity: x%&amp;gt; is not used, default to 50%.&lt;br /&gt;
*** &amp;lt;Conical Light Flash Rate: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Conical Light Flare Rate: x%&amp;gt;&lt;br /&gt;
**** To include the following:&lt;br /&gt;
***** Must be used with a lower opacity setting.&lt;br /&gt;
****** Use with &amp;lt;Conical Light Opacity: x%&amp;gt; notetag.&lt;br /&gt;
****** If &amp;lt;Conical Light Opacity: x%&amp;gt; is not used, default to 50%.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Notetags for flash/flare rates will now automatically default the opacity level of a light to 50% if the opacity notetag is not present. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle AI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.27: November 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Skill Cooldowns' &amp;lt;Once Per Turn&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Evolution Matrix Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: November 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility between Evolution Matrix Skills and Battle Grid System's targeting for nodes. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Cooldowns VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Irina:&lt;br /&gt;
*** &amp;lt;Once Per Turn&amp;gt;&lt;br /&gt;
**** Makes the skill only usable once per turn. Cannot be used in TPB, ATB, or CTB. Does not apply outside of battle.&lt;br /&gt;
**** Best used with actors/enemies that perform multiple actions per turn.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[State Tooltips VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;lt;Help Description&amp;gt; notetag documentation:&lt;br /&gt;
*** This is used as a common notetag between Battle Core's state descriptions and State Tooltips' state descriptions.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;State Tooltip Description&amp;gt;&lt;br /&gt;
**** A prioritized help description used to separate from the common help description notetag shared with Battle Core's In-Battle Status.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Gab Window VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added section &amp;quot;Clearing Up Misunderstandings&amp;quot;:&lt;br /&gt;
*** Gabs are NOT part of the Event List&lt;br /&gt;
**** For events with Show Text messages, the game goes through the event list one by one until it reaches the end. This does not apply to Gabs. The Plugin Commands that add Gabs add them into a queue outside of the event list and therefore, any events that may be intended for gabs to be finished will launch immediately unless there are event commands or plugin commands that will cause the event list to wait for them.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Side Chatter VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added section &amp;quot;Clearing Up Misunderstandings&amp;quot;:&lt;br /&gt;
*** Side chatter is NOT part of the Event List&lt;br /&gt;
**** For events with Show Text messages, the game goes through the event list one by one until it reaches the end. This does not apply to side chatter. The Plugin Commands that add side chatter add them into a queue outside of the event list and therefore, any events that may be intended for side chatter to be finished will launch immediately unless there are event commands or plugin commands that will cause the event list to wait for them.&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Arisu:&lt;br /&gt;
*** Side Chatter: Wait&lt;br /&gt;
**** Causes the game to wait until there is no more side chatter.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Parallaxes VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: November 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added reflection compatibility with spawned events.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== October 17, 2024 - Update #142 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 18&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.85: October 17, 2024&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Updated to fit RPG Maker MZ's updated 1.8.1 version better.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.85: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the enemy name's visibility would remain after an action has taken place and before inputting is done. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where the &amp;quot;Name Visibility As Target&amp;quot; plugin parameter did not work properly. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;lt;Help Description&amp;gt; notetag documentation:&lt;br /&gt;
*** This is used as a common notetag between Battle Core's state descriptions and State Tooltips' state descriptions.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;In-Battle Status Description&amp;gt;&lt;br /&gt;
**** A prioritized help description used to separate from the common help description notetag shared with State Tooltips.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Actor Battlers &amp;gt; Frontview &amp;gt; Portrait Animations &amp;gt; Each Target&lt;br /&gt;
*** Actor Battlers &amp;gt; Frontview &amp;gt; Portrait Animations &amp;gt; Center of All&lt;br /&gt;
*** Actor Battlers &amp;gt; Frontview &amp;gt; Portrait Animations &amp;gt; Center of Screen&lt;br /&gt;
**** Place animations on top or behind for these display types?&lt;br /&gt;
*** Battle Log &amp;gt; Action Changes &amp;gt; Show Counter? &amp;gt; Wait Frames&lt;br /&gt;
*** Battle Log &amp;gt; Action Changes &amp;gt; Show Reflect? &amp;gt; Wait Frames&lt;br /&gt;
*** Battle Log &amp;gt; Action Changes &amp;gt; Show Substitute? &amp;gt; Wait Frames&lt;br /&gt;
**** If devs allow the results of counters, reflects, and substitutes, there wasn't enough time before to allow the text to be visible on screen. You can now adjust how many frames are now visible if text is shown.&lt;br /&gt;
**** Default values are left at 0 as to not interrupt currently existing action sequences.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.54: October 17, 2024&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If &amp;quot;Modern Controls&amp;quot; is selected while &amp;quot;Remove Equip&amp;quot; and &amp;quot;Optimize&amp;quot; are gone from the Equip Menu, right click will exit the menu. Feature added by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Main Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.26: October 17, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for updated features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Due to conflicts with deployment, the Custom Mouse Cursor has its base location moved from /img/system/ to /icon/.&lt;br /&gt;
** Please move the cursor file(s) as well as update the Plugin Parameters.&lt;br /&gt;
** Sorry for the inconvenience.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.51: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where \LastGainObj text code did not work with text language key codes. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added note to Text Language Information &amp;gt; How to Enable Switching&lt;br /&gt;
*** IMPORTANT! The separator used for the CSV file must be a semicolon (;) and not a comma (,) as to reduce the amount of punctuation conflicts. Keep this in mind as most CSV editors will default to comma (,) instead of the semicolon (;) for their separator.&lt;br /&gt;
** Added note to Text Language Information &amp;gt; Naming Weapon Types, etc:&lt;br /&gt;
*** You might have noticed that if you've decided to use \tl{keyName} for weapon or other database types, other parts of the game will error out. Don't worry, for these, you don't have to change the currently used database name. Go straight to the CSV and insert in a new key for that particular database name. For example, the equip type &amp;quot;Accessory&amp;quot; will use &amp;quot;Accessory&amp;quot; as the automatic key to look for a translated phrase. If there isn't any in the CSV file, then the default database text entry will be used.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Text Language Settings &amp;gt; Language Fonts&lt;br /&gt;
**** Different default fonts used for different languages. This allows different stylistic choices to be made for different languages in case the current font you're using doesn't have support for other language types.&lt;br /&gt;
**** Keep in mind that players can override this with Options Core if they select a text option other than 'Default' for the 'Text Font' option.&lt;br /&gt;
**** Make sure any new custom fonts used for different languages are registered with the 'Custom Font Manager' found in this plugin's Plugin Parameters.&lt;br /&gt;
*** Parameters &amp;gt; Text Language Settings &amp;gt; Language Images&lt;br /&gt;
**** Allows different images to be used when different languages are used. This is for images that have text on it that you want to appear in different languages based on the text language selected by the player.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where switching positions with dead party members using notetag effects would not move the dead member. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Fixed the documentation error for &amp;lt;rule Move User Node direction: x&amp;gt; notetag's &amp;quot;Must Switch Mid&amp;quot; rule explanation.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bright Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: October 17, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Medal System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** If both &amp;quot;Optimize&amp;quot; and &amp;quot;Remove Equipment&amp;quot; are removed from the equipment scene, the Equip Medal Window would lose some modern controls. This is now properly restored. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equipment Set Bonuses VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: October 17, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Equip Set Wildcard&amp;gt;&lt;br /&gt;
**** Assigns a wildcard effect for this equipment piece.&lt;br /&gt;
**** This will add +1 to every currently equipped equipment set on actor.&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
*** &amp;lt;Equip Set Wildcards: name, name, name&amp;gt;&lt;br /&gt;
**** Assigns a limited wildcard effect for this equipment piece for specific equipment sets.&lt;br /&gt;
**** This will add +1 to every listed limited set that is currently equipped on the actor.&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Tooltip Settings &amp;gt; Vocabulary &amp;gt; Wildcard Format&lt;br /&gt;
*** Parameters &amp;gt; Tooltip Settings &amp;gt; Vocabulary &amp;gt; Wildcard: Any Set&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
[[File:EquipSetBonus_Wildcards.png|600px]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Horror Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: October 17, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Action Sequence Camera VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: October 17, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Voices VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;quot;Allow Self Response?&amp;quot; setting was inverted. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Defeat Type&lt;br /&gt;
**** When should defeat-related battle voices by played?&lt;br /&gt;
***** 0 HP - Plays when target reaches 0 HP the first time.&lt;br /&gt;
***** When Collapse - Plays when target performs collapse animation.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Choice Common Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: October 17, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Cutin Effect VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.01: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash where clearing cutins under certain conditions would cause an error. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual State Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: October 17, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Response Popup Settings&lt;br /&gt;
**** Popup settings for response-type state effects (ie Counter, Reflect, Substitute).&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Combat Log VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: October 17, 2024 &lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugin should be more compatible with Battle System - OTB.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Map Camera Zoom VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: October 17, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Visual Parallaxes when using plugin commands to focus scroll.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Multi-Layer HP Gauge VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: October 17, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with In-Battle Status feature for Battle Core as to not cover up the window.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== September 19, 2024 - Update #141 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 9&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.84: September 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where Action Sequence &amp;quot;MOVE: Change Home By Distance&amp;quot; would also be affected by the actor and enemy position offsets. Fixed by Irina.&lt;br /&gt;
** Fixed a bug where Action Sequence &amp;quot;MECH: STB Exploit Effect&amp;quot; caused a crash. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Arisu:&lt;br /&gt;
*** ANIM: Change Battle Portrait (JS)&lt;br /&gt;
**** Changes the battle portrait of the actor through JavaScript.&lt;br /&gt;
**** Can be used outside of battle/action sequences.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; In-Battle Status Window&lt;br /&gt;
**** This new window allows the player to view the status of the current active party. If the actors have states and buffs, the player can scroll through them and read about their effects through the help window.&lt;br /&gt;
** New Notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;Help Description&amp;gt;&lt;br /&gt;
**** Assigns a help description for the state that's displayed under the new &amp;quot;Status&amp;quot; actor command.&lt;br /&gt;
*** &amp;lt;Exclude From Status Listing&amp;gt;&lt;br /&gt;
**** Excludes the state from being displayed in the status listing.&lt;br /&gt;
*** &amp;lt;Aspect Name: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Aspect Icon: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Aspect Color: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Aspect Description&amp;gt;&lt;br /&gt;
**** Used to define enemy aspect that will show up in the In-Battle Status as well as other supported plugins.&lt;br /&gt;
*** &amp;lt;Popup Position: Head&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Position: Center&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Position: Base&amp;gt;&lt;br /&gt;
**** Changes the popup starting position for this enemy.&lt;br /&gt;
*** &amp;lt;Popup Offset X: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Offset X: -x&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Offset Y: +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Offset Y: -y&amp;gt;&lt;br /&gt;
**** Changes the popup X/Y position offset for this enemy.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Party Command Window &amp;gt; Add Status?&lt;br /&gt;
**** Add the &amp;quot;Status&amp;quot; command to the Command Window?&lt;br /&gt;
*** Plugin Parameters &amp;gt; Actor Command Window &amp;gt; Command List&lt;br /&gt;
**** Updated to have the &amp;quot;Status&amp;quot; command.&lt;br /&gt;
*** Plugin Parameters &amp;gt; In-Battle Status Window&lt;br /&gt;
**** Completely new! View the help file for more information.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Enemy &amp;gt; Aspects&lt;br /&gt;
**** Used for the In-Battle Status as well as other supported plugins.&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_InBattleStatus1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_InBattleStatus2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.26: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Element Rulings &amp;gt; Reflect-Element Ruling&lt;br /&gt;
**** Ruling on how element reflect is handled for multi-elements.&lt;br /&gt;
***** All (All elements must be Reflected)&lt;br /&gt;
***** Any (Only one element must be Reflected)&lt;br /&gt;
** New Notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;Element Reflect Rule: All&amp;gt;&lt;br /&gt;
**** Makes this skill/item require all of the action's elements to be considered &amp;quot;reflected&amp;quot; in order for this action to be actually reflected.&lt;br /&gt;
*** &amp;lt;Element Reflect Rule: All&amp;gt;&lt;br /&gt;
**** Makes this skill/item require only one of action's element to be considered &amp;quot;reflected&amp;quot; in order for this action to be actually reflected.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Main Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.25: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Custom Mouse Cursor&lt;br /&gt;
****  Add/enable a custom mouse cursor for your game.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCore_CustomCursor.gif]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: September 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Auto Skill Triggers. Update by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bestiary VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Skills Window &amp;gt; Show Aspects&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Skills Window &amp;gt; Show Passives&lt;br /&gt;
**** Show enemy aspect/passives if available?&lt;br /&gt;
**** Requires VisuMZ_1_BattleCore/VisuMZ_1_SkillsStatesCore!&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.12: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Window Widths &amp;gt; Command Windows&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Window Widths &amp;gt; Action Windows&lt;br /&gt;
**** Type in the numeric value you want this width to be.&lt;br /&gt;
**** Otherwise, type &amp;quot;auto&amp;quot; to let the plugin adjust them.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[State Tooltips VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Keyboard-Select Show added by Arisu.&lt;br /&gt;
*** This allows showing enemy tooltips when selecting targets during battle while using the keyboard. Tooltip will appear after a brief pause while selecting the enemy.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Tooltip Settings &amp;gt; Appearance &amp;gt; Centered?&lt;br /&gt;
**** Center the state tooltip when shown through hovering?&lt;br /&gt;
*** Parameters &amp;gt; Tooltip Settings &amp;gt; Keyboard-Select Show&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
*** Parameters &amp;gt; Vocabulary &amp;gt; Entries &amp;gt; Enemy Aspect Format&lt;br /&gt;
**** Used to support the Battle Core's new Enemy Aspect feature.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Steal Items VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: September 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Frontview Battle UI.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Encounter Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added new section in Major Features section for new Battle Transitions.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Default Battle Transition&lt;br /&gt;
**** Select the default battle transition (10 new ones, 1 MZ original).&lt;br /&gt;
*** Parameters &amp;gt; Default Battle Transition &amp;gt; Duration&lt;br /&gt;
**** What is the duration of every battle transition in frames?&lt;br /&gt;
*** Parameters &amp;gt; Default Battle Transition &amp;gt; Random List&lt;br /&gt;
**** Pick battle transition types used for &amp;quot;random&amp;quot;.&lt;br /&gt;
** New Plugin Commands added by Irina:&lt;br /&gt;
*** Battle Transition: Change Type&lt;br /&gt;
**** Changes the battle transition type.&lt;br /&gt;
*** Battle Transition: Duration&lt;br /&gt;
**** Changes the battle transition duration.&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Abberation.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Glitch.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Static.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Twirl.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Warp.gif]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestPlugins&amp;diff=17599</id>
		<title>Template:MainPageLatestPlugins</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestPlugins&amp;diff=17599"/>
		<updated>2026-01-18T14:37:33Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__ &amp;lt;!-- Make sure there are only seven entries visible at a given time, everything after archive --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; cellspacing=&amp;quot;5&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2026 January 19&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #157]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: [[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
; New Features: Reference Switches and Reference Variables&lt;br /&gt;
: &lt;br /&gt;
: [[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
; New Features: Auto-Conversion for States&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 December 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #156]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 12 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: [[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
; New Plugin Parameter&lt;br /&gt;
: &lt;br /&gt;
: [[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
; New Features/Plugin Parameters&lt;br /&gt;
: &lt;br /&gt;
: [[Map Camera Zoom VisuStella MZ]]&lt;br /&gt;
; New Plugin Parameter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 November 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #155]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 4 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: [[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
; New notetag&lt;br /&gt;
: &lt;br /&gt;
: [[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
; New script calls&lt;br /&gt;
: &lt;br /&gt;
: [[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
; New Voice Acting Plugin Parameters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 October 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #154]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 5 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: This month's changes are bug fixes and compatibility patches!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 September 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #153]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 11 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Mostly bug fixes and compatibility patches this month!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 August 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #152]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 6 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: All bug fixes and compatibility patches this month&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 July 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #151]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 7 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: All bug fixes and compatibility patches this month&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 June 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #150]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: AP, SP, CP, and JP got new notetags to give more options to gain bonuses.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;== Archived ==&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;!-- Insert archived stuff below here. ================================================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Insert archived stuff below here. ================================================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Insert archived stuff below here. ================================================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Insert archived stuff below here. ================================================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Insert archived stuff below here. ================================================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Insert archived stuff below here. ================================================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 May 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #149]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Mostly bug fixes and compatibility patches&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 May 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #149]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Mostly bug fixes and compatibility patches&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 April 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #148]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Skill Toggles have been added&lt;br /&gt;
: [[File:SkillToggle.gif|228px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #147]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 11 Plugins&lt;br /&gt;
: Many bug fixes and new features!&lt;br /&gt;
: [[File:WeaknessUpdate.png|228px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #146]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 33 Plugins&lt;br /&gt;
: Mostly compatibility updates for RMMZ 1.9.0!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Read more about the RMMZ 1.9.0 changes here:&lt;br /&gt;
: [[File:RMMZ_190.png|228px|center|link=RMMZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 January 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #145]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 21 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: We wish you all a very Happy New Year!&lt;br /&gt;
: [[File:HappyNewYear2025.jpg|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 December 19&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #144]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 13 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Skills &amp;amp; States Core&lt;br /&gt;
: Aura and Miasma Passives&lt;br /&gt;
: [[File:SkillsStatesCore_Aura.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 November 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #143]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 13 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Items &amp;amp; Equips Core&lt;br /&gt;
: Shop Status Window Styles&lt;br /&gt;
: [[File:ItemEquipCore_StatusWindowStyles.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 October 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #142]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:EquipSetBonus_Wildcards.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 18 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎-&lt;br /&gt;
: Equipment Set Bonuses&lt;br /&gt;
: Set Wildcards&lt;br /&gt;
: [[File:EquipSetBonus_Wildcards.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 September 20&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Battle Core]:''' Fixed an error with in-battle status where buffed parameter value were visibly hidden.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/multi-layer-hp-gauge Multi-Layer HP Gauge]:''' Fixed an error where multi-layer HP gauges would cover the in-battle status window.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 September 19&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #141]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎-&lt;br /&gt;
: Battle Core&lt;br /&gt;
: In-Battle Status&lt;br /&gt;
: [[File:BattleCore_InBattleStatus1.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: -&lt;br /&gt;
: Main Menu Core&lt;br /&gt;
: Custom Mouse Cursor&lt;br /&gt;
: [[File:MainMenuCore_CustomCursor.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: -&lt;br /&gt;
: Encounter Effects&lt;br /&gt;
: Battle Transition Effects&lt;br /&gt;
: [[File:EncEffect_Glitch.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:EncEffect_Twirl.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:EncEffect_Warp.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 August 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #140]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Core Engine&lt;br /&gt;
: Taller Tiles&lt;br /&gt;
: [[File:CoreEngine-TallerTiles.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 July 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #139]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 22 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Options Core&lt;br /&gt;
: Rebind Keyboard/Controller&lt;br /&gt;
: [[File:OptionsCoreRebind1.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:OptionsCoreRebind2.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:OptionsCoreRebind3.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Message Core&lt;br /&gt;
: Auto-Casing&lt;br /&gt;
: [[File:MessageCore-AutoCasing.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 June 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #138]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 18 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Extended Tactics Menu&lt;br /&gt;
: [[File:BattleGridSystem_ExtendedTactics.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Tile expansion!&lt;br /&gt;
: [[File:EventsMoveCore_TileExpand.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Extinction Effect&lt;br /&gt;
: [[File:LifeStateEffects_Extinct.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Cascading Message Tooltips&lt;br /&gt;
: [[File:MessageKeywords_Cascades.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 May 18&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Battle Core]:''' Fixed an error that would cause a crash with Show Animation on the map scene.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 May 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #137]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 28 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
: [[File:DmgComboWindow.png]]&lt;br /&gt;
: A damage combo window added to Battle Core!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 May 8&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Skills &amp;amp; States Core]:''' Fixed an error with conditional switches not working for passive states.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/character-creation-system Character Creation System]:''' Fixed an error with BGM fading out after scene.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/skill-learn-system Skill Learn System]:''' Fixed incompatibility problem with Equip Passive System and ID clashing.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/item-amplify-skills Item Amplify Skills]:''' Fixed incompatibility problem with Sideview Battle UI.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 22&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' Fixed ''Area of Effect'' notetags should now work with regular targeting again.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-medal-system Equip Medal System]:''' Fixed odd error when medals have MaxHP/MaxMP traits.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/unique-tile-effects Unique Tile Effects]:''' ''Can Swim'' notetag can now work from inventory.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #136]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 30 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 31&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Skills &amp;amp; States Core]:''' Non-show passive state fixes.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' Lots of fixes.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/date-time-system Date &amp;amp; Time System]:''' Fix HUD display plugin parameters.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-battle-skills Equip Battle Skills]:''' Better Command Remember support.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-passive-system Equip Passive States]:''' Fixed non-description crash.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/event-chain-reactions Event Chain Reactions]:''' Non-heavy player fix.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.150.jpg|300px|link=Battle Grid System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Battle Grid System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/swoS2bwVj0k here]!&lt;br /&gt;
: This is VisuStella MZ's #150th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Equip Medal System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.149.jpg|300px|link=Equip Medal System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Equip Medal System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/guIvEDn_X3o here]!&lt;br /&gt;
: This is VisuStella MZ's #149th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Equip Passive System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.148.jpg|300px|link=Equip Passive System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Equip Passive System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/n_X2J2Q9FHQ here]!&lt;br /&gt;
: This is VisuStella MZ's #148th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 18 + 24&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for 1 plugin!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' &lt;br /&gt;
::: Fixed a game freeze that would occur from displaying certain skill types within non-battle scenes.&lt;br /&gt;
::: Fixed a bug with weapon ranges used by enemies not registering correctly&lt;br /&gt;
::: Fixed a bug where crash targets did not register properly&lt;br /&gt;
::: Fixed a bug where starting ranks/flanks did not register properly&lt;br /&gt;
::: Fixed a notetag example that was just incorrect and wouldn't do anything&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #135]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 28 Plugins&lt;br /&gt;
: Lots of bug fixes!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 6&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for 5 plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-passive-system Equip Passive System]:''' Fixed some notetags that did not allow for numeric ID's.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-medal-system Equip Medal System]:''' Fixed some notetags that did not allow for numeric ID's. Also fixed the evolve into next notetag.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/item-concoct-skills Item Concoction Skills]:''' Fixed masking not updating.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 24&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for 5 plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/aggro-control-system Aggro Control System]:''' Updated to better fit Battle Grid System&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' Fixed a bug where it required State Tooltips; Fixed a bug where the action sequence to add triggers to nodes did not work&lt;br /&gt;
:: '''[https://visustellamz.itch.io/item-crafting-system Item Crafting System]:''' Fixed a crash that would otherwise require the batch shop plugin.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-passive-system Equip Passive System]:''' Fixed a crash that required passives to have help descriptions&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-medal-system Equip Medal System]:''' Fixed the inability to access the medal menu if &amp;quot;Optimize&amp;quot; and &amp;quot;Clear&amp;quot; were removed.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/grande Early Access for the Grande Series has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:Grande.jpg|300px|link=https://visustellamz.itch.io/grande]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[Equip Passive System VisuStella MZ]]&lt;br /&gt;
; [[Equip Medal System VisuStella MZ]]&lt;br /&gt;
; [[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Tile Grafter System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.147.jpg|300px|link=Tile Grafter System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Tile Grafter System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/3bbNd1Z_pX8 here]!&lt;br /&gt;
: This is VisuStella MZ's #147th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Picture Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.146.jpg|300px|link=Picture Effects VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Picture Effects VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/e_p8YAnEjbM here]!&lt;br /&gt;
: This is VisuStella MZ's #146th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 19&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Date and Time System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.145.jpg|300px|link=Date and Time System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Date and Time System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/qOF1qCMqqyU here]!&lt;br /&gt;
: This is VisuStella MZ's #145th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #134]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 21 Plugins&lt;br /&gt;
: Lots of new features added including Custom Font Manager!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/wanderlust-vol-2 Early Access for the Wanderlust Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:WanderlustVol2.jpg|300px|link=https://visustellamz.itch.io/wanderlust-vol-2]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[Date and Time System VisuStella MZ]]&lt;br /&gt;
; [[Picture Effects VisuStella MZ]]&lt;br /&gt;
; [[Tile Grafter System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Dice Rolls and RNG Seeds VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.144.jpg|300px|link=Dice Rolls and RNG Seeds VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Dice Rolls and RNG Seeds VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=EwwPnRvCrS4 here]!&lt;br /&gt;
: This is VisuStella MZ's #144th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Event Signals VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.143.jpg|300px|link=Event Signals VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Event Signals VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/lLCr7T93Ndw here]!&lt;br /&gt;
: This is VisuStella MZ's #143rd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.142.jpg|300px|link=QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''QTE and Trigger System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/UTak0ezYszI here]!&lt;br /&gt;
: This is VisuStella MZ's #142nd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #133]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: Lots of new features added including Text &amp;amp; Audio Language Switching!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/custom-construct-vol-4 Early Access for the Custom Construct Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:CustomConstructVol4.jpg|300px|link=https://visustellamz.itch.io/custom-construct-vol-4]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
; [[Event Signals VisuStella MZ]]&lt;br /&gt;
; [[Dice Rolls and RNG Seeds VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 December 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #132]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 24 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 December 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Shop Bust Style UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.141.jpg|300px|link=Shop Bust Style UI VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Shop Bust Style UI''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=MDgeccpI3-0 here]!&lt;br /&gt;
: This is VisuStella MZ's #141st plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix made for 3 plugins!&lt;br /&gt;
: [[File:HotFix.jpg|300px|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
: [https://visustella.itch.io/visumz-sample Message Core] (better Wordwrap Support for CN/JP)&lt;br /&gt;
: [https://visustella.itch.io/visumz-sample Items &amp;amp; Equips Core] (fixed Cursed Item message)&lt;br /&gt;
: [https://visustellamz.itch.io/skill-shop Skill Shop] (fixed crash at startup)&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Shop Batches VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.140.jpg|300px|link=Shop Batches VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Shop Batches''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=fYBUbaifslU here]!&lt;br /&gt;
: This is VisuStella MZ's #140th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.139.jpg|300px|link=Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Shop Listing Unlock''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=D2PGsbSZUUY here]!&lt;br /&gt;
: This is VisuStella MZ's #139th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #131]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 17 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/merchant-manager-series-vol-4 Early Access for the Merchant Manager Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:MerchantManagerVol4.jpg|300px|link=https://visustellamz.itch.io/merchant-manager-series-vol-4]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
; [[Shop Batches VisuStella MZ]]&lt;br /&gt;
; [[Shop Bust Style UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.138.jpg|300px|link=Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Item Amplify Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=o2uU2f08-oU here]!&lt;br /&gt;
: This is VisuStella MZ's #138th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.137.jpg|300px|link=Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Item Concoction Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=BZ0AAnKa-cA here]!&lt;br /&gt;
: This is VisuStella MZ's #137th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Item Throw Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.136.jpg|300px|link=Item Throw Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Item Throw Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=16yks-S7o_s here]!&lt;br /&gt;
: This is VisuStella MZ's #136th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #130]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 13 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/combat-crusaders-vol-2 Early Access for the Combat Crusaders Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:CombatCrusadersVol2.jpg|300px|link=https://visustellamz.itch.io/combat-crusaders-vol-2]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Item Throw Skills VisuStella MZ]]&lt;br /&gt;
: [[Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
: [[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.135.jpg|300px|link=Character Creation System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Character Creation System''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=BHMzb6UUgQM here]!&lt;br /&gt;
: This is VisuStella MZ's #135th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Challenge System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.134.jpg|300px|link=Challenge System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Challenge System''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=Iz1YjaMpeuc here]!&lt;br /&gt;
: This is VisuStella MZ's #134th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Random Dungeon Maps VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.133.jpg|300px|link=Random Dungeon Maps VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Random Dungeon Maps''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=ZEF2WyxDDSU here]!&lt;br /&gt;
: This is VisuStella MZ's #133nd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #129]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 19 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/dungeon-divers-vol-2 Early Access for the Dungeon Divers Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:DungeonDiversVol2.jpg|300px|link=https://visustellamz.itch.io/dungeon-divers-vol-2]]&lt;br /&gt;
&amp;lt;!-- : &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2244952&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/dungeon-divers-vol-2&amp;quot;&amp;gt;[Access Key] Dungeon Divers Series Vol. 2 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Random Dungeon Maps VisuStella MZ]]&lt;br /&gt;
: [[Challenge System VisuStella MZ]]&lt;br /&gt;
: [[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Side Chatter VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.132.jpg|300px|link=Side Chatter VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Side Chatter''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/-BfMuGK4HAU here]!&lt;br /&gt;
: This is VisuStella MZ's #132nd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Battle Voices VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.131.jpg|300px|link=Battle Voices VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Battle Voices''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/3mBMJL4rbFc here]!&lt;br /&gt;
: This is VisuStella MZ's #131st plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Voice Acting Control VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.130.jpg|300px|link=Voice Acting Control VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Voice Acting Control''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=cHlAP5bBJEY here]!&lt;br /&gt;
: This is VisuStella MZ's #130th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #128]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 26 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/visual-novel-vol-4 Early Access for the Visual Novel Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2193581&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/visual-novel-vol-4&amp;quot;&amp;gt;[Access Key] Visual Novel Series Vol. 4 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Voice Acting Control VisuStella MZ]]&lt;br /&gt;
: [[Battle Voices VisuStella MZ]]&lt;br /&gt;
: [[Side Chatter VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Icon Balloons VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.129.jpg|300px|link=Icon Balloons VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Icon Balloons''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=seSLVWpaaVc here]!&lt;br /&gt;
: This is VisuStella MZ's #129th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Proximity Messages VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.128.jpg|300px|link=Proximity Messages VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Proximity Messages''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=oLHPOoqg6kc here]!&lt;br /&gt;
: This is VisuStella MZ's #128th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Map Event Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.127.jpg|300px|link=Map Event Effects VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Map Event Effects''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=Kk11pfa3v6w here]!&lt;br /&gt;
: This is VisuStella MZ's #127th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #127]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 23 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/enchanted-explorers-vol-2 Early Access for the Enchanted Explorers Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2142226&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/enchanted-explorers-vol-2&amp;quot;&amp;gt;[Access Key] Enchanted Explorers Series Volume 2 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Map Event Effects VisuStella MZ]]&lt;br /&gt;
: [[Proximity Messages VisuStella MZ]]&lt;br /&gt;
: [[Icon Balloons VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Skill Stealer VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.126.jpg|300px|link=Skill Stealer VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Skill Stealer''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=ab6cIhYMav8 here]!&lt;br /&gt;
: This is VisuStella MZ's #126th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Skill Mastery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.125.jpg|300px|link=Skill Mastery VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Skill Mastery''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=hjAEq9xIuA4 here]!&lt;br /&gt;
: This is VisuStella MZ's #125th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.124.jpg|300px|link=Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Equip Battle Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/EKaSYFdUdEE here]!&lt;br /&gt;
: This is VisuStella MZ's #124th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #126]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 14 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 31&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix made for 2 plugins!&lt;br /&gt;
: [[File:HotFix.jpg|300px|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
: [https://visustellamz.itch.io/frontview-battle-ui Frontview Battle UI]&lt;br /&gt;
: [https://visustellamz.itch.io/furniture-system Furniture System]&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/battle-technician-vol-4 Early Access for the Battle Technician Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2088596&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/battle-technician-vol-4&amp;quot;&amp;gt;[Access Key] Battle Technician Series Vol. 4 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
: [[Skill Mastery VisuStella MZ]]&lt;br /&gt;
: [[Skill Stealer VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Skill Shop VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.123.jpg|300px|link=Skill Shop VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Skill Shop''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=jNZerP-1hXY here]!&lt;br /&gt;
: This is VisuStella MZ's #123 plugin!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix made for Battle System - ATB&lt;br /&gt;
: [[File:VisuMZ.022.jpg|300px|link=https://visustellamz.itch.io/battle-system-atb]]&lt;br /&gt;
: A hot fix has been made for the Battle System - ATB plugin.&lt;br /&gt;
: [https://visustellamz.itch.io/battle-system-atb Please download it again].&lt;br /&gt;
: Thank you and sorry for the inconvenience!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Recruiting Board VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.122.jpg|300px|link=Recruiting Board VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Recruiting Board''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=j-QoO5dSja8 here]!&lt;br /&gt;
: This is VisuStella MZ's #122 plugin!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Hospital Shop VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.121.jpg|300px|link=Hospital Shop VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Hospital Shop''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=FdzG-ealtys here]!&lt;br /&gt;
: This is VisuStella MZ's #121 plugin!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #125]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 17 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/merchant-manager-series-vol-3 Early Access for the Merchant Manager Series Volume 3 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2013860&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/merchant-manager-series-vol-3&amp;quot;&amp;gt;[Access Key] Merchant Manager Series Vol. 3 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Hospital Shop VisuStella MZ]]&lt;br /&gt;
: [[Recruiting Board VisuStella MZ]]&lt;br /&gt;
: [[Skill Shop VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #124]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Multi-Layer HP Gauge VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=HgrL31Smu08&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 5&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Visual Gauge Styles VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=J7r-Yx2MBSA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 3&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Bestiary VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=VGzXdawZ16M&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 March 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix!&lt;br /&gt;
&lt;br /&gt;
Hot fixes have been made for plugin(s) below. Please download them again:&lt;br /&gt;
&lt;br /&gt;
: [[Unique Tile Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #123]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 22 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 February 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #122]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 19 Plugins&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/visual-novel-vol-3 Early Access for the Visual Novel Series Volume 3 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/1886739&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/visual-novel-vol-3&amp;quot;&amp;gt;[Access Key] Visual Novel Series Vol. 3 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Animated Message Text Effects VisuStella MZ]]&lt;br /&gt;
: [[Visual Cutin Effect VisuStella MZ]]&lt;br /&gt;
: [[CG Gallery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #121]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 23 Plugins&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Unique Tile Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=lZesyw9DFdo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Event Chain Reactions VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=RY7rxwZTw0I&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Tutorial Panel System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=Y9CwVDMpOPc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Latest Plugins 2023}}&lt;br /&gt;
{{Latest Plugins 2022 Q4}}&lt;br /&gt;
{{Latest Plugins 2022 Q3}}&lt;br /&gt;
{{Latest Plugins 2022 Q2}}&lt;br /&gt;
{{Latest Plugins 2022 Q1}}&lt;br /&gt;
{{Latest Plugins 2021 Q4}}&lt;br /&gt;
{{Latest Plugins 2021 Q3}}&lt;br /&gt;
{{Latest Plugins 2021 Q2}}&lt;br /&gt;
{{Latest Plugins 2021 Q1}}&lt;br /&gt;
{{Latest Plugins 2020 Q4}}&lt;br /&gt;
{{Latest Plugins 2020 Q3}}&lt;br /&gt;
{{Latest Plugins 2020 Q2}}&lt;br /&gt;
{{Latest Plugins 2020 Q1}}&lt;br /&gt;
{{Latest Plugins 2019}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Display templates|MainPageLatestPlugins]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;|}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Visual_Item_Inventory_VisuStella_MZ&amp;diff=17598</id>
		<title>Visual Item Inventory VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Visual_Item_Inventory_VisuStella_MZ&amp;diff=17598"/>
		<updated>2026-01-18T14:36:02Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=kygGpi96gbY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/908936&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/visual-item-inventory&amp;quot;&amp;gt;Visual Item Inventory plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Wave 7}}&lt;br /&gt;
|link3 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:VisualItemInv_Animated.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisualItemInv_Equip.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:VisualItemInv_Animated.gif]]&lt;br /&gt;
&lt;br /&gt;
This plugin changes the item list displayed in-game to become more visual&lt;br /&gt;
and show bigger images, either as icons or pictures. The enlarged item,&lt;br /&gt;
weapon, and armor images will show their item quantities next to them while&lt;br /&gt;
a tooltip window appears above their selected cell to show the item's name.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Changes the item inventory windows to become more visual.&lt;br /&gt;
* Enlarged item images can be either icons or picture images.&lt;br /&gt;
* Alter how large you want the images to appear with the Plugin Parameters.&lt;br /&gt;
* Add different color backgrounds for different items.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 4}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Window Columns and Spacing ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisualItemInv_Animated.gif]]&lt;br /&gt;
&lt;br /&gt;
It should come off as no surprise that these windows will have their usual&lt;br /&gt;
column counts changed to adjust for the item images shown. The columns will&lt;br /&gt;
be based on how many of the item icons can fit inside of the window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Item Quantity Positioning ===&lt;br /&gt;
&lt;br /&gt;
The item quantity will now be positioned to show in the lower right of any&lt;br /&gt;
window cell with an enlarged icon. Due to this being a much smaller area&lt;br /&gt;
than what is usually provided, some plugins may have incredibly squished&lt;br /&gt;
appearances when it comes to displaying item quantity in some areas.&lt;br /&gt;
&lt;br /&gt;
This needs to be adjusted in those plugins individually.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Items and Equips Core ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisualItemInv_Equip.gif]]&lt;br /&gt;
&lt;br /&gt;
For the Equip Menu, the remove item entry has been changed to show only the&lt;br /&gt;
enlarged icon. This is to keep consistency with the rest of the plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Visual Item Inventory Notetags}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Visual Item Inventory Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisualItemInv_Animated.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisualItemInv_Param1.png]]&lt;br /&gt;
&lt;br /&gt;
These settings allow you to adjust how the Visual Item Inventory windows&lt;br /&gt;
appear and which ones they appear in.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Applied Windows:&lt;br /&gt;
  - Insert the name of their constructors here to apply them.&lt;br /&gt;
  - Only works with windows made from Window_ItemList.&lt;br /&gt;
&lt;br /&gt;
  Icon Size:&lt;br /&gt;
  - The icon size used for the Visual Item windows.&lt;br /&gt;
&lt;br /&gt;
  Icon Smoothing?:&lt;br /&gt;
  - Do you wish to smooth out the icons or pixelate them?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Item Quantity Outline&lt;br /&gt;
&lt;br /&gt;
  Outline Color:&lt;br /&gt;
  - Colors with a bit of alpha settings.&lt;br /&gt;
  - Format rgba(0-255, 0-255, 0-255, 0-1)&lt;br /&gt;
&lt;br /&gt;
  Outline Size:&lt;br /&gt;
  - How thick are the outlines for the item quantity?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Tooltip Window&lt;br /&gt;
&lt;br /&gt;
  Show Tooltip Window?:&lt;br /&gt;
  - Show the tooltip window?&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
&lt;br /&gt;
  Buffer Width:&lt;br /&gt;
  - How much to buffer this window's width by?&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - What should this window's font size be?&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - How much to offset this window's X/Y position by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.08: January 19, 2026&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** When used together with the Battle Grid System, item slots will no longer be covered by the Battle Grid targeting and usage nodes. Update by Arisu.&lt;br /&gt;
** When used together with the More Currencies plugin, no longer display the extra currency count on item grid. Update by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Tooltip window now accounts for target window's scaling (ie Frontview Battle UI). Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: June 13, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a visual overlapping error. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: March 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with VisuMZ_3_ItemAmplifySkills! The confirm icon should now be displayed properly. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: July 13, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility with Quest Journal System's newest Quest Label update in order for the Quest Label to show up in the visual inventory. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: August 25, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Updated the boundaries for visual item name display positions to always fit within the verticality of the game screen. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: July 16, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Visual glitch fixed that would make item quantity not appear. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: February 19, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** No longer requires VisuStella MZ Items and Equips Core dependency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: February 26, 2021&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Item Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Gameplay Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Utility Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Mechanical Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Menu Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Message_Keywords_VisuStella_MZ&amp;diff=17597</id>
		<title>Message Keywords VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Message_Keywords_VisuStella_MZ&amp;diff=17597"/>
		<updated>2026-01-18T14:35:43Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=ij6WoEwqnzU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/1270212&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/message-keywords&amp;quot;&amp;gt;Message Keywords plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Visual Novel Vol 2}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Preview.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Preview.gif]]&lt;br /&gt;
&lt;br /&gt;
This plugin adds Keyword support for the Message Window and any others&lt;br /&gt;
listed in the Plugin Parameters. By having Keyword support, the player can&lt;br /&gt;
hover their mouse cursor over the Keyword and a tooltip window will appear,&lt;br /&gt;
explaining further about the Keyword in question. This can be used in the&lt;br /&gt;
Message Window to explain lore, in the Help Window to go into detail about&lt;br /&gt;
more complex mechanics, and more!&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Setup Keywords within the Plugin Parameters.&lt;br /&gt;
* Keywords determine how the Keyword marker will be replaced and what kind of text will be displayed in the tooltip window.&lt;br /&gt;
* Use Keywords to explain or remind the player about lore heavy topics.&lt;br /&gt;
* Keywords can be used to explain indepth mechanics inside Help Window.&lt;br /&gt;
* Alter the tooltip window's settings to your liking.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=== Required Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* [[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 3}}&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Preview.gif]]&lt;br /&gt;
&lt;br /&gt;
Here are the instructions on how to use this plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Params1a.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step 1:&lt;br /&gt;
&lt;br /&gt;
- Open up the Plugin Parameters for this plugin.&lt;br /&gt;
- Open up the &amp;quot;Keyword List&amp;quot; Parameter list.&lt;br /&gt;
- Add your own or modify existing Keywords.&lt;br /&gt;
  - The &amp;quot;Keyword&amp;quot; is the Keyword Marker that will be referenced when using a&lt;br /&gt;
    Keyword inside of the Message Window or Help Window. Remember this.&lt;br /&gt;
  - The &amp;quot;Replacement Text&amp;quot; is the text that appears in place of the Keyword&lt;br /&gt;
    Marker. This can be used to color code or as a shortcut for Keywords.&lt;br /&gt;
    - Replacement text does not have to be exactly the same as the Keyword.&lt;br /&gt;
  - &amp;quot;Tooltip Text&amp;quot; is the text that appears inside the tooltip window when&lt;br /&gt;
    the player's mouse cursor hovers over the Keyword.&lt;br /&gt;
- Save your changes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Example2.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step 2:&lt;br /&gt;
&lt;br /&gt;
- Create a new &amp;quot;Show Message&amp;quot; event command or modify a database object's&lt;br /&gt;
  help &amp;quot;Description&amp;quot;.&lt;br /&gt;
- Insert the Keyword Marker in the following format: ((Keyword))&lt;br /&gt;
  - Replace &amp;quot;Keyword&amp;quot; with the Keyword Marker mentioned in Step 1.&lt;br /&gt;
  - To use the default examples, you can type in ((Example)) or ((Ojima)).&lt;br /&gt;
- Save the changes.&lt;br /&gt;
- Go view them in game.&lt;br /&gt;
- Hover the mouse cursor over the specific Keywords and a tooltip window&lt;br /&gt;
  should appear.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Tooltip window text does not support Word Wrap. It is simply disabled from&lt;br /&gt;
the very start so any Word Wrap text codes will not work with it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Extra Features ==&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Preview.gif]]&lt;br /&gt;
&lt;br /&gt;
There are some extra features found if other VisuStella MZ plugins are found&lt;br /&gt;
present in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Elements and Status Menu Core VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Items and Equips Core VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Quest Journal System VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Message Log VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Visual Text Window VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
Custom windows provided by these plugins will have Keyword support as long&lt;br /&gt;
as their respective window names are listed in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Text Codes MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Message Keywords Text Codes}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Keyword List ===&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Params1a.png]]&lt;br /&gt;
&lt;br /&gt;
This array governs the Keywords that are used for the game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Keyword List&lt;br /&gt;
&lt;br /&gt;
  Keyword Marker:&lt;br /&gt;
  - This is the marker used to determine the tooltip and any associated text&lt;br /&gt;
  - To use this inside the Message Window or Help Description, type out the&lt;br /&gt;
    following:&lt;br /&gt;
&lt;br /&gt;
    ((Keyword))&lt;br /&gt;
&lt;br /&gt;
    Where &amp;quot;Keyword&amp;quot; would be the Keyword Marker used. Case does not matter.&lt;br /&gt;
&lt;br /&gt;
  Replacement Text:&lt;br /&gt;
  - The text displayed as a replacement for the tooltip.&lt;br /&gt;
  - You may use text codes.&lt;br /&gt;
&lt;br /&gt;
  Tooltip Text:&lt;br /&gt;
  - The text displayed for this tooltip.&lt;br /&gt;
  - You may use text codes.&lt;br /&gt;
&lt;br /&gt;
  Cascades:&lt;br /&gt;
  - Used only for Window_Help Cascades.&lt;br /&gt;
  - Displays these additional keywords.&lt;br /&gt;
&lt;br /&gt;
    Cascade Family:&lt;br /&gt;
    - What is the name of this cascade family?&lt;br /&gt;
    - Same families won't have multiple cascades.&lt;br /&gt;
    - ie. Multiple cascades in the &amp;quot;Heal&amp;quot; cascade will won't display others.&lt;br /&gt;
    - If no family is used, its keyword will be its family name.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Tooltip Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Preview.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Settings for the Message Keyword Tooltips Window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Appearance&lt;br /&gt;
&lt;br /&gt;
  Scale:&lt;br /&gt;
  - What scale size do you want for the tooltip?&lt;br /&gt;
  - Use 1.0 for normal size.&lt;br /&gt;
&lt;br /&gt;
  Skin Filename:&lt;br /&gt;
  - What window skin do you want to use for the tooltip?&lt;br /&gt;
&lt;br /&gt;
  Skin Opacity:&lt;br /&gt;
  - What opacity setting is used for the tooltip?&lt;br /&gt;
  - Use a number between 0 and 255.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Offset&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offset the tooltip X position from the mouse?&lt;br /&gt;
  - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offset the tooltip Y position from the mouse?&lt;br /&gt;
  - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Help Window Cascade&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Cascades.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Cascading tooltips will show all of the available keywords found in the&lt;br /&gt;
help window and list them off to the side to show off each tooltip at once.&lt;br /&gt;
This allows players to read keyword definitions without needing to utilize&lt;br /&gt;
touch inputs.&lt;br /&gt;
&lt;br /&gt;
'''WARNING''': The more keywords you use per help description, the more&lt;br /&gt;
windows will appear on the screen. You need to keep this in mind as you&lt;br /&gt;
design your help description keywords as to not clutter the screen.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': Cascades will not appear in Scene_Equip when the slot window is&lt;br /&gt;
currently active in order to make sure the slot items are visible and not&lt;br /&gt;
obscured. Hovering over keywords is still possible.&lt;br /&gt;
&lt;br /&gt;
  Enable Cascade?:&lt;br /&gt;
  - Enable Window_Help cascade tooltips?&lt;br /&gt;
  - Must be enabled to use.&lt;br /&gt;
&lt;br /&gt;
    Attach to Window?:&lt;br /&gt;
    - Attach cascade windows to Window_Help?&lt;br /&gt;
&lt;br /&gt;
  Activation Style:&lt;br /&gt;
  - What is the activation style you wish to use for cascading tooltips?&lt;br /&gt;
    - Always Activated&lt;br /&gt;
    - Shift Toggles On/Off&lt;br /&gt;
&lt;br /&gt;
    Default Toggle State:&lt;br /&gt;
    - What is the default toggle state if the shift toggle option is used?&lt;br /&gt;
&lt;br /&gt;
  Offset Position:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Offset the cascade X position?&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Offset the cascade Y position?&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  Move Animation:&lt;br /&gt;
&lt;br /&gt;
    Start X:&lt;br /&gt;
    - Starting offset cascade X position?&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Start Y:&lt;br /&gt;
    - Starting offset cascade Y position?&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
    Duration:&lt;br /&gt;
    - Duration to move cascading windows into position?&lt;br /&gt;
&lt;br /&gt;
  Toggle Button Prompt:&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
    Prompt Format:&lt;br /&gt;
    - Prompt display for toggling cascade mode.&lt;br /&gt;
    - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
    Scale:&lt;br /&gt;
    - Use a number between 0 and 1 to determine the scale.&lt;br /&gt;
    - 0 = 0%; 0.5 = 50%; 1.0 = 100%&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Offset the cascade prompt X position?&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Offset the cascade prompt Y position?&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Supported Windows ===&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
Message Keyword support will be provided to these windows.&lt;br /&gt;
Not every window is a valid candidate, however.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Supported Windows&lt;br /&gt;
&lt;br /&gt;
  String:&lt;br /&gt;
  - Type in the constructor name of window you wish to add to the supported&lt;br /&gt;
    Window list.&lt;br /&gt;
  - Any windows not on the list will not support Keywords in the sense that&lt;br /&gt;
    tooltips will not appear. However, Keyword Markers can still be used to&lt;br /&gt;
    offer a quick shortcut to replacement text outside of tooltip windows.&lt;br /&gt;
  - Any of the windows listed here will have their refresh functions monkey&lt;br /&gt;
    patched via JavaScript to support Message Keywords.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.06: January 19, 2026&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Display and toggling of Message Keywords only occurs if the Help Window is visible. This is to prevent shortcut clashing with other plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: June 13, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Keyword List &amp;gt; Keyword &amp;gt; Cascades&lt;br /&gt;
**** Used only for Window_Help Cascades.&lt;br /&gt;
**** Displays these additional keywords.&lt;br /&gt;
*** Parameters &amp;gt; Tooltip Settings &amp;gt; Help Window Cascade&lt;br /&gt;
**** Cascading tooltips will show all of the available keywords found in the help window and list them off to the side to show off each tooltip at once. This allows players to read keyword definitions without needing to utilize touch inputs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: March 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause a crash upon opening up the log window. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: August 11, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused games with a sleeping mouse on initialization to always trigger the tooltip window. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: April 21, 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility update with VisuMZ's Quest Journal System to not auto-clear the keyword tooltip window when tracking variables are being updated with the Quest Tracker open. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: February 24, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Variables are now parsed before and after the parsing of keywords. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: December 8, 2021&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Visual Novel Volume 2]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Gameplay Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Mechanical Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Message Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Item_Amplify_Skills_VisuStella_MZ&amp;diff=17596</id>
		<title>Item Amplify Skills VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Item_Amplify_Skills_VisuStella_MZ&amp;diff=17596"/>
		<updated>2026-01-18T14:35:29Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://youtu.be/o2uU2f08-oU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;!-- |preview = [[File:VisuMZ.138.jpg|600px]] --&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2298011&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/item-amplify-skills&amp;quot;&amp;gt;Item Amplify Skills plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Combat Crusaders Vol 2}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ItemAmplify_Preview.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
* [[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.138.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
Item Amplify Skills is a plugin that lets you create skills that allow your&lt;br /&gt;
actors to harness the incredible potential of item amplification. Unlock a&lt;br /&gt;
new level of strategic gameplay as your characters combine various items to&lt;br /&gt;
amplify the effects of their skills. By carefully selecting the right&lt;br /&gt;
combination of amplify-type items, you can enhance accuracy, critical hit&lt;br /&gt;
rates, variance, and more to take your game to new heights of excitement and&lt;br /&gt;
strategic gameplay!&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Create skills that allow actors to pick combinations of items that can amplify the skill being used. &lt;br /&gt;
* Amplification skills can use different types of items, distinguished by notetag identification. &lt;br /&gt;
* Amplify-type items have an amplify stat, which can be determined by a notetag or automatically via plugin parameters. &lt;br /&gt;
* Amplify skills will use the combined sum of these amplify stats to use with their damage formulas. &lt;br /&gt;
* Amplify items can have individual effects, such as altering accuracy, critical hit rates, variance, the ability to bypass guarding, applying states, buffs, or debuffs, as well as removing them from targets. &lt;br /&gt;
* Combined usage with the VisuMZ Elements and Status Menu Core can add in extra individual effects like added elements. &lt;br /&gt;
* Use JavaScript code to create custom effects for items when used to amplify skills. &lt;br /&gt;
* Amplify item combinations will be stored for each skill so that players can quickly access their last used combination. &lt;br /&gt;
* Amplify skills can require a minimum amount of items to be used at once. &lt;br /&gt;
* Amplify skills can also adjust the maximum amount of items that can be used simultaneously. &lt;br /&gt;
* Depending on the items used to amplify the skill, additional animations will be played upon damage impact with the target. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=== Required Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
* [[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Enemy Non-Usage ===&lt;br /&gt;
&lt;br /&gt;
Enemies cannot use Item Amplify skills. Simply put, they don't have an item&lt;br /&gt;
inventory to pick and amplify items from. Use a regular skill instead to&lt;br /&gt;
give the illusion of an Item Amplify skill.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Force Action ===&lt;br /&gt;
&lt;br /&gt;
You cannot use &amp;quot;Forced Action&amp;quot; with a skill that can be amplified. This&lt;br /&gt;
includes commands that will chain into an Item Amplify skill. The reason&lt;br /&gt;
behind this is that there is no item input entry for the player to select&lt;br /&gt;
from for this action.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Extra Features ==&lt;br /&gt;
&lt;br /&gt;
There are some extra features found if other VisuStella MZ plugins are found&lt;br /&gt;
present in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Elements and Status Menu Core VisuStella MZ|Elements and Status Menu Core]] ===&lt;br /&gt;
&lt;br /&gt;
If the Elements and Status Menu Core is used, you gain access to the&lt;br /&gt;
notetags that alter the element used based on the amplifying item. There are&lt;br /&gt;
two notetags accessible through this: &amp;lt;Amplify Add Element: x, x, x&amp;gt; which&lt;br /&gt;
will add additional elements.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Instructions - Item Amplify Damage Formula ==&lt;br /&gt;
&lt;br /&gt;
Here's how you can have the amplifying item's &amp;quot;amplify power&amp;quot; incorporated&lt;br /&gt;
into the damage formula.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Item Amplify Skill ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemAmplify_Instruct1.png]]&lt;br /&gt;
&lt;br /&gt;
# Create the Item Amplify skill with a &amp;lt;Amplify With: x&amp;gt; notetag.&lt;br /&gt;
# For more information on the notetag, refer to the notetag section.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Step 2: Change the Damage Formula ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemAmplify_Instruct2.png]]&lt;br /&gt;
&lt;br /&gt;
# Change the damage formula to have the word &amp;quot;amplify&amp;quot; in it somewhere (without the quotes).&lt;br /&gt;
# This will reference the &amp;quot;amplify power&amp;quot; of the selected amplify items.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  a.atk + (amplify * 10) - b.def&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Step 3: Add Amplify Type to Items ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemAmplify_Instruct3.png]]&lt;br /&gt;
&lt;br /&gt;
# Select the Items you want to be selectable for amplification by that Item Amplify skill you've made.&lt;br /&gt;
# Insert the &amp;lt;Amplify Type: x&amp;gt; notetag and have 'x' match the &amp;lt;Amplify With: x&amp;gt; notetag's 'x' value.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
If you are using &amp;lt;Amplify With: Orb&amp;gt; in your Item Amplify skill, then only&lt;br /&gt;
items with the notetag &amp;lt;Amplify Type: Orb&amp;gt; can be used and consumed by that&lt;br /&gt;
skill.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Step 4: Add Amplify Power to Items ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemAmplify_Instruct4.png]]&lt;br /&gt;
&lt;br /&gt;
# Items will have a default amplify power determined by the settings found in the Plugin Parameters.&lt;br /&gt;
# The default amplify power can be overwritten with the &amp;lt;Amplify Power: x&amp;gt; notetag where 'x' is the amplify power value.&lt;br /&gt;
# The value inserted in the damage formula for &amp;quot;amplify&amp;quot; will be the total sum of all the amplify items' amplify power being used.&lt;br /&gt;
# For more information on the notetag, refer to the notetag section.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Item Amplify Skills Notetags}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Script Calls ==&lt;br /&gt;
&lt;br /&gt;
The following are Script Calls that can be used with this plugin. These are&lt;br /&gt;
made for JavaScript proficient users. We are not responsible if you use them&lt;br /&gt;
incorrectly or for unintended usage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Item Retrieval-Related Script Calls ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemAmplify_Preview.gif]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$amplifyItems&lt;br /&gt;
&lt;br /&gt;
- This is a variable that gets updated upon the usage of any new action be&lt;br /&gt;
  it from an actor or enemy. It will return the items being used for the&lt;br /&gt;
  currently amplified skill if any.&lt;br /&gt;
- The items are in their rawest form, which are their $dataItems[x] entries.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== General Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemAmplify_Preview.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemAmplify_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
These are the general settings for this plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Mechanics&lt;br /&gt;
&lt;br /&gt;
  Default Amplify Power:&lt;br /&gt;
  - What is the default amplify power of an item?&lt;br /&gt;
&lt;br /&gt;
  Default Maximum Times:&lt;br /&gt;
  - What is the default maximum number of times to amplify a skill?&lt;br /&gt;
&lt;br /&gt;
  Default Minimum Times:&lt;br /&gt;
  - What is the default minimum number of times to amplify a skill?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Animation&lt;br /&gt;
&lt;br /&gt;
  Auto Animation:&lt;br /&gt;
  - Automatically play impact animations if there is no&lt;br /&gt;
    &amp;lt;Amplify Impact Animation: x&amp;gt; notetag to be found.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Vocabulary Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemAmplify_Preview.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemAmplify_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
These settings let you adjust the text displayed for this plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Skill Window&lt;br /&gt;
&lt;br /&gt;
  Confirm Text:&lt;br /&gt;
  - What is the name of the command to confirm the currently selected&lt;br /&gt;
    amplify items?&lt;br /&gt;
&lt;br /&gt;
  Confirm Icon:&lt;br /&gt;
  - What is the icon used for the &amp;quot;Confirm&amp;quot; command?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Help Window&lt;br /&gt;
&lt;br /&gt;
  Confirm Help:&lt;br /&gt;
  - Help description used when selecting the confirm command.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Window Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemAmplify_Preview.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemAmplify_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
These settings let you adjust the windows displayed for this plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Item Window&lt;br /&gt;
&lt;br /&gt;
  Amplify BG Color 1:&lt;br /&gt;
  Amplify BG Color 2:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.04: January 19, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug in the code that sets the incorrect defaults for min and max amplifications. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: May 16, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash that would occur upon using this plugin with Sideview Battle UI! Fix made by Irina.&lt;br /&gt;
** Fixed a crash that would occur upon item throw conflict. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: February 15, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: October 27, 2023&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Combat Crusaders Volume 2]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of Helpfile ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Item Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Skill Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Visual Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Bright_Effects_VisuStella_MZ&amp;diff=17595</id>
		<title>Bright Effects VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Bright_Effects_VisuStella_MZ&amp;diff=17595"/>
		<updated>2026-01-18T14:35:13Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=S2cI66pWvns&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/862890&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/bright-effects&amp;quot;&amp;gt;Bright Effects plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Wave 6}}&lt;br /&gt;
|link3 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1hZ2UvNDAwNjM2LzE5ODYwNDIuZ2lm/original/usCcxS.gif'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1hZ2UvNDAwNjM2LzE5ODYwNDIuZ2lm/original/usCcxS.gif'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This RPG Maker MZ plugin allows you to add various bright effects to your&lt;br /&gt;
game's maps and battle system. These effects can make the game appear more&lt;br /&gt;
vivid, light, and gives you control over the color settings of a particular&lt;br /&gt;
map to make a more distinct feeling, too. The bright effects can be changed&lt;br /&gt;
midway through events in both maps and battles, too.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* A Bloom filter effect that can help soften the feel of a map by giving objects on the screen a slight hazy glow.&lt;br /&gt;
* Godrays can be used to show animated sunlight coming down from the sky above.&lt;br /&gt;
* The Color Adjustment filter allows you to alter the brightness, contrast, and saturation levels of your maps and battles.&lt;br /&gt;
* Plugin Commands that allow you to adjust these settings on the go.&lt;br /&gt;
* The Tilt Shift filter creates a blur at the top and bottom sections of the screen to give a sense of proximity blurring.&lt;br /&gt;
* Notetags for maps to alter the Bloom, Godray, and Color Adjustments&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=== Required Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* Pixi JS Filters*&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
'''Note''': You can download the Pixi JS Filters plugin library from the below&lt;br /&gt;
URL or from the Action Sequence Impact product page. Install it as a&lt;br /&gt;
Tier 0 plugin.&lt;br /&gt;
&lt;br /&gt;
'''Note2''': Pixi JS Filters perform differently on different machines/devices.&lt;br /&gt;
Please understand that this is outside of VisuStella's control.&lt;br /&gt;
&lt;br /&gt;
URL: [https://filters.pixijs.download/v3.1.0/pixi-filters.js PixiJS]&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
== New Effects ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Bloom ===&lt;br /&gt;
&lt;br /&gt;
This filter puts a faint (or large) glow around lighter-colored objects on&lt;br /&gt;
the map to give them a softer, hazy, brighter feeling.&lt;br /&gt;
&lt;br /&gt;
Properties:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYwMjIucG5n/original/%2BeP7dm.png'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scale: To adjust the strength of the bloom. Higher values is more&lt;br /&gt;
intense brightness.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYwMjQucG5n/original/gwZYA3.png'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Brightness: The brightness, lower value is more subtle brightness, higher&lt;br /&gt;
value is blown-out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYwMzIucG5n/original/gye%2B7u.png'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Threshold: Defines how bright a color needs to be to affect bloom.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Godray ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1hZ2UvNDAwNjM2LzE5ODYwNDIuZ2lm/original/usCcxS.gif'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Godray filter puts down rays of light coming from the sky at an angle.&lt;br /&gt;
This is often used to represent sunlight peaking from above the clouds.&lt;br /&gt;
&lt;br /&gt;
Properties:&lt;br /&gt;
&lt;br /&gt;
Visible: If on, the godrays will be visible by default. If off, they won't.&lt;br /&gt;
&lt;br /&gt;
Speed: The speed at which the light flickers. Lower for slower rate.&lt;br /&gt;
Higher for faster speeds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYwNTcucG5n/original/PT6OEK.png'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gain: General intensity of the effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYwNjUucG5n/original/lvVkZq.png'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lacunarity: The density of the fractal noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYwNzEucG5n/original/5UCEub.png'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Angle: The angle/light-source direction of the rays.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Color Adjustment ===&lt;br /&gt;
&lt;br /&gt;
The Color Adjustment filter allows you to control the colors on the screen&lt;br /&gt;
to be more/less bright, contrast more/less, and more/less saturated.&lt;br /&gt;
&lt;br /&gt;
Properties:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYwODgucG5n/original/zWsfUd.png'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Brightness: Adjusts the overall brightness of the screen. Use lower numbers&lt;br /&gt;
to make it darker and higher numbers to increase the brightness.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYwOTYucG5n/original/H%2BlaxI.png'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Contrast: Increases the separation between dark and bright. Darker colors&lt;br /&gt;
become darker. Lighter colors become lighter. Increase this number to make&lt;br /&gt;
the effect more intense or decrease it to lessen it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYwOTcucG5n/original/RKJ8v2.png'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saturate: Adjusts the intensity of color on the screen. User higher numbers&lt;br /&gt;
to make colors more intense and lower numbers to make it less.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Tilt Shift ===&lt;br /&gt;
&lt;br /&gt;
[[File:BrightEffects_TiltShift.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The Tilt Shift filter creates a blur at the upper and lower edges of the&lt;br /&gt;
screen with varying degrees of pixelation blur and gradient blur.&lt;br /&gt;
&lt;br /&gt;
Properties:&lt;br /&gt;
&lt;br /&gt;
Pixel Blur: What is the default pixel blur amount for tilt shift? Smaller&lt;br /&gt;
values mean less blur. Higher values mean more blur.&lt;br /&gt;
&lt;br /&gt;
Gradient Blur: What is the default gradient blur amount for tilt shift?&lt;br /&gt;
Smaller values mean less gradient. Higher values mean more gradient.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Extra Features ==&lt;br /&gt;
&lt;br /&gt;
There are some extra features found if other VisuStella MZ plugins are found&lt;br /&gt;
present in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Options Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
As of the VisuStella MZ Options Core v1.10 update, both the Bright Effects&lt;br /&gt;
and Horror Effects plugins will be affected by the &amp;quot;Special Effects&amp;quot; option&lt;br /&gt;
found under the Options Core's General Settings. If the &amp;quot;Special Effects&amp;quot;&lt;br /&gt;
option is set to OFF, then the filter effects applied by those plugins will&lt;br /&gt;
also be disabled. They will be reenabled when the option is set back to ON.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Bright Effects Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Bright Effects Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== General Settings ===&lt;br /&gt;
&lt;br /&gt;
This section is for the general plugin parameter settings.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Apply Base-Only?&lt;br /&gt;
  - Base-Only excludes pictures, timers, and weather.&lt;br /&gt;
  - Whole includes the above.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Bloom Settings ===&lt;br /&gt;
&lt;br /&gt;
There are two versions of these plugin parameters. One of them are for the&lt;br /&gt;
Map Defaults and the other is for the Battle Defaults. These settings are&lt;br /&gt;
applied to the map and battle scenes respectively and will serve as the&lt;br /&gt;
stock setting when no map notetags, troop name tags, or Plugin Commands have&lt;br /&gt;
been used to alter them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Bloom Settings&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYwMDQucG5n/original/c1PJp9.png'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Bloom Scale:&lt;br /&gt;
  - Default bloom scale for the screen unless changed through tags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYwMjYucG5n/original/Efokq1.png'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Bloom Brightness:&lt;br /&gt;
  - Default bloom brightness for the screen unless changed through tags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYwMzIucG5n/original/gye%2B7u.png'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Bloom Threshold:&lt;br /&gt;
  - Default bloom threshold for the screen unless changed through tags.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Godray Settings ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYwNDEuZ2lm/original/SB52LR.gif'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are two versions of these plugin parameters. One of them are for the&lt;br /&gt;
Map Defaults and the other is for the Battle Defaults. These settings are&lt;br /&gt;
applied to the map and battle scenes respectively and will serve as the&lt;br /&gt;
stock setting when no map notetags, troop name tags, or Plugin Commands have&lt;br /&gt;
been used to alter them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Godray Settings&lt;br /&gt;
&lt;br /&gt;
  Default Visible?:&lt;br /&gt;
  - Show godrays on all screens by default unless changed through tags?&lt;br /&gt;
&lt;br /&gt;
  Godray Speed:&lt;br /&gt;
  - Default godray speed for all screens unless changed through tags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYwNTcucG5n/original/PT6OEK.png'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Godray Gain:&lt;br /&gt;
  - Default godray gain for all screens unless changed through tags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYwNjUucG5n/original/lvVkZq.png'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Godray Lacunarity:&lt;br /&gt;
  - Default godray lacunarity for all screens unless changed through tags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYwNzEucG5n/original/5UCEub.png'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Godray Angle:&lt;br /&gt;
  - Default godray angle for all screens unless changed through tags.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Color Adjust Settings ===&lt;br /&gt;
&lt;br /&gt;
There are two versions of these plugin parameters. One of them are for the&lt;br /&gt;
Map Defaults and the other is for the Battle Defaults. These settings are&lt;br /&gt;
applied to the map and battle scenes respectively and will serve as the&lt;br /&gt;
stock setting when no map notetags, troop name tags, or Plugin Commands have&lt;br /&gt;
been used to alter them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Color Adjust Settings&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYwODgucG5n/original/zWsfUd.png'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Adjust Brightness:&lt;br /&gt;
  - Default color adjust brightness for all screens unless changed&lt;br /&gt;
    through tags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYwOTEucG5n/original/Yk53qx.png'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Adjust Contrast:&lt;br /&gt;
  - Default color adjust contrast for all screens unless changed&lt;br /&gt;
    through tags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYxMDAucG5n/original/RbIfAv.png'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Adjust Saturation:&lt;br /&gt;
  - Default color adjust saturation for all screens unless changed&lt;br /&gt;
    through tags.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Tilt Shift Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BrightEffects_TiltShift.png|600px]]&lt;br /&gt;
&lt;br /&gt;
There are two versions of these plugin parameters. One of them are for the&lt;br /&gt;
Map Defaults and the other is for the Battle Defaults. These settings are&lt;br /&gt;
applied to the map and battle scenes respectively and will serve as the&lt;br /&gt;
stock setting when no map notetags, troop name tags, or Plugin Commands have&lt;br /&gt;
been used to alter them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Tilt Shift Settings&lt;br /&gt;
&lt;br /&gt;
  Pixel Blur:&lt;br /&gt;
  - What is the default pixel blur amount for tilt shift?&lt;br /&gt;
  - Smaller = less blur. Higher = more blur.&lt;br /&gt;
&lt;br /&gt;
  Gradient Blur:&lt;br /&gt;
  - What is the default gradient blur amount for tilt shift?&lt;br /&gt;
  - Smaller = less gradient. Higher = more gradient.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.11: January 19, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where entering the Options menu mid-battle will cause the Bright Effects plugin to be cleared. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed bug with Tilt Shift effect not applying correctly when exiting a menu upon reentering the map scene. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: October 17, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: June 13, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Added a failsafe to prevent crashes when no focus target is found due to either changing map or a sprite is deleted. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: March 16, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New features added by Olivia and sponsored by Archeia:&lt;br /&gt;
*** Blur&lt;br /&gt;
**** The blur filter makes the screen appear less focused and more fuzzy. Details become harder to distinguish and the like.&lt;br /&gt;
**** Notetags and Plugin Commands added.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: October 13, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New features added by Olivia and sponsored by Archeia:&lt;br /&gt;
*** Tilt Shift&lt;br /&gt;
**** The Tilt Shift filter creates a blur at the upper and lower edges of the screen with varying degrees of pixelation blur and gradient blur.&lt;br /&gt;
**** Plugin Parameters, Notetags, and Plugin Commands added.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: April 28, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** No longer crashes with event test play. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: March 24, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features:&lt;br /&gt;
** New Plugin Parameters added: &amp;quot;Apply Base-Only?&amp;quot;&lt;br /&gt;
*** Base-Only excludes pictures, timers, and weather.&lt;br /&gt;
*** Whole includes the above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: April 2, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Changing scenes while a filter change is in transition will automatically load up the changes made to the filter to prevent desynchronization. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 12, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility with the VisuStella MZ Options Core v1.10 update.&lt;br /&gt;
*** When the &amp;quot;Special Effects&amp;quot; option is set to OFF, the filters for this plugin will be shut off. They will be returned to normal when set to ON.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added the Options Core section to the &amp;quot;Extra Features&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: December 25, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Bright effects from battle should no longer carry back over into the map scene. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: January 18, 2021&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 6]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Gameplay Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Eventing Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Utility Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Mechanical Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Battle_System_-_OTB_VisuStella_MZ&amp;diff=17594</id>
		<title>Battle System - OTB VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Battle_System_-_OTB_VisuStella_MZ&amp;diff=17594"/>
		<updated>2026-01-18T14:34:48Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=ASwfGzpyznQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/990013&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/battle-system-otb&amp;quot;&amp;gt;Battle System - OTB plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Wave 8}}&lt;br /&gt;
|link3 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Ani.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Preview.png|600px]]&lt;br /&gt;
&lt;br /&gt;
This plugin changes the RPG Maker MZ battle system to &amp;quot;Order Turn Battle&amp;quot;,&lt;br /&gt;
a turn-based battle system where actions are executed immediately and the&lt;br /&gt;
orders for both the current and next turn are not only visible, but also&lt;br /&gt;
malleable. New mechanics are introduced where the player can manipulate the&lt;br /&gt;
turn order of an action's user or action's target in various ways they want.&lt;br /&gt;
&lt;br /&gt;
The two Turn Orders are displayed at the top of the top of the screen to&lt;br /&gt;
give the player a clear understanding of who's turn it will be when it&lt;br /&gt;
becomes time to act, making it easier and viable for the player to formulate&lt;br /&gt;
strategies and adapt to the situation in battle.&lt;br /&gt;
&lt;br /&gt;
*NOTE* To use this battle system, you will need the updated version of&lt;br /&gt;
VisuStella's Core Engine. Go into its Plugin Parameters and change the&lt;br /&gt;
&amp;quot;Battle System&amp;quot; plugin parameter to &amp;quot;otb&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Utilizes the balanced AGI nature of the Default Turn Battle system.&lt;br /&gt;
* Allows for actions to execute immediately upon selection.&lt;br /&gt;
* Two Turn Order Displays appear at the top of the screen, giving the player an idea of who's turn it will be and when, for both the current turn and the next turn.&lt;br /&gt;
* Skills and Items can have an &amp;quot;Instant Use&amp;quot; effect, which allows them to perform an action immediately without using up a turn.&lt;br /&gt;
* Skills and Items can manipulate the turn order of the action's user or the action's target(s). This can apply to either the current turn or the next turn, depending on the notetags and/or action effects used.&lt;br /&gt;
* The Turn Order Display will give a preview on how turn orders will change upon specific skills and/or items being used.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=== Required Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderDisplay.png|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Turn Order Displays ===&lt;br /&gt;
&lt;br /&gt;
The Two Turn Order Displays will capture the battle's current and next turn&lt;br /&gt;
orders determined by the BattleManager. This feature does not overwrite any&lt;br /&gt;
functions, but the Turn Order Displays may or may not conflict with any&lt;br /&gt;
existing HUD elements that are already positioned on the screen. If so, you&lt;br /&gt;
can choose to offset the Turn Order Display or move it to a different part&lt;br /&gt;
of the screen through the plugin parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Agility ===&lt;br /&gt;
&lt;br /&gt;
Agility behaves slightly different from normal when it comes to the Order&lt;br /&gt;
Turn Battle system. Aside from the first turn in battle, agility will always&lt;br /&gt;
calculate the turn order for the &amp;quot;Next Turn&amp;quot; when conducted. This means that&lt;br /&gt;
any changes to agility values will not have any effect on the next turn's&lt;br /&gt;
already established turn order.&lt;br /&gt;
&lt;br /&gt;
However, this can be remedied by utilizing the notetags provided by this&lt;br /&gt;
plugin to alter the Next Turn orders for specific targets. In fact, for&lt;br /&gt;
skill and item &amp;quot;effects&amp;quot; that add AGI Buffs and/or Debuffs, the target's&lt;br /&gt;
turn position on the Turn Order Display will be manipulated in accordance.&lt;br /&gt;
This auto-conversion feature can be disabled in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Speed ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderChange.png]]&lt;br /&gt;
&lt;br /&gt;
Because the Order Turn Battle system already calculates agility speeds&lt;br /&gt;
before selecting an action to perform, the effects of the action speed will&lt;br /&gt;
not work the same way it did with the default battle system. Instead, the&lt;br /&gt;
Action Speed will be sent through a formula to determine its effect on the&lt;br /&gt;
following turn, either pushing the user ahead in next turn's turn order&lt;br /&gt;
(with a positive speed value) or back (with a negative speed value).&lt;br /&gt;
&lt;br /&gt;
This option can have its formula altered or straight up disabled in the&lt;br /&gt;
Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Infinity Speed and Clamping ===&lt;br /&gt;
&lt;br /&gt;
Since Action Speeds are decided in such a way, enemies that will survive a&lt;br /&gt;
stun state past two turns will have &amp;quot;Infinity&amp;quot; speed on the recovery turn,&lt;br /&gt;
allowing them to act first relative to the rest of the battle participants&lt;br /&gt;
in order to balance out the turns they've lost.&lt;br /&gt;
&lt;br /&gt;
Enemies with &amp;quot;Infinity&amp;quot; speed cannot be overtaken through turn order&lt;br /&gt;
manipulation while they are on the &amp;quot;Next Turn&amp;quot; order. If anything, battlers&lt;br /&gt;
who shift their turn order faster will be just trailing behind them, thus&lt;br /&gt;
the &amp;quot;clamping&amp;quot; effect. However if this occurs during the &amp;quot;Current Turn&amp;quot;&lt;br /&gt;
order, all is fair game and any battler can overtake them. Plan out your&lt;br /&gt;
battle system effects carefully with these rules in mind.&lt;br /&gt;
&lt;br /&gt;
If you do not like the idea of Infinity Speed and/or Clamping, you can turn&lt;br /&gt;
them off in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
This effect does not affect stun states that last only one turn. The effect&lt;br /&gt;
will only occur with stun states that last 2 turns or more.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Instant Use ===&lt;br /&gt;
&lt;br /&gt;
Skills and Items can have an &amp;quot;Instant Use&amp;quot; property which allows them to be&lt;br /&gt;
used immediately without consuming a turn. This can be used for actions that&lt;br /&gt;
otherwise do not warrant a whole turn. These can be used for minor buffs,&lt;br /&gt;
debuffs, toggles, etc.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Force Actions ===&lt;br /&gt;
&lt;br /&gt;
Due to how OTB behaves, Force Actions have be adjusted to fit the battle&lt;br /&gt;
system. With other battle systems, force actions are added into a hidden&lt;br /&gt;
queue that would act upon after the current battler finishes his/her current&lt;br /&gt;
action. The new changes made with force actions is that they now appear on&lt;br /&gt;
the queue visibly.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== VisuStella MZ Compatibility ==&lt;br /&gt;
&lt;br /&gt;
While this plugin is compatible with the majority of the VisuStella MZ&lt;br /&gt;
plugin library, it is not compatible with specific plugins or specific&lt;br /&gt;
features. This section will highlight the main plugins/features that will&lt;br /&gt;
not be compatible with this plugin or put focus on how the make certain&lt;br /&gt;
features compatible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
In battle, the player cannot change entire parties at once from the Party&lt;br /&gt;
Command Window. The feature will be unaccessible while Order Turn Battle is&lt;br /&gt;
in play. However, the player can still change party members through the&lt;br /&gt;
Actor Command Window by having actors replace other actors. Party changing&lt;br /&gt;
is also available through battle events, Common Events, and script calls.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System OTB Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System OTB Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Script Calls ==&lt;br /&gt;
&lt;br /&gt;
The following are Script Calls that can be used with this plugin. These are&lt;br /&gt;
made for JavaScript proficient users. We are not responsible if you use them&lt;br /&gt;
incorrectly or for unintended usage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Add Action-Related Script Calls ===&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$otbAddBattlerToCurrentTurnEnd(battler, times)&lt;br /&gt;
&lt;br /&gt;
- Adds a battler to current turn's end&lt;br /&gt;
- Replace 'battler' with a battler object or target&lt;br /&gt;
- Replace 'times' with a number representing the number of actions to add&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$otbAddBattlerToNextTurnEnd(battler, times)&lt;br /&gt;
&lt;br /&gt;
- Adds a battler to next turn's end&lt;br /&gt;
- Replace 'battler' with a battler object or target&lt;br /&gt;
- Replace 'times' with a number representing the number of actions to add&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Conversion Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderChange.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
Automatically converts specific mechanics to fit OTB.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Buffs&lt;br /&gt;
&lt;br /&gt;
  AGI Buff =&amp;gt; Current:&lt;br /&gt;
  - Auto-convert AGI Buff effects for Items/Skills to speed up target's&lt;br /&gt;
    current Turn Order?&lt;br /&gt;
&lt;br /&gt;
  AGI Buff =&amp;gt; Next:&lt;br /&gt;
  - Auto-convert AGI Buff effects for Items/Skills to speed up target's&lt;br /&gt;
    next Turn Order?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Debuffs&lt;br /&gt;
&lt;br /&gt;
  AGI Debuff =&amp;gt; Current:&lt;br /&gt;
  - Auto-convert AGI Debuff effects for Items/Skills to slow down target's&lt;br /&gt;
    current Turn Order?&lt;br /&gt;
&lt;br /&gt;
  AGI Debuff =&amp;gt; Next:&lt;br /&gt;
  - Auto-convert AGI Debuff effects for Items/Skills to slow down target's&lt;br /&gt;
    next Turn Order?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
States (AGI &amp;gt;= 105%)&lt;br /&gt;
&lt;br /&gt;
  Add State =&amp;gt; Current:&lt;br /&gt;
  - Auto-convert AGI Up States effects for Items/Skills to speed up target's&lt;br /&gt;
    current Turn Order?&lt;br /&gt;
&lt;br /&gt;
  Add State =&amp;gt; Next:&lt;br /&gt;
  - Auto-convert AGI Up States effects for Items/Skills to speed up target's&lt;br /&gt;
    current Turn Order?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
States (AGI &amp;lt;= 95%)&lt;br /&gt;
&lt;br /&gt;
  Add State =&amp;gt; Current:&lt;br /&gt;
  - Auto-convert AGI Down States effects for Items/Skills to slow down&lt;br /&gt;
    target's current Turn Order?&lt;br /&gt;
&lt;br /&gt;
  Add State =&amp;gt; Next:&lt;br /&gt;
  - Auto-convert AGI Down States effects for Items/Skills to slow down&lt;br /&gt;
    target's current Turn Order?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechanics Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Determines the mechanics of Battle System OTB. These range from how Action&lt;br /&gt;
Times are handled to speed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_ActionTimes.png]]&lt;br /&gt;
&lt;br /&gt;
Action Times+&lt;br /&gt;
&lt;br /&gt;
  Enable Action Times?:&lt;br /&gt;
  - Enable Action Times+ to have an effect on OTB?&lt;br /&gt;
&lt;br /&gt;
    Randomize Order?:&lt;br /&gt;
    - If enabled, randomize the action order for added actions?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderDisplay.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
  Allow Random Speed?:&lt;br /&gt;
  - Allow speed to be randomized base off the user's AGI?&lt;br /&gt;
&lt;br /&gt;
  Post-Stun Infinity?:&lt;br /&gt;
  - After a 2+ turn stun states, battlers have infinity speed for their&lt;br /&gt;
    recovery turn.&lt;br /&gt;
  - Once again, this only applies to stun states that last 2+ turns.&lt;br /&gt;
&lt;br /&gt;
    Infinity Clamp?:&lt;br /&gt;
    - Prevents turn order manipulation from going faster than infinity&lt;br /&gt;
      speed battlers.&lt;br /&gt;
&lt;br /&gt;
  JS: Initial Speed:&lt;br /&gt;
  - Code used to calculate initial speed at the start of battle.&lt;br /&gt;
&lt;br /&gt;
  JS: Speed =&amp;gt; Order:&lt;br /&gt;
  - Code used to calculate how action speeds alter next turn's order.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Turn Order Display ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderDisplay.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
Turn Order Display settings used for Battle System OTB. These adjust how the&lt;br /&gt;
two visible turn orders appears in-game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Display Position:&lt;br /&gt;
  - Select where the Turn Order will appear on the screen.&lt;br /&gt;
    - Top&lt;br /&gt;
    - Bottom&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much to offset the X coordinate by.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much to offset the Y coordinate by.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  Reposition for Help?:&lt;br /&gt;
  - If the display position is at the top, reposition the display when the&lt;br /&gt;
    help window is open?&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Reposition the display's X coordinates by this much when the Help&lt;br /&gt;
      Window is visible.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Reposition the display's Y coordinates by this much when the Help&lt;br /&gt;
      Window is visible.&lt;br /&gt;
&lt;br /&gt;
  Forward Direction:&lt;br /&gt;
  - Decide on the direction of the Turn Order.&lt;br /&gt;
    - Left to Right&lt;br /&gt;
    - Right to Left&lt;br /&gt;
&lt;br /&gt;
  Subject Distance:&lt;br /&gt;
  - How far do you want the currently active battler to distance itself from&lt;br /&gt;
    the rest of the Turn Order?&lt;br /&gt;
&lt;br /&gt;
  Screen Buffer:&lt;br /&gt;
  - What distance do you want the display to be away from the edge of the&lt;br /&gt;
    screen by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
UI Background&lt;br /&gt;
&lt;br /&gt;
  Background Style:&lt;br /&gt;
  - Select the style you want for the background.&lt;br /&gt;
    - fill&lt;br /&gt;
    - gradient&lt;br /&gt;
    - image&lt;br /&gt;
    - transparent&lt;br /&gt;
&lt;br /&gt;
  Image Filename:&lt;br /&gt;
  - When using the &amp;quot;image&amp;quot; style, select an image from /img/system/ as the&lt;br /&gt;
    background image.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the Background Image's X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the Background Image's Y position?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
UI Text&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - The font size used for parameter values.&lt;br /&gt;
&lt;br /&gt;
  Active Battler Text:&lt;br /&gt;
  - Text used to display the active battler.&lt;br /&gt;
  - This text will always be center aligned.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the text's X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the text's Y position?&lt;br /&gt;
&lt;br /&gt;
  Current Turn Text:&lt;br /&gt;
  - Text used to display the current turn.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the text's X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the text's Y position?&lt;br /&gt;
&lt;br /&gt;
  Next Turn Text:&lt;br /&gt;
  - Text used to display the next turn.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the text's X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the text's Y position?&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for the Current and Next Turn texts?&lt;br /&gt;
    - auto&lt;br /&gt;
    - left&lt;br /&gt;
    - center&lt;br /&gt;
    - right&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slots&lt;br /&gt;
&lt;br /&gt;
  Width:&lt;br /&gt;
  - How many pixels wide should the slots be on the Turn Order display?&lt;br /&gt;
&lt;br /&gt;
  Height:&lt;br /&gt;
  - How many pixels tall should the slots be on the Turn Order display?&lt;br /&gt;
&lt;br /&gt;
  Preview Scale:&lt;br /&gt;
  - How much do you want to scale the preview sprites by?&lt;br /&gt;
  - Use a number between 0 and 1 for the best results.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the Preview Sprites' X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the Preview Sprites' Y position?&lt;br /&gt;
&lt;br /&gt;
  Update Frames:&lt;br /&gt;
  - How many frames should it take for the slots to update their&lt;br /&gt;
    positions by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Border&lt;br /&gt;
&lt;br /&gt;
  Show Border?:&lt;br /&gt;
  - Show borders for the slot sprites?&lt;br /&gt;
&lt;br /&gt;
  Border Thickness:&lt;br /&gt;
  - How many pixels thick should the colored portion of the border be?&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Border Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
      Preview Version:&lt;br /&gt;
      - A different setting is used for the preview version.&lt;br /&gt;
&lt;br /&gt;
    Border Skin:&lt;br /&gt;
    - Optional. Place a skin on the actor/enemy borders instead of&lt;br /&gt;
      rendering them?&lt;br /&gt;
&lt;br /&gt;
      Preview Version:&lt;br /&gt;
      - A different setting is used for the preview version.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Sprites&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
&lt;br /&gt;
    Sprite Type:&lt;br /&gt;
    - Select the type of sprite used for the actor graphic.&lt;br /&gt;
    - Face Graphic - Show the actor's face.&lt;br /&gt;
    - Icon - Show a specified icon.&lt;br /&gt;
    - Sideview Actor - Show the actor's sideview battler.&lt;br /&gt;
&lt;br /&gt;
    Default Icon:&lt;br /&gt;
    - Which icon do you want to use for actors by default?&lt;br /&gt;
&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Sprite Type:&lt;br /&gt;
    - Select the type of sprite used for the enemy graphic.&lt;br /&gt;
    - Face Graphic - Show a specified face graphic.&lt;br /&gt;
    - Icon - Show a specified icon.&lt;br /&gt;
    - Enemy - Show the enemy's graphic or sideview battler.&lt;br /&gt;
&lt;br /&gt;
    Default Face Name:&lt;br /&gt;
    - Use this default face graphic if there is no specified face.&lt;br /&gt;
&lt;br /&gt;
    Default Face Index:&lt;br /&gt;
    - Use this default face index if there is no specified index.&lt;br /&gt;
&lt;br /&gt;
    Default Icon:&lt;br /&gt;
    - Which icon do you want to use for enemies by default?&lt;br /&gt;
&lt;br /&gt;
    Match Hue?:&lt;br /&gt;
    - Match the hue for enemy battlers?&lt;br /&gt;
    - Does not apply if there's a sideview battler.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Letter&lt;br /&gt;
&lt;br /&gt;
  Show Enemy Letter?:&lt;br /&gt;
  - Show the enemy's letter on the slot sprite?&lt;br /&gt;
&lt;br /&gt;
  Font Name:&lt;br /&gt;
  - The font name used for the text of the Letter.&lt;br /&gt;
  - Leave empty to use the default game's font.&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - The font size used for the text of the Letter.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Background&lt;br /&gt;
&lt;br /&gt;
  Show Background?:&lt;br /&gt;
  - Show the background on the slot sprite?&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Background Color 1:&lt;br /&gt;
    Background Color 2:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
      Preview Version:&lt;br /&gt;
      - A different setting is used for the preview version.&lt;br /&gt;
&lt;br /&gt;
    Background Skin:&lt;br /&gt;
    - Optional. Use a skin for the actor background instead of&lt;br /&gt;
      rendering them?&lt;br /&gt;
&lt;br /&gt;
      Preview Version:&lt;br /&gt;
      - A different setting is used for the preview version.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.20: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Conversion Settings &amp;gt; States (AGI &amp;gt;= 105%)&lt;br /&gt;
*** Parameters &amp;gt; Conversion Settings &amp;gt; States (AGI &amp;lt;= 95%)&lt;br /&gt;
**** Added auto-conversion functionality for states with AGI modifiers to automatically manipulate turn orders for current and next.&lt;br /&gt;
**** Set this to false to not use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: November 13, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New script calls added by Olivia:&lt;br /&gt;
*** $otbAddBattlerToCurrentTurnEnd(battler, times)&lt;br /&gt;
*** $otbAddBattlerToNextTurnEnd(battler, times)&lt;br /&gt;
**** Adds actions for target battler to the end of current/next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where adding states with Action Times+ would add too many actions. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the &amp;lt;OTB Target Follow Turn: +x&amp;gt; and similar notetags altered the following turn regardless of the presence of the target in current turn order. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: September 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Auto Skill Triggers. Update by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: May 16, 2024&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Direct removal of stun states will restore actions for battlers for current turns and follow up turns. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: May 18, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused turn order glitches with Action Times+ that aren't at 100% value. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug that caused added Action Times+ to not trigger on actors that have already exhausted their current turns if raised due to a state. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: January 20, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the Forced Action of a battler is not used properly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: December 15, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: August 18, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed bugs that caused the OTB Turn Order faces and icons to not change properly for actors and enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: July 7, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** When the &amp;quot;Recover All&amp;quot; event command revives a dead unit, that revived unit can gain actions back if all other conditions are met. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: June 2, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;Force Actions&amp;quot; to &amp;quot;Major Updates&amp;quot; section.&lt;br /&gt;
*** Due to how OTB behaves, Force Actions have be adjusted to fit the battle system. With other battle systems, force actions are added into a hidden queue that would act upon after the current battler finishes his/her current action. The new changes made with force actions is that they now appear on the queue visibly.&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused Forced Actions to not work properly while in OTB. Changes made to Forced Actions will now insert new actions at the front of the current action queue. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: March 10, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** OTB Instant Actions should now appear in the turn order in a more sensible fashion. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: February 24, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: November 11, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;OTB User Add Current Turn Actions: x&amp;gt;&lt;br /&gt;
*** &amp;lt;OTB User Add Next Turn Actions: x&amp;gt;&lt;br /&gt;
*** &amp;lt;OTB Target Add Current Turn Actions: x&amp;gt;&lt;br /&gt;
*** &amp;lt;OTB Target Add Next Turn Actions: x&amp;gt;&lt;br /&gt;
**** Adds extra actions for the user/target to perform during the current/next turn.&lt;br /&gt;
**** Added actions will go towards the back of the action list.&lt;br /&gt;
**** Multi-hit skills/items will trigger this effect multiple times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: October 28, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Turn Order display will no longer appear at differing X and Y positions when using specific battle layouts. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: August 6, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Enemies with multiple actions will no longer step forward when it's not their turn. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: June 25, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: April 16, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Post-stun infinity clamping should now be adjusted properly for previewing turn order changes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: April 9, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Subsequent battles will properly reset the turn order. Fix by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: April 26, 2021&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Battle System Differences VisuStella MZ]]&lt;br /&gt;
* [[Inspiration Behind Wave 8]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
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&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
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[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
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&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Battle_System_-_OTB_VisuStella_MZ&amp;diff=17593</id>
		<title>Battle System - OTB VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Battle_System_-_OTB_VisuStella_MZ&amp;diff=17593"/>
		<updated>2026-01-18T14:34:09Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=ASwfGzpyznQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/990013&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/battle-system-otb&amp;quot;&amp;gt;Battle System - OTB plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Wave 8}}&lt;br /&gt;
|link3 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Ani.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Preview.png|600px]]&lt;br /&gt;
&lt;br /&gt;
This plugin changes the RPG Maker MZ battle system to &amp;quot;Order Turn Battle&amp;quot;,&lt;br /&gt;
a turn-based battle system where actions are executed immediately and the&lt;br /&gt;
orders for both the current and next turn are not only visible, but also&lt;br /&gt;
malleable. New mechanics are introduced where the player can manipulate the&lt;br /&gt;
turn order of an action's user or action's target in various ways they want.&lt;br /&gt;
&lt;br /&gt;
The two Turn Orders are displayed at the top of the top of the screen to&lt;br /&gt;
give the player a clear understanding of who's turn it will be when it&lt;br /&gt;
becomes time to act, making it easier and viable for the player to formulate&lt;br /&gt;
strategies and adapt to the situation in battle.&lt;br /&gt;
&lt;br /&gt;
*NOTE* To use this battle system, you will need the updated version of&lt;br /&gt;
VisuStella's Core Engine. Go into its Plugin Parameters and change the&lt;br /&gt;
&amp;quot;Battle System&amp;quot; plugin parameter to &amp;quot;otb&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Utilizes the balanced AGI nature of the Default Turn Battle system.&lt;br /&gt;
* Allows for actions to execute immediately upon selection.&lt;br /&gt;
* Two Turn Order Displays appear at the top of the screen, giving the player an idea of who's turn it will be and when, for both the current turn and the next turn.&lt;br /&gt;
* Skills and Items can have an &amp;quot;Instant Use&amp;quot; effect, which allows them to perform an action immediately without using up a turn.&lt;br /&gt;
* Skills and Items can manipulate the turn order of the action's user or the action's target(s). This can apply to either the current turn or the next turn, depending on the notetags and/or action effects used.&lt;br /&gt;
* The Turn Order Display will give a preview on how turn orders will change upon specific skills and/or items being used.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=== Required Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderDisplay.png|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Turn Order Displays ===&lt;br /&gt;
&lt;br /&gt;
The Two Turn Order Displays will capture the battle's current and next turn&lt;br /&gt;
orders determined by the BattleManager. This feature does not overwrite any&lt;br /&gt;
functions, but the Turn Order Displays may or may not conflict with any&lt;br /&gt;
existing HUD elements that are already positioned on the screen. If so, you&lt;br /&gt;
can choose to offset the Turn Order Display or move it to a different part&lt;br /&gt;
of the screen through the plugin parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Agility ===&lt;br /&gt;
&lt;br /&gt;
Agility behaves slightly different from normal when it comes to the Order&lt;br /&gt;
Turn Battle system. Aside from the first turn in battle, agility will always&lt;br /&gt;
calculate the turn order for the &amp;quot;Next Turn&amp;quot; when conducted. This means that&lt;br /&gt;
any changes to agility values will not have any effect on the next turn's&lt;br /&gt;
already established turn order.&lt;br /&gt;
&lt;br /&gt;
However, this can be remedied by utilizing the notetags provided by this&lt;br /&gt;
plugin to alter the Next Turn orders for specific targets. In fact, for&lt;br /&gt;
skill and item &amp;quot;effects&amp;quot; that add AGI Buffs and/or Debuffs, the target's&lt;br /&gt;
turn position on the Turn Order Display will be manipulated in accordance.&lt;br /&gt;
This auto-conversion feature can be disabled in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Speed ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderChange.png]]&lt;br /&gt;
&lt;br /&gt;
Because the Order Turn Battle system already calculates agility speeds&lt;br /&gt;
before selecting an action to perform, the effects of the action speed will&lt;br /&gt;
not work the same way it did with the default battle system. Instead, the&lt;br /&gt;
Action Speed will be sent through a formula to determine its effect on the&lt;br /&gt;
following turn, either pushing the user ahead in next turn's turn order&lt;br /&gt;
(with a positive speed value) or back (with a negative speed value).&lt;br /&gt;
&lt;br /&gt;
This option can have its formula altered or straight up disabled in the&lt;br /&gt;
Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Infinity Speed and Clamping ===&lt;br /&gt;
&lt;br /&gt;
Since Action Speeds are decided in such a way, enemies that will survive a&lt;br /&gt;
stun state past two turns will have &amp;quot;Infinity&amp;quot; speed on the recovery turn,&lt;br /&gt;
allowing them to act first relative to the rest of the battle participants&lt;br /&gt;
in order to balance out the turns they've lost.&lt;br /&gt;
&lt;br /&gt;
Enemies with &amp;quot;Infinity&amp;quot; speed cannot be overtaken through turn order&lt;br /&gt;
manipulation while they are on the &amp;quot;Next Turn&amp;quot; order. If anything, battlers&lt;br /&gt;
who shift their turn order faster will be just trailing behind them, thus&lt;br /&gt;
the &amp;quot;clamping&amp;quot; effect. However if this occurs during the &amp;quot;Current Turn&amp;quot;&lt;br /&gt;
order, all is fair game and any battler can overtake them. Plan out your&lt;br /&gt;
battle system effects carefully with these rules in mind.&lt;br /&gt;
&lt;br /&gt;
If you do not like the idea of Infinity Speed and/or Clamping, you can turn&lt;br /&gt;
them off in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
This effect does not affect stun states that last only one turn. The effect&lt;br /&gt;
will only occur with stun states that last 2 turns or more.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Instant Use ===&lt;br /&gt;
&lt;br /&gt;
Skills and Items can have an &amp;quot;Instant Use&amp;quot; property which allows them to be&lt;br /&gt;
used immediately without consuming a turn. This can be used for actions that&lt;br /&gt;
otherwise do not warrant a whole turn. These can be used for minor buffs,&lt;br /&gt;
debuffs, toggles, etc.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Force Actions ===&lt;br /&gt;
&lt;br /&gt;
Due to how OTB behaves, Force Actions have be adjusted to fit the battle&lt;br /&gt;
system. With other battle systems, force actions are added into a hidden&lt;br /&gt;
queue that would act upon after the current battler finishes his/her current&lt;br /&gt;
action. The new changes made with force actions is that they now appear on&lt;br /&gt;
the queue visibly.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== VisuStella MZ Compatibility ==&lt;br /&gt;
&lt;br /&gt;
While this plugin is compatible with the majority of the VisuStella MZ&lt;br /&gt;
plugin library, it is not compatible with specific plugins or specific&lt;br /&gt;
features. This section will highlight the main plugins/features that will&lt;br /&gt;
not be compatible with this plugin or put focus on how the make certain&lt;br /&gt;
features compatible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
In battle, the player cannot change entire parties at once from the Party&lt;br /&gt;
Command Window. The feature will be unaccessible while Order Turn Battle is&lt;br /&gt;
in play. However, the player can still change party members through the&lt;br /&gt;
Actor Command Window by having actors replace other actors. Party changing&lt;br /&gt;
is also available through battle events, Common Events, and script calls.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System OTB Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System OTB Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Script Calls ==&lt;br /&gt;
&lt;br /&gt;
The following are Script Calls that can be used with this plugin. These are&lt;br /&gt;
made for JavaScript proficient users. We are not responsible if you use them&lt;br /&gt;
incorrectly or for unintended usage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Add Action-Related Script Calls ===&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$otbAddBattlerToCurrentTurnEnd(battler, times)&lt;br /&gt;
&lt;br /&gt;
- Adds a battler to current turn's end&lt;br /&gt;
- Replace 'battler' with a battler object or target&lt;br /&gt;
- Replace 'times' with a number representing the number of actions to add&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$otbAddBattlerToNextTurnEnd(battler, times)&lt;br /&gt;
&lt;br /&gt;
- Adds a battler to next turn's end&lt;br /&gt;
- Replace 'battler' with a battler object or target&lt;br /&gt;
- Replace 'times' with a number representing the number of actions to add&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Conversion Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderChange.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
Automatically converts specific mechanics to fit OTB.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Buffs&lt;br /&gt;
&lt;br /&gt;
  AGI Buff =&amp;gt; Current:&lt;br /&gt;
  - Auto-convert AGI Buff effects for Items/Skills to speed up target's&lt;br /&gt;
    current Turn Order?&lt;br /&gt;
&lt;br /&gt;
  AGI Buff =&amp;gt; Next:&lt;br /&gt;
  - Auto-convert AGI Buff effects for Items/Skills to speed up target's&lt;br /&gt;
    next Turn Order?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Debuffs&lt;br /&gt;
&lt;br /&gt;
  AGI Debuff =&amp;gt; Current:&lt;br /&gt;
  - Auto-convert AGI Debuff effects for Items/Skills to slow down target's&lt;br /&gt;
    current Turn Order?&lt;br /&gt;
&lt;br /&gt;
  AGI Debuff =&amp;gt; Next:&lt;br /&gt;
  - Auto-convert AGI Debuff effects for Items/Skills to slow down target's&lt;br /&gt;
    next Turn Order?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Mechanics Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Determines the mechanics of Battle System OTB. These range from how Action&lt;br /&gt;
Times are handled to speed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_ActionTimes.png]]&lt;br /&gt;
&lt;br /&gt;
Action Times+&lt;br /&gt;
&lt;br /&gt;
  Enable Action Times?:&lt;br /&gt;
  - Enable Action Times+ to have an effect on OTB?&lt;br /&gt;
&lt;br /&gt;
    Randomize Order?:&lt;br /&gt;
    - If enabled, randomize the action order for added actions?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderDisplay.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
  Allow Random Speed?:&lt;br /&gt;
  - Allow speed to be randomized base off the user's AGI?&lt;br /&gt;
&lt;br /&gt;
  Post-Stun Infinity?:&lt;br /&gt;
  - After a 2+ turn stun states, battlers have infinity speed for their&lt;br /&gt;
    recovery turn.&lt;br /&gt;
  - Once again, this only applies to stun states that last 2+ turns.&lt;br /&gt;
&lt;br /&gt;
    Infinity Clamp?:&lt;br /&gt;
    - Prevents turn order manipulation from going faster than infinity&lt;br /&gt;
      speed battlers.&lt;br /&gt;
&lt;br /&gt;
  JS: Initial Speed:&lt;br /&gt;
  - Code used to calculate initial speed at the start of battle.&lt;br /&gt;
&lt;br /&gt;
  JS: Speed =&amp;gt; Order:&lt;br /&gt;
  - Code used to calculate how action speeds alter next turn's order.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Turn Order Display ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderDisplay.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
Turn Order Display settings used for Battle System OTB. These adjust how the&lt;br /&gt;
two visible turn orders appears in-game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Display Position:&lt;br /&gt;
  - Select where the Turn Order will appear on the screen.&lt;br /&gt;
    - Top&lt;br /&gt;
    - Bottom&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much to offset the X coordinate by.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much to offset the Y coordinate by.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  Reposition for Help?:&lt;br /&gt;
  - If the display position is at the top, reposition the display when the&lt;br /&gt;
    help window is open?&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Reposition the display's X coordinates by this much when the Help&lt;br /&gt;
      Window is visible.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Reposition the display's Y coordinates by this much when the Help&lt;br /&gt;
      Window is visible.&lt;br /&gt;
&lt;br /&gt;
  Forward Direction:&lt;br /&gt;
  - Decide on the direction of the Turn Order.&lt;br /&gt;
    - Left to Right&lt;br /&gt;
    - Right to Left&lt;br /&gt;
&lt;br /&gt;
  Subject Distance:&lt;br /&gt;
  - How far do you want the currently active battler to distance itself from&lt;br /&gt;
    the rest of the Turn Order?&lt;br /&gt;
&lt;br /&gt;
  Screen Buffer:&lt;br /&gt;
  - What distance do you want the display to be away from the edge of the&lt;br /&gt;
    screen by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
UI Background&lt;br /&gt;
&lt;br /&gt;
  Background Style:&lt;br /&gt;
  - Select the style you want for the background.&lt;br /&gt;
    - fill&lt;br /&gt;
    - gradient&lt;br /&gt;
    - image&lt;br /&gt;
    - transparent&lt;br /&gt;
&lt;br /&gt;
  Image Filename:&lt;br /&gt;
  - When using the &amp;quot;image&amp;quot; style, select an image from /img/system/ as the&lt;br /&gt;
    background image.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the Background Image's X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the Background Image's Y position?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
UI Text&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - The font size used for parameter values.&lt;br /&gt;
&lt;br /&gt;
  Active Battler Text:&lt;br /&gt;
  - Text used to display the active battler.&lt;br /&gt;
  - This text will always be center aligned.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the text's X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the text's Y position?&lt;br /&gt;
&lt;br /&gt;
  Current Turn Text:&lt;br /&gt;
  - Text used to display the current turn.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the text's X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the text's Y position?&lt;br /&gt;
&lt;br /&gt;
  Next Turn Text:&lt;br /&gt;
  - Text used to display the next turn.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the text's X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the text's Y position?&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for the Current and Next Turn texts?&lt;br /&gt;
    - auto&lt;br /&gt;
    - left&lt;br /&gt;
    - center&lt;br /&gt;
    - right&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slots&lt;br /&gt;
&lt;br /&gt;
  Width:&lt;br /&gt;
  - How many pixels wide should the slots be on the Turn Order display?&lt;br /&gt;
&lt;br /&gt;
  Height:&lt;br /&gt;
  - How many pixels tall should the slots be on the Turn Order display?&lt;br /&gt;
&lt;br /&gt;
  Preview Scale:&lt;br /&gt;
  - How much do you want to scale the preview sprites by?&lt;br /&gt;
  - Use a number between 0 and 1 for the best results.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the Preview Sprites' X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the Preview Sprites' Y position?&lt;br /&gt;
&lt;br /&gt;
  Update Frames:&lt;br /&gt;
  - How many frames should it take for the slots to update their&lt;br /&gt;
    positions by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Border&lt;br /&gt;
&lt;br /&gt;
  Show Border?:&lt;br /&gt;
  - Show borders for the slot sprites?&lt;br /&gt;
&lt;br /&gt;
  Border Thickness:&lt;br /&gt;
  - How many pixels thick should the colored portion of the border be?&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Border Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
      Preview Version:&lt;br /&gt;
      - A different setting is used for the preview version.&lt;br /&gt;
&lt;br /&gt;
    Border Skin:&lt;br /&gt;
    - Optional. Place a skin on the actor/enemy borders instead of&lt;br /&gt;
      rendering them?&lt;br /&gt;
&lt;br /&gt;
      Preview Version:&lt;br /&gt;
      - A different setting is used for the preview version.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Sprites&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
&lt;br /&gt;
    Sprite Type:&lt;br /&gt;
    - Select the type of sprite used for the actor graphic.&lt;br /&gt;
    - Face Graphic - Show the actor's face.&lt;br /&gt;
    - Icon - Show a specified icon.&lt;br /&gt;
    - Sideview Actor - Show the actor's sideview battler.&lt;br /&gt;
&lt;br /&gt;
    Default Icon:&lt;br /&gt;
    - Which icon do you want to use for actors by default?&lt;br /&gt;
&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Sprite Type:&lt;br /&gt;
    - Select the type of sprite used for the enemy graphic.&lt;br /&gt;
    - Face Graphic - Show a specified face graphic.&lt;br /&gt;
    - Icon - Show a specified icon.&lt;br /&gt;
    - Enemy - Show the enemy's graphic or sideview battler.&lt;br /&gt;
&lt;br /&gt;
    Default Face Name:&lt;br /&gt;
    - Use this default face graphic if there is no specified face.&lt;br /&gt;
&lt;br /&gt;
    Default Face Index:&lt;br /&gt;
    - Use this default face index if there is no specified index.&lt;br /&gt;
&lt;br /&gt;
    Default Icon:&lt;br /&gt;
    - Which icon do you want to use for enemies by default?&lt;br /&gt;
&lt;br /&gt;
    Match Hue?:&lt;br /&gt;
    - Match the hue for enemy battlers?&lt;br /&gt;
    - Does not apply if there's a sideview battler.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Letter&lt;br /&gt;
&lt;br /&gt;
  Show Enemy Letter?:&lt;br /&gt;
  - Show the enemy's letter on the slot sprite?&lt;br /&gt;
&lt;br /&gt;
  Font Name:&lt;br /&gt;
  - The font name used for the text of the Letter.&lt;br /&gt;
  - Leave empty to use the default game's font.&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - The font size used for the text of the Letter.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Background&lt;br /&gt;
&lt;br /&gt;
  Show Background?:&lt;br /&gt;
  - Show the background on the slot sprite?&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Background Color 1:&lt;br /&gt;
    Background Color 2:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
      Preview Version:&lt;br /&gt;
      - A different setting is used for the preview version.&lt;br /&gt;
&lt;br /&gt;
    Background Skin:&lt;br /&gt;
    - Optional. Use a skin for the actor background instead of&lt;br /&gt;
      rendering them?&lt;br /&gt;
&lt;br /&gt;
      Preview Version:&lt;br /&gt;
      - A different setting is used for the preview version.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.20: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Conversion Settings &amp;gt; States (AGI &amp;gt;= 105%)&lt;br /&gt;
*** Parameters &amp;gt; Conversion Settings &amp;gt; States (AGI &amp;lt;= 95%)&lt;br /&gt;
**** Added auto-conversion functionality for states with AGI modifiers to automatically manipulate turn orders for current and next.&lt;br /&gt;
**** Set this to false to not use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: November 13, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New script calls added by Olivia:&lt;br /&gt;
*** $otbAddBattlerToCurrentTurnEnd(battler, times)&lt;br /&gt;
*** $otbAddBattlerToNextTurnEnd(battler, times)&lt;br /&gt;
**** Adds actions for target battler to the end of current/next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where adding states with Action Times+ would add too many actions. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the &amp;lt;OTB Target Follow Turn: +x&amp;gt; and similar notetags altered the following turn regardless of the presence of the target in current turn order. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: September 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Auto Skill Triggers. Update by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: May 16, 2024&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Direct removal of stun states will restore actions for battlers for current turns and follow up turns. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: May 18, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused turn order glitches with Action Times+ that aren't at 100% value. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug that caused added Action Times+ to not trigger on actors that have already exhausted their current turns if raised due to a state. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: January 20, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the Forced Action of a battler is not used properly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: December 15, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: August 18, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed bugs that caused the OTB Turn Order faces and icons to not change properly for actors and enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: July 7, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** When the &amp;quot;Recover All&amp;quot; event command revives a dead unit, that revived unit can gain actions back if all other conditions are met. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: June 2, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;Force Actions&amp;quot; to &amp;quot;Major Updates&amp;quot; section.&lt;br /&gt;
*** Due to how OTB behaves, Force Actions have be adjusted to fit the battle system. With other battle systems, force actions are added into a hidden queue that would act upon after the current battler finishes his/her current action. The new changes made with force actions is that they now appear on the queue visibly.&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused Forced Actions to not work properly while in OTB. Changes made to Forced Actions will now insert new actions at the front of the current action queue. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: March 10, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** OTB Instant Actions should now appear in the turn order in a more sensible fashion. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: February 24, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: November 11, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;OTB User Add Current Turn Actions: x&amp;gt;&lt;br /&gt;
*** &amp;lt;OTB User Add Next Turn Actions: x&amp;gt;&lt;br /&gt;
*** &amp;lt;OTB Target Add Current Turn Actions: x&amp;gt;&lt;br /&gt;
*** &amp;lt;OTB Target Add Next Turn Actions: x&amp;gt;&lt;br /&gt;
**** Adds extra actions for the user/target to perform during the current/next turn.&lt;br /&gt;
**** Added actions will go towards the back of the action list.&lt;br /&gt;
**** Multi-hit skills/items will trigger this effect multiple times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: October 28, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Turn Order display will no longer appear at differing X and Y positions when using specific battle layouts. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: August 6, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Enemies with multiple actions will no longer step forward when it's not their turn. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: June 25, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: April 16, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Post-stun infinity clamping should now be adjusted properly for previewing turn order changes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: April 9, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Subsequent battles will properly reset the turn order. Fix by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: April 26, 2021&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Battle System Differences VisuStella MZ]]&lt;br /&gt;
* [[Inspiration Behind Wave 8]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Aggro_Control_System_VisuStella_MZ&amp;diff=17592</id>
		<title>Aggro Control System VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Aggro_Control_System_VisuStella_MZ&amp;diff=17592"/>
		<updated>2026-01-18T14:33:29Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=Ph4ZtpNZgyw&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/760459&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/aggro-control-system&amp;quot;&amp;gt;Aggro Control System plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Wave 3}}&lt;br /&gt;
|link3 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Provoke.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Taunt.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Aggro.png]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
A common mechanic found in many RPG's nowadays is the ability to steer the&lt;br /&gt;
way enemies target party members. This can be in the form of provocations,&lt;br /&gt;
taunts, and aggro.&lt;br /&gt;
&lt;br /&gt;
Provocations come in the form of states, where when a unit applies a provoke&lt;br /&gt;
state on a target, the target must attack the provoker when using single&lt;br /&gt;
target skills. This plugin provides support for multiple provocations and&lt;br /&gt;
such provocations will be given focus based on the state's priority value.&lt;br /&gt;
&lt;br /&gt;
Taunts are a third way to steer an opponent to focus on a party member. The&lt;br /&gt;
taunt effects can be split up into global, physical, magical, or certain hit&lt;br /&gt;
only taunts and these can be applied to almost any trait object.&lt;br /&gt;
&lt;br /&gt;
Aggro is a numeric value that determines the likelihood and/or priority&lt;br /&gt;
level of how often a target party member is to be attacked by an enemy unit.&lt;br /&gt;
The higher the aggro value, the more likely the chances of being targeted.&lt;br /&gt;
A option can be turned on (or through notetags) to set enemies to always&lt;br /&gt;
target the party member with the highest aggro.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Three different ways to influencing which targets enemies should attack: Provoke, taunt, and aggro.&lt;br /&gt;
* Provoke and taunt effects work both ways for actors and enemies.&lt;br /&gt;
* Aggro effects accumulate through battle and can be manipulated through notetag values, Plugin Commands, and/or Plugin Parameters.&lt;br /&gt;
* Provoked battlers can have provoke lines displayed to indicate which unit has provoked them.&lt;br /&gt;
* Taunting units can have animations played on them repeatedly to quickly relay information to the player about their taunt properties.&lt;br /&gt;
* Gauges that can be displayed over the heads of actor sprites to display how much aggro that actor holds in comparison to the other actors.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
== Extra Features ==&lt;br /&gt;
&lt;br /&gt;
There are some extra features found if other VisuStella MZ plugins are found&lt;br /&gt;
present in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Provoke Priority Lines and Taunt animations become available if these plugins are installed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== How Aggro, Provoke, and Taunts Work ==&lt;br /&gt;
&lt;br /&gt;
This section will explain how aggro, provoke, and taunts work.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Provoke ===&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Provoke.gif]]&lt;br /&gt;
&lt;br /&gt;
Provocations come in the form of states, where when a unit applies a&lt;br /&gt;
provoke state on a target, the target must attack the provoker when using&lt;br /&gt;
single target skills. This plugin provides support for multiple provocations&lt;br /&gt;
and such provocations will be given focus based on the state's database&lt;br /&gt;
priority value.&lt;br /&gt;
&lt;br /&gt;
The provoke will last only as long as the duration of the state itself. If&lt;br /&gt;
the state's duration is refreshed by reapplying the Provoke state, then the&lt;br /&gt;
provoker of that state will then switch over to the one applying the newly&lt;br /&gt;
added state.&lt;br /&gt;
&lt;br /&gt;
When an actor selects a target for an action and the actor is provoked by&lt;br /&gt;
an enemy on the other team, the player's choice selection becomes limited to&lt;br /&gt;
only the provoker.&lt;br /&gt;
&lt;br /&gt;
Provoke can be bypassed through the &amp;lt;Bypass Provoke&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Taunts ===&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Taunt.gif]]&lt;br /&gt;
&lt;br /&gt;
Taunts are a third way to steer an opponent to focus on a party member.&lt;br /&gt;
The taunt effects can be split up into global, physical, magical, or certain&lt;br /&gt;
hit only taunts and these can be applied to almost any trait object.&lt;br /&gt;
&lt;br /&gt;
When an actor selects a target and the enemy team has a taunting unit,&lt;br /&gt;
the player's choice selection becomes limited to only the targets with the&lt;br /&gt;
associated taunt type.&lt;br /&gt;
&lt;br /&gt;
Taunts can be bypassed through the &amp;lt;Bypass Taunt&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Aggro ===&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Aggro.png]]&lt;br /&gt;
&lt;br /&gt;
Aggro is a numeric value that determines the likelihood and/or priority&lt;br /&gt;
level of how often a target party member is to be attacked by an enemy unit.&lt;br /&gt;
The higher the aggro value, the more likely the chances of being targeted.&lt;br /&gt;
A option can be turned on (or through notetags) to set enemies to always&lt;br /&gt;
target the party member with the highest aggro.&lt;br /&gt;
&lt;br /&gt;
Skills and items can raise its user's aggro value through notetags and/or&lt;br /&gt;
how much damage they've dealt or healed. Skills and items can also change a&lt;br /&gt;
target's aggro value through notetags, too.&lt;br /&gt;
&lt;br /&gt;
Through the Plugin Parameters, you can set Aggro to automatically raised&lt;br /&gt;
based on how much damage or healing dealt by a user.&lt;br /&gt;
&lt;br /&gt;
- Some enemies can be bypass forced aggro target through the &amp;lt;Bypass Aggro&amp;gt;&lt;br /&gt;
notetag while other enemies can be forced to target the highest aggro target&lt;br /&gt;
through the &amp;lt;Target Highest Aggro&amp;gt; notetag;&lt;br /&gt;
&lt;br /&gt;
- The aggro gauge shows the value based on how much aggro that party member&lt;br /&gt;
has relative to the rest of the party. Sometimes it will appear like the&lt;br /&gt;
party member's aggro &amp;quot;resets&amp;quot; back to zero, when it fact, that's not what's&lt;br /&gt;
happening. If that party member's aggro gauge is &amp;quot;empty&amp;quot;, that means the&lt;br /&gt;
aggro for that party member is the lowest of the party. if all party members&lt;br /&gt;
appear to have their aggro gauge as &amp;quot;full&amp;quot;, then that means the aggro for&lt;br /&gt;
all party members is equal and that everybody is likely targeted for attack&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Priorities ===&lt;br /&gt;
&lt;br /&gt;
Priority will be given in the order of provokes, taunts, and then aggro.&lt;br /&gt;
This means if an enemy is provoked, the opposing side has a taunt, and there&lt;br /&gt;
is a member with high aggro, then the enemy will always attack the provoker&lt;br /&gt;
first before targeting a taunting unit before targeting the unit with high&lt;br /&gt;
aggro values.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Aggro Control System Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Aggro Control System Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Provoke Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Provoke.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
The Provoke Settings Plugin Parameters adjust the visual aspects related to&lt;br /&gt;
the provoke effect. These settings will require VisuMZ_1_BattleCore to be&lt;br /&gt;
installed in order for them to work due to dependencies.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
VisuMZ_1_BattleCore&lt;br /&gt;
&lt;br /&gt;
  Show Priority Lines?:&lt;br /&gt;
  - Show priority target lines for this plugin?&lt;br /&gt;
  - Requires VisuMZ_1_BattleCore.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Line Settings&lt;br /&gt;
&lt;br /&gt;
  Arc Height:&lt;br /&gt;
  - How tall should the line arc in pixels?&lt;br /&gt;
&lt;br /&gt;
  Blend Mode:&lt;br /&gt;
  - The blend mode used for the sprite.&lt;br /&gt;
&lt;br /&gt;
  Height Origin:&lt;br /&gt;
  - The rate from the battler's sprite base to determine where the line&lt;br /&gt;
    starts from.&lt;br /&gt;
&lt;br /&gt;
  Line Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Opacity:&lt;br /&gt;
  - The highest possible opacity for active provoke lines.&lt;br /&gt;
&lt;br /&gt;
  Opacity Speed:&lt;br /&gt;
  - The speed at which opacity fluctuates for the line sprite.&lt;br /&gt;
&lt;br /&gt;
  Parts:&lt;br /&gt;
  - The number of joint parts to split up the sprite as.&lt;br /&gt;
&lt;br /&gt;
  Parts Size:&lt;br /&gt;
  - The number in pixels for the diameter of each part.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Options&lt;br /&gt;
&lt;br /&gt;
  Add Provoke Option?&lt;br /&gt;
  - Add the 'Show Provoke Origin' option to the Options menu?&lt;br /&gt;
&lt;br /&gt;
  Adjust Window Height&lt;br /&gt;
  - Automatically adjust the options window height?&lt;br /&gt;
&lt;br /&gt;
  Option Name&lt;br /&gt;
  - Command name of the option.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Taunt Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Taunt.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Battlers with specific taunt types can have animations playing on them over&lt;br /&gt;
and over to relay information to the player. These settings require you to&lt;br /&gt;
have both VisuMZ_0_CoreEngine and VisuMZ_1_BattleCore installed in your&lt;br /&gt;
project's plugin list in order to use.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
VisuMZ_0_CoreEngine &amp;amp; VisuMZ_1_BattleCore&lt;br /&gt;
&lt;br /&gt;
  Show Animations?:&lt;br /&gt;
  - Show animations for each of the taunt effects?&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine and VisuMZ_1_BattleCore.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Animation ID's&lt;br /&gt;
&lt;br /&gt;
  Physical Taunt:&lt;br /&gt;
  - The animation ID used for physical taunts.&lt;br /&gt;
  - Use 0 or 'None' to bypass this type.&lt;br /&gt;
&lt;br /&gt;
  Magical Taunt:&lt;br /&gt;
  - The animation ID used for magical taunts.&lt;br /&gt;
  - Use 0 or 'None' to bypass this type.&lt;br /&gt;
&lt;br /&gt;
  Certain Hit Taunt:&lt;br /&gt;
  - The animation ID used for certain hit taunts.&lt;br /&gt;
  - Use 0 or 'None' to bypass this type.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Animation Settings&lt;br /&gt;
&lt;br /&gt;
  Cycle Time:&lt;br /&gt;
  - The amount of frames to wait before each animation cycle.&lt;br /&gt;
  - WARNING: Lower numbers can jeopardize game performance.&lt;br /&gt;
&lt;br /&gt;
  Mirror Actor Ani?:&lt;br /&gt;
  - Mirror animations played on actors?&lt;br /&gt;
&lt;br /&gt;
  Mute Animation SFX?:&lt;br /&gt;
  - Mute sounds played by animations?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Aggro Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Aggro.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
This lets you adjust the settings for this plugin's Aggro mechanics. Most of&lt;br /&gt;
these settings focus on the visual gauge display of the Aggro gauge, but you&lt;br /&gt;
can also change up the settings for how aggro is utilized.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Priority: Highest TGR:&lt;br /&gt;
  - When enemies target actors for an single target attack, always target&lt;br /&gt;
    the highest members or make it weighted?&lt;br /&gt;
&lt;br /&gt;
  Aggro Per Damage:&lt;br /&gt;
  - The amount of aggro generated per point of HP damage dealt to an enemy.&lt;br /&gt;
&lt;br /&gt;
  Aggro Per Heal:&lt;br /&gt;
  - The amount of aggro generated per point of HP recovered to an ally.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Gauge&lt;br /&gt;
&lt;br /&gt;
  Visible Battler Gauge:&lt;br /&gt;
  - Display an aggro gauge over an SV actor's head to show current aggro&lt;br /&gt;
    level compared to other party members.&lt;br /&gt;
&lt;br /&gt;
  Visible Status Gauge:&lt;br /&gt;
  - Display an aggro gauge in the Battle Status Window to show the current&lt;br /&gt;
    aggro level compared to others.&lt;br /&gt;
&lt;br /&gt;
  Gauge Color 1:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Gauge Color 2:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Gauge Width:&lt;br /&gt;
  - Width in pixels you want the gauge to be.&lt;br /&gt;
&lt;br /&gt;
  Anchor X:&lt;br /&gt;
  Anchor Y:&lt;br /&gt;
  - Where do you want the Aggro Gauge sprite's anchor X/Y to be?&lt;br /&gt;
  - Use values between 0 and 1 to be safe.&lt;br /&gt;
&lt;br /&gt;
  Scale:&lt;br /&gt;
  - How large/small do you want the Aggro Gauge to be scaled?&lt;br /&gt;
&lt;br /&gt;
  Battler Gauge&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How many pixels to offset the Aggro Gauge's X/Y by?&lt;br /&gt;
&lt;br /&gt;
  Battle Status Gauge&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How many pixels to offset the Aggro Gauge's X/Y by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Options&lt;br /&gt;
&lt;br /&gt;
  Add Provoke Option?&lt;br /&gt;
  - Add the 'Show Aggro Gauge' option to the Options menu?&lt;br /&gt;
&lt;br /&gt;
  Adjust Window Height&lt;br /&gt;
  - Automatically adjust the options window height?&lt;br /&gt;
&lt;br /&gt;
  Option Name&lt;br /&gt;
  - Command name of the option.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.23: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Under &amp;quot;How Aggro, Provoke, and Taunts Work&amp;quot; &amp;gt; Aggro&lt;br /&gt;
*** Added this section:&lt;br /&gt;
**** The aggro gauge shows the value based on how much aggro that party member has relative to the rest of the party. Sometimes it will appear like the party member's aggro &amp;quot;resets&amp;quot; back to zero, when it fact, that's not what's happening. If that party member's aggro gauge is &amp;quot;empty&amp;quot;, that means the aggro for that party member is the lowest of the party. if all party members appear to have their aggro gauge as &amp;quot;full&amp;quot;, then that means the aggro for all party members is equal and that everybody is likely targeted for attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.22: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where battlers can become immune to provoke effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.21: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where auto-battle would bypass Taunt and Provoke effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.20: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if a party member who provoked an enemy decided to switch out, the provoke effect would be retained and cause the enemy to bug out and crash the game. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: April 18, 2024&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Altered TGR and Aggro-related stats so that they cannot dip too deep into the negatives and prevent randomized targeting altogether. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: March 14, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for other plugins.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: August 17, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** When enemies use skills with VisuStella MZ Battle A.I. installed, aggro settings will no longer automatically target &amp;quot;highest aggro targets&amp;quot; if there are &amp;lt;AI Targets: x&amp;gt; notetags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: July 13, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue with non-weighted aggro selected actions that will cause actors (instead of just enemies) to also target highest TGR enemies. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: May 18, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused &amp;lt;All Taunt&amp;gt; to not work properly. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: March 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause cached battlers from a previous save file to not load up properly when actions are used for highest aggro actors. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: February 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem that would cause a crash when exiting the Options menu in battle when used with specific battle systems. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: January 20, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for Battle Core updated version 1.73 new features.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: November 17, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;JS User Aggro&amp;gt; and &amp;lt;JS Target Aggro&amp;gt; should now work properly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: August 25, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added note to the &amp;lt;Provoke&amp;gt; notetag:&lt;br /&gt;
*** States with &amp;lt;Provoke&amp;gt; on them will automatically remove themselves if the provoker dies. Update made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** States with &amp;lt;Provoke&amp;gt; on them will automatically remove themselves if the provoker dies. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: June 2, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Filename has been shortened from VisuMZ_2_AggroControlSystem.js to VisuMZ_2_AggroControlSys.js due to deployment reasons. For some mobile devices, keeping the name as long as VisuMZ_2_AggroControlSystem.js causes problems, but VisuMZ_2_AggroControlSys.js is fine. Take note of this while you are updating.&lt;br /&gt;
** 'user' and 'target' now works properly with the JS notetags. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: April 16, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Highest and lowest TGR members are now cached on an action by action basis for reduce needed computations. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: April 9, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Provoke effect now takes into consideration when Provoke is applied by a weapon effect that comes off a counter attack from an actor. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: March 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Subsequent battles or changing scenes should no longer clear the custom rendered bitmap used for the provoke trail. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for the Skill and Item versions of the following notetags into the help file and wiki:&lt;br /&gt;
*** &amp;lt;Bypass Provoke&amp;gt;&lt;br /&gt;
*** &amp;lt;Bypass Taunt&amp;gt;&lt;br /&gt;
*** &amp;lt;Bypass Highest Aggro&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: March 5, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Aggro Settings &amp;gt; Battle Status Gauge&lt;br /&gt;
**** These settings allow you to offset the Aggro Gauge in the Battle Status Window from its original position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: February 26, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed positioning of gauge for List Style battle layouts without faces. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 5, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Aggro is now cleared at the end of each battle in addition to the start of each battle. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: November 1, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugin is made more compatible with other plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: October 4, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Provoke lines should now be placed correctly if the UI area is smaller than the resolution area.&lt;br /&gt;
** The Plugin Commands should no longer cause crashes. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: September 28, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Utility Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Aggro_Control_System_VisuStella_MZ&amp;diff=17591</id>
		<title>Aggro Control System VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Aggro_Control_System_VisuStella_MZ&amp;diff=17591"/>
		<updated>2026-01-18T14:32:51Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=Ph4ZtpNZgyw&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/760459&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/aggro-control-system&amp;quot;&amp;gt;Aggro Control System plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Wave 3}}&lt;br /&gt;
|link3 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Provoke.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Taunt.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Aggro.png]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
A common mechanic found in many RPG's nowadays is the ability to steer the&lt;br /&gt;
way enemies target party members. This can be in the form of provocations,&lt;br /&gt;
taunts, and aggro.&lt;br /&gt;
&lt;br /&gt;
Provocations come in the form of states, where when a unit applies a provoke&lt;br /&gt;
state on a target, the target must attack the provoker when using single&lt;br /&gt;
target skills. This plugin provides support for multiple provocations and&lt;br /&gt;
such provocations will be given focus based on the state's priority value.&lt;br /&gt;
&lt;br /&gt;
Taunts are a third way to steer an opponent to focus on a party member. The&lt;br /&gt;
taunt effects can be split up into global, physical, magical, or certain hit&lt;br /&gt;
only taunts and these can be applied to almost any trait object.&lt;br /&gt;
&lt;br /&gt;
Aggro is a numeric value that determines the likelihood and/or priority&lt;br /&gt;
level of how often a target party member is to be attacked by an enemy unit.&lt;br /&gt;
The higher the aggro value, the more likely the chances of being targeted.&lt;br /&gt;
A option can be turned on (or through notetags) to set enemies to always&lt;br /&gt;
target the party member with the highest aggro.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Three different ways to influencing which targets enemies should attack: Provoke, taunt, and aggro.&lt;br /&gt;
* Provoke and taunt effects work both ways for actors and enemies.&lt;br /&gt;
* Aggro effects accumulate through battle and can be manipulated through notetag values, Plugin Commands, and/or Plugin Parameters.&lt;br /&gt;
* Provoked battlers can have provoke lines displayed to indicate which unit has provoked them.&lt;br /&gt;
* Taunting units can have animations played on them repeatedly to quickly relay information to the player about their taunt properties.&lt;br /&gt;
* Gauges that can be displayed over the heads of actor sprites to display how much aggro that actor holds in comparison to the other actors.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
== Extra Features ==&lt;br /&gt;
&lt;br /&gt;
There are some extra features found if other VisuStella MZ plugins are found&lt;br /&gt;
present in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Provoke Priority Lines and Taunt animations become available if these plugins are installed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== How Aggro, Provoke, and Taunts Work ==&lt;br /&gt;
&lt;br /&gt;
This section will explain how aggro, provoke, and taunts work.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Provoke ===&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Provoke.gif]]&lt;br /&gt;
&lt;br /&gt;
Provocations come in the form of states, where when a unit applies a&lt;br /&gt;
provoke state on a target, the target must attack the provoker when using&lt;br /&gt;
single target skills. This plugin provides support for multiple provocations&lt;br /&gt;
and such provocations will be given focus based on the state's database&lt;br /&gt;
priority value.&lt;br /&gt;
&lt;br /&gt;
The provoke will last only as long as the duration of the state itself. If&lt;br /&gt;
the state's duration is refreshed by reapplying the Provoke state, then the&lt;br /&gt;
provoker of that state will then switch over to the one applying the newly&lt;br /&gt;
added state.&lt;br /&gt;
&lt;br /&gt;
When an actor selects a target for an action and the actor is provoked by&lt;br /&gt;
an enemy on the other team, the player's choice selection becomes limited to&lt;br /&gt;
only the provoker.&lt;br /&gt;
&lt;br /&gt;
Provoke can be bypassed through the &amp;lt;Bypass Provoke&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Taunts ===&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Taunt.gif]]&lt;br /&gt;
&lt;br /&gt;
Taunts are a third way to steer an opponent to focus on a party member.&lt;br /&gt;
The taunt effects can be split up into global, physical, magical, or certain&lt;br /&gt;
hit only taunts and these can be applied to almost any trait object.&lt;br /&gt;
&lt;br /&gt;
When an actor selects a target and the enemy team has a taunting unit,&lt;br /&gt;
the player's choice selection becomes limited to only the targets with the&lt;br /&gt;
associated taunt type.&lt;br /&gt;
&lt;br /&gt;
Taunts can be bypassed through the &amp;lt;Bypass Taunt&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Aggro ===&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Aggro.png]]&lt;br /&gt;
&lt;br /&gt;
Aggro is a numeric value that determines the likelihood and/or priority&lt;br /&gt;
level of how often a target party member is to be attacked by an enemy unit.&lt;br /&gt;
The higher the aggro value, the more likely the chances of being targeted.&lt;br /&gt;
A option can be turned on (or through notetags) to set enemies to always&lt;br /&gt;
target the party member with the highest aggro.&lt;br /&gt;
&lt;br /&gt;
Skills and items can raise its user's aggro value through notetags and/or&lt;br /&gt;
how much damage they've dealt or healed. Skills and items can also change a&lt;br /&gt;
target's aggro value through notetags, too.&lt;br /&gt;
&lt;br /&gt;
Through the Plugin Parameters, you can set Aggro to automatically raised&lt;br /&gt;
based on how much damage or healing dealt by a user.&lt;br /&gt;
&lt;br /&gt;
- Some enemies can be bypass forced aggro target through the &amp;lt;Bypass Aggro&amp;gt;&lt;br /&gt;
notetag while other enemies can be forced to target the highest aggro target&lt;br /&gt;
through the &amp;lt;Target Highest Aggro&amp;gt; notetag;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Priorities ===&lt;br /&gt;
&lt;br /&gt;
Priority will be given in the order of provokes, taunts, and then aggro.&lt;br /&gt;
This means if an enemy is provoked, the opposing side has a taunt, and there&lt;br /&gt;
is a member with high aggro, then the enemy will always attack the provoker&lt;br /&gt;
first before targeting a taunting unit before targeting the unit with high&lt;br /&gt;
aggro values.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Aggro Control System Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Aggro Control System Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Provoke Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Provoke.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
The Provoke Settings Plugin Parameters adjust the visual aspects related to&lt;br /&gt;
the provoke effect. These settings will require VisuMZ_1_BattleCore to be&lt;br /&gt;
installed in order for them to work due to dependencies.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
VisuMZ_1_BattleCore&lt;br /&gt;
&lt;br /&gt;
  Show Priority Lines?:&lt;br /&gt;
  - Show priority target lines for this plugin?&lt;br /&gt;
  - Requires VisuMZ_1_BattleCore.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Line Settings&lt;br /&gt;
&lt;br /&gt;
  Arc Height:&lt;br /&gt;
  - How tall should the line arc in pixels?&lt;br /&gt;
&lt;br /&gt;
  Blend Mode:&lt;br /&gt;
  - The blend mode used for the sprite.&lt;br /&gt;
&lt;br /&gt;
  Height Origin:&lt;br /&gt;
  - The rate from the battler's sprite base to determine where the line&lt;br /&gt;
    starts from.&lt;br /&gt;
&lt;br /&gt;
  Line Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Opacity:&lt;br /&gt;
  - The highest possible opacity for active provoke lines.&lt;br /&gt;
&lt;br /&gt;
  Opacity Speed:&lt;br /&gt;
  - The speed at which opacity fluctuates for the line sprite.&lt;br /&gt;
&lt;br /&gt;
  Parts:&lt;br /&gt;
  - The number of joint parts to split up the sprite as.&lt;br /&gt;
&lt;br /&gt;
  Parts Size:&lt;br /&gt;
  - The number in pixels for the diameter of each part.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Options&lt;br /&gt;
&lt;br /&gt;
  Add Provoke Option?&lt;br /&gt;
  - Add the 'Show Provoke Origin' option to the Options menu?&lt;br /&gt;
&lt;br /&gt;
  Adjust Window Height&lt;br /&gt;
  - Automatically adjust the options window height?&lt;br /&gt;
&lt;br /&gt;
  Option Name&lt;br /&gt;
  - Command name of the option.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Taunt Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Taunt.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Battlers with specific taunt types can have animations playing on them over&lt;br /&gt;
and over to relay information to the player. These settings require you to&lt;br /&gt;
have both VisuMZ_0_CoreEngine and VisuMZ_1_BattleCore installed in your&lt;br /&gt;
project's plugin list in order to use.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
VisuMZ_0_CoreEngine &amp;amp; VisuMZ_1_BattleCore&lt;br /&gt;
&lt;br /&gt;
  Show Animations?:&lt;br /&gt;
  - Show animations for each of the taunt effects?&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine and VisuMZ_1_BattleCore.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Animation ID's&lt;br /&gt;
&lt;br /&gt;
  Physical Taunt:&lt;br /&gt;
  - The animation ID used for physical taunts.&lt;br /&gt;
  - Use 0 or 'None' to bypass this type.&lt;br /&gt;
&lt;br /&gt;
  Magical Taunt:&lt;br /&gt;
  - The animation ID used for magical taunts.&lt;br /&gt;
  - Use 0 or 'None' to bypass this type.&lt;br /&gt;
&lt;br /&gt;
  Certain Hit Taunt:&lt;br /&gt;
  - The animation ID used for certain hit taunts.&lt;br /&gt;
  - Use 0 or 'None' to bypass this type.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Animation Settings&lt;br /&gt;
&lt;br /&gt;
  Cycle Time:&lt;br /&gt;
  - The amount of frames to wait before each animation cycle.&lt;br /&gt;
  - WARNING: Lower numbers can jeopardize game performance.&lt;br /&gt;
&lt;br /&gt;
  Mirror Actor Ani?:&lt;br /&gt;
  - Mirror animations played on actors?&lt;br /&gt;
&lt;br /&gt;
  Mute Animation SFX?:&lt;br /&gt;
  - Mute sounds played by animations?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Aggro Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Aggro.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
This lets you adjust the settings for this plugin's Aggro mechanics. Most of&lt;br /&gt;
these settings focus on the visual gauge display of the Aggro gauge, but you&lt;br /&gt;
can also change up the settings for how aggro is utilized.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Priority: Highest TGR:&lt;br /&gt;
  - When enemies target actors for an single target attack, always target&lt;br /&gt;
    the highest members or make it weighted?&lt;br /&gt;
&lt;br /&gt;
  Aggro Per Damage:&lt;br /&gt;
  - The amount of aggro generated per point of HP damage dealt to an enemy.&lt;br /&gt;
&lt;br /&gt;
  Aggro Per Heal:&lt;br /&gt;
  - The amount of aggro generated per point of HP recovered to an ally.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Gauge&lt;br /&gt;
&lt;br /&gt;
  Visible Battler Gauge:&lt;br /&gt;
  - Display an aggro gauge over an SV actor's head to show current aggro&lt;br /&gt;
    level compared to other party members.&lt;br /&gt;
&lt;br /&gt;
  Visible Status Gauge:&lt;br /&gt;
  - Display an aggro gauge in the Battle Status Window to show the current&lt;br /&gt;
    aggro level compared to others.&lt;br /&gt;
&lt;br /&gt;
  Gauge Color 1:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Gauge Color 2:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Gauge Width:&lt;br /&gt;
  - Width in pixels you want the gauge to be.&lt;br /&gt;
&lt;br /&gt;
  Anchor X:&lt;br /&gt;
  Anchor Y:&lt;br /&gt;
  - Where do you want the Aggro Gauge sprite's anchor X/Y to be?&lt;br /&gt;
  - Use values between 0 and 1 to be safe.&lt;br /&gt;
&lt;br /&gt;
  Scale:&lt;br /&gt;
  - How large/small do you want the Aggro Gauge to be scaled?&lt;br /&gt;
&lt;br /&gt;
  Battler Gauge&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How many pixels to offset the Aggro Gauge's X/Y by?&lt;br /&gt;
&lt;br /&gt;
  Battle Status Gauge&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How many pixels to offset the Aggro Gauge's X/Y by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Options&lt;br /&gt;
&lt;br /&gt;
  Add Provoke Option?&lt;br /&gt;
  - Add the 'Show Aggro Gauge' option to the Options menu?&lt;br /&gt;
&lt;br /&gt;
  Adjust Window Height&lt;br /&gt;
  - Automatically adjust the options window height?&lt;br /&gt;
&lt;br /&gt;
  Option Name&lt;br /&gt;
  - Command name of the option.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.23: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Under &amp;quot;How Aggro, Provoke, and Taunts Work&amp;quot; &amp;gt; Aggro&lt;br /&gt;
*** Added this section:&lt;br /&gt;
**** The aggro gauge shows the value based on how much aggro that party member has relative to the rest of the party. Sometimes it will appear like the party member's aggro &amp;quot;resets&amp;quot; back to zero, when it fact, that's not what's happening. If that party member's aggro gauge is &amp;quot;empty&amp;quot;, that means the aggro for that party member is the lowest of the party. if all party members appear to have their aggro gauge as &amp;quot;full&amp;quot;, then that means the aggro for all party members is equal and that everybody is likely targeted for attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.22: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where battlers can become immune to provoke effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.21: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where auto-battle would bypass Taunt and Provoke effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.20: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if a party member who provoked an enemy decided to switch out, the provoke effect would be retained and cause the enemy to bug out and crash the game. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: April 18, 2024&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Altered TGR and Aggro-related stats so that they cannot dip too deep into the negatives and prevent randomized targeting altogether. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: March 14, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for other plugins.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: August 17, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** When enemies use skills with VisuStella MZ Battle A.I. installed, aggro settings will no longer automatically target &amp;quot;highest aggro targets&amp;quot; if there are &amp;lt;AI Targets: x&amp;gt; notetags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: July 13, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue with non-weighted aggro selected actions that will cause actors (instead of just enemies) to also target highest TGR enemies. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: May 18, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused &amp;lt;All Taunt&amp;gt; to not work properly. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: March 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause cached battlers from a previous save file to not load up properly when actions are used for highest aggro actors. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: February 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem that would cause a crash when exiting the Options menu in battle when used with specific battle systems. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: January 20, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for Battle Core updated version 1.73 new features.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: November 17, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;JS User Aggro&amp;gt; and &amp;lt;JS Target Aggro&amp;gt; should now work properly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: August 25, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added note to the &amp;lt;Provoke&amp;gt; notetag:&lt;br /&gt;
*** States with &amp;lt;Provoke&amp;gt; on them will automatically remove themselves if the provoker dies. Update made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** States with &amp;lt;Provoke&amp;gt; on them will automatically remove themselves if the provoker dies. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: June 2, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Filename has been shortened from VisuMZ_2_AggroControlSystem.js to VisuMZ_2_AggroControlSys.js due to deployment reasons. For some mobile devices, keeping the name as long as VisuMZ_2_AggroControlSystem.js causes problems, but VisuMZ_2_AggroControlSys.js is fine. Take note of this while you are updating.&lt;br /&gt;
** 'user' and 'target' now works properly with the JS notetags. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: April 16, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Highest and lowest TGR members are now cached on an action by action basis for reduce needed computations. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: April 9, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Provoke effect now takes into consideration when Provoke is applied by a weapon effect that comes off a counter attack from an actor. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: March 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Subsequent battles or changing scenes should no longer clear the custom rendered bitmap used for the provoke trail. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for the Skill and Item versions of the following notetags into the help file and wiki:&lt;br /&gt;
*** &amp;lt;Bypass Provoke&amp;gt;&lt;br /&gt;
*** &amp;lt;Bypass Taunt&amp;gt;&lt;br /&gt;
*** &amp;lt;Bypass Highest Aggro&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: March 5, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Aggro Settings &amp;gt; Battle Status Gauge&lt;br /&gt;
**** These settings allow you to offset the Aggro Gauge in the Battle Status Window from its original position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: February 26, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed positioning of gauge for List Style battle layouts without faces. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 5, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Aggro is now cleared at the end of each battle in addition to the start of each battle. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: November 1, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugin is made more compatible with other plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: October 4, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Provoke lines should now be placed correctly if the UI area is smaller than the resolution area.&lt;br /&gt;
** The Plugin Commands should no longer cause crashes. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: September 28, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Utility Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Message_Core_Text_Codes&amp;diff=17590</id>
		<title>Template:VisuMZ Message Core Text Codes</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Message_Core_Text_Codes&amp;diff=17590"/>
		<updated>2026-01-18T14:32:33Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Display templates|VisuMZ Message Core Text Codes]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
The following are text codes that you may use with this plugin. Some of&lt;br /&gt;
these are original text codes provided by RPG Maker MZ, while others are&lt;br /&gt;
new text codes added through this plugin. You may even add your own text&lt;br /&gt;
codes through the plugin parameters.&lt;br /&gt;
&lt;br /&gt;
=== RPG Maker MZ Text Codes ===&lt;br /&gt;
&lt;br /&gt;
The following are text codes that come with RPG Maker MZ. These text codes&lt;br /&gt;
cannot be edited through the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Default MZ Text Codes ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
! Text Code !! Effect (Global)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\V[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Replaced by the value of variable 'x'.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\N[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Replaced by the name of actor 'x'.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\P[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Replaced by the name of party member 'x'.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\C[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Draw the subsequent text with window skin color 'x'.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\I[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Draw icon 'x'.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\PX[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Moves text x position to 'x'.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\PY[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Moves text y position to 'y'.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\G&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Replaced by the currency unit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\{&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Increase the text font size by one step.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Decrease the text font size by one step.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\FS[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Changes the text font size to 'x'.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\\&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Replaced by the backslash character.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Default MZ Message-Only Text Codes ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
! Text Code !! Effect (Message Window Only)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\$&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Opens the gold window.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Waits a 1/4 second.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\|&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Waits a full second.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\!&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Waits for button input.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Display remaining text on same line all at once.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\&amp;lt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Cancel the effect that displays text all at once.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\^&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Do not wait for input after displaying text to move on.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Message Core Hard-Coded Text Codes ===&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCoreAlignment.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The following text codes are hard-coded into VisuStella MZ Message Core's&lt;br /&gt;
code. These text codes cannot be edited through the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Global Hard-Coded Text Codes ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
! Text Code !! Effect (Global)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;b&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Makes subsequent text bold.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Removes bold from subsequent text.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;i&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Makes subsequent text italic.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Removes italic from subsequent text.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;left&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Makes subsequent text left-aligned. *Note1*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;/left&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Removes left-alignment for subsequent text.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;center&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Makes subsequent text center-aligned. *Note1*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Removes center-alignment for subsequent text.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;right&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Makes subsequent text right-aligned. *Note1*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;/right&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Removes right-alignment for subsequent text.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note1:''' Use at line-start. Does not work with Word Wrap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
! Text Code !! Effect (Global)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;ColorLock&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Text codes can't change text color for subsequent text.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;/ColorLock&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Removes Color Lock property.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;WordWrap&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Enables Word Wrap for this window. *Note2*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;/WordWrap&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Disables Word Wrap for this window. *Note2*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Adds a line break. Requires Word Wrap enabled.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;line break&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Adds a line break. Requires Word Wrap enabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note2''': &amp;lt;nowiki&amp;gt;Some windows cannot use Word Wrap such as the Choice Window.&lt;br /&gt;
Word Wrap also cannot be used together with &amp;lt;left&amp;gt;, &amp;lt;center&amp;gt;, or &amp;lt;right&amp;gt; and&lt;br /&gt;
will disable itself if text alignment text codes are detected.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
! Text Code !! Effect (Global)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\picture&amp;lt;x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Draws picture x (filename) at current text position.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\CenterPicture&amp;lt;x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Draws picture x (filename) centered at the window.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While these text codes are available globally, they are best suited for use&lt;br /&gt;
in the message window or any other window that '''does not''' change its contents.&lt;br /&gt;
The reason being is because the picture drawn is drawn into the background&lt;br /&gt;
of the window.&lt;br /&gt;
&lt;br /&gt;
Therefore, we do not recommend using this in windows that change contents often&lt;br /&gt;
like Help Windows or Quest Descriptions. Instead, we recommend using '''icons''' instead.&lt;br /&gt;
&lt;br /&gt;
As of the version 1.53 update, the Help Window now supports both of these&lt;br /&gt;
text codes. However, we still recommend using icons over using pictures as&lt;br /&gt;
there will be loading delays.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
! Text Code !! Effect (Map Name)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;left&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Makes map name align to left side of screen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;center&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Makes map name align to horizontally center of screen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;right&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Makes map name align to right side of screen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;top&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Makes map name align to top of screen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;middle&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Makes map name align to vertically middle of screen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;bottom&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Makes map name align to bottom of screen.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;X: +n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Adjusts the horizontal position of map name by n.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;X: -n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Adjusts the horizontal position of map name by n.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Y: +n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Adjusts the vertical position of map name by n.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Y: -n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Adjusts the vertical position of map name by n.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: All of these text codes require VisuMZ_0_CoreEngine installed and its &amp;quot;Map Name Text Code&amp;quot; plugin parameter enabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCore-AutoCasing.png|600px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
! Text Code !! Effect (Global)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Caps&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Makes all text after this capitalized. Turns off other auto-text case modes. ie: &amp;quot;hello world&amp;quot; becomes &amp;quot;HELLO WORLD&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;/Caps&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Turns off auto text-casing effects.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Upper&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Makes the first letter of any word after a space to be capitalized. Other letters are left alone. Turns off other auto-text case modes. ie. &amp;quot;old mcDonald&amp;quot; becomes &amp;quot;Old McDonald&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;/Upper&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Turns off auto text-casing effects.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Lower&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Makes all text after this lowercase. Turns off other auto-text case modes. ie: &amp;quot;THE QUICK BROWN FOX&amp;quot; becomes &amp;quot;the quick brown fox&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;/Lower&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Turns off auto text-casing effects.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Alt&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Makes all text after this alternate between uppercase and lowercase. Turns off other auto-text case modes. ie: &amp;quot;Hello&amp;quot; becomes &amp;quot;HeLlO&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;/Alt&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Turns off auto text-casing effects.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Chaos&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Makes all text after this randomize between uppercase and lowercase. Turns off other auto-text case modes. ie: &amp;quot;Wassup&amp;quot; becomes &amp;quot;waSsUP&amp;quot; or &amp;quot;WasSuP&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;/Chaos&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Turns off auto text-casing effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Clarity:''' In case you're wondering, the text codes &amp;lt;/Caps&amp;gt;, &amp;lt;/Upper&amp;gt;,&lt;br /&gt;
&amp;lt;/Lower&amp;gt;, &amp;lt;/Alt&amp;gt;, and &amp;lt;/Chaos&amp;gt; all do the same thing and can be used&lt;br /&gt;
interchangeably with each other. For example, you can do this:&lt;br /&gt;
&amp;lt;Caps&amp;gt;hello world&amp;lt;/Lower&amp;gt; and it would still accomplish the same effect, but&lt;br /&gt;
you won't do that because you're not a monster of a developer.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Message Window Only Hard-Coded Text Codes ====&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCoreAutoSize.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
! Text Code !! Effect (Message Window Only)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\CommonEvent[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Runs common event x when text code is reached.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\Wait[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Makes the message wait x frames before continuing.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Next Page&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Ends the current message page at this line. This is used for messages when rows are at 5 or above and the message lines don't match the amount. This is used to prevent grabbing message windows from following message events. Any lines following &amp;lt;Next Page&amp;gt; in the same message event will be ignored.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Auto&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Resizes message window dimensions to fit text. *Note3*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Auto Width&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Resizes message window width to fit text. *Note3*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Auto Height&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Resizes message window height to fit text. *Note3*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Auto Actor: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Resizes message window and positions it over actor x sprite's head. *Note3*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Auto Party: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Resizes message window and positions it over party member x sprite's head. *Note3*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Auto Player&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Map-Only. Resizes message window and positions it over the player sprite's head. *Note3*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Auto Event: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Map-Only. Resizes message window and positions it over event x sprite's head. *Note3*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Auto Enemy: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Battle-Only. Resizes message window and positions it over enemy x sprite's head. *Note3*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note3:''' Upon using these text codes, the message window's settings will be&lt;br /&gt;
reset for the upcoming message. These effects do not work with Word Wrap.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Battle-Only Hard-Coded Text Codes ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
! Text Code !! Effect (Battle Only)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Current Battle Target&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Replaces text code with the current target of an action in battle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Current Battle User&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Replaces text code with the currently active user in battle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Current Battle Action&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Replaces text code with the current battle action's name with an icon in front.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Current Battle Action Name&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Replaces text code with the current battle action's name without an icon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If there is no battle, no target, no user, or no action, then the text code&lt;br /&gt;
will just be replaced with no text.&lt;br /&gt;
&lt;br /&gt;
These text codes are NOT recommended to be used inside of Help Descriptions.&lt;br /&gt;
They are best used with &amp;quot;Show Text&amp;quot; event commands.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Choice Window-Only Hard-Coded Text Codes ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
! Text Code !! Effect (Choice Window Only)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Show&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Choice is always shown.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Show Switch: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Choice shown if switch x is ON.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Show Switches: x,x,x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Choice shown if the x switches are all ON.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Show All Switches: x,x,x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Choice shown if the x switches are all ON.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Show Any Switches: x,x,x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Choice shown if any of x switches are ON.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Hide&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Choice is always hidden.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Hide Switch: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Choice hidden if switch x is ON.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Hide Switches: x,x,x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Choice hidden if the x switches are all ON.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Hide All Switches: x,x,x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Choice hidden if the x switches are all ON.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Hide Any Switches: x,x,x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Choice hidden if any of x switches are ON.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Enable&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Choice is always enabled.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Enable Switch: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Choice enabled if switch x is ON.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Enable Switches: x,x,x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Choice enabled if the x switches are all ON.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Enable All Switches: x,x,x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Choice enabled if the x switches are all ON.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Enable Any Switches: x,x,x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Choice enabled if any of x switches are ON.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Disable&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Choice is always disabled.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Disable Switch: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Choice disabled if switch x is ON.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Disable Switches: x,x,x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Choice disabled if the x switches are all ON.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Choice Width: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Sets the minimum text area width to x. Applies to whole choice window.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Choice Indent: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Sets the indent to x value. Applies to current choice selection only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCore_BgColor.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
! Text Code !! Effect (Choice Window Only)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;BgColor: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Requires VisuMZ_0_CoreEngine! Sets background color of this choice to 'x' text color. This will be combined with a fading&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;BgColor: x,y&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Requires VisuMZ_0_CoreEngine! Sets background color of this choice to 'x' to 'y' gradient text color.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;BgColor: #rrggbb&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Requires VisuMZ_0_CoreEngine! Sets background color of this choice to '#rrggbb' color using hex color values.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;BgColor: #rrggbb, #rrggbb&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Requires VisuMZ_0_CoreEngine! Sets background color of this choice to '#rrggbb' gradient using hex color values.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCore_Update123_Preview.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
! Text Code !! Effect (Choice Window Only)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 300px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Help&amp;gt; text &amp;lt;/Help&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Makes a help window appear and have it show 'text' in its contents. The help window will disappear if no text is displayed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
! Text Code !! Effect (Choice Window Only)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Shuffle&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Shuffles the order of all choices. Any cancel shortcuts other than &amp;quot;Branch&amp;quot; will be undone.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Shuffle: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Shuffles the order of all choices and only x number of them will appear. Any cancel shortcuts other than &amp;quot;Branch&amp;quot; will be undone. Hidden choices do not count towards x number.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
! Text Code !! Background Effects (Choice Window Only)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;BgImg: filename&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Creates a background image from img/pictures/ stretched across the choice rectangle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;BgImg LowerLeft: filename&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Creates a background image from img/pictures/ scaled to the lower left of choice rect. scaled to the lower center of choice rect.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;BgImg LowerRight: filename&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Creates a background image from img/pictures/ scaled to the lower right of choice rect.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;BgImg MidLeft: filename&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Creates a background image from img/pictures/ scaled to the middle left of choice rect.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;BgImg Center: filename&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Creates a background image from img/pictures/ scaled to the center of choice rect.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;BgImg MidRight: filename&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Creates a background image from img/pictures/ scaled to the middle right of choice rect.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;BgImg UpperLeft: filename&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Creates a background image from img/pictures/ scaled to the upper left of choice rect. scaled to the upper center of choice rect.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;BgImg UpperRight: filename&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Creates a background image from img/pictures/ scaled to the upper right of choice rect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' For the &amp;lt;BgImg: filename&amp;gt; text code variants, even if the background&lt;br /&gt;
image is smaller than the choice contents, it will overscale to match its&lt;br /&gt;
choice rectangle dimensions.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Using a background image will clear the dimmed background rectangle&lt;br /&gt;
that is normally behind each selectable choice.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Each choice can only have one background image but can use a&lt;br /&gt;
combination of one background and one foreground image.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Images in the background will appear behind the select cursor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
! Text Code !! Foreground Effects (Choice Window Only)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;FgImg: filename&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Creates a foreground image from img/pictures/ stretched across the choice rectangle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;FgImg LowerLeft: filename&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Creates a foreground image from img/pictures/ scaled to the lower left of choice rect. scaled to the lower center of choice rect.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;FgImg LowerRight: filename&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Creates a foreground image from img/pictures/ scaled to the lower right of choice rect.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;FgImg MidLeft: filename&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Creates a foreground image from img/pictures/ scaled to the middle left of choice rect.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;FgImg Center: filename&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Creates a foreground image from img/pictures/ scaled to the center of choice rect.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;FgImg MidRight: filename&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Creates a foreground image from img/pictures/ scaled to the middle right of choice rect.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;FgImg UpperLeft: filename&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Creates a foreground image from img/pictures/ scaled to the upper left of choice rect. scaled to the upper center of choice rect.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;FgImg UpperRight: filename&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Creates a foreground image from img/pictures/ scaled to the upper right of choice rect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' For the &amp;lt;FgImg: filename&amp;gt; text code variants, unlike the background&lt;br /&gt;
variant, the foreground image will not overscale past its original size.&lt;br /&gt;
Instead, it will maintain its original size or be smaller, so long as it can&lt;br /&gt;
be scaled to exist within the choice rectangle unless it is intended to be&lt;br /&gt;
stretched by using the &amp;lt;FgImg: filename&amp;gt; variant.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Text is then written on top of the foreground image.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Each choice can only have one foreground image but can use a&lt;br /&gt;
combination of one background and one foreground image.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Images in the foreground will appear behind the select cursor.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Name Window-Only Hard-Coded Text Codes ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
! Text Code !! Effect (Name Window Only)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Left&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Positions the name box window to the left.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Center&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Positions the name box window to the center.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Right&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Positions the name box window to the right.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Position: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Replace 'x' with a number from 0 to 10. This positions the name box window on the screen relative to the position of the value 'x' represents.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\NormalBG&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Changes background type of window to normal type.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\DimBG&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Changes background type of window to dim type.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\TransparentBG&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Changes background type of window to transparent type.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Message-Only Position Hard-Coded Text Codes ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
! Text Code !! Effect (Message Window Only)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 200px; padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Position: x, y, width, height&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Forces the message window to exact listed coordinates and dimensions. Replace each of the arguments with numbers. *Note*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Coordinates: x, y&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Forces the message window to the exact listed coordinates. Replace each of the arguments with numbers. *Note*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Dimensions: width, height&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Forces the message window size to the exact listed dimensions. Replace each of the arguments with numbers. *Note*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Offset: +x, +y&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Quickly adjust the message window offset&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Offset: -x, -y&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| values to the x and y amounts. The values&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Offset: +x, -y&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| will replace the previous offset settings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Offset: -x, +y&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| if there were any.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''*NOTE:*''' These text codes do not work with Word Wrap.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Controls-Related Hard-Coded Text Codes ====&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCore_ControllerButtons.png]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
! Text Code !! Effect (Requires VisuMZ_0_CoreEngine)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Up Button&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Display's VisuMZ_0_CoreEngine's button assist text.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Left Button&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Display's VisuMZ_0_CoreEngine's button assist text.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Right Button&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Display's VisuMZ_0_CoreEngine's button assist text.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Down Button&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Display's VisuMZ_0_CoreEngine's button assist text.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Ok Button&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Display's VisuMZ_0_CoreEngine's button assist text.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Cancel Button&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Display's VisuMZ_0_CoreEngine's button assist text.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Shift Button&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Display's VisuMZ_0_CoreEngine's button assist text.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Menu Button&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Display's VisuMZ_0_CoreEngine's button assist text.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Page Up Button&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Display's VisuMZ_0_CoreEngine's button assist text.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;&amp;lt;Page Down Button&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Display's VisuMZ_0_CoreEngine's button assist text.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Random Text Pool ====&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCore_RngTextCode.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCore_RngTextExample.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;RNG&amp;gt; text1 | text2 | text3 &amp;lt;/RNG&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using the above text code format in a Show Message entry, you can get a&lt;br /&gt;
random result out of the various inserted texts. Use &amp;quot;|&amp;quot; (without quotes) as&lt;br /&gt;
a separator between text entries. You can have unlimited entries. The result&lt;br /&gt;
will have any excess white space trimmed.&lt;br /&gt;
&lt;br /&gt;
This text code cannot be inserted into a macro and parsed properly.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Message Core Customizable Text Codes ===&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCoreLastGained.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The following text codes can be altered through the Message Core's various&lt;br /&gt;
Plugin Parameters to adjust replacements and actions.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Default Customizable Text Codes ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
! Text Code !! Effect (Global)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\Class[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Draws class x's icon (if have) and name.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\ClassName[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Draws class x's name only.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\Skill[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Draws skill x's icon (if have) and name.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\SkillName[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Draws skill x's name only.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\Item[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Draws item x's icon (if have) and name.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\ItemName[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Draws item x's name only.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\ItemQuantity[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Inserts the number of item x's owned by the party.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\Weapon[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Draws weapon x's icon (if have) and name.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\WeaponName[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Draws weapon x's name only.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\WeaponQuantity[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Inserts the number of weapon x's owned by the party.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\Armor[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Draws armor x's icon (if have) and name.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\ArmorName[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Draws armor x's name only.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\ArmorQuantity[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Inserts the number of armor x's owned by the party.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\LastGainObj&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Draws the icon + name of the last party-gained object.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\LastGainObjName&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Draws the name of the last party-gained object.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\State[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Draws state x's icon (if have) and name.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\StateName[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Draws state x's name only.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\Enemy[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Draws enemy x's icon (if have) and name.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\EnemyName[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Draws enemy x's name only.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\Troop[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Draws troop x's icon (if have) and name.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\TroopName[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Draws troop x's name only.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\TroopMember[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Draws troop member x's icon (if have) and name. *Note1*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note1:''' Only works in battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
! Text Code !! Effect (Global)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\NormalBG&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Changes background type of window to normal type.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\DimBG&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Changes background type of window to dim type.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\TransparentBG&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Changes background type of window to transparent type.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\FontChange&amp;lt;x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Changes font face to x font name.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\ResetFont&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Resets font settings.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\ResetColor&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Resets color settings.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\HexColor&amp;lt;x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Changes text color to x hex color (ie. #123abc).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\OutlineColor[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Changes outline color to text color x.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\OutlineWidth[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Changes outline width to x thickness.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\WindowMoveTo&amp;lt;?&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Moves window to exact coordinates. *Note2*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\WindowMoveBy&amp;lt;?&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Moves window by relative values. *Note2*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\WindowReset&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Resets window position to original position.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note2:''' Replace '?' with the following format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  targetX, targetY, targetWidth, targetHeight, duration, easingType&lt;br /&gt;
&lt;br /&gt;
  Only targetX and targetY are required arguments. These will only alter the&lt;br /&gt;
  window dimensions when the text has arrived at that point. They will not&lt;br /&gt;
  alter the window preemptively. This is not used as a window positioner.&lt;br /&gt;
  Use the &amp;lt;Position: x, y, width, height&amp;gt; text code for that.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Default Message Effect Text Codes ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px&amp;quot;&lt;br /&gt;
! Text Code !! Effect (Message Window Only)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\ActorFace[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Inserts actor x's face into the Message Window.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\PartyFace[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Inserts party member x's face into the Message Window.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\ChangeFace&amp;lt;x,y&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Changes message face to x filename, y index. *Note2*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\FaceIndex[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Changes message face index to x.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| &amp;lt;nowiki&amp;gt;\TextDelay[x]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding: 10px;&amp;quot;| Sets delay in frames between characters to x frames.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' These text codes only work with the Message Window. Keep in mind that even if some windows might look like the Message Window, it may not necessarily be one.&lt;br /&gt;
&lt;br /&gt;
'''Note 2:''' This text code is used under the assumption that you are using an existing face graphic to change from (doesn't matter which). The text code will not automatically shift text from no-face graphic to having a face graphic mid-message.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
As these text codes can be added, removed, and/or altered, their functions&lt;br /&gt;
may or may not be the same depending on how you've altered them. VisuStella&lt;br /&gt;
is not responsible for any errors caused by changes made to pre-made text&lt;br /&gt;
codes nor any new text codes they did not make.&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Message_Core_VisuStella_MZ&amp;diff=17589</id>
		<title>Message Core VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Message_Core_VisuStella_MZ&amp;diff=17589"/>
		<updated>2026-01-18T14:31:31Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=MmwFhyuxfb0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = {{VisuStella Wave 1}}&lt;br /&gt;
|link2 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| [[File:MessageCoreExpandedChoices.png|400px]]&lt;br /&gt;
| [[File:MessageCoreWordWrap.png|400px]]&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[File:MessageCoreAutoColor.png|400px]]&lt;br /&gt;
| [[File:MessageCoreAlignment.png|400px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Animated Message Text Effects VisuStella MZ]]&lt;br /&gt;
* [[Choice Common Events VisuStella MZ]]&lt;br /&gt;
* [[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
* [[Message Letter Sounds VisuStella MZ]]&lt;br /&gt;
* [[Message Log VisuStella MZ]]&lt;br /&gt;
* [[State Tooltips VisuStella MZ]]&lt;br /&gt;
* [[Visual Text Window VisuStella MZ]]&lt;br /&gt;
* [[Voice Acting Control VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Message Core plugin extends and builds upon the message functionality of&lt;br /&gt;
RPG Maker MZ and allows you, the game dev, to customize the workflow for&lt;br /&gt;
your game's message system.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Control over general message settings.&lt;br /&gt;
* Auto-Color key words and/or database entries.&lt;br /&gt;
* Increases the text codes available to perform newer functions/effects.&lt;br /&gt;
* Ability for you to implement custom Text Code actions.&lt;br /&gt;
* Ability for you to implement custom Text code string replacements.&lt;br /&gt;
* Invoke a macro system to speed up the dev process.&lt;br /&gt;
* Add a Text Speed option to the Options menu.&lt;br /&gt;
* Add the ever so useful Word Wrap to your message system.&lt;br /&gt;
* Extend the choice selection process to your liking.&lt;br /&gt;
* The ability to enable/disable as well as show/hide certain choices.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 1}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Dim Background Extension ===&lt;br /&gt;
&lt;br /&gt;
Before, when using the Dim Background as a part of a Show Text event, its&lt;br /&gt;
size is only the same as the message window's width itself. This looked&lt;br /&gt;
really ugly because it had hard edges cutting off while gradients are seen&lt;br /&gt;
elsewhere. To make it look better, we extended the dimmed background to span&lt;br /&gt;
the width of the screen instead.&lt;br /&gt;
&lt;br /&gt;
=== Extended Messages ===&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCore_ExtendMessages.png]]&lt;br /&gt;
&lt;br /&gt;
If you decide to expand the size of the message window to allow for more&lt;br /&gt;
rows to be displayed, you can type in the data for them by chaining together&lt;br /&gt;
Show Message events. They will take data from each other and display them in&lt;br /&gt;
the same message window as long as there are enough rows.&lt;br /&gt;
&lt;br /&gt;
=== Extended Choice Lists ===&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCore_ExtendChoices.png]]&lt;br /&gt;
&lt;br /&gt;
Choice lists can be extended by just chaining one Choice List event after&lt;br /&gt;
the other in succession along the same indentation. They do not extend if&lt;br /&gt;
there is any event other than a Choice List option between them on the same&lt;br /&gt;
indentation level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Text Language Switching Information ==&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCore_LanguageSwitch0.png|600px]]&lt;br /&gt;
&lt;br /&gt;
As of Message Core version 1.46, Text Language Switching has been added.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Text Language&amp;quot; feature allows your players to switch between different&lt;br /&gt;
languages for your game to allow people from around the globe to enjoy what&lt;br /&gt;
story you have to tell.&lt;br /&gt;
&lt;br /&gt;
Disclaimers: This is not an automatic translation tool. Translations made&lt;br /&gt;
through the &amp;quot;Text Language&amp;quot; feature of the VisuStella MZ Message Core&lt;br /&gt;
will require manual input by the game developer.&lt;br /&gt;
&lt;br /&gt;
As of Message Core version 1.53, we've decided to add support for TSV.&lt;br /&gt;
&lt;br /&gt;
This is because we have done our research and decided that CSV's are too&lt;br /&gt;
restricted to use due to their default nature of wanting to use commas as&lt;br /&gt;
separators. Thus, we've decided to switch to TSV where the default separator&lt;br /&gt;
is a tab space, something that is almost never used in RPG Maker text.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== How to Enable Switching ===&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCore_LanguageSwitch1.png]]&lt;br /&gt;
&lt;br /&gt;
Text Language is NOT enabled by default. Here's what you have to do:&lt;br /&gt;
&lt;br /&gt;
# Open up the Message Core's Plugin Parameters&lt;br /&gt;
# Plugin Parameters &amp;gt; Text Language Settings &amp;gt; Enable Switching?&lt;br /&gt;
# Change the &amp;quot;Enable Switching?&amp;quot; parameter setting to &amp;quot;true&amp;quot;.&lt;br /&gt;
# Adjust any other settings as needed.&lt;br /&gt;
# Save the Plugin Parameter changes.&lt;br /&gt;
# Save your game.&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCore_LanguageSwitch2.png]]&lt;br /&gt;
&lt;br /&gt;
Now, it's time to get the CSV/TSV file that will contain all of the text&lt;br /&gt;
used to translate your game's script.&lt;br /&gt;
&lt;br /&gt;
# Play test your game. Make sure Play test mode is NOT disabled.&lt;br /&gt;
# A popup will appear asking to create a language CSV/TSV file.&lt;br /&gt;
# Click &amp;quot;OK&amp;quot; and let the plugin do its thing.&lt;br /&gt;
# The project's /data/ folder will appear with Language.csv/tsv made.&lt;br /&gt;
# The plugin will then ask you to restart your game.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT!''' The separator used for the CSV file must be a semicolon (;)&lt;br /&gt;
and not a comma (,) as to reduce the amount of punctuation conflicts. Keep&lt;br /&gt;
this in mind as most CSV editors will default to comma (,) instead of the&lt;br /&gt;
semicolon (;) for their separator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== How to Edit the Language CSV/TSV ===&lt;br /&gt;
&lt;br /&gt;
The Language CSV/TSV is structured as a normal CSV/TSV file would be, which also&lt;br /&gt;
means it can be modified in programs like [https://www.microsoft.com/en-us/microsoft-365/excel Microsoft Excel] or [https://www.google.com/sheets/about/ Google Sheets].&lt;br /&gt;
We recommend using either of those programs to modify the text.&lt;br /&gt;
&lt;br /&gt;
We do not recommend modifying the CSV/TSV file in programs like notepad directly&lt;br /&gt;
due to the way certain things like commas (,) are handled and how easy it is&lt;br /&gt;
to be error-prone.&lt;br /&gt;
&lt;br /&gt;
The table will appear something like this at first:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    Key        English    Chinese    Japanese     Korean&lt;br /&gt;
    Greeting   Hello      你好       こんにちは    안녕하세요&lt;br /&gt;
    Farewell   Good-bye   再见       さようなら    안녕히&lt;br /&gt;
    Wow        Wow        哇         ワオ          와우&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Key&amp;quot; column refers to the reference key used to determine which lines&lt;br /&gt;
will be inserted into the text. The columns with the languages will utilize&lt;br /&gt;
the respective phrases for that language.&lt;br /&gt;
&lt;br /&gt;
You can remove columns containing languages that you aren't planning to&lt;br /&gt;
translate for your game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Things to Keep in Mind ===&lt;br /&gt;
&lt;br /&gt;
When adding text to the CSV/TSV file via the spreadsheet editor ([https://www.microsoft.com/en-us/microsoft-365/excel Microsoft Excel] or [https://www.google.com/sheets/about/ Google Sheets]), there's a few things to keep in mind.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== How to Load the CSV/TSV in Google Sheets ====&lt;br /&gt;
&lt;br /&gt;
If you are using Google Sheets and wish to edit the CSV without it&lt;br /&gt;
converting all the separators into commas, here's what you do:&lt;br /&gt;
&lt;br /&gt;
#. Go to [https://sheets.google.com/ &amp;quot;sheets.google.com&amp;quot;]&lt;br /&gt;
#. Create a &amp;quot;Blank spreadsheet&amp;quot;&lt;br /&gt;
#. File &amp;gt; Import &amp;gt; Upload &amp;gt; Select the CSV/TSV file that was created in your game project's /data/ folder.&lt;br /&gt;
#. For &amp;quot;Separator Type&amp;quot;, if you are using CSV, change it to &amp;quot;Custom&amp;quot; and insert the Semicolon &amp;quot;;&amp;quot;. Otherwise, if you are using TSV, select &amp;quot;tab&amp;quot; as your separator type.&lt;br /&gt;
#. Uncheck &amp;quot;Convert text to numbers, dates, and formulas&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCore_CSV_GoogleSheets.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==== How to Load the CSV/TSV in VS Code ===&lt;br /&gt;
&lt;br /&gt;
#. Go to [https://code.visualstudio.com/ &amp;quot;https://code.visualstudio.com/&amp;quot;]&lt;br /&gt;
#. Download and install it&lt;br /&gt;
#. Open up VS Code and go to View &amp;gt; Extensions&lt;br /&gt;
#. Search for an extension called &amp;quot;Edit CSV&amp;quot;&lt;br /&gt;
#. Load the CSV/TSV file into VS Code and view with the CSV Editor&lt;br /&gt;
#. Click the button that says &amp;quot;Edit CSV&amp;quot; in the upper right&lt;br /&gt;
&lt;br /&gt;
==== Line Breaks ====&lt;br /&gt;
&lt;br /&gt;
When you want to insert line breaks into the translated phrases, use the&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt; text code. This is best used for text that is to be transferred into&lt;br /&gt;
the message window or help window.&lt;br /&gt;
&lt;br /&gt;
==== Text Codes ====&lt;br /&gt;
&lt;br /&gt;
Text codes like \C[2] can be inserted normally. However, they only work in&lt;br /&gt;
windows that support text codes, such as the message window or help window.&lt;br /&gt;
Otherwise, the text codes will not transfer over properly.&lt;br /&gt;
&lt;br /&gt;
==== Semicolons (CSV Only) ====&lt;br /&gt;
&lt;br /&gt;
Due to the nature of the CSV file, we used the semicolon (;) as the&lt;br /&gt;
separator. As such, semicolons should not be used in the text entries.&lt;br /&gt;
Though some sentences will work with the semicolon, not all of them will. If&lt;br /&gt;
you do want to use a semicolon, use the text code &amp;lt;semicolon&amp;gt; instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Example:&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;The pancakes were delicious&amp;lt;semicolon&amp;gt; they were fluffy and sweet.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other variations of the semicolon text code are &amp;lt;semi&amp;gt; and &amp;lt;semi-colon&amp;gt;.&lt;br /&gt;
The &amp;lt;semicolon&amp;gt; text code and variants only work with the Language CSV and&lt;br /&gt;
are ignored otherwise when typed in a regular message box entry.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Macros and Language Switches ====&lt;br /&gt;
&lt;br /&gt;
For those using both text macros and text language switches, macros will be&lt;br /&gt;
converted to text before language switches as it allows for better text&lt;br /&gt;
transitions that way.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== How to Use the Reference Keys ===&lt;br /&gt;
&lt;br /&gt;
Remember the &amp;quot;Key&amp;quot; column and the reference keys? Those are used to&lt;br /&gt;
determine which lines will be inserted into the text for the message window&lt;br /&gt;
and just about any other window. However, there's a specific way these keys&lt;br /&gt;
must be used in order for them to work.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;text code&amp;quot; format works like this. Use any of the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  \tl{keyName}&lt;br /&gt;
  \translate{keyName}&lt;br /&gt;
  \loc{keyName}&lt;br /&gt;
  \locale{keyName}&lt;br /&gt;
  \localize{keyName}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or for those coming from different translation plugins but want to switch&lt;br /&gt;
over to the VisuStella MZ Message Core's translation system:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  ${keyName}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, to use one of the default keys made with the Language CSV:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  \tl{Greeting}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will yield &amp;quot;Hello&amp;quot; in English, &amp;quot;你好&amp;quot; in Chinese, &amp;quot;こんにちは&amp;quot; in&lt;br /&gt;
Japanese, and &amp;quot;안녕하세요&amp;quot; in Korean.&lt;br /&gt;
&lt;br /&gt;
Key names are not case sensitive and any trailing spaces will be removed&lt;br /&gt;
from them in order to make sure the CSV/TSV table is stable to reference any&lt;br /&gt;
translated text from.&lt;br /&gt;
&lt;br /&gt;
You can insert these language &amp;quot;text codes&amp;quot; into item names, skill names,&lt;br /&gt;
etc. as well as system entries like for Attack, Defense, etc.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Naming Weapon Types, Armor Types, Equip Types, Item Categories ===&lt;br /&gt;
&lt;br /&gt;
You might have noticed that if you've decided to use \tl{keyName} for weapon&lt;br /&gt;
or other database types, other parts of the game will error out. Don't&lt;br /&gt;
worry, for these, you don't have to change the currently used database name.&lt;br /&gt;
Go straight to the CSV/TSV and insert in a new key for that particular database&lt;br /&gt;
name. For example, the equip type &amp;quot;Accessory&amp;quot; will use &amp;quot;Accessory&amp;quot; as the&lt;br /&gt;
automatic key to look for a translated phrase. If there isn't any in the CSV/TSV&lt;br /&gt;
file, then the default database text entry will be used.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Text Codes MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Message Core Text Codes}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Message Core Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== General Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCoreParams1.png]]&lt;br /&gt;
&lt;br /&gt;
General settings involving the message system. These settings range from&lt;br /&gt;
adjust how the Message Window looks to more intricate settings like how&lt;br /&gt;
some of the default text codes work.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Message Window&lt;br /&gt;
&lt;br /&gt;
  Default Rows:&lt;br /&gt;
  - Default number of rows to display for the Message Window.&lt;br /&gt;
&lt;br /&gt;
  Default Width:&lt;br /&gt;
  - Default Message Window width in pixels.&lt;br /&gt;
&lt;br /&gt;
  Fast Forward Key:&lt;br /&gt;
  - This is the key used for fast forwarding messages.&lt;br /&gt;
  - WARNING: If this key is the same as the dash button, this will clear out&lt;br /&gt;
    any held down inputs upon triggering an event  to prevent players from&lt;br /&gt;
    skipping potentially useful information stored in messages. If you do&lt;br /&gt;
    not want the input to be cleared, use a different key.&lt;br /&gt;
&lt;br /&gt;
  Text Delay:&lt;br /&gt;
  - How many frames to wait between characters drawn?&lt;br /&gt;
  - Use 0 for instant.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offset Message Window horizontally or vertically.&lt;br /&gt;
  - Horizontal: Left; Positive: Right&lt;br /&gt;
  - Veritcal: Negative: Up; Positive: Down&lt;br /&gt;
&lt;br /&gt;
  Stretch Dimmed BG:&lt;br /&gt;
  - Stretch dimmed window background to fit the whole screen.&lt;br /&gt;
&lt;br /&gt;
  Default Outline Width:&lt;br /&gt;
  - Changes the default outline width to this many pixels thick.&lt;br /&gt;
&lt;br /&gt;
  Each Message Start:&lt;br /&gt;
  Each Message End:&lt;br /&gt;
  - This is text that is added at the start/end of each message.&lt;br /&gt;
  - You may use text codes.&lt;br /&gt;
  - Keep in mind that if a message extends to a different page (due to word&lt;br /&gt;
    wrap, excess lines, etc), that does not mean the starting text will&lt;br /&gt;
    be added to where the next page begins or the ending text will be added&lt;br /&gt;
    where the previous page ends.&lt;br /&gt;
  - Can be used for things like adding &amp;quot;&amp;lt;nowiki&amp;gt;&amp;lt;center&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;quot; to the start of each&lt;br /&gt;
    message without having to type it every time.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Name Box Window&lt;br /&gt;
&lt;br /&gt;
  Default Color:&lt;br /&gt;
  - Default color for the Name Box Window's text.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - How much to offset the name box window X by&lt;br /&gt;
    (as long as it doesn't go offscreen).&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - How much to offset the name box window Y by&lt;br /&gt;
    (as long as it doesn't go offscreen).&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Choice List Window&lt;br /&gt;
&lt;br /&gt;
  Line Height:&lt;br /&gt;
  - What is the default line height for Show Choices?&lt;br /&gt;
&lt;br /&gt;
  Max Rows:&lt;br /&gt;
  - Maximum number of rows to visibly display?&lt;br /&gt;
&lt;br /&gt;
  Max Columns:&lt;br /&gt;
  - Maximum number of columns to visibly display?&lt;br /&gt;
&lt;br /&gt;
  Text Alignment:&lt;br /&gt;
  - Default alignment for Show Choice window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Default Text Codes&lt;br /&gt;
&lt;br /&gt;
  Relative \PX \PY:&lt;br /&gt;
  - Make \PX[x] and \PY[x] adjust relative starting position than&lt;br /&gt;
    exact coordinates.&lt;br /&gt;
&lt;br /&gt;
  \{ Maximum:&lt;br /&gt;
  - Determine the maximum size that \{ can reach.&lt;br /&gt;
&lt;br /&gt;
  \} Minimum:&lt;br /&gt;
  - Determine the minimum size that \} can reach.&lt;br /&gt;
&lt;br /&gt;
  \{ Change \}&lt;br /&gt;
  - How much does \{ and \} change font size by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Auto-Color Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCoreAutoColor.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCoreParams2.png]]&lt;br /&gt;
&lt;br /&gt;
For certain windows such as the Message Window, Help Window, and Choice&lt;br /&gt;
Window, Auto-Color is enabled to automatically highlight and color certain&lt;br /&gt;
database entries, keywords, and just about anything you, the game dev, wants&lt;br /&gt;
to be automatically colored. This is done to avoid typing out \C[6]Jack\C[0]&lt;br /&gt;
every time Jack's name is written out as it will be automatically colored in&lt;br /&gt;
those specific windows.&lt;br /&gt;
&lt;br /&gt;
The Plugin Parameters will give you full reign over which database entries&lt;br /&gt;
and keywords you want to be automatically colored as long as they follow a&lt;br /&gt;
few rules:&lt;br /&gt;
&lt;br /&gt;
-----------------&lt;br /&gt;
Auto-Color Rules:&lt;br /&gt;
-----------------&lt;br /&gt;
&lt;br /&gt;
; 1. Database names and keywords are case sensitive.&lt;br /&gt;
: This means if &amp;quot;Potion&amp;quot; is a marked keyword, typing out &amp;quot;potion&amp;quot; will not prompt the auto-color to highlight &amp;quot;potion&amp;quot;. You must add the lowercase version of the word into the keyword list if you want it to count.&lt;br /&gt;
&lt;br /&gt;
; 2. Database names and keywords are exact size (for Roman languages)&lt;br /&gt;
: This means if &amp;quot;Potion&amp;quot; is a marked keyword, typing out &amp;quot;potions&amp;quot; will not prompt the auto-color to highlight &amp;quot;potions&amp;quot;. You must type out all of the variations of the words you want affected into the keyword list to prompt the auto-color highlight.&lt;br /&gt;
: This does not apply to Japanese, Korean, or Chinese languages.&lt;br /&gt;
&lt;br /&gt;
; 3. Possessive cases and other language symbols aren't counted.&lt;br /&gt;
: Symbols such as periods, commas, quotes, parentheses, and similar symbols do no count towards Rule 2. This means if &amp;quot;Potion&amp;quot; is a marked keyword, the typing out &amp;quot;(Potion)&amp;quot; will still highlight the &amp;quot;Potion&amp;quot; part of the word according to the auto-color.&lt;br /&gt;
&lt;br /&gt;
; 4. Names with special characters like !, ?, [, ], etc. will be ignored.&lt;br /&gt;
: These cause conflicts with how auto-colors are detected.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Database Highlighting&lt;br /&gt;
&lt;br /&gt;
  Actors:&lt;br /&gt;
  Classes:&lt;br /&gt;
  Skills:&lt;br /&gt;
  Items:&lt;br /&gt;
  Weapons:&lt;br /&gt;
  Armors:&lt;br /&gt;
  Enemies:&lt;br /&gt;
  States:&lt;br /&gt;
  - Any usage of a the selected database entry's name is auto-colored with&lt;br /&gt;
    the text code number.&lt;br /&gt;
  - Use 0 to not auto-color.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Word Highlighting&lt;br /&gt;
&lt;br /&gt;
  \C[x]: Color&lt;br /&gt;
  - These are lists of all the words that will be automatically colored with&lt;br /&gt;
    the x text color.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Custom Font Manager ===&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCore_CustomFontManager.png]]&lt;br /&gt;
&lt;br /&gt;
Custom fonts that aren't the message or number fonts cannot be used without&lt;br /&gt;
registration. If you try to use custom fonts in RPG Maker MZ without&lt;br /&gt;
registering their font family first, you will find out that they will not&lt;br /&gt;
work. These plugin parameters allow you to register your game's custom fonts&lt;br /&gt;
here.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Settings:&lt;br /&gt;
&lt;br /&gt;
  Font Family:&lt;br /&gt;
  - This will be what's used by RPG Maker MZ and plugins to reference this&lt;br /&gt;
    specific font.&lt;br /&gt;
  - NO filename extensions!&lt;br /&gt;
&lt;br /&gt;
  Filename:&lt;br /&gt;
  - What is the filename of the custom font you would like to use?&lt;br /&gt;
  - Located inside the project's &amp;quot;fonts&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  Font Family: WildWords&lt;br /&gt;
  Filename: WildWords-Regular.ttf&lt;br /&gt;
&lt;br /&gt;
How you would use this in other plugins as a preface to the font face or&lt;br /&gt;
font family would be to use &amp;quot;WildWords&amp;quot; as the font face/family name. Then&lt;br /&gt;
RPG Maker MZ will use its own innate FontManager to refer that to the&lt;br /&gt;
&amp;quot;WildWords-Regular.ttf&amp;quot; file found in the game's &amp;quot;fonts&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Text Code Actions ===&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCoreParams3.png]]&lt;br /&gt;
&lt;br /&gt;
Text codes are used for one of two things: performing actions or replacing&lt;br /&gt;
themselves with text data. This Plugin Parameter will focus on the aspect of&lt;br /&gt;
performing actions. These actions can be done through each JavaScript or by&lt;br /&gt;
a common event (if it is used in the Message Window). Adequate knowledge of&lt;br /&gt;
both is recommended before attempting to modify and/or add new Text Code&lt;br /&gt;
Actions to the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
Each of the Text Code Actions are formatted in such a way:&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCoreParams3a.png]]&lt;br /&gt;
&lt;br /&gt;
Text Code Action&lt;br /&gt;
&lt;br /&gt;
  Match:&lt;br /&gt;
  - This is what needs to be matched in order for this text code to work.&lt;br /&gt;
  - This is the primary text marker after the \ in a text code.&lt;br /&gt;
  - In \N[x], this would be the 'N'.&lt;br /&gt;
&lt;br /&gt;
  Type:&lt;br /&gt;
  - The type of parameter to obtain (none, number, or string).&lt;br /&gt;
  - This is the way the text code determines the condition type.&lt;br /&gt;
  - In \N[x], this would be the '[x]'.&lt;br /&gt;
&lt;br /&gt;
  Common Event:&lt;br /&gt;
  - Select a common event to run when this text code is used in a message.&lt;br /&gt;
&lt;br /&gt;
  JS: Action:&lt;br /&gt;
  - JavaScript code used to perform an action when this text code appears.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Text Code Replacements ===&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCoreParams4.png]]&lt;br /&gt;
&lt;br /&gt;
Text codes are used for one of two things: performing actions or replacing&lt;br /&gt;
themselves with text data. This Plugin Parameter will focus on the aspect of&lt;br /&gt;
replacing the text codes with text data. Text data can be replaced with&lt;br /&gt;
an exact exchange of text or dynamically through JavaScript. Adding a new&lt;br /&gt;
Text Code Replacement is done through the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
Each of the Text Code Replacements are formatted in such a way:&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Text Code Replacement&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCoreParams4a.png]]&lt;br /&gt;
&lt;br /&gt;
  Match:&lt;br /&gt;
  - This is what needs to be matched in order for this text code to work.&lt;br /&gt;
  - This is the primary text marker after the \ in a text code.&lt;br /&gt;
  - In \N[x], this would be the 'N'.&lt;br /&gt;
&lt;br /&gt;
  Type:&lt;br /&gt;
  - The type of parameter to obtain (none, number, or string).&lt;br /&gt;
  - This is the way the text code determines the condition type.&lt;br /&gt;
  - In \N[x], this would be the '[x]'.&lt;br /&gt;
&lt;br /&gt;
  STR: Text:&lt;br /&gt;
  - The text that will appear if this match appears.&lt;br /&gt;
    If this has a value, ignore the JS: Text version.&lt;br /&gt;
&lt;br /&gt;
  JS: Text:&lt;br /&gt;
  - JavaScript code used to determine the text that will appear if this&lt;br /&gt;
    match appears.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Text Macros ===&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCoreParams5.png]]&lt;br /&gt;
&lt;br /&gt;
Text macros are used in similar fashion to text codes replacements to&lt;br /&gt;
replace themselves with text data. The primary difference is that macros are&lt;br /&gt;
made in a different format with no conditional argument modifiers (ie the&lt;br /&gt;
[x] that follows a text code).&lt;br /&gt;
&lt;br /&gt;
To use a text macro, type in the matching keyword between two [brackets] and&lt;br /&gt;
it will be replaced by the string data or run the JavaScript code found in&lt;br /&gt;
the Plugin Parameter settings.&lt;br /&gt;
&lt;br /&gt;
For example, if you have the text macro &amp;quot;Leader&amp;quot;, made to return the party&lt;br /&gt;
leader's name, you can type in [Leader] in the Message Window and it will be&lt;br /&gt;
replaced with the party leader's name. The output can also output text codes&lt;br /&gt;
into the resulting text.&lt;br /&gt;
&lt;br /&gt;
This does NOT work with \MacroName as it did with Yanfly Engine Plugins.&lt;br /&gt;
Use the method stated before with the brackets to [MacroName] instead.&lt;br /&gt;
&lt;br /&gt;
Each of the Text Macros are formatted in such a way:&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCoreParams5a.png]]&lt;br /&gt;
&lt;br /&gt;
Text Macro&lt;br /&gt;
&lt;br /&gt;
  Match:&lt;br /&gt;
  - This is what needs to be matched in order for this macro to work.&lt;br /&gt;
  - In [Leader], this would be the 'Leader' text.&lt;br /&gt;
&lt;br /&gt;
  STR: Text:&lt;br /&gt;
  - The replacement text that will appear from the macro.&lt;br /&gt;
  - If this has a value, ignore the JS: Text version.&lt;br /&gt;
&lt;br /&gt;
  JS: Text:&lt;br /&gt;
  - JavaScript code used to determine the text that will appear if this&lt;br /&gt;
    macro appears.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Text Language Settings ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Text Language&amp;quot; feature allows your players to switch between different&lt;br /&gt;
languages for your game to allow people from around the globe to enjoy what&lt;br /&gt;
story you have to tell.&lt;br /&gt;
&lt;br /&gt;
Disclaimers: This is not an automatic translation tool. Translations made&lt;br /&gt;
through the &amp;quot;Text Language&amp;quot; feature of the VisuStella MZ Message Core&lt;br /&gt;
will require manual input by the game developer.&lt;br /&gt;
&lt;br /&gt;
See the &amp;quot;Text Language Information&amp;quot; for more information.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Main Settings:&lt;br /&gt;
&lt;br /&gt;
  Enable Switching?:&lt;br /&gt;
  - Enable language switching settings for this plugin?&lt;br /&gt;
&lt;br /&gt;
  CSV Filename:&lt;br /&gt;
  - What is the filename of the CSV file to read from?&lt;br /&gt;
  - Located within the project's /data/ folder.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
  Add Option?:&lt;br /&gt;
  - Add the 'Text Language' option to the Options menu?&lt;br /&gt;
&lt;br /&gt;
  Adjust Window Height:&lt;br /&gt;
  - Automatically adjust the options window height?&lt;br /&gt;
&lt;br /&gt;
  Option Name:&lt;br /&gt;
  - Command name of the option.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Languages:&lt;br /&gt;
&lt;br /&gt;
  Default Language:&lt;br /&gt;
  - What is the default language used for this game?&lt;br /&gt;
&lt;br /&gt;
  Supported Languages:&lt;br /&gt;
  - What are all the supported languages supported by this game's&lt;br /&gt;
    script?&lt;br /&gt;
  - Remove any that aren't translated.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Language Names:&lt;br /&gt;
&lt;br /&gt;
  Bengali:&lt;br /&gt;
  Chinese (Simplified):&lt;br /&gt;
  Chinese (Traditional):&lt;br /&gt;
  Czech:&lt;br /&gt;
  Danish:&lt;br /&gt;
  Dutch:&lt;br /&gt;
  English:&lt;br /&gt;
  Finnish:&lt;br /&gt;
  French:&lt;br /&gt;
  German:&lt;br /&gt;
  Greek:&lt;br /&gt;
  Hindi:&lt;br /&gt;
  Hungarian:&lt;br /&gt;
  Indonesian:&lt;br /&gt;
  Italian:&lt;br /&gt;
  Japanese:&lt;br /&gt;
  Korean:&lt;br /&gt;
  Norwegian:&lt;br /&gt;
  Polish:&lt;br /&gt;
  Portuguese:&lt;br /&gt;
  Romanian:&lt;br /&gt;
  Russian:&lt;br /&gt;
  Slovak:&lt;br /&gt;
  Spanish:&lt;br /&gt;
  Swedish:&lt;br /&gt;
  Tamil:&lt;br /&gt;
  Thai:&lt;br /&gt;
  Turkish:&lt;br /&gt;
  - How does this language appear in the in-game options?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Language Fonts ===&lt;br /&gt;
&lt;br /&gt;
Different default fonts used for different languages. This allows different&lt;br /&gt;
stylistic choices to be made for different languages in case the current&lt;br /&gt;
font you're using doesn't have support for other language types.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that players can override this with Options Core if they select&lt;br /&gt;
a text option other than 'Default' for the 'Text Font' option.&lt;br /&gt;
&lt;br /&gt;
Make sure any new custom fonts used for different languages are registered&lt;br /&gt;
with the 'Custom Font Manager' found in this plugin's Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Languages:&lt;br /&gt;
&lt;br /&gt;
  Bengali:&lt;br /&gt;
  Chinese (Simplified):&lt;br /&gt;
  Chinese (Traditional):&lt;br /&gt;
  Czech:&lt;br /&gt;
  Danish:&lt;br /&gt;
  Dutch:&lt;br /&gt;
  English:&lt;br /&gt;
  Finnish:&lt;br /&gt;
  French:&lt;br /&gt;
  German:&lt;br /&gt;
  Greek:&lt;br /&gt;
  Hindi:&lt;br /&gt;
  Hungarian:&lt;br /&gt;
  Indonesian:&lt;br /&gt;
  Italian:&lt;br /&gt;
  Japanese:&lt;br /&gt;
  Korean:&lt;br /&gt;
  Norwegian:&lt;br /&gt;
  Polish:&lt;br /&gt;
  Portuguese:&lt;br /&gt;
  Romanian:&lt;br /&gt;
  Russian:&lt;br /&gt;
  Slovak:&lt;br /&gt;
  Spanish:&lt;br /&gt;
  Swedish:&lt;br /&gt;
  Tamil:&lt;br /&gt;
  Thai:&lt;br /&gt;
  Turkish:&lt;br /&gt;
  - What font face is used for this language?&lt;br /&gt;
  - Make sure it is registered under Custom Font Manager.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Language Images ===&lt;br /&gt;
&lt;br /&gt;
Allows different images to be used when different languages are used. This&lt;br /&gt;
is for images that have text on it that you want to appear in different&lt;br /&gt;
languages based on the text language selected by the player.&lt;br /&gt;
&lt;br /&gt;
There are two ways this works:&lt;br /&gt;
&lt;br /&gt;
  #1: Folder Name&lt;br /&gt;
  - The name of the folder containing those images will be named something&lt;br /&gt;
    like &amp;quot;Scrolls[XX]&amp;quot;&lt;br /&gt;
  - When a different language is picked, like English, it can reference&lt;br /&gt;
    the 'Scrolls[EN]' folder instead. If Japanese is used, it can refer to&lt;br /&gt;
    the 'Scrolls[JP]' folder as well.&lt;br /&gt;
  - The text used to replace the [XX] in the folder name can be determined&lt;br /&gt;
    in the Plugin Parameters.&lt;br /&gt;
    - Make sure you change the settings for each language you wish to use to&lt;br /&gt;
      have translated images for.&lt;br /&gt;
&lt;br /&gt;
  #2: Filename&lt;br /&gt;
  - The filename of the image to be translated can be named something like&lt;br /&gt;
    ReidProfile[XX].png&lt;br /&gt;
  - When a different language is picked, like English, it will reference the&lt;br /&gt;
    'ReidProfile[EN].png' image instead. For Japanese, it will reference the&lt;br /&gt;
    'ReidProfile[JP].png' as well.&lt;br /&gt;
  - The text used to replace the [XX] in the filename can be determined in&lt;br /&gt;
    the Plugin Parameters.&lt;br /&gt;
    - Make sure you change the settings for each language you wish to use to&lt;br /&gt;
      have translated images for.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Convert Default?&lt;br /&gt;
  - ON: Default language uses converted marker.&lt;br /&gt;
  - OFF: Default languages uses [XX] as marker.&lt;br /&gt;
&lt;br /&gt;
Here's an explanation of what this does:&lt;br /&gt;
&lt;br /&gt;
  - The default language picked is English and the player has English picked&lt;br /&gt;
    as their desired language.&lt;br /&gt;
  - If the &amp;quot;Convert Default?&amp;quot; Plugin Parameter is ON, then 'ReidProfile[XX]'&lt;br /&gt;
    will reference and look for the 'ReidProfile[EN]' image.&lt;br /&gt;
  - If the &amp;quot;Convert Default?&amp;quot; Plugin Parameter is OFF, 'ReidProfile[XX]' is&lt;br /&gt;
    then used for the English language instead of 'ReidProfile[EN]'.&lt;br /&gt;
    - This is to avoid duplicate images and save on file space.&lt;br /&gt;
  - The reasoning behind the [XX] is that there needs to be an anchor image&lt;br /&gt;
    used for the RPG Maker MZ client in order to have something to reference&lt;br /&gt;
    before branching out to different languages.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Languages&lt;br /&gt;
&lt;br /&gt;
  Bengali:&lt;br /&gt;
  Chinese (Simplified):&lt;br /&gt;
  Chinese (Traditional):&lt;br /&gt;
  Czech:&lt;br /&gt;
  Danish:&lt;br /&gt;
  Dutch:&lt;br /&gt;
  English:&lt;br /&gt;
  Finnish:&lt;br /&gt;
  French:&lt;br /&gt;
  German:&lt;br /&gt;
  Greek:&lt;br /&gt;
  Hindi:&lt;br /&gt;
  Hungarian:&lt;br /&gt;
  Indonesian:&lt;br /&gt;
  Italian:&lt;br /&gt;
  Japanese:&lt;br /&gt;
  Korean:&lt;br /&gt;
  Norwegian:&lt;br /&gt;
  Polish:&lt;br /&gt;
  Portuguese:&lt;br /&gt;
  Romanian:&lt;br /&gt;
  Russian:&lt;br /&gt;
  Slovak:&lt;br /&gt;
  Spanish:&lt;br /&gt;
  Swedish:&lt;br /&gt;
  Tamil:&lt;br /&gt;
  Thai:&lt;br /&gt;
  Turkish:&lt;br /&gt;
  - This text will replace [XX] with in image folder names and filenames&lt;br /&gt;
    when this language is selected.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Text Speed Option Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCoreOption.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCoreParams6.png]]&lt;br /&gt;
&lt;br /&gt;
Modern RPG's on the market have the option to adjust the message speed rate&lt;br /&gt;
for players. These Plugin Parameters allow you to add that option to the&lt;br /&gt;
Options Menu as well.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Text Speed Option Settings&lt;br /&gt;
&lt;br /&gt;
  Add Option?:&lt;br /&gt;
  - Add the 'Text Speed' option to the Options menu?&lt;br /&gt;
&lt;br /&gt;
  Adjust Window Height:&lt;br /&gt;
  - Automatically adjust the options window height?&lt;br /&gt;
&lt;br /&gt;
  Option Name:&lt;br /&gt;
  - Command name of the option.&lt;br /&gt;
&lt;br /&gt;
  Default Value:&lt;br /&gt;
  - 1 - 10, slowest to fastest.&lt;br /&gt;
  - 11 is instant value.&lt;br /&gt;
&lt;br /&gt;
  Instant Speed:&lt;br /&gt;
  - Text to show &amp;quot;instant&amp;quot; text.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Word Wrap Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCoreWordWrap.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MessageCoreParams7.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Word wrap is a property that will cause any overflowing text to wrap around&lt;br /&gt;
and move into the next line. This property can only be enabled inside text&lt;br /&gt;
that accept text codes, such as the Message Window and Help Window. However,&lt;br /&gt;
word wrap is disabled for the Choice Window due to the nature of the Choice&lt;br /&gt;
Window's base properties.&lt;br /&gt;
&lt;br /&gt;
Word wrap can be enabled or disabled in three ways. One is by using the text&lt;br /&gt;
code &amp;lt;WordWrap&amp;gt; to enable it or &amp;lt;/WordWrap&amp;gt; to disable it. The second method&lt;br /&gt;
is by enabling it with the Plugin Command: 'Message: Properties'. The third&lt;br /&gt;
method is by enabling it by default with the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
Word Wrap also cannot be used together with &amp;lt;left&amp;gt;, &amp;lt;center&amp;gt;, or &amp;lt;right&amp;gt; and&lt;br /&gt;
will disable itself if text alignment text codes are detected.&lt;br /&gt;
&lt;br /&gt;
Word wrap only supports left-to-right alphabetical languages that utilize&lt;br /&gt;
spaces.&lt;br /&gt;
&lt;br /&gt;
As of the v1.44 update, some Asian languages such as Chinese and Japanese&lt;br /&gt;
are now supported for word wrap. Korean language is only supported if spaces&lt;br /&gt;
are used.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Enable Word Wrap&lt;br /&gt;
&lt;br /&gt;
  Message Window:&lt;br /&gt;
  - Automatically enable Word Wrap for this window?&lt;br /&gt;
&lt;br /&gt;
  Help Window:&lt;br /&gt;
  - Automatically enable Word Wrap for this window?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Rules&lt;br /&gt;
&lt;br /&gt;
  Link Break -&amp;gt; Space:&lt;br /&gt;
  - Convert manually placed (non tagged) line breaks with spaces?&lt;br /&gt;
  - Line breaks must be inserted using the &amp;lt;br&amp;gt; text code.&lt;br /&gt;
&lt;br /&gt;
  Tight Wrap:&lt;br /&gt;
  - If a face graphic is present in a message, word wrap will be tighter.&lt;br /&gt;
&lt;br /&gt;
  End Padding:&lt;br /&gt;
  - Add extra padding to your window to make text wrap further away from the&lt;br /&gt;
    end of the window.&lt;br /&gt;
  - This will default to 0.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.55: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** \ChangeFace&amp;lt;nowiki&amp;gt;&amp;lt;x,y&amp;gt;&amp;lt;/nowiki&amp;gt; text codegets a note added:&lt;br /&gt;
*** This text code is used under the assumption that you are using an existing face graphic to change from (doesn't matter which). The text code will not automatically shift text from no-face graphic to having a face graphic mid-message.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.54: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the text width of translated text was not taken into account. Fix made by Arisu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.53: February 20, 2025, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an error with text language translations not working properly for the last listed language in the translation sheet. Fix made by Irina.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Text Language Information section included for TSV.&lt;br /&gt;
** Updated text code note for \picture&amp;lt;nowiki&amp;gt;&amp;lt;x&amp;gt;&amp;lt;/nowiki&amp;gt; and \CenterPicture&amp;lt;nowiki&amp;gt;&amp;lt;x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.52: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Text Codes added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;left&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;center&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;right&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** When used in the Map Name, instead of aligning the text which is centered by default, the text code will align the horizontal position of the name displayed on the screen.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;top&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;middle&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;bottom&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** When used in the Map Name, the text code will align the vertical position of the name displayed on the screen.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;X: +n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;X: -n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Y: +n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Y: -n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Adjusts the horizontal/vertical position of map name by 'n' value.&lt;br /&gt;
*** All of these text codes require VisuMZ_0_CoreEngine installed and its &amp;quot;Map Name Text Code&amp;quot; plugin parameter enabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.51: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where \LastGainObj text code did not work with text language key codes. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added note to Text Language Information &amp;gt; How to Enable Switching&lt;br /&gt;
*** IMPORTANT! The separator used for the CSV file must be a semicolon (;) and not a comma (,) as to reduce the amount of punctuation conflicts. Keep this in mind as most CSV editors will default to comma (,) instead of the semicolon (;) for their separator.&lt;br /&gt;
** Added note to Text Language Information &amp;gt; Naming Weapon Types, etc:&lt;br /&gt;
*** You might have noticed that if you've decided to use \tl{keyName} for weapon or other database types, other parts of the game will error out. Don't worry, for these, you don't have to change the currently used database name. Go straight to the CSV and insert in a new key for that particular database name. For example, the equip type &amp;quot;Accessory&amp;quot; will use &amp;quot;Accessory&amp;quot; as the automatic key to look for a translated phrase. If there isn't any in the CSV file, then the default database text entry will be used.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Text Language Settings &amp;gt; Language Fonts&lt;br /&gt;
**** Different default fonts used for different languages. This allows different stylistic choices to be made for different languages in case the current font you're using doesn't have support for other language types.&lt;br /&gt;
**** Keep in mind that players can override this with Options Core if they select a text option other than 'Default' for the 'Text Font' option.&lt;br /&gt;
**** Make sure any new custom fonts used for different languages are registered with the 'Custom Font Manager' found in this plugin's Plugin Parameters.&lt;br /&gt;
*** Parameters &amp;gt; Text Language Settings &amp;gt; Language Images&lt;br /&gt;
**** Allows different images to be used when different languages are used. This is for images that have text on it that you want to appear in different languages based on the text language selected by the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.50: July 18, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New text codes added by Irina:&lt;br /&gt;
*** &amp;lt;Caps&amp;gt; &amp;lt;/Caps&amp;gt;&lt;br /&gt;
*** &amp;lt;Upper&amp;gt; &amp;lt;/Upper&amp;gt;&lt;br /&gt;
*** &amp;lt;Lower&amp;gt; &amp;lt;/Lower&amp;gt;&lt;br /&gt;
**** Auto-text case textcodes will automatically adjust text inserted between them to respectively be completely capitalized, first-letter capitalized, or completely lowercase.&lt;br /&gt;
**** More information in the help file.&lt;br /&gt;
*** &amp;lt;Alt&amp;gt; &amp;lt;/Alt&amp;gt;&lt;br /&gt;
**** Alternates between uppercase and lowercase for letters.&lt;br /&gt;
*** &amp;lt;Chaos&amp;gt; &amp;lt;/Chaos&amp;gt;&lt;br /&gt;
**** Randomly uses uppercase and lowercase for letters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.49: May 16, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem where using text codes to get database object names did not apply translated text.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added note for Message Window Only text code effects:&lt;br /&gt;
*** These text codes only work with the Message Window. Keep in mind that even if some windows might look like the Message Window, it may not necessarily be one.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added a failsafe for when Choice List Window doesn't have any viable options (due to being hidden or disabled). Update made by Irina.&lt;br /&gt;
** Added a failsafe for Language CSV when empty rows are added.&lt;br /&gt;
** Updated some default Text Code actions in order to make sure they're only used by the Message Window and not anything else. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.48: April 18, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Added fail safe for help description checks parsing from objects without help descriptions normally. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.47: February 15, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Custom Font Manager&lt;br /&gt;
**** Register custom fonts here.&lt;br /&gt;
**** Custom fonts that aren't the message or number fonts cannot be used without registration.&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.46: January 18, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where script calls used to create message choices would not work properly. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Text Language Switching added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Text Language Settings&lt;br /&gt;
**** The &amp;quot;Text Language&amp;quot; feature allows your players to switch between different languages for your game to allow people from around the globe to enjoy what story you have to tell.&lt;br /&gt;
**** Disclaimers: This is not an automatic translation tool. Translations made through the &amp;quot;Text Language&amp;quot; feature of the VisuStella MZ Message Core will require manual input by the game developer.&lt;br /&gt;
**** Read more about it in detail within the &amp;quot;Text Language Information&amp;quot; section in the help file.&lt;br /&gt;
** New Plugin Parameter added by Irina:&lt;br /&gt;
*** Choices: Distance&lt;br /&gt;
**** Change the distance from choice window to the message window.&lt;br /&gt;
** New parameter added to Plugin Command &amp;quot;Choices: Properties&amp;quot; by Irina:&lt;br /&gt;
*** Minimum Choice Width&lt;br /&gt;
**** What is the minimum width size for each choice?&lt;br /&gt;
** New Plugin Parameter for &amp;quot;Message Window&amp;quot; added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Message Window: Choice List Window&amp;gt; Minimum Choice Width&lt;br /&gt;
**** What is the minimum width size for each choice?&lt;br /&gt;
** New Text Codes for Choice Window added by Irina:&lt;br /&gt;
*** &amp;lt;BgImg: filename&amp;gt; and variants&lt;br /&gt;
*** &amp;lt;FgImg: filename&amp;gt; and variants&lt;br /&gt;
**** These text codes allow adding a background or foreground image to a choice rectangle in stretched/scaled size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.45: December 14, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Punctuation was, for some reason, excluded when using Wordwrap with Japanese and Chinese languages. This should be fixed now. Fixed by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added clarity to the &amp;lt;nowiki&amp;gt;&amp;lt;left&amp;gt;, &amp;lt;center&amp;gt;, and &amp;lt;right&amp;gt;&amp;lt;/nowiki&amp;gt; being unable to be used together with word wrap.&lt;br /&gt;
*** Word Wrap also cannot be used together with &amp;lt;nowiki&amp;gt;&amp;lt;left&amp;gt;, &amp;lt;center&amp;gt;, or &amp;lt;right&amp;gt;&amp;lt;/nowiki&amp;gt; and will disable itself if text alignment text codes are detected.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Wordwrap &amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt; now works properly with Japanese and Chinese languages.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; General Settings &amp;gt; Each Message Start&lt;br /&gt;
*** Plugin Parameters &amp;gt; General Settings &amp;gt; Each Message End&lt;br /&gt;
**** This is text that is added at the start/end of each message.&lt;br /&gt;
**** Keep in mind that if a message extends to a different page (due to word wrap, excess lines, etc), that does not mean the starting text will be added to where the next page begins or the ending text will be added where the previous page ends.&lt;br /&gt;
**** Can be used for things like adding &amp;quot;&amp;lt;nowiki&amp;gt;&amp;lt;center&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;quot; to the start of each message without having to type it every time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.44: October 12, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;quot;Plugin Parameters: Word Wrap Settings&amp;quot; section:&lt;br /&gt;
*** As of the v1.44 update, some Asian languages such as Chinese and Japanese are now supported for word wrap. Korean language is only supported if spaces are used.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Word Wrap is now supported for Japanese and Chinese languages.&lt;br /&gt;
** Feature updated by Irina and sponsored by AndyL.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New text codes added by Irina for &amp;quot;Show Choices&amp;quot; event command.&lt;br /&gt;
*** &amp;lt;Shuffle&amp;gt;&lt;br /&gt;
**** Shuffles the order of all choices. Any cancel shortcuts other than &amp;quot;Branch&amp;quot; will be undone.&lt;br /&gt;
*** &amp;lt;Shuffle: x&amp;gt;&lt;br /&gt;
**** Shuffles the order of all choices and only x number of them appear. Any cancel shortcuts other than &amp;quot;Branch&amp;quot; will be undone. Hidden choices do not count towards x number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Version 1.43: April 13, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Fixed incompatibilities with auto message positioning with the Map Zoom plugin. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
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Version 1.42: March 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed some text codes that would capture way too much data than intended. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New text code added by Irina for Show Choice Window only:&lt;br /&gt;
*** &amp;lt;Help&amp;gt; text &amp;lt;/Help&amp;gt;&lt;br /&gt;
**** Makes a help window appear and have it show 'text' in its contents.&lt;br /&gt;
**** The help window will disappear if no text is displayed.&lt;br /&gt;
** New Plugin Commands added by Arisu:&lt;br /&gt;
*** Select: Weapon&lt;br /&gt;
*** Select: Armor&lt;br /&gt;
*** Select: Skill&lt;br /&gt;
**** Opens the Event Select Item Window to let the player pick a weapon, armor, or skill to choose from. The selected object will have its ID recorded in a variable. These can be opened while the Message Window is opened just like the event &amp;quot;Select Item&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
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Version 1.41: December 15, 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New text codes added by Irina!&lt;br /&gt;
*** For the Choice Window Only text codes:&lt;br /&gt;
**** &amp;lt;BgColor: x&amp;gt;&lt;br /&gt;
**** &amp;lt;BgColor: x, y&amp;gt;&lt;br /&gt;
**** &amp;lt;BgColor: #rrggbb&amp;gt;&lt;br /&gt;
**** &amp;lt;BgColor: #rrggbb, #rrggbb&amp;gt;&lt;br /&gt;
***** Requires VisuMZ_0_CoreEngine! Sets the background color of this choice to 'x' text color, 'x' to 'y' gradient text color, or using '#rrggbb' hex color values.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Version 1.40: November 3, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New text code added by Irina:&lt;br /&gt;
*** &amp;lt;RNG&amp;gt; text1 | text2 | text3 &amp;lt;/RNG&amp;gt;&lt;br /&gt;
**** Using the above text code format in a Show Message entry, you can get a random result out of the various inserted texts. Use &amp;quot;|&amp;quot; (without quotes) as a separator between text entries. You can have unlimited entries. The result will have any excess white space trimmed.&lt;br /&gt;
**** This text code cannot be inserted into a macro and parsed properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Version 1.39: September 22, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Macros now support quotes (' and &amp;quot;) in the STR: Text. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.38: July 21, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.37: June 9, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Picture texts with \v[x] text codes are now updated automatically.&lt;br /&gt;
** This is the only dynamic text code that updates this way for optimization purposes and to prevent overabundant CPU usage.&lt;br /&gt;
** Everything else will require the new Plugin Command.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Irina:&lt;br /&gt;
*** Picture: Refresh Text&lt;br /&gt;
**** Refreshes the text used for all on-screen pictures.&lt;br /&gt;
**** To be used if any dynamic text codes are updated like \n[x].&lt;br /&gt;
* New Features!&lt;br /&gt;
** New text codes added by Arisu and sponsored by ImGonnaPutMyGameOnXboxAndYouCantStopMe:&lt;br /&gt;
*** &amp;lt;Up Button&amp;gt;, &amp;lt;Left Button&amp;gt;, &amp;lt;Right Button&amp;gt;, &amp;lt;Down Button&amp;gt;&lt;br /&gt;
*** &amp;lt;Ok Button&amp;gt;, &amp;lt;Cancel Button&amp;gt;, &amp;lt;Shift Button&amp;gt;, &amp;lt;Menu Button&amp;gt;&lt;br /&gt;
*** &amp;lt;Page Up Button&amp;gt;, &amp;lt;Page Down Button&amp;gt;&lt;br /&gt;
**** Display's VisuMZ_0_CoreEngine's button assist text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.36: April 7, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Auto size related text codes should now automatically disable word wrap effects as they should have before. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.35: March 31, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Bug fixed where if autosizing is used and it goes from a message that is shorter to longer, an extra key press is needed. This should no longer be the case. Fix made by Irina.&lt;br /&gt;
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Version 1.34: February 24, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Choice Window Text Codes made by Irina and sponsored by AndyL:&lt;br /&gt;
*** &amp;lt;Choice Width: x&amp;gt;&lt;br /&gt;
**** Sets the minimum text area width to x. Applies to whole choice window.&lt;br /&gt;
*** &amp;lt;Choice Indent: x&amp;gt;&lt;br /&gt;
**** Sets the indent to x value. Applies to current choice selection only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.33: February 10, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Irina:&lt;br /&gt;
*** Picture: Change Text&lt;br /&gt;
**** This new plugin command allows you to place text on top of pictures (usually in the form of empty pages or cards) to function as stationary or other uses. Text codes are allowed.&lt;br /&gt;
**** Text codes are supported.&lt;br /&gt;
*** Picture: Erase Text&lt;br /&gt;
**** Removes text from target picture(s).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Version 1.32: January 20, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Extra Show Choice notetags will now be properly hidden. Fix by Irina.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Self Switches are now made compatible with work with Show Choices. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.31: December 9, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New hard-coded message-only text code added by Irina:&lt;br /&gt;
*** &amp;lt;Next Page&amp;gt;&lt;br /&gt;
**** Ends the current message page at this line. This is used for messages when rows are at 5 or above and the message lines don't match the amount. This is used to prevent grabbing message windows from following message events. Any lines following &amp;lt;Next Page&amp;gt; in the same message event will be ignored.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
Version 1.30: November 11, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Help file updated for removed &amp;quot;Center Window X&amp;quot; bit.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Message: Properties now has &amp;quot;Center Window X?&amp;quot; removed&lt;br /&gt;
*** Changes will now be automatically centered.&lt;br /&gt;
*** This change is made for the new Plugin Command added for offsets which more or less replaces them.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Irina and sponsored by Puddor:&lt;br /&gt;
*** Message: X/Y Offsets&lt;br /&gt;
**** Change the X and Y Offsets of the Message Window.&lt;br /&gt;
**** The offset value(s) will be saved and stored.&lt;br /&gt;
** New Plugin Parameters added by Irina and sponsored by Puddor:&lt;br /&gt;
*** Plugin Parameters &amp;gt; General Settings &amp;gt; Message Window &amp;gt; Offset X&lt;br /&gt;
*** Plugin Parameters &amp;gt; General Settings &amp;gt; Message Window &amp;gt; Offset Y&lt;br /&gt;
**** Allows you to offset the horizontal and/or vertical positions of the message window accordingly.&lt;br /&gt;
** New Text Codes added by Irina and sponsored by Puddor:&lt;br /&gt;
*** &amp;lt;Offset: +x, +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Offset: -x, -y&amp;gt;&lt;br /&gt;
*** &amp;lt;Offset: +x, -y&amp;gt;&lt;br /&gt;
*** &amp;lt;Offset: -x, +y&amp;gt;&lt;br /&gt;
**** Quickly adjust the message window offset values to the x and y amounts. The values will replace the previous offset settings if there were any.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.29: October 21, 2021&lt;br /&gt;
* Feature Update&lt;br /&gt;
** Word Wrap flags are now properly adjusted when converting macros and adding bypasses towards regular messages. Update by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.28: October 14, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.27: October 7, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.26: September 3, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Macros should now work properly with any \x&amp;lt;n&amp;gt; based text codes. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.25: August 27, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Macros should now work with the &amp;lt;WordWrap&amp;gt; text code. Update by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.24: August 20, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Macros should now work with window placement and resize options. Update made by Irina.&lt;br /&gt;
** Macros should now work with choice-related enable and visibility options. Update made by Irina.&lt;br /&gt;
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Version 1.23: July 16, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Word Wrap Settings &amp;gt; End Padding&lt;br /&gt;
**** Add extra padding to your window to make text wrap further away from the end of the window. This will default to 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.22: July 2, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Text Codes added by Irina and sponsored by AndyL:&lt;br /&gt;
*** &amp;lt;Current Battle Target&amp;gt;&lt;br /&gt;
*** &amp;lt;Current Battle User&amp;gt;&lt;br /&gt;
**** Replaces the text code with the current target or current user's name in-battle. Otherwise, returns nothing.&lt;br /&gt;
**** Not recommended to be used inside of Help Descriptions. They are best used with &amp;quot;Show Text&amp;quot; event commands.&lt;br /&gt;
*** &amp;lt;Current Battle Action&amp;gt;&lt;br /&gt;
*** &amp;lt;Current Battle Action Name&amp;gt;&lt;br /&gt;
**** Replaces the text code with the current battle action's name with the icon or without it respectively. Otherwise, returns nothing.&lt;br /&gt;
**** Not recommended to be used inside of Help Descriptions. They are best used with &amp;quot;Show Text&amp;quot; event commands.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Version 1.21: June 4, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra note to the new &amp;lt;Position: x, y, width, height&amp;gt; text codes that they do not work with Word Wrap.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added fail safe for preventing Common Events that don't exist from being ran at all by the Message Window. Added by Arisu.&lt;br /&gt;
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&lt;br /&gt;
Version 1.20: May 28, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added additional clarity for \WindowMoveTo&amp;lt;?&amp;gt; and \WindowMoveBy&amp;lt;?&amp;gt; and \WindowReset text codes with &amp;quot;Note 2&amp;quot;.&lt;br /&gt;
*** Replace '?' with the following format: targetX, targetY, targetWidth, targetHeight, duration, easingType. Only targetX and targetY are required arguments. These will only alter the window dimensions when the text has arrived at that point. They will not alter the window preemptively. This is not used as a window positioner. Use the &amp;lt;Position: x, y, width, height&amp;gt; text code for that.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New hard-coded text codes added for Message Window Only. Added by Irina.&lt;br /&gt;
*** &amp;lt;Position: x, y, width, height&amp;gt;&lt;br /&gt;
*** &amp;lt;Coordinates: x, y&amp;gt;&lt;br /&gt;
*** &amp;lt;Dimensions: width, height&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: May 14, 2021&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Line breaks can now be used by Show Choices. Make sure that there is enough room to contain the text through Plugin Commands. Update by Irina.&lt;br /&gt;
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Version 1.18: April 30, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Moving windows with 0 duration via text code should now instantly move the windows to the desired location with no delay. Fix made by Olivia.&lt;br /&gt;
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Version 1.17: April 9, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;Auto&amp;gt; text codes for message windows will round up calculations for the message width to the nearest even number for better calculations.&lt;br /&gt;
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Version 1.16: April 2, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** \CommonEvent[x] text code will no longer run upon message window size calculation. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added further clarification for &amp;quot;Text Macros&amp;quot; section.&lt;br /&gt;
*** This does NOT work with \MacroName as it did with Yanfly Engine Plugins. Use the method stated before with the brackets to [MacroName] instead.&lt;br /&gt;
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Version 1.14: February 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Auto positioned messages in battle will no longer cover the battler in question. Fix made by Irina.&lt;br /&gt;
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Version 1.13: February 5, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Choice List Window with a dimmed background should now have a more consistent sized dim sprite. Fix made by Irina.&lt;br /&gt;
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Version 1.12: January 22, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Name Box Window Default Color is now disabled by default to 0 because users do not understand why their names are showing up yellow and did not bother reading the documentation. If users want this feature turned on, they will have to do it manually from now on. Update made by Irina.&lt;br /&gt;
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Version 1.11: January 15, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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&lt;br /&gt;
Version 1.10: January 8, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;Auto Actor: x&amp;gt; and &amp;lt;Auto Party: x&amp;gt; text codes should now work properly. Fix made by Irina.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Auto Color Plugin Parameters now have their default settings set to 0. This is due to an influx of &amp;quot;bug reports&amp;quot; from users who do not understand how this feature works, and the VisuStella team has decided it is better for the feature to default to an inactive state until users decide to search and utilize it themselves. Update made by Irina.&lt;br /&gt;
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Version 1.09: January 1, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Auto-color no longer applies to database names that are only numbers. Auto-color entries that are only numbers will also be ignored. This is to prevent breaking the text code parsing. Update made by Yanfly.&lt;br /&gt;
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Version 1.08: November 15, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Some text codes left for the Name Box Window have been accidentally left out. These text codes allow for the positioning of the Name Box Window. Also, added to this section are the \NormalBG, \DimBG, and \TransparentBG text codes since people have been asking for how to change the name box window's background, but have skimmed over those text codes in different sections of the help file.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: November 8, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When using auto size functions, the message pause symbol will no longer appear semi-transparent the whole time. Fix made by Irina.&lt;br /&gt;
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Version 1.06: October 25, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added a warning message to the Fast Forward Key plugin parameter:&lt;br /&gt;
*** WARNING: If this key is the same as the dash button, this will clear out any held down inputs upon triggering an event  to prevent players from skipping potentially useful information stored in messages. If you do not want the input to be cleared, use a different key.&lt;br /&gt;
** Updated help file for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** The default Fast Forward Key setting has now been changed from &amp;quot;Shift&amp;quot; to &amp;quot;Page Down&amp;quot;. Change made by Yanfly&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Irina.&lt;br /&gt;
*** Plugin Parameters &amp;gt; General &amp;gt; Default Outline Width&lt;br /&gt;
**** Changes the default outline width to this many pixels thick.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
Version 1.06: September 27, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Setting an actor's autocolor will now disable it from \N[x] and \P[x] text codes. Fix made by Irina.&lt;br /&gt;
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Version 1.05: September 20, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Auto Position text codes not place positions properly if the screen width and height differ from the box width and box height. Fix made by Irina.&lt;br /&gt;
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Version 1.04: September 13, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Word wrap no longer affects specific battle messages. Fix made by Irina.&lt;br /&gt;
** Word wrap now updates properly after using the 'Message: Properties' Plugin Command. Fix made by Arisu.&lt;br /&gt;
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Version 1.03: September 6, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Autoplacement of the name box window now takes its offset Y setting into account before sending it to the bottom of the message window. Fix made by Yanfly.&lt;br /&gt;
** Added automatic feature setting to turn off word wrap when using the auto-size and auto-position text codes. This is because the auto-size and auto-position effects don't work properly with Word Wrap based on how they both clash when adjusting the window settings. Fix made by Irina.&lt;br /&gt;
** New message pages after auto-sizing no longer put out empty messages. Fix made by Irina and Shiro.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Extended the note for auto-size and auto-position text codes to include that they do not work with Word Wrap. Added by Irina.&lt;br /&gt;
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Version 1.02: August 30, 2020&lt;br /&gt;
* New Features!&lt;br /&gt;
** Added new hard-coded text codes for auto-sizing and auto-positioning:&lt;br /&gt;
*** &amp;lt;Auto&amp;gt;, &amp;lt;Auto Width&amp;gt;, &amp;lt;Auto Height&amp;gt;&lt;br /&gt;
*** &amp;lt;Auto Actor: x&amp;gt;, &amp;lt;Auto Party: x&amp;gt;, &amp;lt;Auto Enemy: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Auto Player&amp;gt;, &amp;lt;Auto Actor: x&amp;gt;, &amp;lt;Auto Party: x&amp;gt;, &amp;lt;Auto Event: x&amp;gt;&lt;br /&gt;
**** New features added by Irina.&lt;br /&gt;
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Version 1.01: August 23, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;/Wordwrap&amp;gt; now works.&lt;br /&gt;
** \ActorFace[x] text code now fixed.&lt;br /&gt;
*** Users updating from version 1.00 will need to fix this problem by either removing the plugin from the Plugin Manager list and reinstalling it, or going to Plugin Parameters &amp;gt; Text Code Replacements &amp;gt; ActorFace &amp;gt; JS: Text &amp;gt; and changing &amp;quot;$gameActors.actor(1)&amp;quot; to &amp;quot;$gameActors.actor(actorId)&amp;quot;&lt;br /&gt;
** Actors with empty names would cause auto hightlight problems. Fixed!&lt;br /&gt;
** Auto-colors now ignore names with special characters like !, ?, [, ], and so on.&lt;br /&gt;
** Line break spacing fixed.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Wordwrap now works with left, center and right alignment tags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: August 20, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Core Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Gameplay Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Options Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Eventing Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Message Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Events_and_Movement_Core_VisuStella_MZ&amp;diff=17588</id>
		<title>Events and Movement Core VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Events_and_Movement_Core_VisuStella_MZ&amp;diff=17588"/>
		<updated>2026-01-18T14:30:51Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=DA8gr31HPLc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = {{VisuStella Wave 1}}&lt;br /&gt;
|link2 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Button Trigger Events VisuStella MZ]]&lt;br /&gt;
* [[Common Event Menu VisuStella MZ]]&lt;br /&gt;
* [[Event Signals VisuStella MZ]]&lt;br /&gt;
* [[Field Skills VisuStella MZ]]&lt;br /&gt;
* [[Furniture System VisuStella MZ]]&lt;br /&gt;
* [[Lighting Effects VisuStella MZ]]&lt;br /&gt;
* [[Movement Effects VisuStella MZ]]&lt;br /&gt;
* [[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
* [[Tile Grafter System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Events &amp;amp; Movement Core plugin adds a lot of new functionality in terms&lt;br /&gt;
of event flexibility and movement options to RPG Maker MZ. These range from&lt;br /&gt;
adding in old capabilities from previous iterations of RPG Maker to more&lt;br /&gt;
mainstream techniques found in other game engines. Movement options are also&lt;br /&gt;
expanded to support 8-directional movement as well as sprite sheets provided&lt;br /&gt;
that the VisuStella 8 format is used.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Event commands expanded upon to include old and new functions.&lt;br /&gt;
* Event templates for Copying Events, Morphing Events, and Spawning Events.&lt;br /&gt;
* 8-directional movement option available and sprite sheet support.&lt;br /&gt;
* Aesthetics for tilting the sprite when dashing and having shadows below.&lt;br /&gt;
* Pathfinding support for event movement through custom Move Route commands.&lt;br /&gt;
* Advanced switches and variable support to run code automatically.&lt;br /&gt;
* Turn regular Switches and Variables into Self Switches and Self Variables.&lt;br /&gt;
* Put labels and icons over events.&lt;br /&gt;
* Allow numerous ways to trigger events, through clicking, proximity, or by usage of Regions.&lt;br /&gt;
* Change the hitbox sizes of events to larger in any direction.&lt;br /&gt;
* Synchronize event movement options to move when player/other events move.&lt;br /&gt;
* The ability for the player to turn in place.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 1}}&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
=== Advanced Switches and Variables ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreAdvSwitchesVariables.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Switches and variables can now run JavaScript code and return values&lt;br /&gt;
instantly. While at first glance, this may seem no different from using&lt;br /&gt;
the Control Variables event command's Script option, this can be used to&lt;br /&gt;
instantly set up Switch and/or Variable conditions for Parallel Common&lt;br /&gt;
Events, Event Page Conditions, Enemy Skill Conditions, and Troop Page&lt;br /&gt;
Conditions instantly without needing to make an event command to do so.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS&amp;gt; code &amp;lt;/JS&amp;gt;&lt;br /&gt;
- Used for: Switch and Variable names&lt;br /&gt;
- Replace 'code' with JavaScript code on what value to return.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
NOTE: Tagged Switches/Variables are mutually exclusive from one another.&lt;br /&gt;
You cannot tag them with &amp;lt;JS&amp;gt;, &amp;lt;Self&amp;gt;, or &amp;lt;Global&amp;gt; simultaneously.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Self Switches and Variables ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreSelfSwitchesVariables.png|600px]]&lt;br /&gt;
&lt;br /&gt;
RPG Maker MZ by default has 4 Self Switches: A, B, C, D. For some types of&lt;br /&gt;
games, this isn't enough. This plugin gives you the ability convert regular&lt;br /&gt;
Switches into Self Switches so you could have more.&lt;br /&gt;
&lt;br /&gt;
Self Variables also do not exist in RPG Maker MZ by default. Just like with&lt;br /&gt;
Switches, you can turn regular Variables into Self Variables.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Self&amp;gt;&lt;br /&gt;
- Used for: Switch and Variable names&lt;br /&gt;
- Converts the Switch/Variable into a Self Switch/Variable.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
After, just use them like you would for normal Switches and Variables in an&lt;br /&gt;
event's page conditions. If the &amp;lt;Self&amp;gt; tag is present inside the Switch or&lt;br /&gt;
Variable's name, then it will use data unique to only that event.&lt;br /&gt;
&lt;br /&gt;
NOTE: Tagged Switches/Variables are mutually exclusive from one another.&lt;br /&gt;
You cannot tag them with &amp;lt;JS&amp;gt;, &amp;lt;Self&amp;gt;, or &amp;lt;Global&amp;gt; simultaneously.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
If you need to use a script call to get a Self Switch or Self Variable's&lt;br /&gt;
value, you can use the following script calls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Get Self Switch Values:&lt;br /&gt;
&lt;br /&gt;
  getSelfSwitchValue(mapID, eventID, switchID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'switchID' with the ID number if it is a Self Switch made with&lt;br /&gt;
    &amp;lt;Self&amp;gt; or a capital letter surrounded by quotes if it's A, B, C, or D.&lt;br /&gt;
  - This will return the true/false value of the Self Switch.&lt;br /&gt;
  - Example: getSelfSwitchValue(12, 34, 56)&lt;br /&gt;
  - Example: getSelfSwitchValue(12, 34, 'B')&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Get Self Variable Values:&lt;br /&gt;
&lt;br /&gt;
  getSelfVariableValue(mapID, eventID, variableID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the Self Variable.&lt;br /&gt;
  - This will return whatever stored value is found in the Self Variable.&lt;br /&gt;
  - Example: getSelfVariableValue(12, 34, 56)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Set Self Switch Values:&lt;br /&gt;
&lt;br /&gt;
  setSelfSwitchValue(mapID, eventID, switchID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'switchID' with the ID number if it is a Self Switch made with&lt;br /&gt;
    &amp;lt;Self&amp;gt; or a capital letter surrounded by quotes if it's A, B, C, or D.&lt;br /&gt;
  - Replace 'value' with either 'true' or 'false' for ON/OFF respectively.&lt;br /&gt;
    Do not use quotes.&lt;br /&gt;
  - This will change the Self Switch's value to true/false.&lt;br /&gt;
    - Example: setSelfSwitchValue(12, 34, 56, false)&lt;br /&gt;
    - Example: setSelfSwitchValue(12, 34, 'B', true)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Set Self Variable Values:&lt;br /&gt;
&lt;br /&gt;
  setSelfVariableValue(mapID, eventID, variableID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the Self Variable.&lt;br /&gt;
  - Replace 'value' with the value you want to set the Self Variable to.&lt;br /&gt;
  - Example: setSelfVariableValue(12, 34, 56, 88888)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Map Switches and Variables ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMovementCore_MapSwitches.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Similar to Self Switches and Self Variables, Map Switches and Map Variables&lt;br /&gt;
are switches and variables that retain data based on the map the player is&lt;br /&gt;
currently located in. In other words, they're self switches and variables&lt;br /&gt;
but for maps instead!&lt;br /&gt;
&lt;br /&gt;
These features do not exist in RPG Maker MZ by default. Just like with the&lt;br /&gt;
Self Switches and Self Variables, you can turn regular Switches or Variables&lt;br /&gt;
into Map Switches and Map Variables using the following name tag:&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Map&amp;gt;&lt;br /&gt;
- Used for: Switch and Variable names&lt;br /&gt;
- Converts the Switch/Variable into a Map Switch/Variable.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
After, just use them like you would for normal Switches and Variables in an&lt;br /&gt;
event's page conditions. If the &amp;lt;Map&amp;gt; tag is present inside the Switch or&lt;br /&gt;
Variable's name, then it will use data unique to only that map.&lt;br /&gt;
&lt;br /&gt;
NOTE: Tagged Switches/Variables are mutually exclusive from one another.&lt;br /&gt;
You cannot tag them with &amp;lt;JS&amp;gt;, &amp;lt;Self&amp;gt;, &amp;lt;Map&amp;gt;, or &amp;lt;Global&amp;gt; simultaneously.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
If you need to use a script call to get a Map Switch or Map Variable's&lt;br /&gt;
value, you can use the following script calls:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Get Map Switch Values:&lt;br /&gt;
&lt;br /&gt;
  getMapSwitchValue(mapID, switchID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'switchID' with the ID number of the switch to get data.&lt;br /&gt;
  - Example: getMapSwitchValue(4, 20)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Get Variable Switch Values:&lt;br /&gt;
&lt;br /&gt;
  getMapVariableValue(mapID, variableID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the variable to get data.&lt;br /&gt;
  - Example: getMapVariableValue(6, 9)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Set Map Switch Values:&lt;br /&gt;
&lt;br /&gt;
  setMapSwitchValue(mapID, switchID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'switchID' with the ID number of the switch to get data.&lt;br /&gt;
  - Replace 'value' with either 'true' or 'false' for ON/OFF respectively.&lt;br /&gt;
    Do not use quotes.&lt;br /&gt;
  - Example: setMapSwitchValue(4, 20, true)&lt;br /&gt;
  - Example: setMapSwitchValue(6, 9, false)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Set Map Variable Values:&lt;br /&gt;
&lt;br /&gt;
  setMapVariableValue(mapID, variableID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the variable to get data.&lt;br /&gt;
  - Replace 'value' with the value you want to set the Map Variable to.&lt;br /&gt;
  - Example: setMapVariableValue(6, 9, 420)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Reference Switches and Reference Variables ===&lt;br /&gt;
&lt;br /&gt;
Reference Switches and Reference Variables are added in version 1.62 of this&lt;br /&gt;
plugin. These switches and variables allow you to reference them through&lt;br /&gt;
strings when using script calls.&lt;br /&gt;
&lt;br /&gt;
By simply naming your switch or variable ((Reference Name)), you can use&lt;br /&gt;
that 'reference name' in a string to call them for script calls. This is&lt;br /&gt;
just so you don't need to remember the ID's of every other Switch/Variable.&lt;br /&gt;
&lt;br /&gt;
When referencing the strings in the script calls, case does not matter,&lt;br /&gt;
which means you can use all capitals or all lower case and they'll still&lt;br /&gt;
reference the same switch or variable.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Switch 10 Name: ((Priscilla Joined))&lt;br /&gt;
&lt;br /&gt;
  Script Call: $gameSwitches.value('Priscilla Joined')&lt;br /&gt;
               $gameSwitches.setValue('Priscilla Joined', true)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Variable 20 Name: Total ((Goblins Slain))&lt;br /&gt;
&lt;br /&gt;
  Script Call: $gameVariables.value('Goblins Slain')&lt;br /&gt;
               $gameVariables.setValue('Goblins Slain', 50)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember to put quotes around the name for the script call!&lt;br /&gt;
&lt;br /&gt;
This only applies for the $gameSwitches and $gameVariables functions of&lt;br /&gt;
value(id) and setValue(id, value). They do not apply to the other&lt;br /&gt;
$gameSwitches and $gameVariables functions.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Character Sprite Filename Tags ===&lt;br /&gt;
&lt;br /&gt;
For the files located inside of your project's /img/characters/ folder, if&lt;br /&gt;
the filenames themselves have specific &amp;quot;tags&amp;quot; in them, special properties&lt;br /&gt;
will be applied to them. These tags can be combined together with a few&lt;br /&gt;
exceptions.&lt;br /&gt;
&lt;br /&gt;
Some of these are new to VisuStella MZ, while others are default to MZ.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  !filename.png&lt;br /&gt;
  - Tag: !&lt;br /&gt;
  - Causes this character's sprite to align with the tile grid instead of&lt;br /&gt;
    being lifted a few pixels higher.&lt;br /&gt;
  - This is primarily used for things like doors, chests, and floor plates.&lt;br /&gt;
  - Default to RPG Maker MZ.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  $filename.png&lt;br /&gt;
  - Tag: $&lt;br /&gt;
  - Causes this character's sprite to use the &amp;quot;big character&amp;quot; format.&lt;br /&gt;
  - Primarily used for sprites like the big monsters and such which only&lt;br /&gt;
    have 3x4 cells as opposed to 12x8 cells that regular sprite sheets have.&lt;br /&gt;
  - Cannot be combined with the [VS8] tag.&lt;br /&gt;
  - Default to RPG Maker MZ.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  filename[Invisible].png&lt;br /&gt;
  - Tag: [Invisible] or [Inv]&lt;br /&gt;
  - This character's sprite will become invisible on the map screen in-game&lt;br /&gt;
    while almost everything else about it is visible.&lt;br /&gt;
  - This is used for those who wish to use sprite labels for things such as&lt;br /&gt;
    autorun and parallel events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  filename[VS8].png&lt;br /&gt;
  - Tag: [VS8]&lt;br /&gt;
  - Converts this sprite into a VisuStella-Style 8-Direction Sprite Sheet.&lt;br /&gt;
  - Refer to the section below.&lt;br /&gt;
  - Cannot be combined with the $ tag.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== VisuStella-Style 8-Directional Sprite Sheets ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
This plugin provides support for the VisuStella-Style 8-Directional Sprite&lt;br /&gt;
Sheets, also know as VS8. VS8 sprite sheets offer support for walking&lt;br /&gt;
frames, dashing frames, carrying frames, and emotes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
To designate a sprite sheet as VS8, simply add [VS8] to the filename.&lt;br /&gt;
Something like Actor1.png would become Actor1_[VS8].png.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
VS8 sprites are formatted as such. Each block below is a set of 3 frames.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Walk Down    Walk DL     Dash Down   Dash DL&lt;br /&gt;
Walk Left    Walk DR     Dash Left   Dash DR&lt;br /&gt;
Walk Right   Walk UL     Dash Right  Dash UL&lt;br /&gt;
Walk Up      Walk UR     Dash Up     Dash UR&lt;br /&gt;
&lt;br /&gt;
Carry Down   Carry DL    Ladder      Emotes 3&lt;br /&gt;
Carry Left   Carry DR    Rope        Emotes 4&lt;br /&gt;
Carry Right  Carry UL    Emotes 1    Emotes 5&lt;br /&gt;
Carry Up     Carry UR    Emotes 2    Emotes 6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' While jumping, the &amp;quot;carry&amp;quot; frame is used as most of the time, this is a sprite pose with arms up in the air where the &amp;quot;carried&amp;quot; icon is.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Here are how each of the emote sets are grouped from left to right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Emotes 1: Item, Hmph, Victory&lt;br /&gt;
Emotes 2: Hurt, Kneel, Collapse&lt;br /&gt;
Emotes 3: !, ?, Music Note&lt;br /&gt;
Emotes 4: Heart, Anger, Sweat&lt;br /&gt;
Emotes 5: Cobweb, ..., Light Bulb&lt;br /&gt;
Emotes 6: Sleep0, Sleep1, Sleep2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Weighted Random Movement ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMovementCore_Update25_WeightedRandom.png|600px]]&lt;br /&gt;
&lt;br /&gt;
When creating events to place on the map, you can determine what type of&lt;br /&gt;
autonomous movement the event will have. When selecting &amp;quot;Random&amp;quot;, the event&lt;br /&gt;
will move randomly across the map.&lt;br /&gt;
&lt;br /&gt;
However, with the way &amp;quot;Random&amp;quot; movement works with the RPG Maker MZ default&lt;br /&gt;
code, the event is more likely to hit a wall and then hug the said wall as&lt;br /&gt;
it maps laps around the map's outer borders making it feel very unnatural&lt;br /&gt;
for any player who's been on the map long enough.&lt;br /&gt;
&lt;br /&gt;
This is where &amp;quot;Weighted Random Movement&amp;quot; comes in. It changes up the random&lt;br /&gt;
movement behavior to function where the farther the event is, the more&lt;br /&gt;
likely the event is to step back towards its &amp;quot;home&amp;quot; position (aka where it&lt;br /&gt;
spawned upon loading the map). This is so that a housewife NPC doesn't&lt;br /&gt;
suddenly wander off into the middle of an army's training grounds on the&lt;br /&gt;
same town map.&lt;br /&gt;
&lt;br /&gt;
The event will stay closer to its home value depending on how high the&lt;br /&gt;
weight's value is. There are a number of ways to adjust the weighted value.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Plugin Parameters &amp;gt; Movement &amp;gt; Event Movement &amp;gt; Random Move Weight&lt;br /&gt;
&lt;br /&gt;
This Plugin Parameter setting allows you to set the default weight for all&lt;br /&gt;
events with &amp;quot;Random&amp;quot; autonomous movement. It is set at a default value of&lt;br /&gt;
0.10 to give the event an understandable degree of freedom.&lt;br /&gt;
&lt;br /&gt;
Lower numbers give events more freedom to move. Larger numbers will make the&lt;br /&gt;
events stick closer to home.&lt;br /&gt;
&lt;br /&gt;
Change this value to 0 to disable it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
You can customize this individually per event by using Notetags and/or&lt;br /&gt;
Comment Tags for the events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Random Move Weight: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- If this tag is used on an event with random-type autonomous movement, then&lt;br /&gt;
  the event will stick closer to their home location (where they are located&lt;br /&gt;
  upon spawning on the map). How close they stick to their home location&lt;br /&gt;
  will depend on the weighted 'x' value.&lt;br /&gt;
- Replace 'x' with a number between 0 and 1. Numbers closer to 0 give the&lt;br /&gt;
  event more freedom when moving randomly while numbers closer to 1 cause&lt;br /&gt;
  the event to stick closer to their home position.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;True Random Move&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- If this tag is used on an event with random-type autonomous movement, then&lt;br /&gt;
  that event will ignore the effects of weighted randomized movement.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Events and Movement Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Events and Movement Core Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Move Route Custom Commands ==&lt;br /&gt;
&lt;br /&gt;
Some custom commands have been added to the &amp;quot;Set Movement Route&amp;quot; event&lt;br /&gt;
command. These can be accessed by pressing the &amp;quot;Script...&amp;quot; command and&lt;br /&gt;
typing in the following, which don't need to be in code form.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that since these are custom additions and RPG Maker MZ does not&lt;br /&gt;
allow plugins to modify the editor, the &amp;quot;Preview&amp;quot; button will not factor in&lt;br /&gt;
the effects of these commands.&lt;br /&gt;
&lt;br /&gt;
If you wish to use a value from a variable, insert $gameVariables.value(x)&lt;br /&gt;
or \V[x] in place of the x in any of the below.&lt;br /&gt;
&lt;br /&gt;
If you wish to use a value from a self variable, insert \SelfVar[x] in place&lt;br /&gt;
of the x in any of the below. This will only draw from the current event. If&lt;br /&gt;
you wish to draw data from outside event self variables, we recommend you&lt;br /&gt;
use the \V[x] variant after using the Plugin Commands to draw data from them&lt;br /&gt;
for the best accuracy.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Animation: x&lt;br /&gt;
- Replace 'x' with the ID of the animation to play on moving unit.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Balloon: name&lt;br /&gt;
- Replace 'name' with any of the following to play a balloon on that the&lt;br /&gt;
  target moving unit.&lt;br /&gt;
- '!', '?', 'Music Note', 'Heart', 'Anger', 'Sweat', 'Cobweb', 'Silence',&lt;br /&gt;
  'Light Bulb', 'Sleep', 'User-Defined 1', 'User-Defined 2',&lt;br /&gt;
  'User-Defined 3', 'User-Defined 4', 'User-Defined 5'&lt;br /&gt;
   - Do NOT insert quotes.&lt;br /&gt;
- Examples:&lt;br /&gt;
  - Balloon: !&lt;br /&gt;
  - Balloon: Sleep&lt;br /&gt;
  - Balloon: Heart&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Fade In: x&lt;br /&gt;
Fade Out: x&lt;br /&gt;
- Fades in/out the sprite's opacity.&lt;br /&gt;
- Fade In will continuously raise the opacity level until it reaches 255.&lt;br /&gt;
- Fade Out will continuously lower the opacity level until it reaches 0.&lt;br /&gt;
- Replace 'x' with the speed to fade in/out the sprite.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Force Carry: On&lt;br /&gt;
Force Carry: Off&lt;br /&gt;
- For usage with the VS8 sprite sheet.&lt;br /&gt;
- Use ON to turn force carrying on.&lt;br /&gt;
- Use OFF to turn force carrying off.&lt;br /&gt;
- Sprites using the VS8 sprite sheet will also show the VS8 Carry frames.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Force Dash: On&lt;br /&gt;
Force Dash: Off&lt;br /&gt;
- Use ON to turn force dashing on.&lt;br /&gt;
- Use OFF to turn force dashing off.&lt;br /&gt;
- Forces dashing will prompt the player or event to be in the dashing state.&lt;br /&gt;
- Sprites using the VS8 sprite sheet will also show the VS8 Dashing frames.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Hug: Left&lt;br /&gt;
Hug: Right&lt;br /&gt;
- Causes the moving unit to hug the left/right side of the wall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Index: x&lt;br /&gt;
- Replace 'x' with a number depicting the character index to change the&lt;br /&gt;
  moving unit's sprite to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Index: +x&lt;br /&gt;
Index: -x&lt;br /&gt;
- Replace 'x' with the value to change the character index of the moving&lt;br /&gt;
  unit's sprite by.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump Forward: x&lt;br /&gt;
- Replace 'x' with the number of tiles for the unit to jump forward by.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the coordinates for the unit to jump to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event for the unit to jump to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump to Player&lt;br /&gt;
- Causes the moving unit to jump to the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump To Home&lt;br /&gt;
- Causes the event to jump to its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move Lower Left Until Stop&lt;br /&gt;
Move Down Until Stop&lt;br /&gt;
Move Lower Right Until Stop&lt;br /&gt;
Move Left Until Stop&lt;br /&gt;
Move Right Until Stop&lt;br /&gt;
Move Upper Left Until Stop&lt;br /&gt;
Move Up Until Stop&lt;br /&gt;
Move Upper Right Until Stop&lt;br /&gt;
- Causes the moving unit to move that direction until it hits a stop.&lt;br /&gt;
- Events will stop moving before they make contact with the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move Lower Left Until Stop&lt;br /&gt;
Crash Move Down Until Stop&lt;br /&gt;
Crash Move Lower Right Until Stop&lt;br /&gt;
Crash Move Left Until Stop&lt;br /&gt;
Crash Move Right Until Stop&lt;br /&gt;
Crash Move Upper Left Until Stop&lt;br /&gt;
Crash Move Up Until Stop&lt;br /&gt;
Crash Move Upper Right Until Stop&lt;br /&gt;
- Causes the moving unit to move that direction until it hits a stop.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the map coordinates to move the unit to through&lt;br /&gt;
  pathfinding.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events will go around the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the map coordinates to move the unit to through&lt;br /&gt;
  pathfinding.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to move the unit to.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events will go around the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to move the unit to.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move to Player&lt;br /&gt;
- Moves the unit to the player.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move to Home&lt;br /&gt;
- Moves the unit towards their home position on the map.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move to Home&lt;br /&gt;
- Moves the unit towards their home position on the map.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move Lower Left: x&lt;br /&gt;
Move Down: x&lt;br /&gt;
Move Lower Right: x&lt;br /&gt;
Move Left: x&lt;br /&gt;
Move Right: x&lt;br /&gt;
Move Upper Left: x&lt;br /&gt;
Move Up: x&lt;br /&gt;
Move Upper Right: x&lt;br /&gt;
- Replace 'x' with the number of times to move the unit by in the designated&lt;br /&gt;
  direction on the map.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Opacity: x%&lt;br /&gt;
- Replace 'x' with the percentage to change the unit's sprite opacity to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Opacity: +x&lt;br /&gt;
Opacity: -x&lt;br /&gt;
- Replace 'x' with the increment to change the unit's sprite opacity by.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Pattern Lock: x&lt;br /&gt;
- Replace 'x' with the step pattern to lock the unit's sprite to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Pattern Unlock&lt;br /&gt;
- Removes pattern lock effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Pose: name&lt;br /&gt;
- If using a VS8 sprite, this will cause the unit to strike a pose.&lt;br /&gt;
- Replace 'name' with any the following:&lt;br /&gt;
- 'Item', 'Hmph', 'Victory', 'Hurt', 'Kneel', 'Collapse',&lt;br /&gt;
  '!', '?', 'Music Note', 'Heart', 'Anger', 'Sweat', 'Cobweb', 'Silence',&lt;br /&gt;
  'Light Bulb', 'Sleep'&lt;br /&gt;
   - Do NOT insert quotes.&lt;br /&gt;
- Examples:&lt;br /&gt;
  - Balloon: Item&lt;br /&gt;
  - Balloon: Victory&lt;br /&gt;
  - Balloon: ?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the desired coordinates for the unit to take one&lt;br /&gt;
  step towards.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event for the unit to take one step to.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward Player&lt;br /&gt;
- Causes event to take one step towards the player.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward Home&lt;br /&gt;
- Causes the event to take one step towards its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the desired coordinates for the unit to take one&lt;br /&gt;
  step away from.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event for the unit to take one step from.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From Player&lt;br /&gt;
- Causes event to take one step away from the player.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn To: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the coordinates to make the unit face towards.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to turn the unit towards.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn to Player&lt;br /&gt;
- Causes the unit to turn towards the player.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn to Home&lt;br /&gt;
- Causes the event to turn towards its home position.&lt;br /&gt;
- This refers to the original position's X/Y on the map.&lt;br /&gt;
- The event will turn and face the tile that is its original X/Y location.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From Home&lt;br /&gt;
- Causes the event to take one step away from its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the coordinates to make the unit face away from.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to turn the unit away from.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From Player&lt;br /&gt;
- Causes the unit to turn away from the player.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From Home&lt;br /&gt;
- Causes the event to turn away from its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Lower Left&lt;br /&gt;
Turn Lower Right&lt;br /&gt;
Turn Upper Left&lt;br /&gt;
Turn Upper Right&lt;br /&gt;
- Causes the unit to turn to one of the diagonal directions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Self Switch x: On&lt;br /&gt;
Self Switch x: Off&lt;br /&gt;
Self Switch x: Toggle&lt;br /&gt;
- Replace 'x' with 'A', 'B', 'C', 'D', or a &amp;lt;Self&amp;gt; Switch ID to adjust the&lt;br /&gt;
  unit's self switch.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Self Variable x: y&lt;br /&gt;
- Replace 'x' with a &amp;lt;Self&amp;gt; Variable ID to adjust the unit's self variable.&lt;br /&gt;
- Replace 'y' with a number value to set the self variable to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the coordinates to instantly move the unit to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to instantly move the unit to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport to Player&lt;br /&gt;
- Instantly moves the unit to the player's location.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport to Home&lt;br /&gt;
- Instantly teleports an event to its home position on the map.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If none of the commands are detected above, then a script call will be ran.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Event Label Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreLabel.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams01.png]]&lt;br /&gt;
&lt;br /&gt;
Event Labels are small windows created to display text over an event's head.&lt;br /&gt;
They're set up using the &amp;lt;Label&amp;gt; notetags and/or comment tags. Event Labels&lt;br /&gt;
are a great way to instantly relay information about the event's role to&lt;br /&gt;
the player.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Event Labels&lt;br /&gt;
&lt;br /&gt;
  Sprite Based?:&lt;br /&gt;
  - Use sprite-based labels instead of legacy-window version.&lt;br /&gt;
  - Legacy-window version will not be supported in future.&lt;br /&gt;
  - Sprite-based labels are more memory efficient and work better&lt;br /&gt;
    compatibility-wise.&lt;br /&gt;
&lt;br /&gt;
  Mobile-Enabled?:&lt;br /&gt;
  - Enable event labels for mobile devices?&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - The font size used for the Event Labels.&lt;br /&gt;
&lt;br /&gt;
  Icon Size:&lt;br /&gt;
  - The size of the icons used in the Event Labels.&lt;br /&gt;
&lt;br /&gt;
  Line Height:&lt;br /&gt;
  - The line height used for the Event Labels.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Globally offset all labels horizontally by this amount.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Globally offset all labels vertically by this amount.&lt;br /&gt;
&lt;br /&gt;
  Fade Speed:&lt;br /&gt;
  - Fade speed for labels.&lt;br /&gt;
&lt;br /&gt;
  Visible Range:&lt;br /&gt;
  - Range the player has to be within the event to make its label visible.&lt;br /&gt;
&lt;br /&gt;
    Range Type:&lt;br /&gt;
    - What do you want the default label visible range type?&lt;br /&gt;
      - Square&lt;br /&gt;
      - Diamond&lt;br /&gt;
      - Circle&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Event Icon Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreIcon.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams02.png]]&lt;br /&gt;
&lt;br /&gt;
Icons can be displayed over an event's head through the &amp;lt;Icon&amp;gt; notetags&lt;br /&gt;
and/or comment tags. These can be used for a variety of things such as&lt;br /&gt;
making them look like they're carrying an item or to indicate they have a&lt;br /&gt;
specific role.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Event Icon&lt;br /&gt;
&lt;br /&gt;
  Buffer X:&lt;br /&gt;
  - Default X position buffer for event icons.&lt;br /&gt;
&lt;br /&gt;
  Buffer Y:&lt;br /&gt;
  - Default Y position buffer for event icons.&lt;br /&gt;
&lt;br /&gt;
  Blend Mode:&lt;br /&gt;
  - Default blend mode for even icons.&lt;br /&gt;
    - 0 - Normal&lt;br /&gt;
    - 1 - Additive&lt;br /&gt;
    - 2 - Multiply&lt;br /&gt;
    - 3 - Screen&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Event Template Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams03.png]]&lt;br /&gt;
&lt;br /&gt;
Event Templates allow you to store specific maps and/or event data to bring&lt;br /&gt;
out on need while having a premade set base. They're similar to prefabs but&lt;br /&gt;
aren't things that can be altered individually as one setting for an event&lt;br /&gt;
template will serve as a blueprint for all of them that use them.&lt;br /&gt;
&lt;br /&gt;
Event Templates are used for the &amp;lt;Copy Event&amp;gt; notetags, the Morph Event and&lt;br /&gt;
Spawn Event Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Preloaded Maps:&lt;br /&gt;
  - A list of all the ID's of the maps that will be preloaded to serve as&lt;br /&gt;
    template maps for this plugin.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Templates&lt;br /&gt;
- A list of all the Event Templates used by this project. Used for notetags&lt;br /&gt;
  and Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
    Name:&lt;br /&gt;
    - Name of the template. It'll be used as anchor points for notetags and&lt;br /&gt;
      Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
    Map ID:&lt;br /&gt;
    - ID of the map the template event is stored on.&lt;br /&gt;
    - This will automatically add this ID to preloaded list.&lt;br /&gt;
&lt;br /&gt;
    Event ID:&lt;br /&gt;
    - ID of the event the template event is based on.&lt;br /&gt;
&lt;br /&gt;
    JavaScript:&lt;br /&gt;
      JS: Pre-Copy:&lt;br /&gt;
      JS: Post-Copy:&lt;br /&gt;
      JS: Pre-Morph:&lt;br /&gt;
      JS: Post-Morph:&lt;br /&gt;
      JS: Pre-Spawn:&lt;br /&gt;
      JS: Post-Spawn:&lt;br /&gt;
      - Code that's ran during certain circumstances.&lt;br /&gt;
      - The code will occur at the same time as the ones listed in the main&lt;br /&gt;
        Event Template Settings Plugin Parameters. However, the ones listed&lt;br /&gt;
        in these individual entries will only occur for these specific&lt;br /&gt;
        templates and only if the templates are used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
JavaScript&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-Copy:&lt;br /&gt;
  JS: Post-Copy:&lt;br /&gt;
  JS: Pre-Morph:&lt;br /&gt;
  JS: Post-Morph:&lt;br /&gt;
  JS: Pre-Spawn:&lt;br /&gt;
  JS: Post-Spawn:&lt;br /&gt;
  - Code that's ran during certain circumstances.&lt;br /&gt;
  - These are global and are ran for all copies, morphs, and/or spawns.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Movement Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams04.png]]&lt;br /&gt;
&lt;br /&gt;
These plugin parameters allow you to control how movement works in your&lt;br /&gt;
game, toggling it from 4-directional to 8-directional, setting up rules to&lt;br /&gt;
stop self-movement from events while an event or message is present, and&lt;br /&gt;
other aesthetics such as tilting the sprite while dashing, setting shadows&lt;br /&gt;
beneath the sprites, and allow for turning in place.&lt;br /&gt;
&lt;br /&gt;
⚠️⚠️⚠️Shadows do NOT appear for sprites using a &amp;quot;!&amp;quot; as their leading filename&lt;br /&gt;
marker. These sprites are environmental and are considered &amp;quot;object&amp;quot;&lt;br /&gt;
characters by the RPG Maker MZ core scripts. They do not utilize character&lt;br /&gt;
shadows due.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
8 Directional Movement&lt;br /&gt;
&lt;br /&gt;
  Enable:&lt;br /&gt;
  - Allow 8-directional movement by default? Players can move diagonally.&lt;br /&gt;
&lt;br /&gt;
  Strict Collision:&lt;br /&gt;
  - Enforce strict collission rules where the player must be able to pass&lt;br /&gt;
    both cardinal directions?&lt;br /&gt;
&lt;br /&gt;
  Favor Horizontal:&lt;br /&gt;
  - Favor horizontal if cannot pass diagonally but can pass both&lt;br /&gt;
    horizontally and vertically?&lt;br /&gt;
&lt;br /&gt;
  Slower Diagonals?&lt;br /&gt;
  - Enforce a slower movement speed when moving diagonally?&lt;br /&gt;
&lt;br /&gt;
    Speed Multiplier&lt;br /&gt;
    - What's the multiplier to adjust movement speed when moving diagonally?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Automatic Movement&lt;br /&gt;
&lt;br /&gt;
  Stop During Events:&lt;br /&gt;
  - Stop automatic event movement while events are running.&lt;br /&gt;
&lt;br /&gt;
  Stop During Messages:&lt;br /&gt;
  - Stop automatic event movement while a message is running.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Bitmap&lt;br /&gt;
&lt;br /&gt;
  Smoothing:&lt;br /&gt;
  - Do you want to smooth or pixelate the map sprites?&lt;br /&gt;
  - Pixelating them is better for zooming and tilting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dash&lt;br /&gt;
&lt;br /&gt;
  Dash Modifier:&lt;br /&gt;
  - Alters the dash speed modifier.&lt;br /&gt;
&lt;br /&gt;
  Dash on Ladder?&lt;br /&gt;
  - Allow dashing while on a ladder or rope?&lt;br /&gt;
&lt;br /&gt;
  Enable Dash Tilt?:&lt;br /&gt;
  - Tilt any sprites that are currently dashing?&lt;br /&gt;
&lt;br /&gt;
    Tilt Left Amount:&lt;br /&gt;
    - Amount in radians when moving left (upper left, left, lower left).&lt;br /&gt;
&lt;br /&gt;
    Tilt Right Amount:&lt;br /&gt;
    - Amount in radians when moving right (upper right, right, lower right).&lt;br /&gt;
&lt;br /&gt;
    Tilt Vertical Amount:&lt;br /&gt;
    - Amount in radians when moving vertical (up, down).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMovementCore_Update25_WeightedRandom.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Event Movement&lt;br /&gt;
&lt;br /&gt;
  Random Move Weight:&lt;br /&gt;
  - Use numbers between 0 and 1.&lt;br /&gt;
  - Numbers closer to 1 stay closer to their home position.&lt;br /&gt;
  - 0 to disable it.&lt;br /&gt;
&lt;br /&gt;
  Shift Y:&lt;br /&gt;
  - How many pixels should non-tile characters be shifted by?&lt;br /&gt;
  - Negative: up. Positive: down.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Path Finding&lt;br /&gt;
&lt;br /&gt;
  Mobile-Enabled?:&lt;br /&gt;
  - Enable diagonal pathfinding for mobile devices?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreShadow.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Shadows&lt;br /&gt;
&lt;br /&gt;
  Show:&lt;br /&gt;
  - Show shadows on all events and player-related sprites.&lt;br /&gt;
&lt;br /&gt;
  Default Filename:&lt;br /&gt;
  - Default filename used for shadows found in img/system/ folder.&lt;br /&gt;
&lt;br /&gt;
  Shadow Z Layer:&lt;br /&gt;
  - What is the sprite Z layer used for the shadow sprites?&lt;br /&gt;
    - In-game layers are as follows:&lt;br /&gt;
    - 0 : Lower tiles&lt;br /&gt;
    - 1 : Lower characters&lt;br /&gt;
    - 3 : Normal characters&lt;br /&gt;
    - 4 : Upper tiles&lt;br /&gt;
    - 5 : Upper characters&lt;br /&gt;
    - 6 : Airship shadow&lt;br /&gt;
    - 7 : Balloon&lt;br /&gt;
    - 8 : Animation&lt;br /&gt;
    - 9 : Destination&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn in Place&lt;br /&gt;
&lt;br /&gt;
  Enable:&lt;br /&gt;
  - When not dashing, player will turn in place before moving.&lt;br /&gt;
  - This only applies with keyboard inputs.&lt;br /&gt;
&lt;br /&gt;
  Delay in Frames:&lt;br /&gt;
  - The number of frames to wait before moving.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Vehicle Speeds&lt;br /&gt;
&lt;br /&gt;
  Boat Speed:&lt;br /&gt;
  - Allows you to adjust the base speed of the boat vehicle.&lt;br /&gt;
&lt;br /&gt;
  Ship Speed:&lt;br /&gt;
  - Allows you to adjust the base speed of the ship vehicle.&lt;br /&gt;
&lt;br /&gt;
  Airship Speed:&lt;br /&gt;
  - Allows you to adjust the base speed of the airship vehicle.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== VisuStella 8-Dir Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams05.png]]&lt;br /&gt;
&lt;br /&gt;
These are settings for sprite sheets using the VS8 format.&lt;br /&gt;
For more information on the VS8 format, look in the help section above.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Balloon Icon Settings&lt;br /&gt;
&lt;br /&gt;
  Auto-Balloon Poses:&lt;br /&gt;
  - Automatically pose VS8 sprites when using balloon icons.&lt;br /&gt;
&lt;br /&gt;
  Balloon Offset X:&lt;br /&gt;
  - Offset balloon icons on VS8 sprites by x pixels.&lt;br /&gt;
&lt;br /&gt;
  Balloon Offset Y:&lt;br /&gt;
  - Offset balloon icons on VS8 sprites by y pixels.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreIcon.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Icons&lt;br /&gt;
&lt;br /&gt;
  Auto Buffer:&lt;br /&gt;
  - Automatically buffer the X and Y coordinates of VS8 sprites?&lt;br /&gt;
&lt;br /&gt;
  Use Carry Pose:&lt;br /&gt;
  - Use the carry pose when moving with an icon overhead.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Region Rulings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventMoveCoreRegions.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams06.png]]&lt;br /&gt;
&lt;br /&gt;
These settings allow you to decide the passability of the player, events,&lt;br /&gt;
and various vehicles through the usage of Regions.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Allow Regions&lt;br /&gt;
&lt;br /&gt;
  All Allow:&lt;br /&gt;
  Walk Allow:&lt;br /&gt;
  Player Allow:&lt;br /&gt;
  Event Allow:&lt;br /&gt;
  Vehicle Allow:&lt;br /&gt;
  Boat Allow:&lt;br /&gt;
  Ship Allow:&lt;br /&gt;
  Airship Allow:&lt;br /&gt;
  - Insert Region ID's where the affected unit type can enter.&lt;br /&gt;
  - Region ID's range from 0 to 255.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Forbid Regions&lt;br /&gt;
&lt;br /&gt;
  All Forbid:&lt;br /&gt;
  Walk Forbid:&lt;br /&gt;
  Player Forbid:&lt;br /&gt;
  Event Forbid:&lt;br /&gt;
  Vehicle Forbid:&lt;br /&gt;
  Boat Forbid:&lt;br /&gt;
  Ship Forbid:&lt;br /&gt;
  Airship Forbid:&lt;br /&gt;
  - Insert Region ID's where the affected unit type cannot enter.&lt;br /&gt;
  - Region ID's range from 0 to 255.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dock Regions&lt;br /&gt;
&lt;br /&gt;
  Vehicle Dock:&lt;br /&gt;
  Boat Dock:&lt;br /&gt;
  Ship Dock:&lt;br /&gt;
  Airship Dock:&lt;br /&gt;
  - Insert Region ID's where the affected vehicle can dock&lt;br /&gt;
  - Region ID's range from 0 to 255.&lt;br /&gt;
&lt;br /&gt;
  Only Region Dockable:&lt;br /&gt;
  - Vehicles are only able to dock at designated regions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Common Event on OK Button ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams07.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters allow you to setup Common Events that activate using&lt;br /&gt;
Regions when pressing the OK button while standing on top of them or in&lt;br /&gt;
front of them. These let you create near universally interactable objects&lt;br /&gt;
using Regions, such as rivers to start up fishing events or locations to&lt;br /&gt;
places items on.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Regions&lt;br /&gt;
&lt;br /&gt;
  Regions 1 - 255:&lt;br /&gt;
  - Which Common Event does this region activate?&lt;br /&gt;
  - Use 0 to not activate any Common Events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams07a.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Target Tile&lt;br /&gt;
&lt;br /&gt;
  Target Tile:&lt;br /&gt;
  - Which tile should be checked for Common Event on OK Button?&lt;br /&gt;
    - Tile in front of player.&lt;br /&gt;
    - Tile player is standing on top of.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Common Event on Touch ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams08.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters allow you to setup Common Events that trigger when&lt;br /&gt;
stepping onto Region-marked tiles. These let you create custom effects that&lt;br /&gt;
will occur such as customized damage floors, traps, and/or events.&lt;br /&gt;
&lt;br /&gt;
Areas marked with these regions will not allow random encounters to occur.&lt;br /&gt;
This is how RPG Maker works. Assuming you are not using plugins at all, by&lt;br /&gt;
putting on touch events all over the map, tiles with those on touch events&lt;br /&gt;
will not let random encounters trigger.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Regions&lt;br /&gt;
&lt;br /&gt;
  Regions 1 - 255:&lt;br /&gt;
  - Which Common Event does this region activate?&lt;br /&gt;
  - Use 0 to not activate any Common Events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Terrain Tag Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams09.png]]&lt;br /&gt;
&lt;br /&gt;
Terrain Tags are used in Database =&amp;gt; Tilesets to mark certain tiles and&lt;br /&gt;
give them unique properties through terrain tags.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Terrain Tag ID's&lt;br /&gt;
&lt;br /&gt;
  Rope:&lt;br /&gt;
  - Which terrain tag number to use for ropes?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.62: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** New section added: Reference Switches and Reference Variables&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.61: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where shadows would appear under lower-priority event sprites making usage of certain tiles awkward looking. This is corrected by the new Plugin Parameter. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Movement Settings &amp;gt; Shadows &amp;gt; Shadow Z Layer&lt;br /&gt;
**** What is the sprite Z layer used for the shadow sprites?&lt;br /&gt;
**** By default, this layer will now be 0.5 instead of 0.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If a event is made whose priority is &amp;quot;Below characters&amp;quot; and is a tile object (ie taking a sprite from the map tileset or a character sprite with &amp;quot;!&amp;quot; in front of the name), it will be automatically regulated to a custom Z layer of 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.60: August 29, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where events with large hitboxes do not work with crash move. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where single-mode save games by Save Core would freeze after executed event movements. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Event Labels will adjust their vertical position to the picture of any attached event picture if one is present. Update by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Picture Type: Enemy&amp;gt;&lt;br /&gt;
*** &amp;lt;Picture Type: SV Enemy&amp;gt;&lt;br /&gt;
**** Will use /img/enemies/ or /img/sv_enemies/ instead of /img/pictures/ to grab a picture graphic from.&lt;br /&gt;
**** Other picture graphic sprite related notetags will apply as normal.&lt;br /&gt;
*** &amp;lt;Label Range Type: Square&amp;gt;&lt;br /&gt;
*** &amp;lt;Label Range Type: Circle&amp;gt;&lt;br /&gt;
*** &amp;lt;Label Range Type: Diamond&amp;gt;&lt;br /&gt;
**** Sets a range type for the label to appear visible for.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Event Label Settings &amp;gt; Visible Range &amp;gt; Range Type:&lt;br /&gt;
**** What do you want the default label visible range type?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.59: June 13, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Added a cache check for character sprite tag names to reduce frame drops. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Location X: +x&amp;gt;, &amp;lt;Location X: -x&amp;gt;&lt;br /&gt;
*** &amp;lt;Location Y: +y&amp;gt;, &amp;lt;Location Y: -y&amp;gt;&lt;br /&gt;
*** &amp;lt;Location: +x, +y&amp;gt;, &amp;lt;Location: +x, -y&amp;gt;&lt;br /&gt;
*** &amp;lt;Location: -x, +y&amp;gt;, &amp;lt;Location: -x, -y&amp;gt;&lt;br /&gt;
**** Adjusts the initial location of this event by +x and +y (or -x and -y).&lt;br /&gt;
**** This allows you to stack events on top of each other or even move them to various places of the map.&lt;br /&gt;
*** &amp;lt;Tile Expand Up: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Tile Expand Down: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Tile Expand Left: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Tile Expand Right: x&amp;gt;&lt;br /&gt;
**** Used for events with tile graphics. Expands the graphic up, down, left, or right from the spritesheet.&lt;br /&gt;
**** This does NOT expand the hitbox.&lt;br /&gt;
**** The graphic will be anchored to the tile it's expanded from. This means even if you expanded downward, the actual event's position will still be the current event's X/Y coordinates. It's just grown more vertically and is still centered horizontally.&lt;br /&gt;
**** This is primarily used to save on having to use too many events for tiles that expanded past 1x1 tile sizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.58: May 16, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;Features: Character Sprite Filename Tags&amp;quot; section.&lt;br /&gt;
* New Features!&lt;br /&gt;
** [Invisible] tag added to character sprite filenames.&lt;br /&gt;
*** If a character sprite's filename has [invisible] in it, it will become invisible on the map screen in-game while almost everything else about it is visible. This is used for those who wish to use sprite labels for things such as autorun and parallel events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.57: March 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Command: &amp;quot;Event Icon: Delete&amp;quot; will now keep an event icon cleared until the newly added Plugin Command: &amp;quot;Event Icon: Restore&amp;quot; is used. Update made by Arisu.&lt;br /&gt;
** Plugin Command: &amp;quot;Event Icon: Change&amp;quot; is now renamed to have &amp;quot;(Temporary)&amp;quot; after its name in order to clarify the temporary changes made to it.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Arisu:&lt;br /&gt;
*** Event Icon: Event Icon: Change (Forced)&lt;br /&gt;
**** Change the icon that appears on an event.&lt;br /&gt;
**** This change is forced and needs to be restored.&lt;br /&gt;
*** Event Icon: Restore&lt;br /&gt;
**** Restores a deleted or forced icon that appears on an event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.56: February 15, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added fail safes for activation proximity notetags when loaded from past save files without Events and Movement Core installed. Added by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Encounter Half Square: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter Half Circle: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter Half Delta: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter Half Row: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter Half Column: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter None Square: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter None Circle: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter None Delta: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter None Row: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter None Column: x&amp;gt;&lt;br /&gt;
**** If the player is within the 'x' area effect of this event, the random encounter rate will be halved or suppressed completely depending on the notetag used.&lt;br /&gt;
**** These include script call checks.&lt;br /&gt;
*** &amp;lt;Erase if Encounter Half&amp;gt;&lt;br /&gt;
*** &amp;lt;Erase if Encounter None&amp;gt;&lt;br /&gt;
**** Automatically erase this event if the player's party has an encounter half or encounter none effect, or if the event has spawned in an encounter half or encounter none area.&lt;br /&gt;
**** This check only occurs in two situations: when the map is first loaded after being teleported into or when the player leaves a menu and returns back to the map.&lt;br /&gt;
**** Events that have been erased due to this effect will NOT return even if the encounter half/none effect is removed while the player is still on the map. The event will return if the player exits the map and comes back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.55: December 14, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Arisu:&lt;br /&gt;
*** Event Popup: Player&lt;br /&gt;
*** Event Popup: Follower&lt;br /&gt;
*** Event Popup: Event&lt;br /&gt;
*** Event Popup: Target Tile&lt;br /&gt;
**** Makes a centered event popup on the player sprite, target follower sprite, target event sprite, or target tile.&lt;br /&gt;
**** All of these new Plugin Commands require VisuMZ_1_MessageCore and cannot be used in battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.54: October 12, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Help file updated to reduce confusion:&lt;br /&gt;
*** Call Event: Remote Read&lt;br /&gt;
**** This will run the page of the target event on the current event.&lt;br /&gt;
**** This means that any &amp;quot;This Event&amp;quot; commands will be applied to the event using this Plugin Command and NOT the target event that page data is being retrieved from.&lt;br /&gt;
**** Think of it as the current event using the target called event as a Common Event ala how RPG Maker 2003 works (for those familiar with it).&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Renamed &amp;quot;Call Event: Remote Activation&amp;quot; to &amp;quot;Call Event: Remote Read&amp;quot; to reduce confusion.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;Activation Radius: x&amp;gt; notetag is now defined as &amp;lt;Activation Delta: x&amp;gt;&lt;br /&gt;
*** 'Radius' variant will still work and function as 'Delta' but will no longer be listed in the help file as 'Radius'&lt;br /&gt;
*** This is changed to avoid confusion with the new notetag.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu and sponsored by AndyL:&lt;br /&gt;
*** &amp;lt;Activation Circle: x&amp;gt;&lt;br /&gt;
**** A circle-shaped range with the event at the center.&lt;br /&gt;
**** 'x' represents the distance from the center.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.53: August 17, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** &amp;lt;Map Load Common Event: x&amp;gt;&lt;br /&gt;
** &amp;lt;Map Load Common Events: x, x, x&amp;gt;&lt;br /&gt;
*** When this map is loaded, run the specified Common Events once available.&lt;br /&gt;
**** Does NOT trigger if you transfer to a different part of the same map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.52: July 13, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated help file for &amp;lt;Label: text&amp;gt; notetags:&lt;br /&gt;
*** If text codes are used, avoid text codes that use &amp;lt; and &amp;gt; wrappers.&lt;br /&gt;
** Updated help file for &amp;lt;Label&amp;gt; sandwich notetags:&lt;br /&gt;
*** You can use text codes with &amp;lt; and &amp;gt; wrappers.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Event labels now work properly with scaling sprites.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu and sponsored by Anon:&lt;br /&gt;
*** &amp;lt;Label Hue Shift: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Label Hue Shift: -x&amp;gt;&lt;br /&gt;
**** Changes the hue of the event label by +x or -x every frame.&lt;br /&gt;
**** Keep in mind that since this is changing hue, this will appear to have no effect if you are using black and white labels.&lt;br /&gt;
**** Use labels with text codes that add color to them like '\C[4]text'&lt;br /&gt;
**** This only works with the sprite version of event labels and does not work with the legacy version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.51: June 15, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Provided a fail safe for plugins using the scaling options from this plugin but do not have scaling parameters identified. The scaling ratio should now default to 1.0. Fix made by Olivia.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Diagonal pathfinding is now improved as to not get stuck on tight corners on the map. Feature update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.50: April 13, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;Icon: x&amp;gt; should now update correctly when changing pages through self switches or other event conditions. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Event Labels &amp;gt; Mobile-Enabled?&lt;br /&gt;
*** Plugin Parameters &amp;gt; Movement &amp;gt; Pathfinding &amp;gt; Mobile-Enabled?&lt;br /&gt;
**** These settings allow you to enable or disable certain features when played on mobile devices for better performance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.49: March 16, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Event Notetag and Comment Tags added by Arisu:&lt;br /&gt;
*** &amp;lt;Scale: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Scale X: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Scale Y: y%&amp;gt;&lt;br /&gt;
**** Changes the scale of the sprite to the designated size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.48: January 20, 2023&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;Move Synch&amp;gt; for certain types will also copy facing directions even if there are no tile movements (ie changing directions when pressed up against and obstacle). Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.47: November 10, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If &amp;quot;Follower: Set Global Chase&amp;quot; is set to false, followers will no longer jump towards the player location when the player jumps. This does NOT apply to gather or location changing players. Followers will still have to synchronize their positions there regardless in order to maintain consistency. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.46: September 29, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Altered the self switch auto-reset timing to reduce errors. Fix by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added self-movement prevention whenever scenes are deactivated. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.45: August 18, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused event labels with variables from refreshing properly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.44: July 21, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem that caused &amp;lt;Exit Reset Self Data&amp;gt; notetag to not work. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Diagonal pathfinding is now disabled when there are too many events on a map, causing extra collission checks. This value is set to 100 for the time being until we can figure out a better way to calculate diagonal pathfinding. Update made by Irina.&lt;br /&gt;
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Version 1.43: July 14, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Move to Player for events should no longer cause hang ups. Fix by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added caching function for pathfinding when using touch movement for a smoother experience. When touch movement is held down, pathfinding will utilize the non-diagonal function for less resource consumption to prevent FPS frame drops. Update made by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu:&lt;br /&gt;
*** &amp;lt;Playtest&amp;gt;&lt;br /&gt;
**** If this notetag is found in the event's notebox (NOT comments), then the event will only appear during a playtest session. It will not appear in a deployed game where the playtest flag is not on.&lt;br /&gt;
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Version 1.42: June 23, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added to &amp;lt;Copy Event: x, y&amp;gt; notetag help:&lt;br /&gt;
*** - If '0' is used for the Map ID, reference the current map.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Default MZ behavior would have &amp;quot;below characters&amp;quot; trigger events with only comments lock out facing &amp;quot;same as characters&amp;quot; trigger events. This is now bypassed. Update made by Arisu.&lt;br /&gt;
** The &amp;lt;Copy Event: mapID, eventID&amp;gt; notetags now allow usage of '0' for the mapID to reference the current map. Update made by Arisu.&lt;br /&gt;
** &amp;lt;Save Event Location&amp;gt; should now work more efficiently. Update by Arisu.&lt;br /&gt;
** Dashing animations for followers will no longer look weird after having gathered up and then proceeding to dash. Update made by Irina.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New event notetag added by Arisu:&lt;br /&gt;
*** &amp;lt;Exit Reset Self Data&amp;gt;&lt;br /&gt;
**** When the player leaves the current map, all Self Switches and Self Variables related to this event will be reset.&lt;br /&gt;
** New Plugin Command added by Arisu and sponsored by Anon:&lt;br /&gt;
*** Self Data: Reset All&lt;br /&gt;
**** Reset the Self Switch and Self Variable data of all events within the specified map.&lt;br /&gt;
** New Plugin Parameter added by Arisu and sponsored by Anon:&lt;br /&gt;
*** Plugin Params &amp;gt; Movement Settings &amp;gt; Dash &amp;gt; Dash on Ladder?&lt;br /&gt;
**** Allow dashing while on a ladder or rope?&lt;br /&gt;
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Version 1.41: June 1, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Parallel Process Common Events above 1000 should no longer crash the game. Bug fixed by Irina.&lt;br /&gt;
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Version 1.39: May 5, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Save event location should now work properly with Set Event Location command. Fix made by Arisu.&lt;br /&gt;
** Sprite Event Labels with distance properties will no longer be visible when constantly entering/exiting the Main Menu. Fix made by Arisu.&lt;br /&gt;
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Version 1.38: April 28, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu and sponsored by Archeia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Movement Settings &amp;gt; Event Movement &amp;gt; Shift Y&lt;br /&gt;
**** How many pixels should non-tile characters be shifted by?&lt;br /&gt;
** New Notetags added by Arisu and sponsored by Archeia:&lt;br /&gt;
*** &amp;lt;Picture Filename: filename&amp;gt;&lt;br /&gt;
**** applies a picture graphic from the /img/pictures/ folder of your game project.&lt;br /&gt;
**** This graphic will be on top of the character sprite but below the event icon sprite.&lt;br /&gt;
**** The picture priority will be the same as the event's priority. If it is &amp;quot;below characters&amp;quot;, the player can walk on top of it. If it is &amp;quot;above characters&amp;quot;, the player will behind it. If it is &amp;quot;same as characters&amp;quot;, the priority will be based on the current relative Y position.&lt;br /&gt;
*** &amp;lt;Picture Max Size: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Picture Scale: y%&amp;gt;&lt;br /&gt;
**** If the &amp;quot;Max Size&amp;quot; or &amp;quot;Scale&amp;quot; supplementary notetags are used, the picture graphic will be scaled proportionally to fit either the exact pixel size for &amp;quot;Max Size&amp;quot; or the &amp;quot;Scale&amp;quot; ratio.&lt;br /&gt;
*** &amp;lt;Picture Offset: +x, +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Picture Offset: -x, -y&amp;gt;&lt;br /&gt;
**** Offsets the X and Y position of the event picture relative to the event sprite's own position.&lt;br /&gt;
*** &amp;lt;Picture Wait Frames: x&amp;gt;&lt;br /&gt;
**** Requires VisuMZ_4_AnimatedPictures! &amp;quot;Wait Frames&amp;quot; is used with VisuMZ's Animated Pictures plugin. This determines the delay inbetween frame changes.&lt;br /&gt;
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Version 1.37: March 24, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity to &amp;quot;Turn to Home&amp;quot; Movement Command.&lt;br /&gt;
*** This refers to the original position's X/Y on the map.&lt;br /&gt;
*** The event will turn and face the tile that is its original X/Y location.&lt;br /&gt;
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Version 1.36: March 17, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;Turn To Home&amp;quot; movement command now properly faces the home position. Fix made by Irina.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Commands now have separators for easier selection.&lt;br /&gt;
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Version 1.35: March 3, 2022&lt;br /&gt;
* IMPORTANT! Compatibility Update!&lt;br /&gt;
** Compatibility Update with RPG Maker MZ 1.4.4.&lt;br /&gt;
*** For some reason this update broke any saves made before 1.4.4 was updated and they cannot be loaded. The only way saves would load is if you made a safe after 1.4.4 was done. This should be fixed and saves made with 1.4.3 and before should now be working. Update made by Irina.&lt;br /&gt;
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Version 1.34: February 17, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Arisu has created new event notetag/comment tags:&lt;br /&gt;
*** &amp;lt;Custom Z: x&amp;gt;&lt;br /&gt;
**** Replace 'x' with a number value to determine the event sprite's Z value relative to the tilemap.&lt;br /&gt;
**** View the helpfile for more information.&lt;br /&gt;
*** &amp;lt;Mirror Sprite&amp;gt;&lt;br /&gt;
**** The event sprite's visual appearance is mirrored.&lt;br /&gt;
*** &amp;lt;Move Synch Distance Opacity: x&amp;gt;&lt;br /&gt;
**** Changes the opacity of the event based on the distance between it and its move synched target. Closer means more opaque. Further away means more transparent.&lt;br /&gt;
** Irina has created a more memory efficient version of Event Labels.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Event Label Settings &amp;gt; Sprite Based?&lt;br /&gt;
**** Use sprite-based labels instead of legacy-window version.&lt;br /&gt;
**** Legacy-window version will not be supported in future.&lt;br /&gt;
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Version 1.33: February 3, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu!&lt;br /&gt;
*** &amp;lt;Hide Player&amp;gt;&lt;br /&gt;
*** &amp;lt;Show Player&amp;gt;&lt;br /&gt;
**** Map Notetag. Forcefully hides or shows the player sprite. This is so you don't need to manually turn the setting on/off each time you enter a specific map.&lt;br /&gt;
*** &amp;lt;Hide Followers&amp;gt;&lt;br /&gt;
*** &amp;lt;Show Followers&amp;gt;&lt;br /&gt;
**** Map Notetag. Forcefully hides or shows the player's followers. This is so you don't need to manually turn them on/off each time you enter a specific map.&lt;br /&gt;
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Version 1.32: January 20, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Self Variable changes from custom move routes should no longer cause crashes. Fix made by Arisu.&lt;br /&gt;
** Self Switch custom move route toggles should now work properly. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Better shadow tracking algorithm to remove any shadow twitching. Update made by Yanfly.&lt;br /&gt;
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Version 1.31: January 6, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.30: November 25, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Map Switches and Map Variables added by Arisu:&lt;br /&gt;
*** Map Switches are self-switches for maps. Instead of using &amp;lt;Self&amp;gt;, use &amp;lt;Map&amp;gt; in the Switch name to designate it as a Map Switch. The ON/OFF data for that Switch will vary depending on the map the player is currently on.&lt;br /&gt;
*** Map Variables are self-variables for maps. Instead of using &amp;lt;Self&amp;gt;, use &amp;lt;Map&amp;gt; in the Variable name to designate it as a Map Switch. The number data for that Variable will vary depending on the map the player is currently on.&lt;br /&gt;
*** Script Calls have been added for these features as well.&lt;br /&gt;
**** See help file for them.&lt;br /&gt;
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Version 1.29: October 7, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Same map event spawning should now work properly without the need to add the current map ID to the preloaded map array. Update made by Arisu.&lt;br /&gt;
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Version 1.28: September 30, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New move route commands added by Arisu:&lt;br /&gt;
*** Jump to Home&lt;br /&gt;
*** Move to Home&lt;br /&gt;
*** Crash Move to Home&lt;br /&gt;
*** Step Toward Home&lt;br /&gt;
*** Step Away From Home&lt;br /&gt;
*** Turn to Home&lt;br /&gt;
*** Turn Away From Home&lt;br /&gt;
*** Teleport to Home&lt;br /&gt;
**** These only work on events. Their actions should be reflective of what their command names suggest.&lt;br /&gt;
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Version 1.27: September 17, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed event spawn templates so that they can work properly with Common Events. Fix made by Arisu.&lt;br /&gt;
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Version 1.26: September 3, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;Step Towards Player&amp;quot; custom command should now work properly. Fix made by Arisu.&lt;br /&gt;
** Having multiple region restriction notetags for a map will no longer cause others to lock out. Fix made by Arisu.&lt;br /&gt;
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Version 1.25: July 30, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem that caused the 'setSelfSwitchValue' and 'setSelfVariableValue' functions to not work properly. Fix made by Irina.&lt;br /&gt;
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Version 1.24: June 4, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added extra clarification on which commands will go around the player character and which ones won't.&lt;br /&gt;
* New Move Route Custom Commands added by Arisu:&lt;br /&gt;
** Crash Move (direction) Until Stop&lt;br /&gt;
** Crash Move To: x, y&lt;br /&gt;
** Crash Move To Event: x&lt;br /&gt;
*** These allow events to collide with the player character and trigger Event Touch events.&lt;br /&gt;
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Version 1.23: May 21, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Morphing by templates should no longer cause a crash. Fix made by Arisu.&lt;br /&gt;
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Version 1.22: May 7, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Plugin Commands for Event Label Visibility should now update without needing to take steps as per distance detection. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added clarity to &amp;quot;Common Event on Touch&amp;quot; Plugin Parameters.&lt;br /&gt;
*** Areas marked with these regions will not allow random encounters to occur. This is how RPG Maker works. Assuming you are not using plugins at all, by putting on touch events all over the map, tiles with those on touch events will not let random encounters trigger.&lt;br /&gt;
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Version 1.21: March 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Move until stop custom move routes should no longer cause crashes. Fix made by Arisu.&lt;br /&gt;
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Version 1.20: February 26, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Region Restrictions regarding Player Allow will no longer affect vehicle passability. Update made by Arisu.&lt;br /&gt;
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Version 1.19: February 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;Self Variable: Variable ID&amp;quot; plugin command's Map ID should now be able to use &amp;quot;0&amp;quot; to self reference the current map. Fix made by Olivia.&lt;br /&gt;
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Version 1.18: February 5, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Event icon plugin commands should now work properly. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added new &amp;quot;Features: Weighted Random Movement&amp;quot; section.&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Random Move Weight: x&amp;gt;&lt;br /&gt;
**** If this tag is used on an event with random-type autonomous movement, then the event will stick closer to their home location (where they are located upon spawning on the map). How close they stick to their home location will depend on the weighted 'x' value.&lt;br /&gt;
*** &amp;lt;True Random Move&amp;gt;&lt;br /&gt;
**** If this tag is used on an event with random-type autonomous movement, then that event will ignore the effects of weighted randomized movement.&lt;br /&gt;
** New Plugin Commands added by Arisu and sponsored by AndyL:&lt;br /&gt;
*** Event Timer: Change Speed&lt;br /&gt;
*** Event Timer: Expire Event Assign&lt;br /&gt;
*** Event Timer: Expire Event Clear&lt;br /&gt;
*** Event Timer: Frames Gain&lt;br /&gt;
*** Event Timer: Frames Set&lt;br /&gt;
*** Event Timer: Pause&lt;br /&gt;
*** Event Timer: Resume&lt;br /&gt;
**** The above Plugin Commands allow you to control the game timer better.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Movement &amp;gt; Event Movement &amp;gt; Random Move Weight&lt;br /&gt;
**** Use numbers between 0 and 1. Numbers closer to 1 stay closer to their home position.&lt;br /&gt;
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Version 1.17: January 29, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;Do NOT insert quotes&amp;quot; to &amp;quot;Balloon: name&amp;quot; and &amp;quot;Pose: name&amp;quot;.&lt;br /&gt;
** Added Examples for extra clarification.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** When touch clicking an event on a map with multiple events, pathfinding will utilize the non-diagonal function for less resource consumption to prevent FPS frame drops. Fix made by Arisu.&lt;br /&gt;
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Version 1.16: January 22, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** When touch clicking multiple times on an impassable tile, pathfinding will utilize the non-diagonal function for less resource consumption to prevent FPS frame drops. Fix made by Arisu.&lt;br /&gt;
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Version 1.15: January 1, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Spawned events should now resume their automated self movement after being interacted with. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Help file updated for updated features.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Collission checks for the Spawn Event Plugin Commands now account for the spawning event's Hitbox, too. Update made by Yanfly.&lt;br /&gt;
** Spawn Event Plugin Commands adds a new parameter &amp;quot;Success Switch ID&amp;quot; to check if the spawning has been successful or not.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Yanfly!&lt;br /&gt;
*** Spawn Event: Spawn At Terrain Tag&lt;br /&gt;
*** Spawn Event: Despawn Terrain Tag(s)&lt;br /&gt;
**** These function similar to their region counterparts except they target terrain tags instead.&lt;br /&gt;
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Version 1.14: December 18, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Caching for event label positions now account for page index. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for the new features!&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Irina.&lt;br /&gt;
*** Follower: Set Global Chase&lt;br /&gt;
*** Follower: Set Target Chase&lt;br /&gt;
*** Follower: Set Control&lt;br /&gt;
*** Follower: Reset&lt;br /&gt;
**** These plugin commands allow you to change whether or not the followers will chase their intended targets and/or shift control over their movement route from the &amp;quot;Player&amp;quot; to the target follower.&lt;br /&gt;
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Version 1.13: December 4, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Caching for event label positions now account for one-screen maps. Fix made by Arisu.&lt;br /&gt;
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Version 1.12: November 29, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Click Triggers no longer work on erased events. Fix made by Arisu.&lt;br /&gt;
** Erased events no longer have icons appear above their heads. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Initialization of the plugin's effects no only occur if the event's current page settings have been altered. Change made by Arisu.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.11: November 15, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Morph plugin command should no longer cause crashes. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for the updated features!&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Updates to these Plugin Commands made by Yanfly:&lt;br /&gt;
*** Call Event: Remote Activation&lt;br /&gt;
*** Event Icon: Change&lt;br /&gt;
*** Event Icon: Delete&lt;br /&gt;
*** Event Location: Create&lt;br /&gt;
*** Event Location: Delete&lt;br /&gt;
*** Global Switch: Get Self Switch A B C D&lt;br /&gt;
*** Global Switch: Get Self Switch ID&lt;br /&gt;
*** Global Variable: Get Self Variable ID&lt;br /&gt;
*** Morph Event: Change&lt;br /&gt;
*** Morph Event: Remove&lt;br /&gt;
*** Self Switch: A B C D&lt;br /&gt;
*** Self Switch: Switch ID&lt;br /&gt;
*** Self Variable: Variable ID&lt;br /&gt;
**** All of the above Plugin Commands can now use 0 for their Event ID's in order to refer to the running event's ID value.&lt;br /&gt;
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Version 1.10: November 1, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Spawned Event preserve function now works properly. Fix made by Arisu.&lt;br /&gt;
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Version 1.09: October 25, 2020&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** Added clarity on the notetags and comment tags on when their effects are present.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Event icons now have an unsmoothing property to them to make them look better. Update made by Irina.&lt;br /&gt;
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Version 1.08: October 11, 2020&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added failsafes for better compatibility.&lt;br /&gt;
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Version 1.07: October 4, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated for the new features!&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Data from deleted events will now be cleared and removed from maps if the events do not exist to prevent conflict with plugins from the VisuStella MZ library and other plugins. Feature added by Irina.&lt;br /&gt;
** Move Route Custom Commands now support self variable values! If you wish to use a value from a self variable, insert \SelfVar[x] in place of the x in any of the below. This will only draw from the current event. If you wish to draw data from outside event self variables, we recommend you use the \V[x] variant after using the Plugin Commands to draw data from them for the best accuracy.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Yanfly!&lt;br /&gt;
*** Movement &amp;gt; Bitmap &amp;gt; Smoothing&lt;br /&gt;
**** Do you want to smooth or pixelate the map sprites? Pixelating them is better for zooming and tilting.&lt;br /&gt;
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Version 1.06: September 27, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Events &amp;amp; Movement Core no longer disables the Core Engine's Smart Event Collision plugin parameter. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Move Route Custom Commands updated with the new feature for inserting variable values.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Move Route Custom Commands now support $gameVariable.value(x) values. You can also just use \V[x] for variable values, too. Added by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: September 20, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** If player movement is disabled, mouse movement is disabled, too. Fix made by Arisu.&lt;br /&gt;
** The region restriction notetags should be fixed and work again. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: September 13: 2020&lt;br /&gt;
* Feature Update!&lt;br /&gt;
* Some Move Route Custom Commands are updated to ignore spaces:&lt;br /&gt;
** Jump To: x, y&lt;br /&gt;
** Move To: x, y&lt;br /&gt;
** Step Toward: x, y&lt;br /&gt;
** Step Away From: x, y&lt;br /&gt;
** Turn To: x, y&lt;br /&gt;
** Turn Away From: x, y&lt;br /&gt;
** Teleport To: x, y&lt;br /&gt;
*** These can now be written as x,y. There still needs to be a space between the : and x for parsing clarity, however.&lt;br /&gt;
*** Feature updated by Arisu with help from BlueMoon and Zeriab.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New 'Move Route Custom Commands' added by Arisu.&lt;br /&gt;
*** Fade In: x&lt;br /&gt;
*** Fade Out: x&lt;br /&gt;
*** Force Carry: On&lt;br /&gt;
*** Force Carry: Off&lt;br /&gt;
*** Force Dash: On&lt;br /&gt;
*** Force Dash: Off&lt;br /&gt;
** New Plugin Commands added by Arisu.&lt;br /&gt;
*** Player Movement: Control&lt;br /&gt;
**** Enable or disable player control over the player character's movement.&lt;br /&gt;
*** Player Movement: Diagonal&lt;br /&gt;
**** Override settings to for player diagonal movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: September 6, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Sleeping pose is now fixed and working! Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Extended &amp;quot;Features: Self Switches and Variables&amp;quot; to explain how to use script calls to grab self switch information.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Yanfly:&lt;br /&gt;
*** Global Switch: Get Self Switch A B C D&lt;br /&gt;
*** Global Switch: Get Self Switch ID&lt;br /&gt;
*** Global Variable: Get Self Variable ID&lt;br /&gt;
**** These plugin commands allow you to transfer data stored in a self switch or Self Variable into a global switch or global variable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: ugust 30, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;Diagonal Movement: Off&amp;gt; notetag now works properly. Fix made by Yanfly.&lt;br /&gt;
** Plugin Command &amp;quot;Event Label: Visible&amp;quot; now works properly. Fix made by Shaz.&lt;br /&gt;
** Custom Move Route commands should now be working properly. Fix made by Shaz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: August 23, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Event Cache issues fixed upon loading a saved game. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: August 20, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Event Popup Tips and Tricks]]&lt;br /&gt;
* [[Inspiration Behind Wave 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Core Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Movement Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Eventing Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Events_and_Movement_Core_VisuStella_MZ&amp;diff=17587</id>
		<title>Events and Movement Core VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Events_and_Movement_Core_VisuStella_MZ&amp;diff=17587"/>
		<updated>2026-01-18T14:29:49Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=DA8gr31HPLc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = {{VisuStella Wave 1}}&lt;br /&gt;
|link2 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Button Trigger Events VisuStella MZ]]&lt;br /&gt;
* [[Common Event Menu VisuStella MZ]]&lt;br /&gt;
* [[Event Signals VisuStella MZ]]&lt;br /&gt;
* [[Field Skills VisuStella MZ]]&lt;br /&gt;
* [[Furniture System VisuStella MZ]]&lt;br /&gt;
* [[Lighting Effects VisuStella MZ]]&lt;br /&gt;
* [[Movement Effects VisuStella MZ]]&lt;br /&gt;
* [[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
* [[Tile Grafter System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Events &amp;amp; Movement Core plugin adds a lot of new functionality in terms&lt;br /&gt;
of event flexibility and movement options to RPG Maker MZ. These range from&lt;br /&gt;
adding in old capabilities from previous iterations of RPG Maker to more&lt;br /&gt;
mainstream techniques found in other game engines. Movement options are also&lt;br /&gt;
expanded to support 8-directional movement as well as sprite sheets provided&lt;br /&gt;
that the VisuStella 8 format is used.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Event commands expanded upon to include old and new functions.&lt;br /&gt;
* Event templates for Copying Events, Morphing Events, and Spawning Events.&lt;br /&gt;
* 8-directional movement option available and sprite sheet support.&lt;br /&gt;
* Aesthetics for tilting the sprite when dashing and having shadows below.&lt;br /&gt;
* Pathfinding support for event movement through custom Move Route commands.&lt;br /&gt;
* Advanced switches and variable support to run code automatically.&lt;br /&gt;
* Turn regular Switches and Variables into Self Switches and Self Variables.&lt;br /&gt;
* Put labels and icons over events.&lt;br /&gt;
* Allow numerous ways to trigger events, through clicking, proximity, or by usage of Regions.&lt;br /&gt;
* Change the hitbox sizes of events to larger in any direction.&lt;br /&gt;
* Synchronize event movement options to move when player/other events move.&lt;br /&gt;
* The ability for the player to turn in place.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 1}}&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
=== Advanced Switches and Variables ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreAdvSwitchesVariables.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Switches and variables can now run JavaScript code and return values&lt;br /&gt;
instantly. While at first glance, this may seem no different from using&lt;br /&gt;
the Control Variables event command's Script option, this can be used to&lt;br /&gt;
instantly set up Switch and/or Variable conditions for Parallel Common&lt;br /&gt;
Events, Event Page Conditions, Enemy Skill Conditions, and Troop Page&lt;br /&gt;
Conditions instantly without needing to make an event command to do so.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS&amp;gt; code &amp;lt;/JS&amp;gt;&lt;br /&gt;
- Used for: Switch and Variable names&lt;br /&gt;
- Replace 'code' with JavaScript code on what value to return.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
NOTE: Tagged Switches/Variables are mutually exclusive from one another.&lt;br /&gt;
You cannot tag them with &amp;lt;JS&amp;gt;, &amp;lt;Self&amp;gt;, or &amp;lt;Global&amp;gt; simultaneously.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Self Switches and Variables ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreSelfSwitchesVariables.png|600px]]&lt;br /&gt;
&lt;br /&gt;
RPG Maker MZ by default has 4 Self Switches: A, B, C, D. For some types of&lt;br /&gt;
games, this isn't enough. This plugin gives you the ability convert regular&lt;br /&gt;
Switches into Self Switches so you could have more.&lt;br /&gt;
&lt;br /&gt;
Self Variables also do not exist in RPG Maker MZ by default. Just like with&lt;br /&gt;
Switches, you can turn regular Variables into Self Variables.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Self&amp;gt;&lt;br /&gt;
- Used for: Switch and Variable names&lt;br /&gt;
- Converts the Switch/Variable into a Self Switch/Variable.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
After, just use them like you would for normal Switches and Variables in an&lt;br /&gt;
event's page conditions. If the &amp;lt;Self&amp;gt; tag is present inside the Switch or&lt;br /&gt;
Variable's name, then it will use data unique to only that event.&lt;br /&gt;
&lt;br /&gt;
NOTE: Tagged Switches/Variables are mutually exclusive from one another.&lt;br /&gt;
You cannot tag them with &amp;lt;JS&amp;gt;, &amp;lt;Self&amp;gt;, or &amp;lt;Global&amp;gt; simultaneously.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
If you need to use a script call to get a Self Switch or Self Variable's&lt;br /&gt;
value, you can use the following script calls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Get Self Switch Values:&lt;br /&gt;
&lt;br /&gt;
  getSelfSwitchValue(mapID, eventID, switchID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'switchID' with the ID number if it is a Self Switch made with&lt;br /&gt;
    &amp;lt;Self&amp;gt; or a capital letter surrounded by quotes if it's A, B, C, or D.&lt;br /&gt;
  - This will return the true/false value of the Self Switch.&lt;br /&gt;
  - Example: getSelfSwitchValue(12, 34, 56)&lt;br /&gt;
  - Example: getSelfSwitchValue(12, 34, 'B')&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Get Self Variable Values:&lt;br /&gt;
&lt;br /&gt;
  getSelfVariableValue(mapID, eventID, variableID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the Self Variable.&lt;br /&gt;
  - This will return whatever stored value is found in the Self Variable.&lt;br /&gt;
  - Example: getSelfVariableValue(12, 34, 56)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Set Self Switch Values:&lt;br /&gt;
&lt;br /&gt;
  setSelfSwitchValue(mapID, eventID, switchID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'switchID' with the ID number if it is a Self Switch made with&lt;br /&gt;
    &amp;lt;Self&amp;gt; or a capital letter surrounded by quotes if it's A, B, C, or D.&lt;br /&gt;
  - Replace 'value' with either 'true' or 'false' for ON/OFF respectively.&lt;br /&gt;
    Do not use quotes.&lt;br /&gt;
  - This will change the Self Switch's value to true/false.&lt;br /&gt;
    - Example: setSelfSwitchValue(12, 34, 56, false)&lt;br /&gt;
    - Example: setSelfSwitchValue(12, 34, 'B', true)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Set Self Variable Values:&lt;br /&gt;
&lt;br /&gt;
  setSelfVariableValue(mapID, eventID, variableID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the Self Variable.&lt;br /&gt;
  - Replace 'value' with the value you want to set the Self Variable to.&lt;br /&gt;
  - Example: setSelfVariableValue(12, 34, 56, 88888)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Map Switches and Variables ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMovementCore_MapSwitches.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Similar to Self Switches and Self Variables, Map Switches and Map Variables&lt;br /&gt;
are switches and variables that retain data based on the map the player is&lt;br /&gt;
currently located in. In other words, they're self switches and variables&lt;br /&gt;
but for maps instead!&lt;br /&gt;
&lt;br /&gt;
These features do not exist in RPG Maker MZ by default. Just like with the&lt;br /&gt;
Self Switches and Self Variables, you can turn regular Switches or Variables&lt;br /&gt;
into Map Switches and Map Variables using the following name tag:&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Map&amp;gt;&lt;br /&gt;
- Used for: Switch and Variable names&lt;br /&gt;
- Converts the Switch/Variable into a Map Switch/Variable.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
After, just use them like you would for normal Switches and Variables in an&lt;br /&gt;
event's page conditions. If the &amp;lt;Map&amp;gt; tag is present inside the Switch or&lt;br /&gt;
Variable's name, then it will use data unique to only that map.&lt;br /&gt;
&lt;br /&gt;
NOTE: Tagged Switches/Variables are mutually exclusive from one another.&lt;br /&gt;
You cannot tag them with &amp;lt;JS&amp;gt;, &amp;lt;Self&amp;gt;, &amp;lt;Map&amp;gt;, or &amp;lt;Global&amp;gt; simultaneously.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
If you need to use a script call to get a Map Switch or Map Variable's&lt;br /&gt;
value, you can use the following script calls:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Get Map Switch Values:&lt;br /&gt;
&lt;br /&gt;
  getMapSwitchValue(mapID, switchID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'switchID' with the ID number of the switch to get data.&lt;br /&gt;
  - Example: getMapSwitchValue(4, 20)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Get Variable Switch Values:&lt;br /&gt;
&lt;br /&gt;
  getMapVariableValue(mapID, variableID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the variable to get data.&lt;br /&gt;
  - Example: getMapVariableValue(6, 9)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Set Map Switch Values:&lt;br /&gt;
&lt;br /&gt;
  setMapSwitchValue(mapID, switchID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'switchID' with the ID number of the switch to get data.&lt;br /&gt;
  - Replace 'value' with either 'true' or 'false' for ON/OFF respectively.&lt;br /&gt;
    Do not use quotes.&lt;br /&gt;
  - Example: setMapSwitchValue(4, 20, true)&lt;br /&gt;
  - Example: setMapSwitchValue(6, 9, false)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Set Map Variable Values:&lt;br /&gt;
&lt;br /&gt;
  setMapVariableValue(mapID, variableID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the variable to get data.&lt;br /&gt;
  - Replace 'value' with the value you want to set the Map Variable to.&lt;br /&gt;
  - Example: setMapVariableValue(6, 9, 420)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Character Sprite Filename Tags ===&lt;br /&gt;
&lt;br /&gt;
For the files located inside of your project's /img/characters/ folder, if&lt;br /&gt;
the filenames themselves have specific &amp;quot;tags&amp;quot; in them, special properties&lt;br /&gt;
will be applied to them. These tags can be combined together with a few&lt;br /&gt;
exceptions.&lt;br /&gt;
&lt;br /&gt;
Some of these are new to VisuStella MZ, while others are default to MZ.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  !filename.png&lt;br /&gt;
  - Tag: !&lt;br /&gt;
  - Causes this character's sprite to align with the tile grid instead of&lt;br /&gt;
    being lifted a few pixels higher.&lt;br /&gt;
  - This is primarily used for things like doors, chests, and floor plates.&lt;br /&gt;
  - Default to RPG Maker MZ.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  $filename.png&lt;br /&gt;
  - Tag: $&lt;br /&gt;
  - Causes this character's sprite to use the &amp;quot;big character&amp;quot; format.&lt;br /&gt;
  - Primarily used for sprites like the big monsters and such which only&lt;br /&gt;
    have 3x4 cells as opposed to 12x8 cells that regular sprite sheets have.&lt;br /&gt;
  - Cannot be combined with the [VS8] tag.&lt;br /&gt;
  - Default to RPG Maker MZ.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  filename[Invisible].png&lt;br /&gt;
  - Tag: [Invisible] or [Inv]&lt;br /&gt;
  - This character's sprite will become invisible on the map screen in-game&lt;br /&gt;
    while almost everything else about it is visible.&lt;br /&gt;
  - This is used for those who wish to use sprite labels for things such as&lt;br /&gt;
    autorun and parallel events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  filename[VS8].png&lt;br /&gt;
  - Tag: [VS8]&lt;br /&gt;
  - Converts this sprite into a VisuStella-Style 8-Direction Sprite Sheet.&lt;br /&gt;
  - Refer to the section below.&lt;br /&gt;
  - Cannot be combined with the $ tag.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== VisuStella-Style 8-Directional Sprite Sheets ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
This plugin provides support for the VisuStella-Style 8-Directional Sprite&lt;br /&gt;
Sheets, also know as VS8. VS8 sprite sheets offer support for walking&lt;br /&gt;
frames, dashing frames, carrying frames, and emotes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
To designate a sprite sheet as VS8, simply add [VS8] to the filename.&lt;br /&gt;
Something like Actor1.png would become Actor1_[VS8].png.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
VS8 sprites are formatted as such. Each block below is a set of 3 frames.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Walk Down    Walk DL     Dash Down   Dash DL&lt;br /&gt;
Walk Left    Walk DR     Dash Left   Dash DR&lt;br /&gt;
Walk Right   Walk UL     Dash Right  Dash UL&lt;br /&gt;
Walk Up      Walk UR     Dash Up     Dash UR&lt;br /&gt;
&lt;br /&gt;
Carry Down   Carry DL    Ladder      Emotes 3&lt;br /&gt;
Carry Left   Carry DR    Rope        Emotes 4&lt;br /&gt;
Carry Right  Carry UL    Emotes 1    Emotes 5&lt;br /&gt;
Carry Up     Carry UR    Emotes 2    Emotes 6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' While jumping, the &amp;quot;carry&amp;quot; frame is used as most of the time, this is a sprite pose with arms up in the air where the &amp;quot;carried&amp;quot; icon is.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Here are how each of the emote sets are grouped from left to right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Emotes 1: Item, Hmph, Victory&lt;br /&gt;
Emotes 2: Hurt, Kneel, Collapse&lt;br /&gt;
Emotes 3: !, ?, Music Note&lt;br /&gt;
Emotes 4: Heart, Anger, Sweat&lt;br /&gt;
Emotes 5: Cobweb, ..., Light Bulb&lt;br /&gt;
Emotes 6: Sleep0, Sleep1, Sleep2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Weighted Random Movement ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMovementCore_Update25_WeightedRandom.png|600px]]&lt;br /&gt;
&lt;br /&gt;
When creating events to place on the map, you can determine what type of&lt;br /&gt;
autonomous movement the event will have. When selecting &amp;quot;Random&amp;quot;, the event&lt;br /&gt;
will move randomly across the map.&lt;br /&gt;
&lt;br /&gt;
However, with the way &amp;quot;Random&amp;quot; movement works with the RPG Maker MZ default&lt;br /&gt;
code, the event is more likely to hit a wall and then hug the said wall as&lt;br /&gt;
it maps laps around the map's outer borders making it feel very unnatural&lt;br /&gt;
for any player who's been on the map long enough.&lt;br /&gt;
&lt;br /&gt;
This is where &amp;quot;Weighted Random Movement&amp;quot; comes in. It changes up the random&lt;br /&gt;
movement behavior to function where the farther the event is, the more&lt;br /&gt;
likely the event is to step back towards its &amp;quot;home&amp;quot; position (aka where it&lt;br /&gt;
spawned upon loading the map). This is so that a housewife NPC doesn't&lt;br /&gt;
suddenly wander off into the middle of an army's training grounds on the&lt;br /&gt;
same town map.&lt;br /&gt;
&lt;br /&gt;
The event will stay closer to its home value depending on how high the&lt;br /&gt;
weight's value is. There are a number of ways to adjust the weighted value.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Plugin Parameters &amp;gt; Movement &amp;gt; Event Movement &amp;gt; Random Move Weight&lt;br /&gt;
&lt;br /&gt;
This Plugin Parameter setting allows you to set the default weight for all&lt;br /&gt;
events with &amp;quot;Random&amp;quot; autonomous movement. It is set at a default value of&lt;br /&gt;
0.10 to give the event an understandable degree of freedom.&lt;br /&gt;
&lt;br /&gt;
Lower numbers give events more freedom to move. Larger numbers will make the&lt;br /&gt;
events stick closer to home.&lt;br /&gt;
&lt;br /&gt;
Change this value to 0 to disable it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
You can customize this individually per event by using Notetags and/or&lt;br /&gt;
Comment Tags for the events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Random Move Weight: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- If this tag is used on an event with random-type autonomous movement, then&lt;br /&gt;
  the event will stick closer to their home location (where they are located&lt;br /&gt;
  upon spawning on the map). How close they stick to their home location&lt;br /&gt;
  will depend on the weighted 'x' value.&lt;br /&gt;
- Replace 'x' with a number between 0 and 1. Numbers closer to 0 give the&lt;br /&gt;
  event more freedom when moving randomly while numbers closer to 1 cause&lt;br /&gt;
  the event to stick closer to their home position.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;True Random Move&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- If this tag is used on an event with random-type autonomous movement, then&lt;br /&gt;
  that event will ignore the effects of weighted randomized movement.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Events and Movement Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Events and Movement Core Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Move Route Custom Commands ==&lt;br /&gt;
&lt;br /&gt;
Some custom commands have been added to the &amp;quot;Set Movement Route&amp;quot; event&lt;br /&gt;
command. These can be accessed by pressing the &amp;quot;Script...&amp;quot; command and&lt;br /&gt;
typing in the following, which don't need to be in code form.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that since these are custom additions and RPG Maker MZ does not&lt;br /&gt;
allow plugins to modify the editor, the &amp;quot;Preview&amp;quot; button will not factor in&lt;br /&gt;
the effects of these commands.&lt;br /&gt;
&lt;br /&gt;
If you wish to use a value from a variable, insert $gameVariables.value(x)&lt;br /&gt;
or \V[x] in place of the x in any of the below.&lt;br /&gt;
&lt;br /&gt;
If you wish to use a value from a self variable, insert \SelfVar[x] in place&lt;br /&gt;
of the x in any of the below. This will only draw from the current event. If&lt;br /&gt;
you wish to draw data from outside event self variables, we recommend you&lt;br /&gt;
use the \V[x] variant after using the Plugin Commands to draw data from them&lt;br /&gt;
for the best accuracy.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Animation: x&lt;br /&gt;
- Replace 'x' with the ID of the animation to play on moving unit.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Balloon: name&lt;br /&gt;
- Replace 'name' with any of the following to play a balloon on that the&lt;br /&gt;
  target moving unit.&lt;br /&gt;
- '!', '?', 'Music Note', 'Heart', 'Anger', 'Sweat', 'Cobweb', 'Silence',&lt;br /&gt;
  'Light Bulb', 'Sleep', 'User-Defined 1', 'User-Defined 2',&lt;br /&gt;
  'User-Defined 3', 'User-Defined 4', 'User-Defined 5'&lt;br /&gt;
   - Do NOT insert quotes.&lt;br /&gt;
- Examples:&lt;br /&gt;
  - Balloon: !&lt;br /&gt;
  - Balloon: Sleep&lt;br /&gt;
  - Balloon: Heart&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Fade In: x&lt;br /&gt;
Fade Out: x&lt;br /&gt;
- Fades in/out the sprite's opacity.&lt;br /&gt;
- Fade In will continuously raise the opacity level until it reaches 255.&lt;br /&gt;
- Fade Out will continuously lower the opacity level until it reaches 0.&lt;br /&gt;
- Replace 'x' with the speed to fade in/out the sprite.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Force Carry: On&lt;br /&gt;
Force Carry: Off&lt;br /&gt;
- For usage with the VS8 sprite sheet.&lt;br /&gt;
- Use ON to turn force carrying on.&lt;br /&gt;
- Use OFF to turn force carrying off.&lt;br /&gt;
- Sprites using the VS8 sprite sheet will also show the VS8 Carry frames.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Force Dash: On&lt;br /&gt;
Force Dash: Off&lt;br /&gt;
- Use ON to turn force dashing on.&lt;br /&gt;
- Use OFF to turn force dashing off.&lt;br /&gt;
- Forces dashing will prompt the player or event to be in the dashing state.&lt;br /&gt;
- Sprites using the VS8 sprite sheet will also show the VS8 Dashing frames.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Hug: Left&lt;br /&gt;
Hug: Right&lt;br /&gt;
- Causes the moving unit to hug the left/right side of the wall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Index: x&lt;br /&gt;
- Replace 'x' with a number depicting the character index to change the&lt;br /&gt;
  moving unit's sprite to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Index: +x&lt;br /&gt;
Index: -x&lt;br /&gt;
- Replace 'x' with the value to change the character index of the moving&lt;br /&gt;
  unit's sprite by.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump Forward: x&lt;br /&gt;
- Replace 'x' with the number of tiles for the unit to jump forward by.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the coordinates for the unit to jump to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event for the unit to jump to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump to Player&lt;br /&gt;
- Causes the moving unit to jump to the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump To Home&lt;br /&gt;
- Causes the event to jump to its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move Lower Left Until Stop&lt;br /&gt;
Move Down Until Stop&lt;br /&gt;
Move Lower Right Until Stop&lt;br /&gt;
Move Left Until Stop&lt;br /&gt;
Move Right Until Stop&lt;br /&gt;
Move Upper Left Until Stop&lt;br /&gt;
Move Up Until Stop&lt;br /&gt;
Move Upper Right Until Stop&lt;br /&gt;
- Causes the moving unit to move that direction until it hits a stop.&lt;br /&gt;
- Events will stop moving before they make contact with the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move Lower Left Until Stop&lt;br /&gt;
Crash Move Down Until Stop&lt;br /&gt;
Crash Move Lower Right Until Stop&lt;br /&gt;
Crash Move Left Until Stop&lt;br /&gt;
Crash Move Right Until Stop&lt;br /&gt;
Crash Move Upper Left Until Stop&lt;br /&gt;
Crash Move Up Until Stop&lt;br /&gt;
Crash Move Upper Right Until Stop&lt;br /&gt;
- Causes the moving unit to move that direction until it hits a stop.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the map coordinates to move the unit to through&lt;br /&gt;
  pathfinding.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events will go around the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the map coordinates to move the unit to through&lt;br /&gt;
  pathfinding.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to move the unit to.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events will go around the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to move the unit to.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move to Player&lt;br /&gt;
- Moves the unit to the player.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move to Home&lt;br /&gt;
- Moves the unit towards their home position on the map.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move to Home&lt;br /&gt;
- Moves the unit towards their home position on the map.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move Lower Left: x&lt;br /&gt;
Move Down: x&lt;br /&gt;
Move Lower Right: x&lt;br /&gt;
Move Left: x&lt;br /&gt;
Move Right: x&lt;br /&gt;
Move Upper Left: x&lt;br /&gt;
Move Up: x&lt;br /&gt;
Move Upper Right: x&lt;br /&gt;
- Replace 'x' with the number of times to move the unit by in the designated&lt;br /&gt;
  direction on the map.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Opacity: x%&lt;br /&gt;
- Replace 'x' with the percentage to change the unit's sprite opacity to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Opacity: +x&lt;br /&gt;
Opacity: -x&lt;br /&gt;
- Replace 'x' with the increment to change the unit's sprite opacity by.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Pattern Lock: x&lt;br /&gt;
- Replace 'x' with the step pattern to lock the unit's sprite to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Pattern Unlock&lt;br /&gt;
- Removes pattern lock effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Pose: name&lt;br /&gt;
- If using a VS8 sprite, this will cause the unit to strike a pose.&lt;br /&gt;
- Replace 'name' with any the following:&lt;br /&gt;
- 'Item', 'Hmph', 'Victory', 'Hurt', 'Kneel', 'Collapse',&lt;br /&gt;
  '!', '?', 'Music Note', 'Heart', 'Anger', 'Sweat', 'Cobweb', 'Silence',&lt;br /&gt;
  'Light Bulb', 'Sleep'&lt;br /&gt;
   - Do NOT insert quotes.&lt;br /&gt;
- Examples:&lt;br /&gt;
  - Balloon: Item&lt;br /&gt;
  - Balloon: Victory&lt;br /&gt;
  - Balloon: ?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the desired coordinates for the unit to take one&lt;br /&gt;
  step towards.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event for the unit to take one step to.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward Player&lt;br /&gt;
- Causes event to take one step towards the player.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward Home&lt;br /&gt;
- Causes the event to take one step towards its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the desired coordinates for the unit to take one&lt;br /&gt;
  step away from.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event for the unit to take one step from.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From Player&lt;br /&gt;
- Causes event to take one step away from the player.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn To: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the coordinates to make the unit face towards.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to turn the unit towards.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn to Player&lt;br /&gt;
- Causes the unit to turn towards the player.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn to Home&lt;br /&gt;
- Causes the event to turn towards its home position.&lt;br /&gt;
- This refers to the original position's X/Y on the map.&lt;br /&gt;
- The event will turn and face the tile that is its original X/Y location.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From Home&lt;br /&gt;
- Causes the event to take one step away from its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the coordinates to make the unit face away from.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to turn the unit away from.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From Player&lt;br /&gt;
- Causes the unit to turn away from the player.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From Home&lt;br /&gt;
- Causes the event to turn away from its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Lower Left&lt;br /&gt;
Turn Lower Right&lt;br /&gt;
Turn Upper Left&lt;br /&gt;
Turn Upper Right&lt;br /&gt;
- Causes the unit to turn to one of the diagonal directions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Self Switch x: On&lt;br /&gt;
Self Switch x: Off&lt;br /&gt;
Self Switch x: Toggle&lt;br /&gt;
- Replace 'x' with 'A', 'B', 'C', 'D', or a &amp;lt;Self&amp;gt; Switch ID to adjust the&lt;br /&gt;
  unit's self switch.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Self Variable x: y&lt;br /&gt;
- Replace 'x' with a &amp;lt;Self&amp;gt; Variable ID to adjust the unit's self variable.&lt;br /&gt;
- Replace 'y' with a number value to set the self variable to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the coordinates to instantly move the unit to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to instantly move the unit to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport to Player&lt;br /&gt;
- Instantly moves the unit to the player's location.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport to Home&lt;br /&gt;
- Instantly teleports an event to its home position on the map.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If none of the commands are detected above, then a script call will be ran.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Event Label Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreLabel.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams01.png]]&lt;br /&gt;
&lt;br /&gt;
Event Labels are small windows created to display text over an event's head.&lt;br /&gt;
They're set up using the &amp;lt;Label&amp;gt; notetags and/or comment tags. Event Labels&lt;br /&gt;
are a great way to instantly relay information about the event's role to&lt;br /&gt;
the player.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Event Labels&lt;br /&gt;
&lt;br /&gt;
  Sprite Based?:&lt;br /&gt;
  - Use sprite-based labels instead of legacy-window version.&lt;br /&gt;
  - Legacy-window version will not be supported in future.&lt;br /&gt;
  - Sprite-based labels are more memory efficient and work better&lt;br /&gt;
    compatibility-wise.&lt;br /&gt;
&lt;br /&gt;
  Mobile-Enabled?:&lt;br /&gt;
  - Enable event labels for mobile devices?&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - The font size used for the Event Labels.&lt;br /&gt;
&lt;br /&gt;
  Icon Size:&lt;br /&gt;
  - The size of the icons used in the Event Labels.&lt;br /&gt;
&lt;br /&gt;
  Line Height:&lt;br /&gt;
  - The line height used for the Event Labels.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Globally offset all labels horizontally by this amount.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Globally offset all labels vertically by this amount.&lt;br /&gt;
&lt;br /&gt;
  Fade Speed:&lt;br /&gt;
  - Fade speed for labels.&lt;br /&gt;
&lt;br /&gt;
  Visible Range:&lt;br /&gt;
  - Range the player has to be within the event to make its label visible.&lt;br /&gt;
&lt;br /&gt;
    Range Type:&lt;br /&gt;
    - What do you want the default label visible range type?&lt;br /&gt;
      - Square&lt;br /&gt;
      - Diamond&lt;br /&gt;
      - Circle&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Event Icon Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreIcon.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams02.png]]&lt;br /&gt;
&lt;br /&gt;
Icons can be displayed over an event's head through the &amp;lt;Icon&amp;gt; notetags&lt;br /&gt;
and/or comment tags. These can be used for a variety of things such as&lt;br /&gt;
making them look like they're carrying an item or to indicate they have a&lt;br /&gt;
specific role.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Event Icon&lt;br /&gt;
&lt;br /&gt;
  Buffer X:&lt;br /&gt;
  - Default X position buffer for event icons.&lt;br /&gt;
&lt;br /&gt;
  Buffer Y:&lt;br /&gt;
  - Default Y position buffer for event icons.&lt;br /&gt;
&lt;br /&gt;
  Blend Mode:&lt;br /&gt;
  - Default blend mode for even icons.&lt;br /&gt;
    - 0 - Normal&lt;br /&gt;
    - 1 - Additive&lt;br /&gt;
    - 2 - Multiply&lt;br /&gt;
    - 3 - Screen&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Event Template Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams03.png]]&lt;br /&gt;
&lt;br /&gt;
Event Templates allow you to store specific maps and/or event data to bring&lt;br /&gt;
out on need while having a premade set base. They're similar to prefabs but&lt;br /&gt;
aren't things that can be altered individually as one setting for an event&lt;br /&gt;
template will serve as a blueprint for all of them that use them.&lt;br /&gt;
&lt;br /&gt;
Event Templates are used for the &amp;lt;Copy Event&amp;gt; notetags, the Morph Event and&lt;br /&gt;
Spawn Event Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Preloaded Maps:&lt;br /&gt;
  - A list of all the ID's of the maps that will be preloaded to serve as&lt;br /&gt;
    template maps for this plugin.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Templates&lt;br /&gt;
- A list of all the Event Templates used by this project. Used for notetags&lt;br /&gt;
  and Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
    Name:&lt;br /&gt;
    - Name of the template. It'll be used as anchor points for notetags and&lt;br /&gt;
      Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
    Map ID:&lt;br /&gt;
    - ID of the map the template event is stored on.&lt;br /&gt;
    - This will automatically add this ID to preloaded list.&lt;br /&gt;
&lt;br /&gt;
    Event ID:&lt;br /&gt;
    - ID of the event the template event is based on.&lt;br /&gt;
&lt;br /&gt;
    JavaScript:&lt;br /&gt;
      JS: Pre-Copy:&lt;br /&gt;
      JS: Post-Copy:&lt;br /&gt;
      JS: Pre-Morph:&lt;br /&gt;
      JS: Post-Morph:&lt;br /&gt;
      JS: Pre-Spawn:&lt;br /&gt;
      JS: Post-Spawn:&lt;br /&gt;
      - Code that's ran during certain circumstances.&lt;br /&gt;
      - The code will occur at the same time as the ones listed in the main&lt;br /&gt;
        Event Template Settings Plugin Parameters. However, the ones listed&lt;br /&gt;
        in these individual entries will only occur for these specific&lt;br /&gt;
        templates and only if the templates are used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
JavaScript&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-Copy:&lt;br /&gt;
  JS: Post-Copy:&lt;br /&gt;
  JS: Pre-Morph:&lt;br /&gt;
  JS: Post-Morph:&lt;br /&gt;
  JS: Pre-Spawn:&lt;br /&gt;
  JS: Post-Spawn:&lt;br /&gt;
  - Code that's ran during certain circumstances.&lt;br /&gt;
  - These are global and are ran for all copies, morphs, and/or spawns.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Movement Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams04.png]]&lt;br /&gt;
&lt;br /&gt;
These plugin parameters allow you to control how movement works in your&lt;br /&gt;
game, toggling it from 4-directional to 8-directional, setting up rules to&lt;br /&gt;
stop self-movement from events while an event or message is present, and&lt;br /&gt;
other aesthetics such as tilting the sprite while dashing, setting shadows&lt;br /&gt;
beneath the sprites, and allow for turning in place.&lt;br /&gt;
&lt;br /&gt;
⚠️⚠️⚠️Shadows do NOT appear for sprites using a &amp;quot;!&amp;quot; as their leading filename&lt;br /&gt;
marker. These sprites are environmental and are considered &amp;quot;object&amp;quot;&lt;br /&gt;
characters by the RPG Maker MZ core scripts. They do not utilize character&lt;br /&gt;
shadows due.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
8 Directional Movement&lt;br /&gt;
&lt;br /&gt;
  Enable:&lt;br /&gt;
  - Allow 8-directional movement by default? Players can move diagonally.&lt;br /&gt;
&lt;br /&gt;
  Strict Collision:&lt;br /&gt;
  - Enforce strict collission rules where the player must be able to pass&lt;br /&gt;
    both cardinal directions?&lt;br /&gt;
&lt;br /&gt;
  Favor Horizontal:&lt;br /&gt;
  - Favor horizontal if cannot pass diagonally but can pass both&lt;br /&gt;
    horizontally and vertically?&lt;br /&gt;
&lt;br /&gt;
  Slower Diagonals?&lt;br /&gt;
  - Enforce a slower movement speed when moving diagonally?&lt;br /&gt;
&lt;br /&gt;
    Speed Multiplier&lt;br /&gt;
    - What's the multiplier to adjust movement speed when moving diagonally?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Automatic Movement&lt;br /&gt;
&lt;br /&gt;
  Stop During Events:&lt;br /&gt;
  - Stop automatic event movement while events are running.&lt;br /&gt;
&lt;br /&gt;
  Stop During Messages:&lt;br /&gt;
  - Stop automatic event movement while a message is running.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Bitmap&lt;br /&gt;
&lt;br /&gt;
  Smoothing:&lt;br /&gt;
  - Do you want to smooth or pixelate the map sprites?&lt;br /&gt;
  - Pixelating them is better for zooming and tilting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dash&lt;br /&gt;
&lt;br /&gt;
  Dash Modifier:&lt;br /&gt;
  - Alters the dash speed modifier.&lt;br /&gt;
&lt;br /&gt;
  Dash on Ladder?&lt;br /&gt;
  - Allow dashing while on a ladder or rope?&lt;br /&gt;
&lt;br /&gt;
  Enable Dash Tilt?:&lt;br /&gt;
  - Tilt any sprites that are currently dashing?&lt;br /&gt;
&lt;br /&gt;
    Tilt Left Amount:&lt;br /&gt;
    - Amount in radians when moving left (upper left, left, lower left).&lt;br /&gt;
&lt;br /&gt;
    Tilt Right Amount:&lt;br /&gt;
    - Amount in radians when moving right (upper right, right, lower right).&lt;br /&gt;
&lt;br /&gt;
    Tilt Vertical Amount:&lt;br /&gt;
    - Amount in radians when moving vertical (up, down).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMovementCore_Update25_WeightedRandom.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Event Movement&lt;br /&gt;
&lt;br /&gt;
  Random Move Weight:&lt;br /&gt;
  - Use numbers between 0 and 1.&lt;br /&gt;
  - Numbers closer to 1 stay closer to their home position.&lt;br /&gt;
  - 0 to disable it.&lt;br /&gt;
&lt;br /&gt;
  Shift Y:&lt;br /&gt;
  - How many pixels should non-tile characters be shifted by?&lt;br /&gt;
  - Negative: up. Positive: down.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Path Finding&lt;br /&gt;
&lt;br /&gt;
  Mobile-Enabled?:&lt;br /&gt;
  - Enable diagonal pathfinding for mobile devices?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreShadow.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Shadows&lt;br /&gt;
&lt;br /&gt;
  Show:&lt;br /&gt;
  - Show shadows on all events and player-related sprites.&lt;br /&gt;
&lt;br /&gt;
  Default Filename:&lt;br /&gt;
  - Default filename used for shadows found in img/system/ folder.&lt;br /&gt;
&lt;br /&gt;
  Shadow Z Layer:&lt;br /&gt;
  - What is the sprite Z layer used for the shadow sprites?&lt;br /&gt;
    - In-game layers are as follows:&lt;br /&gt;
    - 0 : Lower tiles&lt;br /&gt;
    - 1 : Lower characters&lt;br /&gt;
    - 3 : Normal characters&lt;br /&gt;
    - 4 : Upper tiles&lt;br /&gt;
    - 5 : Upper characters&lt;br /&gt;
    - 6 : Airship shadow&lt;br /&gt;
    - 7 : Balloon&lt;br /&gt;
    - 8 : Animation&lt;br /&gt;
    - 9 : Destination&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn in Place&lt;br /&gt;
&lt;br /&gt;
  Enable:&lt;br /&gt;
  - When not dashing, player will turn in place before moving.&lt;br /&gt;
  - This only applies with keyboard inputs.&lt;br /&gt;
&lt;br /&gt;
  Delay in Frames:&lt;br /&gt;
  - The number of frames to wait before moving.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Vehicle Speeds&lt;br /&gt;
&lt;br /&gt;
  Boat Speed:&lt;br /&gt;
  - Allows you to adjust the base speed of the boat vehicle.&lt;br /&gt;
&lt;br /&gt;
  Ship Speed:&lt;br /&gt;
  - Allows you to adjust the base speed of the ship vehicle.&lt;br /&gt;
&lt;br /&gt;
  Airship Speed:&lt;br /&gt;
  - Allows you to adjust the base speed of the airship vehicle.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== VisuStella 8-Dir Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams05.png]]&lt;br /&gt;
&lt;br /&gt;
These are settings for sprite sheets using the VS8 format.&lt;br /&gt;
For more information on the VS8 format, look in the help section above.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Balloon Icon Settings&lt;br /&gt;
&lt;br /&gt;
  Auto-Balloon Poses:&lt;br /&gt;
  - Automatically pose VS8 sprites when using balloon icons.&lt;br /&gt;
&lt;br /&gt;
  Balloon Offset X:&lt;br /&gt;
  - Offset balloon icons on VS8 sprites by x pixels.&lt;br /&gt;
&lt;br /&gt;
  Balloon Offset Y:&lt;br /&gt;
  - Offset balloon icons on VS8 sprites by y pixels.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreIcon.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Icons&lt;br /&gt;
&lt;br /&gt;
  Auto Buffer:&lt;br /&gt;
  - Automatically buffer the X and Y coordinates of VS8 sprites?&lt;br /&gt;
&lt;br /&gt;
  Use Carry Pose:&lt;br /&gt;
  - Use the carry pose when moving with an icon overhead.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Region Rulings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventMoveCoreRegions.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams06.png]]&lt;br /&gt;
&lt;br /&gt;
These settings allow you to decide the passability of the player, events,&lt;br /&gt;
and various vehicles through the usage of Regions.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Allow Regions&lt;br /&gt;
&lt;br /&gt;
  All Allow:&lt;br /&gt;
  Walk Allow:&lt;br /&gt;
  Player Allow:&lt;br /&gt;
  Event Allow:&lt;br /&gt;
  Vehicle Allow:&lt;br /&gt;
  Boat Allow:&lt;br /&gt;
  Ship Allow:&lt;br /&gt;
  Airship Allow:&lt;br /&gt;
  - Insert Region ID's where the affected unit type can enter.&lt;br /&gt;
  - Region ID's range from 0 to 255.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Forbid Regions&lt;br /&gt;
&lt;br /&gt;
  All Forbid:&lt;br /&gt;
  Walk Forbid:&lt;br /&gt;
  Player Forbid:&lt;br /&gt;
  Event Forbid:&lt;br /&gt;
  Vehicle Forbid:&lt;br /&gt;
  Boat Forbid:&lt;br /&gt;
  Ship Forbid:&lt;br /&gt;
  Airship Forbid:&lt;br /&gt;
  - Insert Region ID's where the affected unit type cannot enter.&lt;br /&gt;
  - Region ID's range from 0 to 255.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dock Regions&lt;br /&gt;
&lt;br /&gt;
  Vehicle Dock:&lt;br /&gt;
  Boat Dock:&lt;br /&gt;
  Ship Dock:&lt;br /&gt;
  Airship Dock:&lt;br /&gt;
  - Insert Region ID's where the affected vehicle can dock&lt;br /&gt;
  - Region ID's range from 0 to 255.&lt;br /&gt;
&lt;br /&gt;
  Only Region Dockable:&lt;br /&gt;
  - Vehicles are only able to dock at designated regions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Common Event on OK Button ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams07.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters allow you to setup Common Events that activate using&lt;br /&gt;
Regions when pressing the OK button while standing on top of them or in&lt;br /&gt;
front of them. These let you create near universally interactable objects&lt;br /&gt;
using Regions, such as rivers to start up fishing events or locations to&lt;br /&gt;
places items on.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Regions&lt;br /&gt;
&lt;br /&gt;
  Regions 1 - 255:&lt;br /&gt;
  - Which Common Event does this region activate?&lt;br /&gt;
  - Use 0 to not activate any Common Events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams07a.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Target Tile&lt;br /&gt;
&lt;br /&gt;
  Target Tile:&lt;br /&gt;
  - Which tile should be checked for Common Event on OK Button?&lt;br /&gt;
    - Tile in front of player.&lt;br /&gt;
    - Tile player is standing on top of.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Common Event on Touch ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams08.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters allow you to setup Common Events that trigger when&lt;br /&gt;
stepping onto Region-marked tiles. These let you create custom effects that&lt;br /&gt;
will occur such as customized damage floors, traps, and/or events.&lt;br /&gt;
&lt;br /&gt;
Areas marked with these regions will not allow random encounters to occur.&lt;br /&gt;
This is how RPG Maker works. Assuming you are not using plugins at all, by&lt;br /&gt;
putting on touch events all over the map, tiles with those on touch events&lt;br /&gt;
will not let random encounters trigger.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Regions&lt;br /&gt;
&lt;br /&gt;
  Regions 1 - 255:&lt;br /&gt;
  - Which Common Event does this region activate?&lt;br /&gt;
  - Use 0 to not activate any Common Events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Terrain Tag Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams09.png]]&lt;br /&gt;
&lt;br /&gt;
Terrain Tags are used in Database =&amp;gt; Tilesets to mark certain tiles and&lt;br /&gt;
give them unique properties through terrain tags.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Terrain Tag ID's&lt;br /&gt;
&lt;br /&gt;
  Rope:&lt;br /&gt;
  - Which terrain tag number to use for ropes?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.62: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** New section added: Reference Switches and Reference Variables&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.61: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where shadows would appear under lower-priority event sprites making usage of certain tiles awkward looking. This is corrected by the new Plugin Parameter. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Movement Settings &amp;gt; Shadows &amp;gt; Shadow Z Layer&lt;br /&gt;
**** What is the sprite Z layer used for the shadow sprites?&lt;br /&gt;
**** By default, this layer will now be 0.5 instead of 0.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If a event is made whose priority is &amp;quot;Below characters&amp;quot; and is a tile object (ie taking a sprite from the map tileset or a character sprite with &amp;quot;!&amp;quot; in front of the name), it will be automatically regulated to a custom Z layer of 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.60: August 29, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where events with large hitboxes do not work with crash move. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where single-mode save games by Save Core would freeze after executed event movements. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Event Labels will adjust their vertical position to the picture of any attached event picture if one is present. Update by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Picture Type: Enemy&amp;gt;&lt;br /&gt;
*** &amp;lt;Picture Type: SV Enemy&amp;gt;&lt;br /&gt;
**** Will use /img/enemies/ or /img/sv_enemies/ instead of /img/pictures/ to grab a picture graphic from.&lt;br /&gt;
**** Other picture graphic sprite related notetags will apply as normal.&lt;br /&gt;
*** &amp;lt;Label Range Type: Square&amp;gt;&lt;br /&gt;
*** &amp;lt;Label Range Type: Circle&amp;gt;&lt;br /&gt;
*** &amp;lt;Label Range Type: Diamond&amp;gt;&lt;br /&gt;
**** Sets a range type for the label to appear visible for.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Event Label Settings &amp;gt; Visible Range &amp;gt; Range Type:&lt;br /&gt;
**** What do you want the default label visible range type?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.59: June 13, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Added a cache check for character sprite tag names to reduce frame drops. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Location X: +x&amp;gt;, &amp;lt;Location X: -x&amp;gt;&lt;br /&gt;
*** &amp;lt;Location Y: +y&amp;gt;, &amp;lt;Location Y: -y&amp;gt;&lt;br /&gt;
*** &amp;lt;Location: +x, +y&amp;gt;, &amp;lt;Location: +x, -y&amp;gt;&lt;br /&gt;
*** &amp;lt;Location: -x, +y&amp;gt;, &amp;lt;Location: -x, -y&amp;gt;&lt;br /&gt;
**** Adjusts the initial location of this event by +x and +y (or -x and -y).&lt;br /&gt;
**** This allows you to stack events on top of each other or even move them to various places of the map.&lt;br /&gt;
*** &amp;lt;Tile Expand Up: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Tile Expand Down: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Tile Expand Left: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Tile Expand Right: x&amp;gt;&lt;br /&gt;
**** Used for events with tile graphics. Expands the graphic up, down, left, or right from the spritesheet.&lt;br /&gt;
**** This does NOT expand the hitbox.&lt;br /&gt;
**** The graphic will be anchored to the tile it's expanded from. This means even if you expanded downward, the actual event's position will still be the current event's X/Y coordinates. It's just grown more vertically and is still centered horizontally.&lt;br /&gt;
**** This is primarily used to save on having to use too many events for tiles that expanded past 1x1 tile sizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.58: May 16, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;Features: Character Sprite Filename Tags&amp;quot; section.&lt;br /&gt;
* New Features!&lt;br /&gt;
** [Invisible] tag added to character sprite filenames.&lt;br /&gt;
*** If a character sprite's filename has [invisible] in it, it will become invisible on the map screen in-game while almost everything else about it is visible. This is used for those who wish to use sprite labels for things such as autorun and parallel events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.57: March 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Command: &amp;quot;Event Icon: Delete&amp;quot; will now keep an event icon cleared until the newly added Plugin Command: &amp;quot;Event Icon: Restore&amp;quot; is used. Update made by Arisu.&lt;br /&gt;
** Plugin Command: &amp;quot;Event Icon: Change&amp;quot; is now renamed to have &amp;quot;(Temporary)&amp;quot; after its name in order to clarify the temporary changes made to it.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Arisu:&lt;br /&gt;
*** Event Icon: Event Icon: Change (Forced)&lt;br /&gt;
**** Change the icon that appears on an event.&lt;br /&gt;
**** This change is forced and needs to be restored.&lt;br /&gt;
*** Event Icon: Restore&lt;br /&gt;
**** Restores a deleted or forced icon that appears on an event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.56: February 15, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added fail safes for activation proximity notetags when loaded from past save files without Events and Movement Core installed. Added by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Encounter Half Square: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter Half Circle: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter Half Delta: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter Half Row: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter Half Column: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter None Square: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter None Circle: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter None Delta: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter None Row: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter None Column: x&amp;gt;&lt;br /&gt;
**** If the player is within the 'x' area effect of this event, the random encounter rate will be halved or suppressed completely depending on the notetag used.&lt;br /&gt;
**** These include script call checks.&lt;br /&gt;
*** &amp;lt;Erase if Encounter Half&amp;gt;&lt;br /&gt;
*** &amp;lt;Erase if Encounter None&amp;gt;&lt;br /&gt;
**** Automatically erase this event if the player's party has an encounter half or encounter none effect, or if the event has spawned in an encounter half or encounter none area.&lt;br /&gt;
**** This check only occurs in two situations: when the map is first loaded after being teleported into or when the player leaves a menu and returns back to the map.&lt;br /&gt;
**** Events that have been erased due to this effect will NOT return even if the encounter half/none effect is removed while the player is still on the map. The event will return if the player exits the map and comes back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.55: December 14, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Arisu:&lt;br /&gt;
*** Event Popup: Player&lt;br /&gt;
*** Event Popup: Follower&lt;br /&gt;
*** Event Popup: Event&lt;br /&gt;
*** Event Popup: Target Tile&lt;br /&gt;
**** Makes a centered event popup on the player sprite, target follower sprite, target event sprite, or target tile.&lt;br /&gt;
**** All of these new Plugin Commands require VisuMZ_1_MessageCore and cannot be used in battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.54: October 12, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Help file updated to reduce confusion:&lt;br /&gt;
*** Call Event: Remote Read&lt;br /&gt;
**** This will run the page of the target event on the current event.&lt;br /&gt;
**** This means that any &amp;quot;This Event&amp;quot; commands will be applied to the event using this Plugin Command and NOT the target event that page data is being retrieved from.&lt;br /&gt;
**** Think of it as the current event using the target called event as a Common Event ala how RPG Maker 2003 works (for those familiar with it).&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Renamed &amp;quot;Call Event: Remote Activation&amp;quot; to &amp;quot;Call Event: Remote Read&amp;quot; to reduce confusion.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;Activation Radius: x&amp;gt; notetag is now defined as &amp;lt;Activation Delta: x&amp;gt;&lt;br /&gt;
*** 'Radius' variant will still work and function as 'Delta' but will no longer be listed in the help file as 'Radius'&lt;br /&gt;
*** This is changed to avoid confusion with the new notetag.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu and sponsored by AndyL:&lt;br /&gt;
*** &amp;lt;Activation Circle: x&amp;gt;&lt;br /&gt;
**** A circle-shaped range with the event at the center.&lt;br /&gt;
**** 'x' represents the distance from the center.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.53: August 17, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** &amp;lt;Map Load Common Event: x&amp;gt;&lt;br /&gt;
** &amp;lt;Map Load Common Events: x, x, x&amp;gt;&lt;br /&gt;
*** When this map is loaded, run the specified Common Events once available.&lt;br /&gt;
**** Does NOT trigger if you transfer to a different part of the same map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.52: July 13, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated help file for &amp;lt;Label: text&amp;gt; notetags:&lt;br /&gt;
*** If text codes are used, avoid text codes that use &amp;lt; and &amp;gt; wrappers.&lt;br /&gt;
** Updated help file for &amp;lt;Label&amp;gt; sandwich notetags:&lt;br /&gt;
*** You can use text codes with &amp;lt; and &amp;gt; wrappers.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Event labels now work properly with scaling sprites.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu and sponsored by Anon:&lt;br /&gt;
*** &amp;lt;Label Hue Shift: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Label Hue Shift: -x&amp;gt;&lt;br /&gt;
**** Changes the hue of the event label by +x or -x every frame.&lt;br /&gt;
**** Keep in mind that since this is changing hue, this will appear to have no effect if you are using black and white labels.&lt;br /&gt;
**** Use labels with text codes that add color to them like '\C[4]text'&lt;br /&gt;
**** This only works with the sprite version of event labels and does not work with the legacy version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.51: June 15, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Provided a fail safe for plugins using the scaling options from this plugin but do not have scaling parameters identified. The scaling ratio should now default to 1.0. Fix made by Olivia.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Diagonal pathfinding is now improved as to not get stuck on tight corners on the map. Feature update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.50: April 13, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;Icon: x&amp;gt; should now update correctly when changing pages through self switches or other event conditions. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Event Labels &amp;gt; Mobile-Enabled?&lt;br /&gt;
*** Plugin Parameters &amp;gt; Movement &amp;gt; Pathfinding &amp;gt; Mobile-Enabled?&lt;br /&gt;
**** These settings allow you to enable or disable certain features when played on mobile devices for better performance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.49: March 16, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Event Notetag and Comment Tags added by Arisu:&lt;br /&gt;
*** &amp;lt;Scale: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Scale X: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Scale Y: y%&amp;gt;&lt;br /&gt;
**** Changes the scale of the sprite to the designated size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.48: January 20, 2023&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;Move Synch&amp;gt; for certain types will also copy facing directions even if there are no tile movements (ie changing directions when pressed up against and obstacle). Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.47: November 10, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If &amp;quot;Follower: Set Global Chase&amp;quot; is set to false, followers will no longer jump towards the player location when the player jumps. This does NOT apply to gather or location changing players. Followers will still have to synchronize their positions there regardless in order to maintain consistency. Update made by Olivia.&lt;br /&gt;
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Version 1.46: September 29, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Altered the self switch auto-reset timing to reduce errors. Fix by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added self-movement prevention whenever scenes are deactivated. Update made by Arisu.&lt;br /&gt;
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Version 1.45: August 18, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused event labels with variables from refreshing properly. Fix made by Arisu.&lt;br /&gt;
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Version 1.44: July 21, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem that caused &amp;lt;Exit Reset Self Data&amp;gt; notetag to not work. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Diagonal pathfinding is now disabled when there are too many events on a map, causing extra collission checks. This value is set to 100 for the time being until we can figure out a better way to calculate diagonal pathfinding. Update made by Irina.&lt;br /&gt;
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Version 1.43: July 14, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Move to Player for events should no longer cause hang ups. Fix by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added caching function for pathfinding when using touch movement for a smoother experience. When touch movement is held down, pathfinding will utilize the non-diagonal function for less resource consumption to prevent FPS frame drops. Update made by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu:&lt;br /&gt;
*** &amp;lt;Playtest&amp;gt;&lt;br /&gt;
**** If this notetag is found in the event's notebox (NOT comments), then the event will only appear during a playtest session. It will not appear in a deployed game where the playtest flag is not on.&lt;br /&gt;
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Version 1.42: June 23, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added to &amp;lt;Copy Event: x, y&amp;gt; notetag help:&lt;br /&gt;
*** - If '0' is used for the Map ID, reference the current map.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Default MZ behavior would have &amp;quot;below characters&amp;quot; trigger events with only comments lock out facing &amp;quot;same as characters&amp;quot; trigger events. This is now bypassed. Update made by Arisu.&lt;br /&gt;
** The &amp;lt;Copy Event: mapID, eventID&amp;gt; notetags now allow usage of '0' for the mapID to reference the current map. Update made by Arisu.&lt;br /&gt;
** &amp;lt;Save Event Location&amp;gt; should now work more efficiently. Update by Arisu.&lt;br /&gt;
** Dashing animations for followers will no longer look weird after having gathered up and then proceeding to dash. Update made by Irina.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New event notetag added by Arisu:&lt;br /&gt;
*** &amp;lt;Exit Reset Self Data&amp;gt;&lt;br /&gt;
**** When the player leaves the current map, all Self Switches and Self Variables related to this event will be reset.&lt;br /&gt;
** New Plugin Command added by Arisu and sponsored by Anon:&lt;br /&gt;
*** Self Data: Reset All&lt;br /&gt;
**** Reset the Self Switch and Self Variable data of all events within the specified map.&lt;br /&gt;
** New Plugin Parameter added by Arisu and sponsored by Anon:&lt;br /&gt;
*** Plugin Params &amp;gt; Movement Settings &amp;gt; Dash &amp;gt; Dash on Ladder?&lt;br /&gt;
**** Allow dashing while on a ladder or rope?&lt;br /&gt;
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Version 1.41: June 1, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Parallel Process Common Events above 1000 should no longer crash the game. Bug fixed by Irina.&lt;br /&gt;
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Version 1.39: May 5, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Save event location should now work properly with Set Event Location command. Fix made by Arisu.&lt;br /&gt;
** Sprite Event Labels with distance properties will no longer be visible when constantly entering/exiting the Main Menu. Fix made by Arisu.&lt;br /&gt;
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Version 1.38: April 28, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu and sponsored by Archeia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Movement Settings &amp;gt; Event Movement &amp;gt; Shift Y&lt;br /&gt;
**** How many pixels should non-tile characters be shifted by?&lt;br /&gt;
** New Notetags added by Arisu and sponsored by Archeia:&lt;br /&gt;
*** &amp;lt;Picture Filename: filename&amp;gt;&lt;br /&gt;
**** applies a picture graphic from the /img/pictures/ folder of your game project.&lt;br /&gt;
**** This graphic will be on top of the character sprite but below the event icon sprite.&lt;br /&gt;
**** The picture priority will be the same as the event's priority. If it is &amp;quot;below characters&amp;quot;, the player can walk on top of it. If it is &amp;quot;above characters&amp;quot;, the player will behind it. If it is &amp;quot;same as characters&amp;quot;, the priority will be based on the current relative Y position.&lt;br /&gt;
*** &amp;lt;Picture Max Size: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Picture Scale: y%&amp;gt;&lt;br /&gt;
**** If the &amp;quot;Max Size&amp;quot; or &amp;quot;Scale&amp;quot; supplementary notetags are used, the picture graphic will be scaled proportionally to fit either the exact pixel size for &amp;quot;Max Size&amp;quot; or the &amp;quot;Scale&amp;quot; ratio.&lt;br /&gt;
*** &amp;lt;Picture Offset: +x, +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Picture Offset: -x, -y&amp;gt;&lt;br /&gt;
**** Offsets the X and Y position of the event picture relative to the event sprite's own position.&lt;br /&gt;
*** &amp;lt;Picture Wait Frames: x&amp;gt;&lt;br /&gt;
**** Requires VisuMZ_4_AnimatedPictures! &amp;quot;Wait Frames&amp;quot; is used with VisuMZ's Animated Pictures plugin. This determines the delay inbetween frame changes.&lt;br /&gt;
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Version 1.37: March 24, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity to &amp;quot;Turn to Home&amp;quot; Movement Command.&lt;br /&gt;
*** This refers to the original position's X/Y on the map.&lt;br /&gt;
*** The event will turn and face the tile that is its original X/Y location.&lt;br /&gt;
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Version 1.36: March 17, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;Turn To Home&amp;quot; movement command now properly faces the home position. Fix made by Irina.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Commands now have separators for easier selection.&lt;br /&gt;
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Version 1.35: March 3, 2022&lt;br /&gt;
* IMPORTANT! Compatibility Update!&lt;br /&gt;
** Compatibility Update with RPG Maker MZ 1.4.4.&lt;br /&gt;
*** For some reason this update broke any saves made before 1.4.4 was updated and they cannot be loaded. The only way saves would load is if you made a safe after 1.4.4 was done. This should be fixed and saves made with 1.4.3 and before should now be working. Update made by Irina.&lt;br /&gt;
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Version 1.34: February 17, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Arisu has created new event notetag/comment tags:&lt;br /&gt;
*** &amp;lt;Custom Z: x&amp;gt;&lt;br /&gt;
**** Replace 'x' with a number value to determine the event sprite's Z value relative to the tilemap.&lt;br /&gt;
**** View the helpfile for more information.&lt;br /&gt;
*** &amp;lt;Mirror Sprite&amp;gt;&lt;br /&gt;
**** The event sprite's visual appearance is mirrored.&lt;br /&gt;
*** &amp;lt;Move Synch Distance Opacity: x&amp;gt;&lt;br /&gt;
**** Changes the opacity of the event based on the distance between it and its move synched target. Closer means more opaque. Further away means more transparent.&lt;br /&gt;
** Irina has created a more memory efficient version of Event Labels.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Event Label Settings &amp;gt; Sprite Based?&lt;br /&gt;
**** Use sprite-based labels instead of legacy-window version.&lt;br /&gt;
**** Legacy-window version will not be supported in future.&lt;br /&gt;
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Version 1.33: February 3, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu!&lt;br /&gt;
*** &amp;lt;Hide Player&amp;gt;&lt;br /&gt;
*** &amp;lt;Show Player&amp;gt;&lt;br /&gt;
**** Map Notetag. Forcefully hides or shows the player sprite. This is so you don't need to manually turn the setting on/off each time you enter a specific map.&lt;br /&gt;
*** &amp;lt;Hide Followers&amp;gt;&lt;br /&gt;
*** &amp;lt;Show Followers&amp;gt;&lt;br /&gt;
**** Map Notetag. Forcefully hides or shows the player's followers. This is so you don't need to manually turn them on/off each time you enter a specific map.&lt;br /&gt;
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Version 1.32: January 20, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Self Variable changes from custom move routes should no longer cause crashes. Fix made by Arisu.&lt;br /&gt;
** Self Switch custom move route toggles should now work properly. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Better shadow tracking algorithm to remove any shadow twitching. Update made by Yanfly.&lt;br /&gt;
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Version 1.31: January 6, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.30: November 25, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Map Switches and Map Variables added by Arisu:&lt;br /&gt;
*** Map Switches are self-switches for maps. Instead of using &amp;lt;Self&amp;gt;, use &amp;lt;Map&amp;gt; in the Switch name to designate it as a Map Switch. The ON/OFF data for that Switch will vary depending on the map the player is currently on.&lt;br /&gt;
*** Map Variables are self-variables for maps. Instead of using &amp;lt;Self&amp;gt;, use &amp;lt;Map&amp;gt; in the Variable name to designate it as a Map Switch. The number data for that Variable will vary depending on the map the player is currently on.&lt;br /&gt;
*** Script Calls have been added for these features as well.&lt;br /&gt;
**** See help file for them.&lt;br /&gt;
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Version 1.29: October 7, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Same map event spawning should now work properly without the need to add the current map ID to the preloaded map array. Update made by Arisu.&lt;br /&gt;
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Version 1.28: September 30, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New move route commands added by Arisu:&lt;br /&gt;
*** Jump to Home&lt;br /&gt;
*** Move to Home&lt;br /&gt;
*** Crash Move to Home&lt;br /&gt;
*** Step Toward Home&lt;br /&gt;
*** Step Away From Home&lt;br /&gt;
*** Turn to Home&lt;br /&gt;
*** Turn Away From Home&lt;br /&gt;
*** Teleport to Home&lt;br /&gt;
**** These only work on events. Their actions should be reflective of what their command names suggest.&lt;br /&gt;
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Version 1.27: September 17, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed event spawn templates so that they can work properly with Common Events. Fix made by Arisu.&lt;br /&gt;
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Version 1.26: September 3, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;Step Towards Player&amp;quot; custom command should now work properly. Fix made by Arisu.&lt;br /&gt;
** Having multiple region restriction notetags for a map will no longer cause others to lock out. Fix made by Arisu.&lt;br /&gt;
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Version 1.25: July 30, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem that caused the 'setSelfSwitchValue' and 'setSelfVariableValue' functions to not work properly. Fix made by Irina.&lt;br /&gt;
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Version 1.24: June 4, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added extra clarification on which commands will go around the player character and which ones won't.&lt;br /&gt;
* New Move Route Custom Commands added by Arisu:&lt;br /&gt;
** Crash Move (direction) Until Stop&lt;br /&gt;
** Crash Move To: x, y&lt;br /&gt;
** Crash Move To Event: x&lt;br /&gt;
*** These allow events to collide with the player character and trigger Event Touch events.&lt;br /&gt;
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Version 1.23: May 21, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Morphing by templates should no longer cause a crash. Fix made by Arisu.&lt;br /&gt;
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Version 1.22: May 7, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Plugin Commands for Event Label Visibility should now update without needing to take steps as per distance detection. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added clarity to &amp;quot;Common Event on Touch&amp;quot; Plugin Parameters.&lt;br /&gt;
*** Areas marked with these regions will not allow random encounters to occur. This is how RPG Maker works. Assuming you are not using plugins at all, by putting on touch events all over the map, tiles with those on touch events will not let random encounters trigger.&lt;br /&gt;
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Version 1.21: March 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Move until stop custom move routes should no longer cause crashes. Fix made by Arisu.&lt;br /&gt;
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Version 1.20: February 26, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Region Restrictions regarding Player Allow will no longer affect vehicle passability. Update made by Arisu.&lt;br /&gt;
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Version 1.19: February 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;Self Variable: Variable ID&amp;quot; plugin command's Map ID should now be able to use &amp;quot;0&amp;quot; to self reference the current map. Fix made by Olivia.&lt;br /&gt;
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Version 1.18: February 5, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Event icon plugin commands should now work properly. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added new &amp;quot;Features: Weighted Random Movement&amp;quot; section.&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Random Move Weight: x&amp;gt;&lt;br /&gt;
**** If this tag is used on an event with random-type autonomous movement, then the event will stick closer to their home location (where they are located upon spawning on the map). How close they stick to their home location will depend on the weighted 'x' value.&lt;br /&gt;
*** &amp;lt;True Random Move&amp;gt;&lt;br /&gt;
**** If this tag is used on an event with random-type autonomous movement, then that event will ignore the effects of weighted randomized movement.&lt;br /&gt;
** New Plugin Commands added by Arisu and sponsored by AndyL:&lt;br /&gt;
*** Event Timer: Change Speed&lt;br /&gt;
*** Event Timer: Expire Event Assign&lt;br /&gt;
*** Event Timer: Expire Event Clear&lt;br /&gt;
*** Event Timer: Frames Gain&lt;br /&gt;
*** Event Timer: Frames Set&lt;br /&gt;
*** Event Timer: Pause&lt;br /&gt;
*** Event Timer: Resume&lt;br /&gt;
**** The above Plugin Commands allow you to control the game timer better.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Movement &amp;gt; Event Movement &amp;gt; Random Move Weight&lt;br /&gt;
**** Use numbers between 0 and 1. Numbers closer to 1 stay closer to their home position.&lt;br /&gt;
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Version 1.17: January 29, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;Do NOT insert quotes&amp;quot; to &amp;quot;Balloon: name&amp;quot; and &amp;quot;Pose: name&amp;quot;.&lt;br /&gt;
** Added Examples for extra clarification.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** When touch clicking an event on a map with multiple events, pathfinding will utilize the non-diagonal function for less resource consumption to prevent FPS frame drops. Fix made by Arisu.&lt;br /&gt;
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Version 1.16: January 22, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** When touch clicking multiple times on an impassable tile, pathfinding will utilize the non-diagonal function for less resource consumption to prevent FPS frame drops. Fix made by Arisu.&lt;br /&gt;
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Version 1.15: January 1, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Spawned events should now resume their automated self movement after being interacted with. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Help file updated for updated features.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Collission checks for the Spawn Event Plugin Commands now account for the spawning event's Hitbox, too. Update made by Yanfly.&lt;br /&gt;
** Spawn Event Plugin Commands adds a new parameter &amp;quot;Success Switch ID&amp;quot; to check if the spawning has been successful or not.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Yanfly!&lt;br /&gt;
*** Spawn Event: Spawn At Terrain Tag&lt;br /&gt;
*** Spawn Event: Despawn Terrain Tag(s)&lt;br /&gt;
**** These function similar to their region counterparts except they target terrain tags instead.&lt;br /&gt;
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Version 1.14: December 18, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Caching for event label positions now account for page index. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for the new features!&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Irina.&lt;br /&gt;
*** Follower: Set Global Chase&lt;br /&gt;
*** Follower: Set Target Chase&lt;br /&gt;
*** Follower: Set Control&lt;br /&gt;
*** Follower: Reset&lt;br /&gt;
**** These plugin commands allow you to change whether or not the followers will chase their intended targets and/or shift control over their movement route from the &amp;quot;Player&amp;quot; to the target follower.&lt;br /&gt;
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Version 1.13: December 4, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Caching for event label positions now account for one-screen maps. Fix made by Arisu.&lt;br /&gt;
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Version 1.12: November 29, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Click Triggers no longer work on erased events. Fix made by Arisu.&lt;br /&gt;
** Erased events no longer have icons appear above their heads. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Initialization of the plugin's effects no only occur if the event's current page settings have been altered. Change made by Arisu.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.11: November 15, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Morph plugin command should no longer cause crashes. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for the updated features!&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Updates to these Plugin Commands made by Yanfly:&lt;br /&gt;
*** Call Event: Remote Activation&lt;br /&gt;
*** Event Icon: Change&lt;br /&gt;
*** Event Icon: Delete&lt;br /&gt;
*** Event Location: Create&lt;br /&gt;
*** Event Location: Delete&lt;br /&gt;
*** Global Switch: Get Self Switch A B C D&lt;br /&gt;
*** Global Switch: Get Self Switch ID&lt;br /&gt;
*** Global Variable: Get Self Variable ID&lt;br /&gt;
*** Morph Event: Change&lt;br /&gt;
*** Morph Event: Remove&lt;br /&gt;
*** Self Switch: A B C D&lt;br /&gt;
*** Self Switch: Switch ID&lt;br /&gt;
*** Self Variable: Variable ID&lt;br /&gt;
**** All of the above Plugin Commands can now use 0 for their Event ID's in order to refer to the running event's ID value.&lt;br /&gt;
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Version 1.10: November 1, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Spawned Event preserve function now works properly. Fix made by Arisu.&lt;br /&gt;
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Version 1.09: October 25, 2020&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** Added clarity on the notetags and comment tags on when their effects are present.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Event icons now have an unsmoothing property to them to make them look better. Update made by Irina.&lt;br /&gt;
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Version 1.08: October 11, 2020&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added failsafes for better compatibility.&lt;br /&gt;
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&lt;br /&gt;
Version 1.07: October 4, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated for the new features!&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Data from deleted events will now be cleared and removed from maps if the events do not exist to prevent conflict with plugins from the VisuStella MZ library and other plugins. Feature added by Irina.&lt;br /&gt;
** Move Route Custom Commands now support self variable values! If you wish to use a value from a self variable, insert \SelfVar[x] in place of the x in any of the below. This will only draw from the current event. If you wish to draw data from outside event self variables, we recommend you use the \V[x] variant after using the Plugin Commands to draw data from them for the best accuracy.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Yanfly!&lt;br /&gt;
*** Movement &amp;gt; Bitmap &amp;gt; Smoothing&lt;br /&gt;
**** Do you want to smooth or pixelate the map sprites? Pixelating them is better for zooming and tilting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: September 27, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Events &amp;amp; Movement Core no longer disables the Core Engine's Smart Event Collision plugin parameter. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Move Route Custom Commands updated with the new feature for inserting variable values.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Move Route Custom Commands now support $gameVariable.value(x) values. You can also just use \V[x] for variable values, too. Added by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: September 20, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** If player movement is disabled, mouse movement is disabled, too. Fix made by Arisu.&lt;br /&gt;
** The region restriction notetags should be fixed and work again. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: September 13: 2020&lt;br /&gt;
* Feature Update!&lt;br /&gt;
* Some Move Route Custom Commands are updated to ignore spaces:&lt;br /&gt;
** Jump To: x, y&lt;br /&gt;
** Move To: x, y&lt;br /&gt;
** Step Toward: x, y&lt;br /&gt;
** Step Away From: x, y&lt;br /&gt;
** Turn To: x, y&lt;br /&gt;
** Turn Away From: x, y&lt;br /&gt;
** Teleport To: x, y&lt;br /&gt;
*** These can now be written as x,y. There still needs to be a space between the : and x for parsing clarity, however.&lt;br /&gt;
*** Feature updated by Arisu with help from BlueMoon and Zeriab.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New 'Move Route Custom Commands' added by Arisu.&lt;br /&gt;
*** Fade In: x&lt;br /&gt;
*** Fade Out: x&lt;br /&gt;
*** Force Carry: On&lt;br /&gt;
*** Force Carry: Off&lt;br /&gt;
*** Force Dash: On&lt;br /&gt;
*** Force Dash: Off&lt;br /&gt;
** New Plugin Commands added by Arisu.&lt;br /&gt;
*** Player Movement: Control&lt;br /&gt;
**** Enable or disable player control over the player character's movement.&lt;br /&gt;
*** Player Movement: Diagonal&lt;br /&gt;
**** Override settings to for player diagonal movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: September 6, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Sleeping pose is now fixed and working! Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Extended &amp;quot;Features: Self Switches and Variables&amp;quot; to explain how to use script calls to grab self switch information.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Yanfly:&lt;br /&gt;
*** Global Switch: Get Self Switch A B C D&lt;br /&gt;
*** Global Switch: Get Self Switch ID&lt;br /&gt;
*** Global Variable: Get Self Variable ID&lt;br /&gt;
**** These plugin commands allow you to transfer data stored in a self switch or Self Variable into a global switch or global variable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: ugust 30, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;Diagonal Movement: Off&amp;gt; notetag now works properly. Fix made by Yanfly.&lt;br /&gt;
** Plugin Command &amp;quot;Event Label: Visible&amp;quot; now works properly. Fix made by Shaz.&lt;br /&gt;
** Custom Move Route commands should now be working properly. Fix made by Shaz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: August 23, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Event Cache issues fixed upon loading a saved game. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: August 20, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Event Popup Tips and Tricks]]&lt;br /&gt;
* [[Inspiration Behind Wave 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Core Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Movement Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Eventing Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Elements_and_Status_Menu_Core_Plugin_Commands&amp;diff=17586</id>
		<title>Template:VisuMZ Elements and Status Menu Core Plugin Commands</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Elements_and_Status_Menu_Core_Plugin_Commands&amp;diff=17586"/>
		<updated>2026-01-18T14:29:23Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Display templates|VisuMZ Elements and Status Menu Core Plugin Commands]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
The following are Plugin Commands that come with this plugin. They can be&lt;br /&gt;
accessed through the Plugin Command event command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Actor Plugin Commands ===&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:ElementStatusMenuCoreBios.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ElementsStatusMenuCorePluginCommand01.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Actor: Change Biography (Group)&lt;br /&gt;
Actor: Change Biography (Range)&lt;br /&gt;
Actor: Change Biography (JS)&lt;br /&gt;
- Changes the biography of the selected actor(s).&lt;br /&gt;
- Each version has a different means of selecting Actor ID's.&lt;br /&gt;
&lt;br /&gt;
  Step 1: Target ID&lt;br /&gt;
  - Select which Actor ID(s) to affect.&lt;br /&gt;
&lt;br /&gt;
  Step 2: Biography&lt;br /&gt;
  - Change the biography for target actor(s) to this.&lt;br /&gt;
  - Text codes allowed.&lt;br /&gt;
  - %1 - Actor's name.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:ElementStatusMenuCoreTraitSets.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ElementsStatusMenuCorePluginCommand04.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Actor: Change Trait Sets (Group)&lt;br /&gt;
Actor: Change Trait Sets (Range)&lt;br /&gt;
Actor: Change Trait Sets (JS)&lt;br /&gt;
- Changes the Trait Set(s) of the selected actor(s).&lt;br /&gt;
- Each version has a different means of selecting Actor ID's.&lt;br /&gt;
&lt;br /&gt;
  Step 1: Target ID&lt;br /&gt;
  - Select which Actor ID(s) to affect.&lt;br /&gt;
&lt;br /&gt;
  Step 2: Change Trait Set&lt;br /&gt;
  - Element&lt;br /&gt;
  - SubElement&lt;br /&gt;
  - Gender&lt;br /&gt;
  - Race&lt;br /&gt;
  - Nature&lt;br /&gt;
  - Alignment&lt;br /&gt;
  - Blessing&lt;br /&gt;
  - Curse&lt;br /&gt;
  - Zodiac&lt;br /&gt;
  - Variant&lt;br /&gt;
    - Change to the name of the Trait Set to switch actor(s) to.&lt;br /&gt;
    - &amp;quot;Unchanged&amp;quot; to leave alone.&lt;br /&gt;
    - &amp;quot;Random&amp;quot; to randomize.&lt;br /&gt;
      - Random will use the random pool dictated by the Plugin Parameters&lt;br /&gt;
        and the Trait Set weights determined there as well.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Enemy Plugin Commands ===&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:ElementsStatusMenuCoreVariants.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ElementsStatusMenuCorePluginCommand07.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Enemy: Change Trait Sets (Group)&lt;br /&gt;
Enemy: Change Trait Sets (Range)&lt;br /&gt;
Enemy: Change Trait Sets (JS)&lt;br /&gt;
- Changes the Trait Set(s) of the selected enemy(ies).&lt;br /&gt;
- Each version has a different means of selecting Enemy Indexes.&lt;br /&gt;
&lt;br /&gt;
  Step 1: Target Index&lt;br /&gt;
  - Select which Enemy Index(es) to affect.&lt;br /&gt;
&lt;br /&gt;
  Step 2: Change Trait Set&lt;br /&gt;
  - Element&lt;br /&gt;
  - SubElement&lt;br /&gt;
  - Gender&lt;br /&gt;
  - Race&lt;br /&gt;
  - Nature&lt;br /&gt;
  - Alignment&lt;br /&gt;
  - Blessing&lt;br /&gt;
  - Curse&lt;br /&gt;
  - Zodiac&lt;br /&gt;
  - Variant&lt;br /&gt;
    - Change to the name of the Trait Set to switch target(s) to.&lt;br /&gt;
    - &amp;quot;Unchanged&amp;quot; to leave alone.&lt;br /&gt;
    - &amp;quot;Random&amp;quot; to randomize.&lt;br /&gt;
      - Random will use the random pool dictated by the Plugin Parameters&lt;br /&gt;
        and the Trait Set weights determined there as well.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Elements_and_Status_Menu_Core_VisuStella_MZ&amp;diff=17585</id>
		<title>Elements and Status Menu Core VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Elements_and_Status_Menu_Core_VisuStella_MZ&amp;diff=17585"/>
		<updated>2026-01-18T14:28:50Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=VV6tIeyRN-8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = {{VisuStella Wave 1}}&lt;br /&gt;
|link2 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| [[File:ElementStatusMenuCoreTraitSets.png|400px]]&lt;br /&gt;
| [[File:ElementStatusMenuCoreBios.png|400px]]&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[File:ElementStatusMenuCoreParams.png|400px]]&lt;br /&gt;
| [[File:ElementStatusMenuCoreElePage.png|400px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Anti-Damage Barriers VisuStella MZ]]&lt;br /&gt;
* [[Weakness Display VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Elements &amp;amp; Status Menu Core plugin gives you more control over in-game&lt;br /&gt;
elemental rate calculations, providing Trait Sets to streamline assigning&lt;br /&gt;
elements to actors and enemies, and updating the Status Menu to display all&lt;br /&gt;
that information properly.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Element Rate control from target side and user side.&lt;br /&gt;
* Elemental Absorption and Elemental Reflection added.&lt;br /&gt;
* Assign items and skills to have multiple elements.&lt;br /&gt;
* Elemental rates can be adjusted from additive and multiplicative notetags.&lt;br /&gt;
* Forcing Elemental Rates and nullifying Elemental properties.&lt;br /&gt;
* Trait Sets added to mass assign traits through the usage of notetags.&lt;br /&gt;
* Trait Sets used to assign Elements, SubElements, Genders, Races, Natures, Alignments, Blessings, Curses, Zodiacs, and Variants.&lt;br /&gt;
* Randomized Trait Sets with weights to make enemies more dynamic.&lt;br /&gt;
* The ability to change traits midway through the game by Plugin Commands.&lt;br /&gt;
* Updated Status Menu Layout to display all this new information.&lt;br /&gt;
* Control over the information category tabs in the Status Menu.&lt;br /&gt;
* Change up the actor's Biography midway through the game by Plugin Command.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 1}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Element Damage Calculation ===&lt;br /&gt;
&lt;br /&gt;
[[File:Elements.png]]&lt;br /&gt;
&lt;br /&gt;
Elemental damage was calculated in one very specific way in RPG Maker MZ:&lt;br /&gt;
getting the target's elemental resistance found across various database&lt;br /&gt;
objects and applying the damage to that rate. This plugin extends that by&lt;br /&gt;
giving more ways to extend the target's elemental damage rate as add in a&lt;br /&gt;
facet which introduces the attacker's elemental bonus damage, too.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Multi-Elemental Calculation ===&lt;br /&gt;
&lt;br /&gt;
By default in RPG Maker MZ, if there are multiple elements assigned to an&lt;br /&gt;
action, then the element with the highest rate is taken. This plugin will&lt;br /&gt;
give you, the game dev, the decision on how this is handled: the default&lt;br /&gt;
maximum rate, a minimum rate, a multiplicative product, an additive sum, or&lt;br /&gt;
an average of all the elemental rates calculated.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Elements and Status Menu Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Elements and Status Menu Core Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Script Calls ==&lt;br /&gt;
&lt;br /&gt;
The following are Script Calls that can be used with this plugin. These are&lt;br /&gt;
made for JavaScript proficient users. We are not responsible if you use them&lt;br /&gt;
incorrectly or for unintended usage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Trait Set-Related Script Calls ===&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
battler.hasTraitSet(typeName)&lt;br /&gt;
&lt;br /&gt;
- Returns a 'true' or 'false' value if the battler has a specific trait set.&lt;br /&gt;
- This will check all 10 trait set categories (elements, subelements,&lt;br /&gt;
  gender, race, nature, alignment, blessing, curse, zodiac, variant) and if&lt;br /&gt;
  any of them match, this will return 'true'. If not, returns 'false'.&lt;br /&gt;
- 'battler' references a Game_Actor or Game_Enemy.&lt;br /&gt;
- Replace 'typeName' with a string representing the trait set key name&lt;br /&gt;
  (ie. 'male' or 'female' or 'goblin' or 'human').&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  $gameActors.actor(1).hasTraitSet('male')&lt;br /&gt;
  $gameParty.leader().hasTraitSet('female')&lt;br /&gt;
  $gameTroop.members()[0].hasTraitSet('goblin')&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Element Rulings ===&lt;br /&gt;
&lt;br /&gt;
[[File:Elements.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:ElementsStatusMenuCoreParams01.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters control the rulings for Element-related mechanics.&lt;br /&gt;
These play an important part in determine what to do when multiple elements&lt;br /&gt;
are present, how to calculate the elemental rates, and&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Rulings&lt;br /&gt;
&lt;br /&gt;
  Multi-Element Ruling:&lt;br /&gt;
  - Ruling on how to calculate element rate when there are  multiple&lt;br /&gt;
    elements used for damage calculation.&lt;br /&gt;
    - Maximum (largest rate of all elements)&lt;br /&gt;
    - Minimum (smallest rate of all elements)&lt;br /&gt;
    - Multiplicative (product of all elements used)&lt;br /&gt;
    - Additive (sum of all elements used)&lt;br /&gt;
    - Average (of all the elements used)&lt;br /&gt;
&lt;br /&gt;
  Reflect-Element Ruling:&lt;br /&gt;
  - Ruling on how element reflect is handled for multi-elements.&lt;br /&gt;
    - All (All elements must be Reflected)&lt;br /&gt;
    - Any (Only one element must be Reflected)&lt;br /&gt;
&lt;br /&gt;
  JS: Maximum Rate:&lt;br /&gt;
  - Determine how maximum element rate is calculated.&lt;br /&gt;
&lt;br /&gt;
  JS: Minimum Rate:&lt;br /&gt;
  - Determine how minimum element rate is calculated.&lt;br /&gt;
&lt;br /&gt;
  JS: Multiply Rate:&lt;br /&gt;
  - Determine how a multiplied element rate is calculated.&lt;br /&gt;
&lt;br /&gt;
  JS: Additive Rate:&lt;br /&gt;
  - Determine how an additive element rate is calculated.&lt;br /&gt;
&lt;br /&gt;
  JS: Average Rate:&lt;br /&gt;
  - Determine how an average element rate is calculated.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Formulas&lt;br /&gt;
&lt;br /&gt;
  JS: Received Rate:&lt;br /&gt;
  - Determine how the element rate for the receiving target is calculated.&lt;br /&gt;
&lt;br /&gt;
  JS: Finalize Rate:&lt;br /&gt;
  - Determine how the finalized element rate before damage is calculated.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Status Menu Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ElementStatusMenuCoreBios.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ElementsStatusMenuCoreParams02.png]]&lt;br /&gt;
&lt;br /&gt;
The Status Menu Settings determine how the Status Menu appears and the&lt;br /&gt;
various objects that exist within it. The option to update it to a more&lt;br /&gt;
updated menu also exists, too.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Use Updated Layout:&lt;br /&gt;
  - Use the Updated Status Menu Layout provided by this plugin?&lt;br /&gt;
  - This will override the Core Engine windows settings.&lt;br /&gt;
&lt;br /&gt;
  Layout Style:&lt;br /&gt;
  - If using an updated layout, how do you want to style the&lt;br /&gt;
    menu scene layout?&lt;br /&gt;
    - Upper Help, Top Category&lt;br /&gt;
    - Upper Help, Bottom Category&lt;br /&gt;
    - Lower Help, Top Category&lt;br /&gt;
    - Lower Help, Bottom Category&lt;br /&gt;
&lt;br /&gt;
  Trait Set Font Size:&lt;br /&gt;
  - The font size used for Trait Set Descriptions.&lt;br /&gt;
&lt;br /&gt;
  Show Back Rectangles?:&lt;br /&gt;
  - Show back rectangles of darker colors to display information better?&lt;br /&gt;
&lt;br /&gt;
    Back Rectangle Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Category Window&lt;br /&gt;
&lt;br /&gt;
  Style:&lt;br /&gt;
  - How do you wish to draw commands in the Category Window?&lt;br /&gt;
  - Text Only: Display only the text.&lt;br /&gt;
  - Icon Only: Display only the icon.&lt;br /&gt;
  - Icon + Text: Display the icon first, then the text.&lt;br /&gt;
  - Auto: Determine which is better to use based on the size of the cell.&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for the Category Window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Displayed Parameters&lt;br /&gt;
&lt;br /&gt;
  Column 1:&lt;br /&gt;
  Column 2:&lt;br /&gt;
  Column 3:&lt;br /&gt;
  - A list of the parameters that will be displayed in column 1.&lt;br /&gt;
  - Basic Parameters (ie. MaxHP, ATK, LUK)&lt;br /&gt;
  - X Parameters (ie. HIT, EVA, CRI)&lt;br /&gt;
  - S Parameters (ie. PDR, MDR, EXR)&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Elements&lt;br /&gt;
&lt;br /&gt;
  Excluded Elements:&lt;br /&gt;
  - These element ID's are excluded from the Status Menu list.&lt;br /&gt;
&lt;br /&gt;
  IDs: Column 1:&lt;br /&gt;
  IDs: Column 2:&lt;br /&gt;
  - The list of element ID's to show in column 1/2.&lt;br /&gt;
  - If neither column has ID's, list all elements.&lt;br /&gt;
  - If you have a lot of elements and a single column does not have enough&lt;br /&gt;
    room to display them all, use these Plugin Parameters to split them up&lt;br /&gt;
    into two columns.&lt;br /&gt;
  - This can also be used for those who wish to separate their elements&lt;br /&gt;
    between physical and magical elements, major and minor, etc.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Vocabulary&lt;br /&gt;
&lt;br /&gt;
  Biography:&lt;br /&gt;
  - Vocabulary for 'Biography'.&lt;br /&gt;
&lt;br /&gt;
  Damage: Absorb:&lt;br /&gt;
  - Vocabulary for 'Damage: Absorb'.&lt;br /&gt;
&lt;br /&gt;
  Damage: Received:&lt;br /&gt;
  - Vocabulary for 'Damage: Received'.&lt;br /&gt;
&lt;br /&gt;
  Damage: Dealt:&lt;br /&gt;
  - Vocabulary for 'Damage: Dealt'.&lt;br /&gt;
&lt;br /&gt;
  Skill Types:&lt;br /&gt;
  - Vocabulary for 'Skill Types'.&lt;br /&gt;
&lt;br /&gt;
  Weapon Types:&lt;br /&gt;
  - Vocabulary for 'Weapon Types'.&lt;br /&gt;
&lt;br /&gt;
  Armor Types:&lt;br /&gt;
  - Vocabulary for 'Armor Types'.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Status Menu Categories ===&lt;br /&gt;
&lt;br /&gt;
[[File:ElementStatusMenuCoreParams.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ElementsStatusMenuCoreParams03.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:ElementsStatusMenuCoreParams03a.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters allow you, the game dev, to add new categories to&lt;br /&gt;
the Status Menu as you please, and change up how the information is found&lt;br /&gt;
and displayed within the Status Menu. This will only apply if the Updated&lt;br /&gt;
Status Menu Layout is enabled.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Category&lt;br /&gt;
&lt;br /&gt;
  Symbol:&lt;br /&gt;
  - Symbol used for this category.&lt;br /&gt;
&lt;br /&gt;
  Icon:&lt;br /&gt;
  - Icon used for this category.&lt;br /&gt;
  - Use 0 for no icon.&lt;br /&gt;
&lt;br /&gt;
  Text:&lt;br /&gt;
  - Text name used for this category.&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Data:&lt;br /&gt;
  - Code used to determine what appears in the data window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== General Trait Set Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ElementStatusMenuCoreTraitSets.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ElementsStatusMenuCoreParams04.png]]&lt;br /&gt;
&lt;br /&gt;
Trait Sets are new properties added to RPG Maker MZ through this plugin.&lt;br /&gt;
They're used to streamline the process of applying traits to actors and&lt;br /&gt;
enemies through the database.&lt;br /&gt;
&lt;br /&gt;
Instead of having to manually adjust the elemental rate of each enemy,&lt;br /&gt;
you can now assign them to a Trait Set (through the Plugin Parameters) and&lt;br /&gt;
then assign that Trait Set to an enemy or batch of enemies instead. This&lt;br /&gt;
means that all enemies with &amp;lt;Element: Fire&amp;gt; would be weak and resistance to&lt;br /&gt;
the same elements determined by the Elemental Fire Trait Set.&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters adjust how Trait Sets are handled on a general scale&lt;br /&gt;
within your game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Enable Trait Sets?:&lt;br /&gt;
  - Enable Trait Sets? This must be enabled for Trait Sets to have any kind&lt;br /&gt;
    of effect on battlers.&lt;br /&gt;
&lt;br /&gt;
  Enemy Name Format:&lt;br /&gt;
  - Enemy name format on how Trait Sets affect how enemy names appear.&lt;br /&gt;
  - Choose from the list or customize it.&lt;br /&gt;
    - [name] [letter]&lt;br /&gt;
    - [element] [name] [letter]&lt;br /&gt;
    - [element] [subelement] [name] [letter]&lt;br /&gt;
    - [name][gender] [letter]&lt;br /&gt;
    - [race] [name][gender] [letter]&lt;br /&gt;
    - [alignment] [name][gender] [letter]&lt;br /&gt;
    - [blessing] [name][gender] [letter]&lt;br /&gt;
    - [curse] [name][gender] [letter]&lt;br /&gt;
    - [name][gender]([zodiac]) [letter]&lt;br /&gt;
    - [variant] [name][gender] [letter]&lt;br /&gt;
    - [variant] [nature] [name][gender] [letter]&lt;br /&gt;
    - [variant] [nature] [element] [name][gender] [letter]&lt;br /&gt;
    - [alignment] [variant] [nature] [element] [name][gender] [letter]&lt;br /&gt;
    - ...and more...&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Trait Columns&lt;br /&gt;
&lt;br /&gt;
  Column 1 Traits:&lt;br /&gt;
  Column 2 Traits:&lt;br /&gt;
  - List of the traits that appear in this column.&lt;br /&gt;
  - Used by default in the Properties category.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Trait Set Types ===&lt;br /&gt;
&lt;br /&gt;
[[File:ElementsStatusMenuCoreVariants.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ElementsStatusMenuCoreParams05.png]]&lt;br /&gt;
&lt;br /&gt;
Trait Sets are new properties added to RPG Maker MZ through this plugin.&lt;br /&gt;
They're used to streamline the process of applying traits to actors and&lt;br /&gt;
enemies through the database.&lt;br /&gt;
&lt;br /&gt;
Instead of having to manually adjust the elemental rate of each enemy,&lt;br /&gt;
you can now assign them to a Trait Set (through the Plugin Parameters) and&lt;br /&gt;
then assign that Trait Set to an enemy or batch of enemies instead. This&lt;br /&gt;
means that all enemies with &amp;lt;Element: Fire&amp;gt; would be weak and resistance to&lt;br /&gt;
the same elements determined by the Elemental Fire Trait Set.&lt;br /&gt;
&lt;br /&gt;
There are 10 different types of Trait Set Types out there that you can&lt;br /&gt;
assign to actors and enemies and they all work the same way, just under&lt;br /&gt;
different categories.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:ElementsStatusMenuCoreParams05a.png]]&lt;br /&gt;
&lt;br /&gt;
Element&lt;br /&gt;
&lt;br /&gt;
SubElement&lt;br /&gt;
&lt;br /&gt;
Gender&lt;br /&gt;
&lt;br /&gt;
Race&lt;br /&gt;
&lt;br /&gt;
Nature&lt;br /&gt;
&lt;br /&gt;
Alignment&lt;br /&gt;
&lt;br /&gt;
Blessing&lt;br /&gt;
&lt;br /&gt;
Curse&lt;br /&gt;
&lt;br /&gt;
Zodiac&lt;br /&gt;
&lt;br /&gt;
Variant&lt;br /&gt;
&lt;br /&gt;
  Name:&lt;br /&gt;
  - Name of this Trait Set. Also used as a reference key&lt;br /&gt;
&lt;br /&gt;
  Display Text:&lt;br /&gt;
  - How the Trait Set is displayed in game when selected.&lt;br /&gt;
  - Text codes are allowed.&lt;br /&gt;
&lt;br /&gt;
  Help Description:&lt;br /&gt;
  - Help description for this Trait Set if required.&lt;br /&gt;
&lt;br /&gt;
  Format Text:&lt;br /&gt;
  - The text that's added onto an enemy's name if this Trait Set is used.&lt;br /&gt;
&lt;br /&gt;
  Valid for Random?:&lt;br /&gt;
  - Is this Trait Set valid for random selection?&lt;br /&gt;
&lt;br /&gt;
  Random Weight:&lt;br /&gt;
  - Default weight of this Trait Set if valid for random.&lt;br /&gt;
&lt;br /&gt;
  Traits:&lt;br /&gt;
&lt;br /&gt;
  Element Rates:&lt;br /&gt;
  - The elemental damage rates received for this Trait Set.&lt;br /&gt;
  - The modifiers are multiplicative.&lt;br /&gt;
&lt;br /&gt;
  Basic Parameters:&lt;br /&gt;
  - The basic parameter rates altered by this Trait set.&lt;br /&gt;
  - The modifiers are multiplicative.&lt;br /&gt;
&lt;br /&gt;
  X Parameters:&lt;br /&gt;
  - The X parameter rates altered by this Trait set.&lt;br /&gt;
  - The modifiers are additive.&lt;br /&gt;
&lt;br /&gt;
  S Parameters:&lt;br /&gt;
  - The S parameter rates altered by this Trait set.&lt;br /&gt;
  - The modifiers are multiplicative.&lt;br /&gt;
&lt;br /&gt;
  Passive States:&lt;br /&gt;
  - Passive states that are applied to this Trait Set.&lt;br /&gt;
  - Requires VisuMZ_1_SkillsStatesCore.&lt;br /&gt;
  - Refer to VisuMZ_1_SkillsStatesCore's documentation for more details.&lt;br /&gt;
&lt;br /&gt;
  Equipment:&lt;br /&gt;
&lt;br /&gt;
  Weapon Types:&lt;br /&gt;
  - Additional weapon types usable by this Trait Set.&lt;br /&gt;
&lt;br /&gt;
  Armor Types:&lt;br /&gt;
  - Additional armor types usable by this Trait Set.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.31: January 19, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Trait sets with &amp;quot;Randomize for Actor?&amp;quot; weren't working properly. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Changed &amp;quot;Enemy: Change Trait Sets&amp;quot; Plugin Command parameter from &amp;quot;Target ID&amp;quot; to &amp;quot;Target Index&amp;quot; to reduce confusion. The parameter has always used Index values as per their description.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.30: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an incompatibility with TPB and Skills &amp;amp; States Core's Miasma effects, causing some parameters to appear and cache at 0. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.29: November 13, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Replace type Trait: name&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Replaces the current 'type' Trait with 'name' Trait.&lt;br /&gt;
**** This allows things like changing an ice element type to fire element.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.28: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated to add extra note to &amp;quot;Status Menu Settings&amp;quot;&lt;br /&gt;
*** Plugin Parameters &amp;gt; Status Menu Settings &amp;gt; Elements &amp;gt; IDs: Column 1/2&lt;br /&gt;
**** If you have a lot of elements and a single column does not have enough room to display them all, use these Plugin Parameters to split them up into two columns.&lt;br /&gt;
**** This can also be used for those who wish to separate their elements between physical and magical elements, major and minor, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.27: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different line height settings. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.26: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Element Rulings &amp;gt; Reflect-Element Ruling&lt;br /&gt;
**** Ruling on how element reflect is handled for multi-elements.&lt;br /&gt;
***** All (All elements must be Reflected)&lt;br /&gt;
***** Any (Only one element must be Reflected)&lt;br /&gt;
** New Notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;Element Reflect Rule: All&amp;gt;&lt;br /&gt;
**** Makes this skill/item require all of the action's elements to be considered &amp;quot;reflected&amp;quot; in order for this action to be actually reflected.&lt;br /&gt;
*** &amp;lt;Element Reflect Rule: All&amp;gt;&lt;br /&gt;
**** Makes this skill/item require only one of action's element to be considered &amp;quot;reflected&amp;quot; in order for this action to be actually reflected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.25: July 18, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.24: May 16, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if enemies transformed, their trait sets did not. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.23: November 16, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Damage vs name Trait: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Healing vs name Trait: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Accuracy VS name Trait: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Critical VS name Trait: x%&amp;gt;&lt;br /&gt;
**** New notetags that enhance actions and trait objects to augment damage, healing, accuracy, and critical hit rates against targets with specific trait sets.&lt;br /&gt;
** New script calls added by Arisu:&lt;br /&gt;
*** battler.hasTraitSet(typeName)&lt;br /&gt;
**** This will check all 10 trait set categories (elements, subelements, gender, race, nature, alignment, blessing, curse, zodiac, variant) and if any of them match, this will return 'true'. If not, returns 'false'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.22: May 18, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that prevented &amp;quot;max&amp;quot; element rate rulings to disable element absorption. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.21: March 16, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.20: February 16, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: January 20, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Notetags added by Olivia and sponsored by Anon:&lt;br /&gt;
** Trait Object Notetag: &amp;lt;Element Pierce: x,x,x&amp;gt;&lt;br /&gt;
*** Gives the unit the ability to attack with the element and bypass any kinds of damage immunities, reflections, and absorptions. Actions can still miss or be countered, however.&lt;br /&gt;
** Action Object Notetag: &amp;lt;Element Pierce&amp;gt;&lt;br /&gt;
*** Makes this skill/item bypass any kinds of damage immunities, reflections, and absorptions. Action can still miss or be countered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: August 18, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** When enemy traits are changed, their visuals will reflect the change. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: April 28, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem with certain trait affinities ignoring zero values. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: October 14, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Those using the updated layout of the Status Menu will now have the windows inherit the background type of the previous layout's Status Window Background Type from the Core Engine settings. Update by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: July 23, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed trait blessing calculations for X Parameters to make more sense and not snuff out if the base value is 0%. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: May 28, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Added fail safe to prevent passive state melding from traits to crash the game when cache fails to collect data. Fix by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: May 21, 2021&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** Added for Trait &amp;quot;Passive States&amp;quot; section:&lt;br /&gt;
*** Refer to VisuMZ_1_SkillsStatesCore's documentation for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: April 30, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When changing traits to a random value, load up any passive states and other effects that may have changed. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: February 26, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 29, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;Multi-Element: x&amp;gt; notetags should now work properly. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Irina:&lt;br /&gt;
*** &amp;lt;Equip Trait Requirement: name&amp;gt;&lt;br /&gt;
**** Makes this piece of equipment equippable by only actors with those traits. If there are multiple traits required, all of them have to be met. If multiple trait types share the same trait name, the listed name will count for all of them.&lt;br /&gt;
**** Usage Example: &amp;lt;Equip Trait Requirement: Female&amp;gt; makes the item only equippable by female actors as long as they are tagged as female.&lt;br /&gt;
** New Plugin Parameters added by Irina and sponsored by AndyL.&lt;br /&gt;
*** Status Menu Settings &amp;gt; Elements &amp;gt; IDs: Column 1 added&lt;br /&gt;
*** Status Menu Settings &amp;gt; Elements &amp;gt; IDs: Column 2 added&lt;br /&gt;
**** The list of element ID's to show in column 1/2.&lt;br /&gt;
**** If neither column has ID's, list all elements.&lt;br /&gt;
***** If you do not update the drawn JS found in the Status Menu Categories Plugin Parameters, these new settings won't do anything.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Parameter updates made by Irina and sponsored by AndyL.&lt;br /&gt;
*** Status Menu Categories &amp;gt; Parameters updated&lt;br /&gt;
**** Default draw options now have a slightly thicker padding to make the parameter values easier to read.&lt;br /&gt;
*** Status Menu Categories &amp;gt; Elements updated&lt;br /&gt;
**** Default draw options now factor in multiple columns as applied by the new plugin parameters above.&lt;br /&gt;
*** Status Menu Categories &amp;gt; Access updated&lt;br /&gt;
**** Skill Types, Weapon Types, and Armor Types are now centered in the various data columns to allow for better reading.&lt;br /&gt;
** Default settings have been added to the Plugin Parameters. If you want to acquire these settings for an already-existing project, do either of the following:&lt;br /&gt;
*** Delete the existing VisuMZ_1_ElementStatusCore.js in the Plugin Manager list and install the newest version.&lt;br /&gt;
*** Or create a new project, install VisuMZ_1_ElementStatusCore.js there, then copy over the &amp;quot;Status Menu Categories&amp;quot; parameters found in the Plugin Parameters to your current project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: January 8, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Default &amp;quot;JS: Draw Data&amp;quot; code for Plugin Parameters &amp;gt; Status Menu Categories &amp;gt; Elements has been updated to account for Trait Type visibility for both Element and Sub-Element. This won't update normally as it is a part of the Plugin Parameters. You will need to either delete the reinstall the plugin into the Plugin Manager list or copy and paste the Status Menu Categories plugin parameters from a fresh install. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: November 29, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Trait Set bonuses for X Parameters and S Parameters no longer increase exponentially with each other. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: November 8, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: October 18, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** &amp;quot;Use Updated Layout&amp;quot; plugin parameters now have the added clause: &amp;quot;This will override the Core Engine windows settings.&amp;quot; to reduce confusion. Added by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: October 4, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Main Menu Portraits are now forced to pre-load prior to entering the Status Menu scene to ensure images will properly appear. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: September 20, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** The &amp;quot;Column 1 and 2 Traits&amp;quot; plugin parameters for &amp;quot;General Trait Set&amp;quot; should now work. You will need to readjust them again. Fix by Arisu.&lt;br /&gt;
** The &amp;quot;Elements&amp;quot; Status Menu Categories tab has its &amp;quot;JS: Draw Data&amp;quot; updated to display the percentages properly for Dealt Damage bonuses. This won't update normally as it's a part of the plugin parameters. You would need to do either a fresh install, copy from the sample project, or change the code bit yourself. To change to code bit, look for this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     let dealtText = '%1%'.format(dealt);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and change it to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     let dealtText = '%1%'.format(Math.round(dealt * 100));&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: September 6, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** &amp;lt;Dealt Element id Flat: +x%&amp;gt; notetag gets a more indepth explanation.&lt;br /&gt;
*** This does not add on flat bonus damages after calculating elemental rates. This merely adds onto it at the end after applying rates if the formula from above is unchanged.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added in Status Menu Settings for disabling the back rectangles and/or changing their colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: August 30, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Trait Set bonuses for X Parameters and S Parameters now show up properly in the Status Menu. Fix made by Yanfly.&lt;br /&gt;
** Trait Set Sideview Battler Solo Weapon and Solo Motion notetags are now fixed to register properly with Battle Core. Fix made by Shaz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: August 23, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Passive states now work with Skills &amp;amp; States Core. Fix made by Yanfly.&lt;br /&gt;
** Fixed S parameters not working. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: August 20, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Core Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Status Menu Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Gameplay Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Menu Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Changelog_141_to_160&amp;diff=17584</id>
		<title>Template:VisuMZ Changelog 141 to 160</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Changelog_141_to_160&amp;diff=17584"/>
		<updated>2026-01-18T14:27:11Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Display templates|VisuMZ Changelog 141 to 160]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== January 19, 2026 - Update #157 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 9&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.31: January 19, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Trait sets with &amp;quot;Randomize for Actor?&amp;quot; weren't working properly. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Changed &amp;quot;Enemy: Change Trait Sets&amp;quot; Plugin Command parameter from &amp;quot;Target ID&amp;quot; to &amp;quot;Target Index&amp;quot; to reduce confusion. The parameter has always used Index values as per their description.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.62: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** New section added: Reference Switches and Reference Variables&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.55: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** \ChangeFace&amp;lt;nowiki&amp;gt;&amp;lt;x,y&amp;gt;&amp;lt;/nowiki&amp;gt; text codegets a note added:&lt;br /&gt;
*** This text code is used under the assumption that you are using an existing face graphic to change from (doesn't matter which). The text code will not automatically shift text from no-face graphic to having a face graphic mid-message.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Aggro Control System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.23: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Under &amp;quot;How Aggro, Provoke, and Taunts Work&amp;quot; &amp;gt; Aggro&lt;br /&gt;
*** Added this section:&lt;br /&gt;
**** The aggro gauge shows the value based on how much aggro that party member has relative to the rest of the party. Sometimes it will appear like the party member's aggro &amp;quot;resets&amp;quot; back to zero, when it fact, that's not what's happening. If that party member's aggro gauge is &amp;quot;empty&amp;quot;, that means the aggro for that party member is the lowest of the party. if all party members appear to have their aggro gauge as &amp;quot;full&amp;quot;, then that means the aggro for all party members is equal and that everybody is likely targeted for attack.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.20: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Conversion Settings &amp;gt; States (AGI &amp;gt;= 105%)&lt;br /&gt;
*** Parameters &amp;gt; Conversion Settings &amp;gt; States (AGI &amp;lt;= 95%)&lt;br /&gt;
**** Added auto-conversion functionality for states with AGI modifiers to automatically manipulate turn orders for current and next.&lt;br /&gt;
**** Set this to false to not use.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bright Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: January 19, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where entering the Options menu mid-battle will cause the Bright Effects plugin to be cleared. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: January 19, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug in the code that sets the incorrect defaults for min and max amplifications. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Keywords VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: January 19, 2026&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Display and toggling of Message Keywords only occurs if the Help Window is visible. This is to prevent shortcut clashing with other plugins.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Item Inventory VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: January 19, 2026&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** When used together with the Battle Grid System, item slots will no longer be covered by the Battle Grid targeting and usage nodes. Update by Arisu.&lt;br /&gt;
** When used together with the More Currencies plugin, no longer display the extra currency count on item grid. Update by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== December 15, 2025 - Update #156 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 12&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.89: December 15, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.89: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed some bugs where translated text through the Message Core would incorrectly calculate the projected text size. Fix made by Irina.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.30: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an incompatibility with TPB and Skills &amp;amp; States Core's Miasma effects, causing some parameters to appear and cache at 0. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.61: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where shadows would appear under lower-priority event sprites making usage of certain tiles awkward looking. This is corrected by the new Plugin Parameter. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Movement Settings &amp;gt; Shadows &amp;gt; Shadow Z Layer&lt;br /&gt;
**** What is the sprite Z layer used for the shadow sprites?&lt;br /&gt;
**** By default, this layer will now be 0.5 instead of 0.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If a event is made whose priority is &amp;quot;Below characters&amp;quot; and is a tile object (ie taking a sprite from the map tileset or a character sprite with &amp;quot;!&amp;quot; in front of the name), it will be automatically regulated to a custom Z layer of 0.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.54: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;List Name: name&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** If used with Battle Core's &amp;lt;nowiki&amp;gt;&amp;lt;Command Text: x&amp;gt;&amp;lt;/nowiki&amp;gt;, the Command Text notetag will take priority in the command window, but the List Name notetag will appear in the skill list.&lt;br /&gt;
*** This does not change the display text. If you'd like to change that, use the Battle Core's &amp;lt;nowiki&amp;gt;&amp;lt;Display Text: x&amp;gt;&amp;lt;/nowiki&amp;gt; notetag along with this notetag.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Aggro Control System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where battlers can become immune to provoke effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.36: December 15, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - CTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.25: December 15, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Class Change System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.19: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra notes for clarity for the &amp;quot;Show in Menus?&amp;quot; plugin parameter for CP and JP.&lt;br /&gt;
*** For extra clarity:&lt;br /&gt;
**** Shows up if there is enough room on the screen. Make sure your game's screen resolution is large enough (ie. 1280x720).&lt;br /&gt;
**** Shows up in the Skill menu if 'Learn' is selected.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better preloading functionality for Main Menu Core's options to utilize Map Sprites and SV Battlers for the visual actor graphic.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Plugin Parameters added by Irina:&lt;br /&gt;
** Parameters &amp;gt; Scroll Wheel Settings&lt;br /&gt;
*** Emulates Eastern Visual Novel controls regarding mouse scroll wheel functionality. If enabled, the scroll wheel can be used to &amp;quot;continue&amp;quot; the current &amp;quot;Show Text&amp;quot; message by scrolling down on the mouse wheel or if the VisuStella MZ Message Log is installed, scrolling up will reveal the message log to show what was previously said.&lt;br /&gt;
*** This feature will be temporarily disabled whenever any supporting windows are visible and active, such as the &amp;quot;Show Choice&amp;quot;, &amp;quot;Input Number&amp;quot;, &amp;quot;Select Item&amp;quot; windows. This is because those windows typically have scroll wheel controls of their own and theirs will take priority. Even if they do not have scroll wheel controls temporarily, the function will remain disabled for control consistency.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Learn System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra notes for clarity for the &amp;quot;Show in Menus?&amp;quot; plugin parameter for AP and SP.&lt;br /&gt;
*** For extra clarity:&lt;br /&gt;
**** Shows up if there is enough room on the screen. Make sure your game's screen resolution is large enough (ie. 1280x720).&lt;br /&gt;
**** Shows up in the Skill menu if 'Learn' is selected.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Map Camera Zoom VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: December 15, 2025&lt;br /&gt;
* Bug Fix!&lt;br /&gt;
** Fixed a bug where upon loading a saved game, any scrolling done by the &amp;quot;Scroll&amp;quot; event would be lost. This fix only applies to new saves made after the fix. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where upon using &amp;quot;Change Parallax&amp;quot; to adjust loop speeds and then zooming in would cause the parallax to jump an unpredictable amount. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Compatibility &amp;gt; Zoom Round Up?&lt;br /&gt;
**** While zooming, change the rounding effect to round up or round down?&lt;br /&gt;
**** Depending on the artistic style your game is going for, you may prefer for sprite positions to round up or round down.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== November 13, 2025 - Update #155 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 4&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.29: November 13, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Replace type Trait: name&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Replaces the current 'type' Trait with 'name' Trait.&lt;br /&gt;
**** This allows things like changing an ice element type to fire element.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: November 13, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if VisuMZ_4_BreakShields were turned off from showing in the UI, they would still show up. This requires you to update the plugin parameters for this plugin and can be done in three ways:&lt;br /&gt;
*** #1 Method: Select &amp;quot;Window Settings&amp;quot; in the Plugin Parameter list and press &amp;quot;Delete&amp;quot; button on your keyboard. Then open it back up to repopulate it with the default settings. This will reset all of the settings within &amp;quot;Window Settings&amp;quot;.&lt;br /&gt;
*** #2 Method: Delete the current copy of VisuMZ_2_BattleGridSystem from the Plugin Manager list and install a new copy of VisuMZ_2_BattleGridSystem into the Plugin Manager list. This will reset all your Plugin Parameter settings.&lt;br /&gt;
*** #3 Method: Install a fresh copy of VisuMZ_2_BattleGridSystem, copy the Parameters &amp;gt; Window Settings &amp;gt; Tactics Grid Window &amp;gt; JS: Draw Actor Node setting and paste it in your existing copy in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.19: November 13, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New script calls added by Olivia:&lt;br /&gt;
*** $otbAddBattlerToCurrentTurnEnd(battler, times)&lt;br /&gt;
*** $otbAddBattlerToNextTurnEnd(battler, times)&lt;br /&gt;
**** Adds actions for target battler to the end of current/next turn.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.21: November 13, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** &amp;quot;Auto-Forward&amp;quot; functionality now plays nice with VisuMZ_2_VoiceActControl and waits for voice lines to finish before continuing.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Auto-Forward Settings &amp;gt; Compatibility &amp;gt; Voice Act Padding&lt;br /&gt;
**** How many frames to wait after a voice line finishes?&lt;br /&gt;
**** Average: 60 frames per second.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== October 16, 2025 - Update #154 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 5&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.59: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where a changed parameter in the equipment menu would accidentally highlight the next parameter's name. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Aggro Control System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.21: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where auto-battle would bypass Taunt and Provoke effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.35: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor dies in battle and is revived post-battle using &amp;quot;Recover All&amp;quot;, that actor no longer gets stuck after their first action in following battles. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: October 16, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Equip Battle Skills when used together with enemy reference ID's. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Crafting System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.25: October 16, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility checks for shop batches to make sure they don't give out free items. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== September 18, 2025 - Update #153 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 11&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.88: September 18, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Extra notes for &amp;lt;nowiki&amp;gt;&amp;lt;JS param Plus/Rate/Flat: code&amp;gt;&amp;lt;/nowiki&amp;gt; notetags&lt;br /&gt;
*** Use 'user' to refer to the currently equipping actor.&lt;br /&gt;
*** If you use code to refer to an actor's other stats like 'atk' and 'def', there is the potential to cause an infinite loop.&lt;br /&gt;
*** Use 'user.paramBase(x)' instead of 'user.atk', 'user.def', etc.&lt;br /&gt;
*** Plugin Parameter setting Parameters &amp;gt; &amp;quot;Convert JS To Base?&amp;quot; will automatically convert any instances of 'user.mhp', 'user.mmp', 'user.atk', etc. to their base parameters.&lt;br /&gt;
*** Turn this off if you do not want it.&lt;br /&gt;
*** You are responsible for any infinite loops this may cause.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;nowiki&amp;gt;&amp;lt;JS param Plus/Rate/Flat: code&amp;gt;&amp;lt;/nowiki&amp;gt; now support 'user' as a variable.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Parameters &amp;gt; Convert JS To Base?&lt;br /&gt;
**** Automatically convert &amp;lt;nowiki&amp;gt;&amp;lt;JS param Plus/Rate/Flat: code&amp;gt;&amp;lt;/nowiki&amp;gt; to use base parameters to prevent infinite loops.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.88: September 18, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Damage Flinch&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Normally, MP and TP actions do not cause damage flinching. However, skills and items with this notetag will cause damage flinching if they hurt the target's MP or TP.&lt;br /&gt;
**** HP damage will always be affected and cause target to flinch.&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Damage Settings &amp;gt; Check Formulas?&lt;br /&gt;
**** It's usually bad practice to put in battle mechanics within damage formulas and this will check the damage formulas for skills and items to see if they contain any of the common battle mechanics that have the potential to cause problems.&lt;br /&gt;
**** Checks for illegal mechanics inside of damage formulas?&lt;br /&gt;
**** (ie. gainHp, loseHp, addBuff, addDebuff, addState, etc)&lt;br /&gt;
**** Read the following article for an explanation on why battle mechanics in damage formulas are undesirable and for an alternate solution:&lt;br /&gt;
**** [[Stop Putting Mechanics in Damage Formulas]]&lt;br /&gt;
**** Turn this off if you do not want to be alerted of which skills/items have battle mechanics in their damage formulas.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.53: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the &amp;quot;Preset: Gauge Color&amp;quot; Plugin Parameter was not accepting #rrggbb values. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Passive State: x&amp;gt;&amp;lt;/nowiki&amp;gt;:&lt;br /&gt;
*** If you are using VisuMZ's Equip Battle Skills, know that the notetag &amp;lt;nowiki&amp;gt;&amp;lt;Passive State: x&amp;gt;&amp;lt;/nowiki&amp;gt; will always have the passive state be available no matter if the skill is equipped or not, as long as the skill is learned.&lt;br /&gt;
*** If you want the passive state to only appear while the skill is equipped then use the VisuMZ Equip Battle Skills notetag &amp;lt;nowiki&amp;gt;&amp;lt;Equip State: x&amp;gt;&amp;lt;/nowiki&amp;gt; for this effect instead.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Animated Message Text Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Word Wrap no longer causes multiple text effects to not register. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bestiary VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: September 18, 2025&lt;br /&gt;
** Bug Fixes!&lt;br /&gt;
*** Fixed a bug where the Bestiary Reveal Enemies Plugin Command would not work with deployed games. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Date and Time System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where manual game time updates made by Plugin Commands would not allow variables to update if Game Time was paused. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Enhanced TP System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where TP was not properly preserved. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: September 18, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Skills &amp;amp; States Core's new &amp;lt;nowiki&amp;gt;&amp;lt;Toggle&amp;gt;&amp;lt;/nowiki&amp;gt; functionality. &amp;lt;nowiki&amp;gt;&amp;lt;Equip State: x&amp;gt;&amp;lt;/nowiki&amp;gt; can now have the passive state be toggled on and off. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Passive System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Upon actor/enemy deaths, death and kill counts won't trigger multiple times anymore. Kills will also only trigger once per battle per enemy. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Encounter Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.12: September 18, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags/comment tags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Enable Diagonal Chase&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Disable Diagonal Chase&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** If Events &amp;amp; Movement Core is installed, events can chase the player in diagonal directions if the player can move diagonally.&lt;br /&gt;
**** However, if you want the player to only move in 4-directions but the event can move diagonally, you can use &amp;lt;nowiki&amp;gt;&amp;lt;Enable Diagonal Chase&amp;gt;&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
**** Alternatively, you want the player to be able to move diagonally while the event cannot, you can use &amp;lt;nowiki&amp;gt;&amp;lt;Disable Diagonal Chase&amp;gt;&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Multi-Layer HP Gauge VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: September 18, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** HP Gauges will no longer cover up Tutorial Panel System's windows. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== August 14, 2025 - Update #152 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 6&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.52: August 14, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Passive States with custom JS conditions should be less prone to infinite loops. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.12: August 14, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where cancelling attack and then moving, despite having pass turn on, would still cause the attack to go through. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: August 14, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor is newly added during battle, while the battle would compensate and give the party an extra action to work with, the newly added actor would not get a turn. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Date and Time System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: August 14, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added warning to these Plugin Commands:&lt;br /&gt;
*** Game Time: Record to Variable(s)&lt;br /&gt;
*** Real Time: Record to Variable(s)&lt;br /&gt;
**** Does NOT overwrite automatic variables used in Plugin Parameters.&lt;br /&gt;
** Added segment to Plugin Parameters: Game Time Variables &amp;amp; Switches&lt;br /&gt;
*** Changing these variables' values does not mean the Game Time will be changed in-game. These variables are just for automatically reading what the Game Time is. If you wish to change the Game Time, you will need to use the Plugin Commands &amp;quot;Change Date To&amp;quot; and &amp;quot;Change Time To&amp;quot; instead.&lt;br /&gt;
** Added segment to Plugin Parameters: Real Time Variables &amp;amp; Switches&lt;br /&gt;
*** Changing these variables' values does not mean the Real Time will be changed in-game. These variables are just for automatically reading what the Real Time is. Real Time value cannot be changed by the plugin.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.35: August 14, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the battle had no battle back setting and is using a map snapshot, the snapshot would be overwritten if the player enters the party change menu from battle. This should no longer occur and the map snapshot will be preserved. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Button Common Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: August 14, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When &amp;quot;Forbid Default Bound Keys&amp;quot; is enabled, walking over below/above priority events with Player Touch or Event Touch can enable them over and over again if they do not have any kind of stop measure until the player fully steps on the tile. This should no longer happen. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== July 17, 2025 - Update #151 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 7&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Aggro Control System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.20: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if a party member who provoked an enemy decided to switch out, the provoke effect would be retained and cause the enemy to bug out and crash the game. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: July 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** If traits were turned off, there would be a crash. Crash is now fixed. Applies to retraining, too. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Crafting System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.24: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a name masking bug that would result in a crash. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.34: July 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with TPB when using the in-battle Party switch command from the Party Command Window. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Weapon Swap System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the default status scene would not display the correct weapons. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Mastery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Before, if a skill with a common event would defeat an enemy, it wouldn't grant the user any mastery EXP. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Better compatibility with Equip Battle Skills!&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[CG Gallery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the CG Gallery would crash if Completion or Progress displays were turned off. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== June 12, 2025 - Update #150 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 9&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.87: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;JS Accuracy&amp;gt;&amp;lt;/nowiki&amp;gt; and related notetags did not work. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where dual wielding weapons with HP/MP bonuses would cause the max cache values to fluctuate per hit. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added fail safes for plugins that would sometimes add null battlers to animation queues. This update prevents crashes for potential checks.&lt;br /&gt;
** Added better compatibility with Message Core's text language change. Enemy names did not convert prior to placing state icons and would cause misalignment.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (7 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.19: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where notetags like &amp;lt;nowiki&amp;gt;&amp;lt;Target: Enemy or Ally&amp;gt;&amp;lt;/nowiki&amp;gt; would cause action fusions to not work properly. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where some special targeting cases were not preserved when performing action fusions. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.15: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;quot;Fastest AGI First&amp;quot; mechanic was always on under most conditions. When this plugin parameter is off, the party order will always go by party index instead. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Class Change System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: June 12, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;CP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** CP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;JP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** JP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** These are the additive versions of &amp;lt;nowiki&amp;gt;&amp;lt;CP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;JP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where Skill &amp;amp; States Core's &amp;lt;nowiki&amp;gt;&amp;lt;Hide in Battle&amp;gt;&amp;lt;/nowiki&amp;gt; is bypassed if used together with &amp;quot;All Skills&amp;quot; in the Battle Command controller. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Furniture System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if a template is not the neutral center pattern, the furniture cursor would not display it correctly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where some QTE's did not work properly in battle. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Learn System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: June 12, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;AP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** AP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;SP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** SP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** These are the additive versions of &amp;lt;nowiki&amp;gt;&amp;lt;AP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;SP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Database Inheritance VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where parameters for classes would be inherited when this notetag should only be for equipment and enemies. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== May 15, 2025 - Update #149 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 16&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.54: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the text width of translated text was not taken into account. Fix made by Arisu&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (7 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where certain notetag combinations would cause crashes. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where using aura or miasma effects from Skills &amp;amp; States Core would cause the game to crash if there were not enough battle grid node slots to accommodate all characters, even if they were in the reserve. As a result, aura and miasma effects now only affect battle members.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for &amp;lt;nowiki&amp;gt;&amp;lt;Aura Range: type&amp;gt;&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;&amp;lt;Miasma Range: type&amp;gt;&amp;lt;/nowiki&amp;gt; notetags&lt;br /&gt;
*** Aura/Miasma effects do not affect characters not in active party.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ETB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor performs a forced action while &amp;quot;Maintain Same Actor?&amp;quot; plugin parameter is enabled, the forced action would double. This should now be fixed.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - FTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor performs a forced action while &amp;quot;Maintain Same Actor?&amp;quot; plugin parameter is enabled, the forced action would double. This should now be fixed.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where adding states with Action Times+ would add too many actions. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bestiary VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Message Core's text language settings. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Crafting System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.23: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Message Core's text language settings. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.33: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility for $gameParty.swapOrder function to allow it to work on the map. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Active Chain Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: May 15, 2025&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** Added under &amp;quot;Active Chain Skills&amp;quot;:&lt;br /&gt;
*** Auto Battle Timing&lt;br /&gt;
**** If an actor with auto battle uses a skill that can chain, they will pick a chain skill within 200 milliseconds after the skill has started. If the active chain mechanic is disabled within this time frame (through an action sequence command) then no chain skill will be automatically selected.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added a 200 millisecond delay before a chain skill is automatically selected through Auto Battle. This is done to give action sequences enough time to disable the Active Chain Mechanic if they want to.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Boost Action VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause Boost Points to not work properly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Better compatibility with Visual Item Inventory. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Steal Items VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause a crash if an enemy has no items that can be stolen when using snatch functionality. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Cursor VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the battle cursor position could appear on non-rounded numbers, causing pixel bleeding between frames. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Button Common Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When a common event is launched while the player is moving onto a below or above priority event with Player Touch or Event Touch, the event action would be skipped. This should no longer happen. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Unique Tile Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: May 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;quot;Warning! RPG Maker MZ Version 1.5.0+ Water-Tile Bug!&amp;quot; section:&lt;br /&gt;
*** As of version 1.9.0+, these two methods no longer work to fix the problem. There is a Plugin Parameter added to disable the error message. However, this does not mean that the tileset flag data is fixed. Turn off the error message at your will.&lt;br /&gt;
* Added new Plugin Parameter:&lt;br /&gt;
** Plugin Parameters &amp;gt; Enable Error Message?&lt;br /&gt;
*** Display error message for tilesets with incomplete flag data?&lt;br /&gt;
*** Disabling does not fix the problem.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Item Inventory VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Tooltip window now accounts for target window's scaling (ie Frontview Battle UI). Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== April 17, 2025 - Update #148 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 9&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.51: April 17, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Skill Toggle Settings&lt;br /&gt;
**** Skill toggles are a new type of skill. They do not perform any actions but instead, will switch on/off any passive effects the skill has.&lt;br /&gt;
**** Enemies are unable to switch Toggle Skills and the passive effects on a Toggle Skill for an enemy will always be considered ON.&lt;br /&gt;
**** See the help file for more information.&lt;br /&gt;
** New Notetags added by Olivia:&lt;br /&gt;
*** Skill Toggle Notetags:&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Initial Toggle: On/Off&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle Exclusion Group: key&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle On Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle Off Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
***** See the help file for more information.&lt;br /&gt;
&lt;br /&gt;
[[File:SkillToggle.gif]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: April 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where flex fusion combinations did not work properly and where the strict fusion combinations would draw from flex fusions. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.20: April 17, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Message Tails &amp;gt; Auto-Position &amp;gt; Auto-Correct X&lt;br /&gt;
**** Auto-corrects Message Tail position X when used with Auto-Position but are too close to edge of screen.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Boost Action VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.12: April 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Better compatibility with Message Core's wordwrap.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** The follow text codes now have added notes to them:&lt;br /&gt;
*** \boost&amp;gt;=x[text]&lt;br /&gt;
*** \boost&amp;gt;x[text]&lt;br /&gt;
*** \boost=x[text]&lt;br /&gt;
*** \boost&amp;lt;x[text]&lt;br /&gt;
*** \boost&amp;lt;=x[text]&lt;br /&gt;
**** Added note: In battle use only!&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** \boost=0[x] now functions the same as \boost0[x] and does not require being in battle. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.15: April 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor does not have Preserve TP and their TP changes on the map scene, the TP gauge does not reflect the new changes. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Limited Skill Uses VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: April 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Skills &amp;amp; States Core's new Skill Toggles.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Cooldowns VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: April 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Skills &amp;amp; States Core's new Skill Toggles.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Victory Aftermath VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.23: April 17, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Olivia:&lt;br /&gt;
*** System: Change Victory BGM&lt;br /&gt;
**** Changes victory BGM.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Full Field Recovery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: April 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where items would get used on dead party members even if the item did not allow targeting dead party members in its scope. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; General &amp;gt; Mechanics &amp;gt; Heal HP? &amp;gt; Prioritize Lowest %?&lt;br /&gt;
**** Prioritize using healing items on lowest HP% member first?&lt;br /&gt;
**** If off, heal members in party order.&lt;br /&gt;
*** Parameters &amp;gt; General &amp;gt; Mechanics &amp;gt; Heal MP? &amp;gt; Prioritize Lowest %?&lt;br /&gt;
**** Prioritize using healing items on lowest MP% member first?&lt;br /&gt;
**** If off, heal members in party order.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== March 20, 2025 - Update #147 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 11&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.50: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Changed the description of Plugin Parameter 'Action End Update' to 'Refer to &amp;quot;Major Changes&amp;quot; in Help File for explanation.'&lt;br /&gt;
** Added examples of &amp;quot;Action End Update&amp;quot; under &amp;quot;Major Changes&amp;quot;&lt;br /&gt;
*** The new state: &amp;quot;Fiery Blade&amp;quot; will allow the affected battler to deal fire elemental damage. With Action End, this means for 5 actions, those attacks will deal fire damage.&lt;br /&gt;
*** This means that if no action is taken, due to a status effect like &amp;quot;Sleep&amp;quot; or &amp;quot;Stun&amp;quot;, then the duration count will not decrease.&lt;br /&gt;
*** On the flip side, if the battler performs multiple actions a turn, then the duration count drops faster because more actions have been spent.&lt;br /&gt;
*** However, if this &amp;quot;Fiery Blade&amp;quot; state was using Turn End instead, it will have its duration reduced by 1 each turn, regardless of &amp;quot;Sleep&amp;quot; or &amp;quot;Stun&amp;quot; states, and regardless of how many actions are performed each turn.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.34: March 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Field ATB Gauge no longer stays visible during victory sequence. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; QTE Settings &amp;gt; Input Buffer Leeway&lt;br /&gt;
**** How many input buffer frames of leeway should be granted to Button Sequence QTE?&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Tutorial Panel System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Scene Battle &amp;gt; Button Assist Window&lt;br /&gt;
**** Button Assist Window &amp;gt; Background Type&lt;br /&gt;
**** Button Assist Window &amp;gt; JS: X, Y, W, H&lt;br /&gt;
***** Added menu button assist to the battle scene where it previously was not available.&lt;br /&gt;
***** Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Auto Skill Triggers VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; General Settings:&lt;br /&gt;
**** These are general settings used for this plugin. These are primarily used to impose a limit on the number of auto skill triggers that can happen per battler per turn (meaning each member in battle has that limit individually and not as a whole). Generally speaking, we recommend imposing limits limits like MP costs, TP costs, cooldowns, and the like.&lt;br /&gt;
**** This is because auto skill triggers, when left unchecked and reacting to everything, can cause a runaway effect where the player no longer inputs anything. Instead, it is best to put a limit (even if high) on the number of auto triggers to prevent such a thing from happening.&lt;br /&gt;
**** If you still want seemingly unlimited auto skill triggers, change the numbers to 100 or something, but keep in mind that we're not responsible for runaway effects when the risk of it happening is already mentioned.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Limit Per Turn (Turn-Based)&lt;br /&gt;
**** Turn-Based Only. How many triggers per battler per turn? Higher risk of runaway auto triggers at higher counts.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Limit Per Turn (TPB-Based)&lt;br /&gt;
**** TPB-Only. How many triggers per battler per turn? Higher risk of runaway auto triggers at higher counts.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle AI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.29: March 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem with TPB actions causing conflicts in AI registration of certain abilities. This would lead to crashes. Should be no more. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Boost Action VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Mirror Animation&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Mute Animation&lt;br /&gt;
**** Mirror/Mute the effect animation?&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Repeat Animation?&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Repeat &amp;gt; Repeat Cycle&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Repeat &amp;gt; Mirror Animation&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Repeat &amp;gt; Mute Animation&lt;br /&gt;
**** Allows repeating animations while boosted and inputting.&lt;br /&gt;
**** Only repeated during command input.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Mastery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; General &amp;gt; Window_ActorCommand &amp;gt; Show Level in Name?&lt;br /&gt;
**** Show the skill level in name for single skills?&lt;br /&gt;
**** Only applies to Window_ActorCommand!&lt;br /&gt;
**** Not all skill name displays will show skill levels.&lt;br /&gt;
*** Parameters &amp;gt; General &amp;gt; Window_ActorCommand &amp;gt; Show Mastery Gauge?&lt;br /&gt;
**** Show the mastery gauge for single skills?&lt;br /&gt;
**** Only applies to Window_ActorCommand!&lt;br /&gt;
**** Not all skill name displays will show skill levels.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Cutin Effect VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Cutin Layer&lt;br /&gt;
**** Where do you want the visual cutins layer placed?&lt;br /&gt;
***** Top - Above Everything Else&lt;br /&gt;
***** Below - Below UI Elements (Default)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual State Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.24: March 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash that would occur upon state removal regarding hovering. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Weakness Popups VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Any Weakness &amp;gt; Animation ID&lt;br /&gt;
**** Play this animation when weakness effect activates.&lt;br /&gt;
**** Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Any Weakness &amp;gt; Animation ID &amp;gt; Mirror Animation&lt;br /&gt;
*** Plugin Parameters &amp;gt; Any Weakness &amp;gt; Animation ID &amp;gt; Mute Animation&lt;br /&gt;
**** Mirrors/mutes the weakness effect animation?&lt;br /&gt;
**** Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== February 20, 2025 - Update #146 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 33&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.87: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Under Plugin Parameters: Menu Button Assist Window&lt;br /&gt;
*** Added text segments under Split &amp;quot;Escape&amp;quot;&lt;br /&gt;
**** This means you need to go to your own project's rmmz_core.js and modify Input.keyMapper to have buttons with &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot; instead of only &amp;quot;escape&amp;quot;.&lt;br /&gt;
**** If there are none found, an error message will appear telling you to do so, or set the 'Split &amp;quot;Escape&amp;quot;' option to false.&lt;br /&gt;
**** If you are using Options Core's Rebind Keyboard option, be sure to have those have &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot; options inside there, too.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Parameters &amp;gt; Button Assist &amp;gt; Split &amp;quot;Escape&amp;quot; will now show an error message if a custom Input.keyMapper is not found with the &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot; keys implemented. Update made by Irina.&lt;br /&gt;
** Updated Plugin Parameters &amp;gt; Button Assist &amp;gt; Split &amp;quot;Escape&amp;quot; description for Plugin Parameters to add in the following text: Requires custom Input.keyMapper with &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot;.&lt;br /&gt;
** Added better compatibility with WASD controls as to prioritize showing the arrow keys rather than the W, A, S, D keys. Also applies to any other rebindings.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (7 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.28: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated to add extra note to &amp;quot;Status Menu Settings&amp;quot;&lt;br /&gt;
*** Plugin Parameters &amp;gt; Status Menu Settings &amp;gt; Elements &amp;gt; IDs: Column 1/2&lt;br /&gt;
**** If you have a lot of elements and a single column does not have enough room to display them all, use these Plugin Parameters to split them up into two columns.&lt;br /&gt;
**** This can also be used for those who wish to separate their elements between physical and magical elements, major and minor, etc.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.58: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Optimize no longer allows player to bypass the following notetags: &amp;lt;nowiki&amp;gt;&amp;lt;Equip Copy Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;, &amp;lt;nowiki&amp;gt;&amp;lt;Equip Weapon Type Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;, and &amp;lt;nowiki&amp;gt;&amp;lt;Equip Armor Type Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Main Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.27: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.53: February 20, 2025, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an error with text language translations not working properly for the last listed language in the translation sheet. Fix made by Irina.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Text Language Information section included for TSV.&lt;br /&gt;
** Updated text code note for \picture&amp;lt;nowiki&amp;gt;&amp;lt;x&amp;gt;&amp;lt;/nowiki&amp;gt; and \CenterPicture&amp;lt;nowiki&amp;gt;&amp;lt;x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Options Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.28: February 20, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added a fail safe to prevent crashes when pressing F4/Full Screen too early while the game is loading. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Save Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: February 20, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Whenever the background picture is now snapped for a screenshot (usually for a menu), the autosave confirmation window will no longer be included in it if the player reenters a menu immediately after going to map scene. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.49: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where causing a dead battler to refresh afterwards would yield multiple death states on that battler. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (14 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Animated Message Text Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where for certain battle layouts, the BTB Action Counter on the actor command window would start off center. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Class Change System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash that would occur upon loading a save game that was made before Class Change System was installed. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Enhanced TP System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Medal System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Passive System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.19: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different face sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Horror Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Crafting System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity to &amp;lt;nowiki&amp;gt;&amp;lt;Craft Batch&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** Items CANNOT add themselves!&lt;br /&gt;
*** ie. Item 'Super Potion' must not give Item 'Super Potion'.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Add fail safes to prevent items from having batch entries add themselves. Added by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[More Currencies VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Picture Choices VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Picture Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.01: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: February 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated &amp;quot;Major Changes&amp;quot; section:&lt;br /&gt;
*** Face Dimensions&lt;br /&gt;
**** With the updated release of RPG Maker MZ 1.9.0, you can now change face sizes within the database's system settings. However, this plugin's default settings are geared towards the default face sizes of 144 x 144 pixels. If you do wish to change their sizes, you will need to adjust this plugin's Plugin Parameters accordingly to make the object offsets look correct. The plugin will not automatically adjust them for you.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Shop Batches VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity to &amp;lt;nowiki&amp;gt;&amp;lt;Shop Batch&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** Items CANNOT add themselves!&lt;br /&gt;
*** ie. Item 'Super Potion' must not give Item 'Super Potion'.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Add fail safes to prevent items from having batch entries add themselves. Added by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.01: February 20, 2025&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Gauge Styles VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where for certain gauges, the &amp;quot;sectioned&amp;quot; gauge style would not fill past the first section. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Gold Display VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Animated Pictures VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Attached Pictures VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Break Shields VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Visibility VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with some of the more recent Message Core additions.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Picture Common Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== January 16, 2025 - Update #145 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 21&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.86: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different line height settings. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.86: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where during Active TPB, actors were not showing damage motions. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug regarding the in-battle status requiring that the Main Menu Core to be installed when other plugins are also present. Fix by Olivia.&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;Exclude From Status Listing&amp;gt;&amp;lt;/nowiki&amp;gt; notetag was not working properly due to a documentation typo of &amp;lt;nowiki&amp;gt;&amp;lt;Exclude From Status List&amp;gt;&amp;lt;/nowiki&amp;gt;. Both notetags should now work. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added clarity for Plugin Parameters &amp;gt; Party Command Window Settings &amp;gt; Help Window&lt;br /&gt;
** Added clarity for Plugin Parameters &amp;gt; Actor Command Window Settings &amp;gt; Help Window&lt;br /&gt;
*** The Help Window will only appear for 'Border' and 'Frontview Battle UI' battle layouts.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Irina:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Under&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** If this tag is found in an animation's name, the animation will appear under battlers while in battle.&lt;br /&gt;
***** This effect only applies to battlers in the battle scene.&lt;br /&gt;
***** Under effect is NOT applied to status window portraits.&lt;br /&gt;
***** Under effect is NOT applied to projectile animations.&lt;br /&gt;
** Added new Action Sequence Projectile settings:&lt;br /&gt;
*** Extra Settings &amp;gt; End Animation ID:&lt;br /&gt;
**** Plays an animation when projectile reaches target.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.27: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different line height settings. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.57: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different line height settings. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Status Info&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** For clarity regarding &amp;quot;Damage Multiplier&amp;quot; and &amp;quot;HP Recovery&amp;quot;/&amp;quot;HP Damage&amp;quot;:&lt;br /&gt;
**** &amp;quot;Damage Multiplier&amp;quot; refers to the amount determined by damage formulas.&lt;br /&gt;
**** &amp;quot;HP Recovery&amp;quot;/&amp;quot;HP Damage&amp;quot; refers to the &amp;quot;Recover HP&amp;quot; database effect.&lt;br /&gt;
**** Likewise, the same will apply to &amp;quot;MP Recovery&amp;quot;/&amp;quot;MP Damage&amp;quot; if the damage formula type is to deal MP recovery/damage instead.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Status Style: type&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Changes up the way the shop status window displays data for this database object in particular.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Custom Status Parameters: name, name, name&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Customize which parameters are displayed for this equipment object's shop status window.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (11 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where certain grid node targeting scopes did not work properly. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Battle A.I. regarding scopes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.33: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an actor softlock issue where if charm, berserk, and confusion can lock a 100% charged actor for Active ATB.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarification for Plugin Parameter &amp;quot;Stuns Reset Gauge?&amp;quot;:&lt;br /&gt;
*** Charm, Berserk, and Confusion states will still reset the ATB Gauge.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ETB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the entire party is completely restricted via stun, charm, confusion, or berserk, entire turns would be skipped for both actors and enemies. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - FTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the entire party is completely restricted via stun, charm, confusion, or berserk, entire turns would be skipped for both actors and enemies. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the entire party is completely restricted via stun, charm, confusion, or berserk, entire turns would be skipped for both actors and enemies. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bright Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed bug with Tilt Shift effect not applying correctly when exiting a menu upon reentering the map scene. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different lineheight settings. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Lighting Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated documentation for following notetags:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Offset: +x, +y&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Used with the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Center Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag if the Plugin Parameters dictate using hand offsets.&lt;br /&gt;
**** As of the v1.10 update of this plugin, the presence of this tag will also automatically include the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Center Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light d Pattern p: +x, +y&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Used with the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Hand Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag if the Plugin Parameters dictate using non-hand offsets.&lt;br /&gt;
**** As of the v1.10 update of this plugin, the presence of this tag will also automatically include the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Hand Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Using &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Offset: +x, +y&amp;gt;&amp;lt;/nowiki&amp;gt; on an event will automaticaly use the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Center Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag as of this update.&lt;br /&gt;
** Using &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light d Pattern p: +x, +y&amp;gt;&amp;lt;/nowiki&amp;gt; on an event will automatically use the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Hand Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag as of this update.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Picture Choices VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.01: January 16, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Commands &amp;quot;Picture Settings: Change ID(s)&amp;quot; and &amp;quot;Change Range&amp;quot; are updated to display an error message if On Select and On Deselect settings are the same.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Same Check&lt;br /&gt;
**** Checks to see if On Select and On Deselect settings are the same and pops up an error message.&lt;br /&gt;
**** This is to prevent the impression that the plugin is unresponsive when the plugin command settings would have instructions for no change otherwise.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Learn System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a compatibility bug that would cause the last skill of a list to be removed from learning. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Weapon Swap System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor does not have any weapons equipped, the &amp;quot;Swap&amp;quot; command will not appear. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Action Sequence Projectiles VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: January 16, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added new Action Sequence Projectile settings:&lt;br /&gt;
*** Extra Settings &amp;gt; End Animation ID:&lt;br /&gt;
**** Plays an animation when projectile reaches target.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle AI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.28: Version 1.10: January 16, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Battle Grid System regarding scopes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Enemy Levels VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where this plugin would suppress Elements &amp;amp; Status Menu Core trait image properties.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added notes for &amp;lt;nowiki&amp;gt;&amp;lt;Level x Image: filename&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;Level Images&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** If using VisuMZ_1_ElementStatusCore and the enemy uses a custom trait- related notetag that alters its battler, this notetag will be suppressed unless it's the original battler name being used.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: January 16, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where graphical updates did not update properly for FTB/ETB battle systems. Fix made by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Battle Settings &amp;gt; Damage Offset&lt;br /&gt;
*** Parameters &amp;gt; Battle Settings &amp;gt; Damage Offset &amp;gt; Offset X&lt;br /&gt;
*** Parameters &amp;gt; Battle Settings &amp;gt; Damage Offset &amp;gt; Offset Y&lt;br /&gt;
**** How many pixels to offset the damage popup x/y position?&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[New Game Plus VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where New Game+ data did not carry over if the starting party did not have any actors in it. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[State Tooltips VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Added a failsafe to prevent crashes from party members that left. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== December 19, 2024 - Update #144 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 13&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.56: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where newly added equipment would cause crashes upon interaction. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.52: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Text Codes added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;left&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;center&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;right&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** When used in the Map Name, instead of aligning the text which is centered by default, the text code will align the horizontal position of the name displayed on the screen.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;top&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;middle&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;bottom&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** When used in the Map Name, the text code will align the vertical position of the name displayed on the screen.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;X: +n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;X: -n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Y: +n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Y: -n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Adjusts the horizontal/vertical position of map name by 'n' value.&lt;br /&gt;
*** All of these text codes require VisuMZ_0_CoreEngine installed and its &amp;quot;Map Name Text Code&amp;quot; plugin parameter enabled.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Options Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.27: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added new section in help file for &amp;quot;Keyboard/Controller Rebind Settings&amp;quot;:&lt;br /&gt;
*** Late Retroactive Updating of WASD&lt;br /&gt;
**** If you've decided to enable Keyboard/Controller Rebind, decided to enable VisuMZ Core Engine's &amp;quot;WASD Movement&amp;quot; after your project has config.rmmzsave in your project's /save/ folder, then the newly added 'WASD Controls' will NOT be updated retroactively.&lt;br /&gt;
**** This can be remedied in one of two ways:&lt;br /&gt;
***** 1. Go into your keybindings and add them in manually (arrow keys still retain functionality). You may need to readjust the &amp;quot;Shift Right&amp;quot; option, too.&lt;br /&gt;
***** 2. Delete the config.rmmzsave file from /save/ and the game will generate you a new one with the updated &amp;quot;WASD Movement&amp;quot; controls.&lt;br /&gt;
**** This retroactive non-update will only affect your players if they've already begun playing your game with a version before &amp;quot;WASD Movement&amp;quot; was enabled and has a config.rmmzsave file already made. Players that are affected by this can just simply update and add the 'WASD controls' on their own.&lt;br /&gt;
**** Otherwise, a new player would not experience this at all.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.48: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Auras &amp;amp; Miasmas added by Olivia:&lt;br /&gt;
*** Auras are a type passive that affects an allied party. Miasmas are a type of passive that affects an opposing party. Auras and Miasmas only need to come from a single source to give an entire party or troop a passive provided that the battler emitting the aura/miasma is alive and in battle.&lt;br /&gt;
** New Notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Aura State: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Emits an aura that affects the battler's allies and gives each affected member passive state(s) 'x'.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Miasma State: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Emits an aura that affects the battler's opponents and gives each affected member passive state(s) 'x'.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Not User Aura&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Prevents the emitting user from being affected by the related aura.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Allow Dead Aura&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Allow Dead Miasma&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Allows aura/miasma to continue emitting even after the emitting user is in a dead state.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Dead Aura Only&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Dead Miasma Only&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Allows aura/miasma to only emit if the emitting user is in a dead state&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCore_Aura.png|600px]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Aura Range: type&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Miasma Range: type&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Used together with &amp;lt;nowiki&amp;gt;&amp;lt;Aura State: x&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;Miasma State: x&amp;gt;&amp;lt;/nowiki&amp;gt; from VisuMZ_1_SkillsStatesCore!&lt;br /&gt;
**** Restricts the range in which the aura/miasma passive is emitted from the user.&lt;br /&gt;
**** Read the help file for more information.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.32: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a few features that bled over into CTB if the game project used both ATB and CTB battle systems simultaneously. Fix made by Olivia.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;quot;Stuns Reset Gauge&amp;quot; set to &amp;quot;Don't Reset&amp;quot; should now work as expected for both actors and enemies, instead of just actors, while they are in the casting state. Update made by Olivia.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Class Change System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New plugin parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; General Settings &amp;gt; Select Same Subclass?&lt;br /&gt;
**** Allow selecting the same subclass that's already equipped in that slot?&lt;br /&gt;
**** Mostly an aesthetic thing to allow/prevent the same subclass from being selected if that's what you want to control.&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Confirm Animation ID &amp;gt; Play for Unassign?&lt;br /&gt;
**** Play animation for unassigning a subclass?&lt;br /&gt;
**** Mostly an aesthetic thing to play/not play animations when unassigning a subclass if that's what you want to control.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the button console was top positioned and the buttons were hidden, the rest of the text would not readjust. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.32: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause a crash upon adding new members if the VisuStella Core Engine wasn't installed. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Action Sequence Camera VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.15: December 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better support for MV-style animations when used against frontview actors.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual State Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.23: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated targets &amp;lt;nowiki&amp;gt;&amp;lt;Repeat Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;Repeat Animation Cycle: x&amp;gt;&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Expanded database targets for notetags: &amp;lt;nowiki&amp;gt;&amp;lt;Repeat Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;Repeat Animation Cycle: x&amp;gt;&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
*** From State Notetags only to Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Gab Window VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where attached event gabs did not scale properly with zoom. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Added new &amp;quot;Optional Settings&amp;quot; for various Gab Plugin Commands:&lt;br /&gt;
*** Sound Volume&lt;br /&gt;
*** Sound Pitch&lt;br /&gt;
*** Sound Pan&lt;br /&gt;
**** Previously, these were not available and defaulted to standard settings used by RPG Maker MZ.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Map Camera Zoom VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: December 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with outside plugins when doing battle transitions. Camera will automatically focus the player if the &amp;quot;Adapt Battle Encounter Ani&amp;quot; is enabled.&lt;br /&gt;
** Added better compatibility with VisuMZ's Event Title Scene plugin.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== November 14, 2024 - Update #143 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 13&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.55: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where you can no longer attempt to equip an actor with zero equip slots and causing a crash. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;lt;Status Info&amp;gt;&lt;br /&gt;
*** Used for: Skill, Item, Weapon, Armor Notetags&lt;br /&gt;
**** Replace 'key' with one of the following for weapons and armors:&lt;br /&gt;
***** 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK'&lt;br /&gt;
***** For those with VisuMZ_0_CoreEngine:&lt;br /&gt;
****** 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', 'HRG', 'MRG', 'TRG'&lt;br /&gt;
****** 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', 'MDR', 'FDR', 'EXR'&lt;br /&gt;
**** Only relevant if the Draw Style for equipment is &amp;quot;classic&amp;quot; or &amp;quot;double&amp;quot;.&lt;br /&gt;
** Updated &amp;lt;Custom Status Info&amp;gt; notetag:&lt;br /&gt;
*** Used for: Skill, Item, Weapon, Armor Notetags&lt;br /&gt;
**** When used with weapon or armor database objects, this information is only relevant if the Draw Style for equipment is &amp;quot;classic&amp;quot; or &amp;quot;double&amp;quot;.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameters:&lt;br /&gt;
*** Parameters &amp;gt; Shop Status Window &amp;gt; Data Style:&lt;br /&gt;
**** How do you wish to display equipment data?&lt;br /&gt;
***** Compare - Compares selected equip to equipped gear&lt;br /&gt;
****** Lists all main party actors&lt;br /&gt;
****** Displays the parameter differences when equipped&lt;br /&gt;
****** Calculates custom JS values&lt;br /&gt;
***** Classic - Shows basic parameters of selected equip&lt;br /&gt;
***** Double - Shows basic parameters in double columns&lt;br /&gt;
****** Involves no actors, only shows the item's stats&lt;br /&gt;
****** Shows weapon or armor specific parameters&lt;br /&gt;
****** Does not show custom JS values as those are calculated per actor&lt;br /&gt;
****** Does not show custom parameters as those are calculated per actor&lt;br /&gt;
****** Use &amp;lt;Status Info&amp;gt; and &amp;lt;Custom Status Info&amp;gt; notetags to overwrite or add custom data to classic equip data&lt;br /&gt;
**** Data Style &amp;gt; Classic Style:&lt;br /&gt;
**** Data Style &amp;gt; Double Style:&lt;br /&gt;
***** Added Weapon Params&lt;br /&gt;
***** Added Armor Params&lt;br /&gt;
****** Display these parameters when a weapon/armor is selected.&lt;br /&gt;
****** Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
[[File:ItemEquipCore_StatusWindowStyles.png|600px]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: November 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Main Menu Core's force show/hide and force enable/disable Plugin Commands for Class, Equip, Skills, and Status commands. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the &amp;lt;OTB Target Follow Turn: +x&amp;gt; and similar notetags altered the following turn regardless of the presence of the target in current turn order. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Date and Time System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where turns were added to each state without using any of the notetag effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Horror Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where some horror effects would reset upon leaving the screen and/or exiting the menu. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Lighting Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated documentation for following notetags:&lt;br /&gt;
*** &amp;lt;Radial Light Flash Rate: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Radial Light Flare Rate: x%&amp;gt;&lt;br /&gt;
**** To include the following:&lt;br /&gt;
***** Must be used with a lower opacity setting.&lt;br /&gt;
****** Use with &amp;lt;Radial Light Opacity: x%&amp;gt; notetag.&lt;br /&gt;
****** If &amp;lt;Radial Light Opacity: x%&amp;gt; is not used, default to 50%.&lt;br /&gt;
*** &amp;lt;Conical Light Flash Rate: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Conical Light Flare Rate: x%&amp;gt;&lt;br /&gt;
**** To include the following:&lt;br /&gt;
***** Must be used with a lower opacity setting.&lt;br /&gt;
****** Use with &amp;lt;Conical Light Opacity: x%&amp;gt; notetag.&lt;br /&gt;
****** If &amp;lt;Conical Light Opacity: x%&amp;gt; is not used, default to 50%.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Notetags for flash/flare rates will now automatically default the opacity level of a light to 50% if the opacity notetag is not present. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle AI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.27: November 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Skill Cooldowns' &amp;lt;Once Per Turn&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Evolution Matrix Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: November 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility between Evolution Matrix Skills and Battle Grid System's targeting for nodes. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Cooldowns VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Irina:&lt;br /&gt;
*** &amp;lt;Once Per Turn&amp;gt;&lt;br /&gt;
**** Makes the skill only usable once per turn. Cannot be used in TPB, ATB, or CTB. Does not apply outside of battle.&lt;br /&gt;
**** Best used with actors/enemies that perform multiple actions per turn.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[State Tooltips VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;lt;Help Description&amp;gt; notetag documentation:&lt;br /&gt;
*** This is used as a common notetag between Battle Core's state descriptions and State Tooltips' state descriptions.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;State Tooltip Description&amp;gt;&lt;br /&gt;
**** A prioritized help description used to separate from the common help description notetag shared with Battle Core's In-Battle Status.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Gab Window VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added section &amp;quot;Clearing Up Misunderstandings&amp;quot;:&lt;br /&gt;
*** Gabs are NOT part of the Event List&lt;br /&gt;
**** For events with Show Text messages, the game goes through the event list one by one until it reaches the end. This does not apply to Gabs. The Plugin Commands that add Gabs add them into a queue outside of the event list and therefore, any events that may be intended for gabs to be finished will launch immediately unless there are event commands or plugin commands that will cause the event list to wait for them.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Side Chatter VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added section &amp;quot;Clearing Up Misunderstandings&amp;quot;:&lt;br /&gt;
*** Side chatter is NOT part of the Event List&lt;br /&gt;
**** For events with Show Text messages, the game goes through the event list one by one until it reaches the end. This does not apply to side chatter. The Plugin Commands that add side chatter add them into a queue outside of the event list and therefore, any events that may be intended for side chatter to be finished will launch immediately unless there are event commands or plugin commands that will cause the event list to wait for them.&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Arisu:&lt;br /&gt;
*** Side Chatter: Wait&lt;br /&gt;
**** Causes the game to wait until there is no more side chatter.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Parallaxes VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: November 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added reflection compatibility with spawned events.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== October 17, 2024 - Update #142 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 18&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.85: October 17, 2024&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Updated to fit RPG Maker MZ's updated 1.8.1 version better.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.85: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the enemy name's visibility would remain after an action has taken place and before inputting is done. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where the &amp;quot;Name Visibility As Target&amp;quot; plugin parameter did not work properly. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;lt;Help Description&amp;gt; notetag documentation:&lt;br /&gt;
*** This is used as a common notetag between Battle Core's state descriptions and State Tooltips' state descriptions.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;In-Battle Status Description&amp;gt;&lt;br /&gt;
**** A prioritized help description used to separate from the common help description notetag shared with State Tooltips.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Actor Battlers &amp;gt; Frontview &amp;gt; Portrait Animations &amp;gt; Each Target&lt;br /&gt;
*** Actor Battlers &amp;gt; Frontview &amp;gt; Portrait Animations &amp;gt; Center of All&lt;br /&gt;
*** Actor Battlers &amp;gt; Frontview &amp;gt; Portrait Animations &amp;gt; Center of Screen&lt;br /&gt;
**** Place animations on top or behind for these display types?&lt;br /&gt;
*** Battle Log &amp;gt; Action Changes &amp;gt; Show Counter? &amp;gt; Wait Frames&lt;br /&gt;
*** Battle Log &amp;gt; Action Changes &amp;gt; Show Reflect? &amp;gt; Wait Frames&lt;br /&gt;
*** Battle Log &amp;gt; Action Changes &amp;gt; Show Substitute? &amp;gt; Wait Frames&lt;br /&gt;
**** If devs allow the results of counters, reflects, and substitutes, there wasn't enough time before to allow the text to be visible on screen. You can now adjust how many frames are now visible if text is shown.&lt;br /&gt;
**** Default values are left at 0 as to not interrupt currently existing action sequences.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.54: October 17, 2024&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If &amp;quot;Modern Controls&amp;quot; is selected while &amp;quot;Remove Equip&amp;quot; and &amp;quot;Optimize&amp;quot; are gone from the Equip Menu, right click will exit the menu. Feature added by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Main Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.26: October 17, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for updated features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Due to conflicts with deployment, the Custom Mouse Cursor has its base location moved from /img/system/ to /icon/.&lt;br /&gt;
** Please move the cursor file(s) as well as update the Plugin Parameters.&lt;br /&gt;
** Sorry for the inconvenience.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.51: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where \LastGainObj text code did not work with text language key codes. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added note to Text Language Information &amp;gt; How to Enable Switching&lt;br /&gt;
*** IMPORTANT! The separator used for the CSV file must be a semicolon (;) and not a comma (,) as to reduce the amount of punctuation conflicts. Keep this in mind as most CSV editors will default to comma (,) instead of the semicolon (;) for their separator.&lt;br /&gt;
** Added note to Text Language Information &amp;gt; Naming Weapon Types, etc:&lt;br /&gt;
*** You might have noticed that if you've decided to use \tl{keyName} for weapon or other database types, other parts of the game will error out. Don't worry, for these, you don't have to change the currently used database name. Go straight to the CSV and insert in a new key for that particular database name. For example, the equip type &amp;quot;Accessory&amp;quot; will use &amp;quot;Accessory&amp;quot; as the automatic key to look for a translated phrase. If there isn't any in the CSV file, then the default database text entry will be used.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Text Language Settings &amp;gt; Language Fonts&lt;br /&gt;
**** Different default fonts used for different languages. This allows different stylistic choices to be made for different languages in case the current font you're using doesn't have support for other language types.&lt;br /&gt;
**** Keep in mind that players can override this with Options Core if they select a text option other than 'Default' for the 'Text Font' option.&lt;br /&gt;
**** Make sure any new custom fonts used for different languages are registered with the 'Custom Font Manager' found in this plugin's Plugin Parameters.&lt;br /&gt;
*** Parameters &amp;gt; Text Language Settings &amp;gt; Language Images&lt;br /&gt;
**** Allows different images to be used when different languages are used. This is for images that have text on it that you want to appear in different languages based on the text language selected by the player.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where switching positions with dead party members using notetag effects would not move the dead member. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Fixed the documentation error for &amp;lt;rule Move User Node direction: x&amp;gt; notetag's &amp;quot;Must Switch Mid&amp;quot; rule explanation.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bright Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: October 17, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Medal System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** If both &amp;quot;Optimize&amp;quot; and &amp;quot;Remove Equipment&amp;quot; are removed from the equipment scene, the Equip Medal Window would lose some modern controls. This is now properly restored. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equipment Set Bonuses VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: October 17, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Equip Set Wildcard&amp;gt;&lt;br /&gt;
**** Assigns a wildcard effect for this equipment piece.&lt;br /&gt;
**** This will add +1 to every currently equipped equipment set on actor.&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
*** &amp;lt;Equip Set Wildcards: name, name, name&amp;gt;&lt;br /&gt;
**** Assigns a limited wildcard effect for this equipment piece for specific equipment sets.&lt;br /&gt;
**** This will add +1 to every listed limited set that is currently equipped on the actor.&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Tooltip Settings &amp;gt; Vocabulary &amp;gt; Wildcard Format&lt;br /&gt;
*** Parameters &amp;gt; Tooltip Settings &amp;gt; Vocabulary &amp;gt; Wildcard: Any Set&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
[[File:EquipSetBonus_Wildcards.png|600px]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Horror Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: October 17, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Action Sequence Camera VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: October 17, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Voices VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;quot;Allow Self Response?&amp;quot; setting was inverted. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Defeat Type&lt;br /&gt;
**** When should defeat-related battle voices by played?&lt;br /&gt;
***** 0 HP - Plays when target reaches 0 HP the first time.&lt;br /&gt;
***** When Collapse - Plays when target performs collapse animation.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Choice Common Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: October 17, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Cutin Effect VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.01: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash where clearing cutins under certain conditions would cause an error. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual State Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: October 17, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Response Popup Settings&lt;br /&gt;
**** Popup settings for response-type state effects (ie Counter, Reflect, Substitute).&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Combat Log VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: October 17, 2024 &lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugin should be more compatible with Battle System - OTB.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Map Camera Zoom VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: October 17, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Visual Parallaxes when using plugin commands to focus scroll.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Multi-Layer HP Gauge VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: October 17, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with In-Battle Status feature for Battle Core as to not cover up the window.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== September 19, 2024 - Update #141 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 9&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.84: September 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where Action Sequence &amp;quot;MOVE: Change Home By Distance&amp;quot; would also be affected by the actor and enemy position offsets. Fixed by Irina.&lt;br /&gt;
** Fixed a bug where Action Sequence &amp;quot;MECH: STB Exploit Effect&amp;quot; caused a crash. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Arisu:&lt;br /&gt;
*** ANIM: Change Battle Portrait (JS)&lt;br /&gt;
**** Changes the battle portrait of the actor through JavaScript.&lt;br /&gt;
**** Can be used outside of battle/action sequences.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; In-Battle Status Window&lt;br /&gt;
**** This new window allows the player to view the status of the current active party. If the actors have states and buffs, the player can scroll through them and read about their effects through the help window.&lt;br /&gt;
** New Notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;Help Description&amp;gt;&lt;br /&gt;
**** Assigns a help description for the state that's displayed under the new &amp;quot;Status&amp;quot; actor command.&lt;br /&gt;
*** &amp;lt;Exclude From Status Listing&amp;gt;&lt;br /&gt;
**** Excludes the state from being displayed in the status listing.&lt;br /&gt;
*** &amp;lt;Aspect Name: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Aspect Icon: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Aspect Color: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Aspect Description&amp;gt;&lt;br /&gt;
**** Used to define enemy aspect that will show up in the In-Battle Status as well as other supported plugins.&lt;br /&gt;
*** &amp;lt;Popup Position: Head&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Position: Center&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Position: Base&amp;gt;&lt;br /&gt;
**** Changes the popup starting position for this enemy.&lt;br /&gt;
*** &amp;lt;Popup Offset X: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Offset X: -x&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Offset Y: +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Offset Y: -y&amp;gt;&lt;br /&gt;
**** Changes the popup X/Y position offset for this enemy.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Party Command Window &amp;gt; Add Status?&lt;br /&gt;
**** Add the &amp;quot;Status&amp;quot; command to the Command Window?&lt;br /&gt;
*** Plugin Parameters &amp;gt; Actor Command Window &amp;gt; Command List&lt;br /&gt;
**** Updated to have the &amp;quot;Status&amp;quot; command.&lt;br /&gt;
*** Plugin Parameters &amp;gt; In-Battle Status Window&lt;br /&gt;
**** Completely new! View the help file for more information.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Enemy &amp;gt; Aspects&lt;br /&gt;
**** Used for the In-Battle Status as well as other supported plugins.&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_InBattleStatus1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_InBattleStatus2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.26: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Element Rulings &amp;gt; Reflect-Element Ruling&lt;br /&gt;
**** Ruling on how element reflect is handled for multi-elements.&lt;br /&gt;
***** All (All elements must be Reflected)&lt;br /&gt;
***** Any (Only one element must be Reflected)&lt;br /&gt;
** New Notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;Element Reflect Rule: All&amp;gt;&lt;br /&gt;
**** Makes this skill/item require all of the action's elements to be considered &amp;quot;reflected&amp;quot; in order for this action to be actually reflected.&lt;br /&gt;
*** &amp;lt;Element Reflect Rule: All&amp;gt;&lt;br /&gt;
**** Makes this skill/item require only one of action's element to be considered &amp;quot;reflected&amp;quot; in order for this action to be actually reflected.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Main Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.25: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Custom Mouse Cursor&lt;br /&gt;
****  Add/enable a custom mouse cursor for your game.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCore_CustomCursor.gif]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: September 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Auto Skill Triggers. Update by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bestiary VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Skills Window &amp;gt; Show Aspects&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Skills Window &amp;gt; Show Passives&lt;br /&gt;
**** Show enemy aspect/passives if available?&lt;br /&gt;
**** Requires VisuMZ_1_BattleCore/VisuMZ_1_SkillsStatesCore!&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.12: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Window Widths &amp;gt; Command Windows&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Window Widths &amp;gt; Action Windows&lt;br /&gt;
**** Type in the numeric value you want this width to be.&lt;br /&gt;
**** Otherwise, type &amp;quot;auto&amp;quot; to let the plugin adjust them.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[State Tooltips VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Keyboard-Select Show added by Arisu.&lt;br /&gt;
*** This allows showing enemy tooltips when selecting targets during battle while using the keyboard. Tooltip will appear after a brief pause while selecting the enemy.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Tooltip Settings &amp;gt; Appearance &amp;gt; Centered?&lt;br /&gt;
**** Center the state tooltip when shown through hovering?&lt;br /&gt;
*** Parameters &amp;gt; Tooltip Settings &amp;gt; Keyboard-Select Show&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
*** Parameters &amp;gt; Vocabulary &amp;gt; Entries &amp;gt; Enemy Aspect Format&lt;br /&gt;
**** Used to support the Battle Core's new Enemy Aspect feature.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Steal Items VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: September 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Frontview Battle UI.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Encounter Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added new section in Major Features section for new Battle Transitions.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Default Battle Transition&lt;br /&gt;
**** Select the default battle transition (10 new ones, 1 MZ original).&lt;br /&gt;
*** Parameters &amp;gt; Default Battle Transition &amp;gt; Duration&lt;br /&gt;
**** What is the duration of every battle transition in frames?&lt;br /&gt;
*** Parameters &amp;gt; Default Battle Transition &amp;gt; Random List&lt;br /&gt;
**** Pick battle transition types used for &amp;quot;random&amp;quot;.&lt;br /&gt;
** New Plugin Commands added by Irina:&lt;br /&gt;
*** Battle Transition: Change Type&lt;br /&gt;
**** Changes the battle transition type.&lt;br /&gt;
*** Battle Transition: Duration&lt;br /&gt;
**** Changes the battle transition duration.&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Abberation.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Glitch.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Static.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Twirl.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Warp.gif]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Skills_and_States_Core_Notetags&amp;diff=17577</id>
		<title>Template:VisuMZ Skills and States Core Notetags</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Skills_and_States_Core_Notetags&amp;diff=17577"/>
		<updated>2025-12-24T23:36:27Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Display templates|VisuMZ Skills and States Core Notetags]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
The following are notetags that have been added through this plugin. These&lt;br /&gt;
notetags will not work with your game if this plugin is OFF or not present.&lt;br /&gt;
&lt;br /&gt;
=== General Skill Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreStype.png]]&lt;br /&gt;
&lt;br /&gt;
The following are general notetags that are skill-related.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Skill Type: x&amp;gt;&lt;br /&gt;
&amp;lt;Skill Types: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Skill Type: name&amp;gt;&lt;br /&gt;
&amp;lt;Skill Types: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Marks the skill to have multiple Skill Types, meaning they would appear&lt;br /&gt;
  under different skill types without needing to create duplicate skills.&lt;br /&gt;
- Replace 'x' with a number value representing the Skill Type's ID.&lt;br /&gt;
- If using 'name' notetag variant, replace 'name' with the Skill Type(s)&lt;br /&gt;
  name desired to be added.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;List Name: name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Makes the name of the skill appear different when show in the skill list.&lt;br /&gt;
- Using \V[x] as a part of the name will display that variable.&lt;br /&gt;
- If used with Battle Core's &amp;lt;Command Text: x&amp;gt;, the Command Text notetag&lt;br /&gt;
  will take priority in the command window, but the List Name notetag will&lt;br /&gt;
  appear in the skill list.&lt;br /&gt;
- This does not change the display text. If you'd like to change that, use&lt;br /&gt;
  the Battle Core's &amp;lt;Display Text: x&amp;gt; notetag along with this notetag.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;ID Sort Priority: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Used for Scene_Skill.&lt;br /&gt;
- Changes sorting priority by ID for skills to 'x'.&lt;br /&gt;
  - Default priority level is '50'.&lt;br /&gt;
- Skills with higher priority values will be sorted higher up on the list&lt;br /&gt;
  while lower values will be lower on the list.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Skill Cost Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesSkillCosts.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The following are notetags that can be used to adjust skill costs. Some of&lt;br /&gt;
these notetags are added through the Plugin Parameter: Skill Cost Types and&lt;br /&gt;
can be altered there. This also means that some of these notetags can have&lt;br /&gt;
their functionality altered and/or removed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;type Cost: x&amp;gt;&lt;br /&gt;
&amp;lt;type Cost: x%&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- These notetags are used to designate costs of custom or already existing&lt;br /&gt;
  types that cannot be made by the Database Editor.&lt;br /&gt;
- Replace 'type' with a resource type. Existing ones found in the Plugin&lt;br /&gt;
  Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added.&lt;br /&gt;
- Replace 'x' with a number value to determine the exact type cost value.&lt;br /&gt;
  This lets you bypass the Database Editor's limit of 9,999 MP and 100 TP.&lt;br /&gt;
- The 'x%' version is replaced with a percentile value to determine a cost&lt;br /&gt;
  equal to a % of the type's maximum quantity limit.&lt;br /&gt;
- Functionality for these notetags can be altered in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  &amp;lt;HP Cost: 500&amp;gt;&lt;br /&gt;
  &amp;lt;MP Cost: 25%&amp;gt;&lt;br /&gt;
  &amp;lt;Gold Cost: 3000&amp;gt;&lt;br /&gt;
  &amp;lt;Potion Cost: 5&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;type Cost Max: x&amp;gt;&lt;br /&gt;
&amp;lt;type Cost Min: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- These notetags are used to ensure conditional and % costs don't become too&lt;br /&gt;
  large or too small.&lt;br /&gt;
- Replace 'type' with a resource type. Existing ones found in the Plugin&lt;br /&gt;
  Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added.&lt;br /&gt;
- Replace 'x' with a number value to determine the maximum or minimum values&lt;br /&gt;
  that the cost can be.&lt;br /&gt;
- Functionality for these notetags can be altered in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  &amp;lt;HP Cost Max: 1500&amp;gt;&lt;br /&gt;
  &amp;lt;MP Cost Min: 5&amp;gt;&lt;br /&gt;
  &amp;lt;Gold Cost Max: 10000&amp;gt;&lt;br /&gt;
  &amp;lt;Potion Cost Min: 3&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;type Cost: +x&amp;gt;&lt;br /&gt;
&amp;lt;type Cost: -x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;type Cost: x%&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- The related actor will raise/lower the cost of any skill that uses the&lt;br /&gt;
  'type' cost by a specified amount.&lt;br /&gt;
- Replace 'type' with a resource type. Existing ones found in the Plugin&lt;br /&gt;
  Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added.&lt;br /&gt;
- For % notetag variant: Replace 'x' with a number value to determine the&lt;br /&gt;
  rate to adjust the Skill Cost Type by as a rate value. This is applied&lt;br /&gt;
  before &amp;lt;type Cost: +x&amp;gt; and &amp;lt;type Cost: -x&amp;gt; notetags.&lt;br /&gt;
- For + and - notetag variants: Replace 'x' with a number value to determine&lt;br /&gt;
  how much to adjust the Skill Cost Type by as a flat value. This is applied&lt;br /&gt;
  after &amp;lt;type Cost: x%&amp;gt; notetags.&lt;br /&gt;
- Functionality for these notetags can be altered in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
  &amp;lt;HP Cost: +20&amp;gt;&lt;br /&gt;
  &amp;lt;MP Cost: -10&amp;gt;&lt;br /&gt;
  &amp;lt;Gold Cost: 50%&amp;gt;&lt;br /&gt;
  &amp;lt;Potion Cost: 200%&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Custom Cost Text&amp;gt;&lt;br /&gt;
 text&lt;br /&gt;
&amp;lt;/Custom Cost Text&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Allows you to insert custom text into the skill's cost area towards the&lt;br /&gt;
  end of the costs.&lt;br /&gt;
- Replace 'text' with the text you wish to display.&lt;br /&gt;
- Text codes may be used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== JavaScript Notetags: Skill Costs ===&lt;br /&gt;
&lt;br /&gt;
The following are notetags made for users with JavaScript knowledge to&lt;br /&gt;
determine any dynamic Skill Cost Types used for particular skills.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS type Cost&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 cost = code;&lt;br /&gt;
&amp;lt;/JS type Cost&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Replace 'type' with a resource type. Existing ones found in the Plugin&lt;br /&gt;
  Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added.&lt;br /&gt;
- Replace 'code' to determine the type 'cost' of the skill.&lt;br /&gt;
- Insert the final type cost into the 'cost' variable.&lt;br /&gt;
- The 'user' variable refers to the user about to perform the skill.&lt;br /&gt;
- The 'skill' variable refers to the skill being used.&lt;br /&gt;
- Functionality for the notetag can be altered in the Plugin Parameters.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Gauge Replacement Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesSpriteGauges.png]]&lt;br /&gt;
&lt;br /&gt;
Certain classes can have their gauges swapped out for other Skill Cost&lt;br /&gt;
Types. This is especially helpful for the classes that don't utilize those&lt;br /&gt;
Skill Cost Types. You can mix and match them however you want.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Replace HP Gauge: type&amp;gt;&lt;br /&gt;
&amp;lt;Replace MP Gauge: type&amp;gt;&lt;br /&gt;
&amp;lt;Replace TP Gauge: type&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Class Notetags&lt;br /&gt;
- Replaces the HP (1st), MP (2nd), or TP (3rd) gauge with a different Skill&lt;br /&gt;
  Cost Type.&lt;br /&gt;
- Replace 'type' with a resource type. Existing ones found in the Plugin&lt;br /&gt;
  Parameters are 'HP', 'MP', 'TP', 'Gold', and 'Potion'. More can be added.&lt;br /&gt;
- Replace 'type' with 'none' to not display any gauges there.&lt;br /&gt;
- The &amp;lt;Replace TP Gauge: type&amp;gt; will require 'Display TP in Window' setting&lt;br /&gt;
  to be on in the Database &amp;gt; System 1 tab.&lt;br /&gt;
- Functionality for the notetags can be altered by changes made to the&lt;br /&gt;
  Skill &amp;amp; States Core Plugin Parameters.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Item Cost-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCore_Update123_Preview.png]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Item Cost: x name&amp;gt;&lt;br /&gt;
&amp;lt;Weapon Cost: x name&amp;gt;&lt;br /&gt;
&amp;lt;Armor Cost: x name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- The skill will consume items, weapons, and/or armors in order to be used.&lt;br /&gt;
  - Non-consumable items will not be consumed but their amounts will be&lt;br /&gt;
    required.&lt;br /&gt;
- Replace 'x' with a number representing the respective item cost.&lt;br /&gt;
- Replace 'name' with text representing the respective item, weapon, or&lt;br /&gt;
  armor to be consumed.&lt;br /&gt;
- Insert multiples of this notetag to consume multiple items, weapons,&lt;br /&gt;
  and/or armors.&lt;br /&gt;
- Functionality for these notetags can be altered in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;Item Cost: 5 Magic Water&amp;gt;&lt;br /&gt;
  &amp;lt;Item Cost: 2 Antidote&amp;gt;&lt;br /&gt;
  &amp;lt;Weapon Cost: 1 Short Sword&amp;gt;&lt;br /&gt;
  &amp;lt;Armor Cost: 3 Cloth Armor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Item Cost Max: x name&amp;gt;&lt;br /&gt;
&amp;lt;Item Cost Min: x name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Weapon Cost Max: x name&amp;gt;&lt;br /&gt;
&amp;lt;Weapon Cost Min: x name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Armor Cost Max: x name&amp;gt;&lt;br /&gt;
&amp;lt;Armor Cost Min: x name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Sets up a maximum/minimum cost for the item, weapon, armor type costs.&lt;br /&gt;
- Replace 'x' with a number representing the maximum or minimum cost.&lt;br /&gt;
- Replace 'name' with text representing the respective item, weapon, or&lt;br /&gt;
  armor to be consumed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;Item Cost Max: 10 Magic Water&amp;gt;&lt;br /&gt;
  &amp;lt;Item Cost Min: 2 Antidote&amp;gt;&lt;br /&gt;
  &amp;lt;Weapon Cost Max: 3 Short Sword&amp;gt;&lt;br /&gt;
  &amp;lt;Armor Cost Min: 1 Cloth Armor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Item Cost: +x name&amp;gt;&lt;br /&gt;
&amp;lt;Item Cost: -x name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Weapon Cost: +x name&amp;gt;&lt;br /&gt;
&amp;lt;Weapon Cost: -x name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Armor Cost: +x name&amp;gt;&lt;br /&gt;
&amp;lt;Armor Cost: -x name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Item Cost: x% name&amp;gt;&lt;br /&gt;
&amp;lt;Weapon Cost: x% name&amp;gt;&lt;br /&gt;
&amp;lt;Armor Cost: x% name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- The related actor will raise/lower the item, weapon, and/or armor costs of&lt;br /&gt;
  any skill that costs those items, weapons, and/or armors by x%.&lt;br /&gt;
- For % notetag variant: Replace 'x' with a number value to determine the&lt;br /&gt;
  rate to adjust the Skill Cost Type by as a rate value. This is applied&lt;br /&gt;
  before &amp;lt;type Cost: +x&amp;gt; and &amp;lt;type Cost: -x&amp;gt; notetags.&lt;br /&gt;
- For + and - notetag variants: Replace 'x' with a number value to determine&lt;br /&gt;
  how much to adjust the Skill Cost Type by as a flat value. This is applied&lt;br /&gt;
  after &amp;lt;type Cost: x%&amp;gt; notetags.&lt;br /&gt;
- Replace 'name' with text representing the respective item, weapon, or&lt;br /&gt;
  armor to be consumed.&lt;br /&gt;
- Insert multiples of this notetag to consume multiple items, weapons,&lt;br /&gt;
  and/or armors.&lt;br /&gt;
- Functionality for these notetags can be altered in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;Item Cost: +1 Magic Water&amp;gt;&lt;br /&gt;
  &amp;lt;Item Cost: -2 Antidote&amp;gt;&lt;br /&gt;
  &amp;lt;Weapon Cost: 50% Short Sword&amp;gt;&lt;br /&gt;
  &amp;lt;Armor Cost: 200% Cloth Armor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Replace Item name1 Cost: name2&amp;gt;&lt;br /&gt;
&amp;lt;Replace Weapon name1 Cost: name2&amp;gt;&lt;br /&gt;
&amp;lt;Replace Armor name1 Cost: name2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- The related actor will not consume 'name1' items, weapons, or armors.&lt;br /&gt;
  Instead, the cost will be redirected to 'name2' items, weapons, or armors.&lt;br /&gt;
  - Even non-consumable items will be consumed.&lt;br /&gt;
- Replace 'name1' with text representing the respective item, weapon, or&lt;br /&gt;
  armor that is the original cost type.&lt;br /&gt;
- Replace 'name2' with text representing the respective item, weapon, or&lt;br /&gt;
  armor that will be consumed instead.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;Replace Item Magic Water Cost: Potion&amp;gt;&lt;br /&gt;
  &amp;lt;Replace Item Antidote Cost: Dispel Herb&amp;gt;&lt;br /&gt;
  &amp;lt;Replace Weapon Short Sword Cost: Falchion&amp;gt;&lt;br /&gt;
  &amp;lt;Replace Armor Cloth Armor Cost: Leather Armor&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Skill Accessibility Notetags ===&lt;br /&gt;
&lt;br /&gt;
Sometimes, you don't want all skills to be visible whether it be to hide&lt;br /&gt;
menu-only skills during battle, until certain switches are turned ON/OFF, or&lt;br /&gt;
until certain skills have been learned.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Hide in Battle&amp;gt;&lt;br /&gt;
&amp;lt;Hide outside Battle&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Makes the specific skill visible or hidden depending on whether or not the&lt;br /&gt;
  player is currently in battle.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Show Switch: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Show All Switches: x,x,x&amp;gt;&lt;br /&gt;
&amp;lt;Show Any Switches: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines the visibility of the skill based on switches.&lt;br /&gt;
- Replace 'x' with the switch ID to determine the skill's visibility.&lt;br /&gt;
- If 'All' notetag variant is used, skill will be hidden until all switches&lt;br /&gt;
  are ON. Then, it would be shown.&lt;br /&gt;
- If 'Any' notetag variant is used, skill will be shown if any of the&lt;br /&gt;
  switches are ON. Otherwise, it would be hidden.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Hide Switch: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hide All Switches: x,x,x&amp;gt;&lt;br /&gt;
&amp;lt;Hide Any Switches: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines the visibility of the skill based on switches.&lt;br /&gt;
- Replace 'x' with the switch ID to determine the skill's visibility.&lt;br /&gt;
- If 'All' notetag variant is used, skill will be shown until all switches&lt;br /&gt;
  are ON. Then, it would be hidden.&lt;br /&gt;
- If 'Any' notetag variant is used, skill will be hidden if any of the&lt;br /&gt;
  switches are ON. Otherwise, it would be shown.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Show if learned Skill: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Show if learned All Skills: x,x,x&amp;gt;&lt;br /&gt;
&amp;lt;Show if learned Any Skills: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Show if learned Skill: name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Show if learned All Skills: name, name, name&amp;gt;&lt;br /&gt;
&amp;lt;Show if learned Any Skills: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines the visibility of the skill based on skills learned.&lt;br /&gt;
- Determines the visibility of the skill based on skills learned.&lt;br /&gt;
- This does not apply to skills added by traits on actors, classes, any&lt;br /&gt;
  equipment, or states. These are not considered learned skills. They are&lt;br /&gt;
  considered temporary skills.&lt;br /&gt;
- Replace 'x' with the skill ID to determine the skill's visibility.&lt;br /&gt;
- If 'name' notetag viarant is used, replace 'name' with the skill's name to&lt;br /&gt;
  be checked for the notetag.&lt;br /&gt;
- If 'All' notetag variant is used, skill will be hidden until all skills&lt;br /&gt;
  are learned. Then, it would be shown.&lt;br /&gt;
- If 'Any' notetag variant is used, skill will be shown if any of the skills&lt;br /&gt;
  are learned. Otherwise, it would be hidden.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Hide if learned Skill: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hide if learned All Skills: x,x,x&amp;gt;&lt;br /&gt;
&amp;lt;Hide if learned Any Skills: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hide if learned Skill: name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hide if learned All Skills: name, name, name&amp;gt;&lt;br /&gt;
&amp;lt;Hide if learned Any Skills: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines the visibility of the skill based on skills learned.&lt;br /&gt;
- This does not apply to skills added by traits on actors, classes, any&lt;br /&gt;
  equipment, or states. These are not considered learned skills. They are&lt;br /&gt;
  considered temporary skills.&lt;br /&gt;
- Replace 'x' with the skill ID to determine the skill's visibility.&lt;br /&gt;
- If 'name' notetag viarant is used, replace 'name' with the skill's name to&lt;br /&gt;
  be checked for the notetag.&lt;br /&gt;
- If 'All' notetag variant is used, skill will be shown until all skills&lt;br /&gt;
  are learned. Then, it would be hidden.&lt;br /&gt;
- If 'Any' notetag variant is used, skill will be hidden if any of the&lt;br /&gt;
  skills are learned. Otherwise, it would be shown.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Show if has Skill: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Show if have All Skills: x,x,x&amp;gt;&lt;br /&gt;
&amp;lt;Show if have Any Skills: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Show if has Skill: name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Show if have All Skills: name, name, name&amp;gt;&lt;br /&gt;
&amp;lt;Show if have Any Skills: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines the visibility of the skill based on skills available.&lt;br /&gt;
- This applies to both skills that have been learned and/or temporarily&lt;br /&gt;
  added through traits on actors, classes, equipment, or states.&lt;br /&gt;
- Replace 'x' with the skill ID to determine the skill's visibility.&lt;br /&gt;
- If 'name' notetag viarant is used, replace 'name' with the skill's name to&lt;br /&gt;
  be checked for the notetag.&lt;br /&gt;
- If 'All' notetag variant is used, skill will be hidden until all skills&lt;br /&gt;
  are learned. Then, it would be shown.&lt;br /&gt;
- If 'Any' notetag variant is used, skill will be shown if any of the skills&lt;br /&gt;
  are learned. Otherwise, it would be hidden.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Hide if has Skill: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hide if have All Skills: x,x,x&amp;gt;&lt;br /&gt;
&amp;lt;Hide if have Any Skills: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hide if has Skill: name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hide if have All Skills: name, name, name&amp;gt;&lt;br /&gt;
&amp;lt;Hide if have Any Skills: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines the visibility of the skill based on skills available.&lt;br /&gt;
- This applies to both skills that have been learned and/or temporarily&lt;br /&gt;
  added through traits on actors, classes, equipment, or states.&lt;br /&gt;
- Replace 'x' with the skill ID to determine the skill's visibility.&lt;br /&gt;
- If 'name' notetag viarant is used, replace 'name' with the skill's name to&lt;br /&gt;
  be checked for the notetag.&lt;br /&gt;
- If 'All' notetag variant is used, skill will be shown until all skills&lt;br /&gt;
  are learned. Then, it would be hidden.&lt;br /&gt;
- If 'Any' notetag variant is used, skill will be hidden if any of the&lt;br /&gt;
  skills are learned. Otherwise, it would be shown.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Enable Switch: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Enable All Switches: x,x,x&amp;gt;&lt;br /&gt;
&amp;lt;Enable Any Switches: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines the enabled status of the skill based on switches.&lt;br /&gt;
- Replace 'x' with the switch ID to determine the skill's enabled status.&lt;br /&gt;
- If 'All' notetag variant is used, skill will be disabled until all&lt;br /&gt;
  switches are ON. Then, it would be enabled.&lt;br /&gt;
- If 'Any' notetag variant is used, skill will be enabled if any of the&lt;br /&gt;
  switches are ON. Otherwise, it would be disabled.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Disable Switch: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Disable All Switches: x,x,x&amp;gt;&lt;br /&gt;
&amp;lt;Disable Any Switches: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines the enabled status of the skill based on switches.&lt;br /&gt;
- Replace 'x' with the switch ID to determine the skill's enabled status.&lt;br /&gt;
- If 'All' notetag variant is used, skill will be enabled until all switches&lt;br /&gt;
  are ON. Then, it would be disabled.&lt;br /&gt;
- If 'Any' notetag variant is used, skill will be disabled if any of the&lt;br /&gt;
  switches are ON. Otherwise, it would be enabled.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== JavaScript Notetags: Skill Accessibility ===&lt;br /&gt;
&lt;br /&gt;
The following are notetags made for users with JavaScript knowledge to&lt;br /&gt;
determine if a skill can be accessible visibly or through usage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS Skill Visible&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 visible = code;&lt;br /&gt;
&amp;lt;/JS Skill Visible&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines the visibility of the skill based on JavaScript code.&lt;br /&gt;
- Replace 'code' to determine the type visibility of the skill.&lt;br /&gt;
- The 'visible' variable returns a boolean (true/false) to determine if the&lt;br /&gt;
  skill will be visible or not.&lt;br /&gt;
- The 'user' variable refers to the user with the skill.&lt;br /&gt;
- The 'skill' variable refers to the skill being checked.&lt;br /&gt;
- All other visibility conditions must be met for this code to count.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS Skill Enable&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 enabled = code;&lt;br /&gt;
&amp;lt;/JS Skill Enable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines the enabled status of the skill based on JavaScript code.&lt;br /&gt;
- Replace 'code' to determine the type enabled status of the skill.&lt;br /&gt;
- The 'enabled' variable returns a boolean (true/false) to determine if the&lt;br /&gt;
  skill will be enabled or not.&lt;br /&gt;
- The 'user' variable refers to the user with the skill.&lt;br /&gt;
- The 'skill' variable refers to the skill being checked.&lt;br /&gt;
- All other skill conditions must be met in order for this to code to count.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== General State-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreColors.png]]&lt;br /&gt;
&lt;br /&gt;
The following notetags are centered around states, such as how their turn&lt;br /&gt;
counts are displayed, items and skills that affect state turns, if the state&lt;br /&gt;
can avoid removal by death state, etc.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;No Death Clear&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Prevents this state from being cleared upon death.&lt;br /&gt;
- This allows this state to be added to an already dead battler, too.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;No Recover All Clear&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Prevents this state from being cleared upon using the Recover All command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Group Defeat&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- If an entire party is affected by states with the &amp;lt;Group Defeat&amp;gt; notetag,&lt;br /&gt;
  they are considered defeated.&lt;br /&gt;
- Usage for this includes party-wide petrification, frozen, etc.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Reapply Rules: Ignore&amp;gt;&lt;br /&gt;
&amp;lt;Reapply Rules: Reset&amp;gt;&lt;br /&gt;
&amp;lt;Reapply Rules: Greater&amp;gt;&lt;br /&gt;
&amp;lt;Reapply Rules: Add&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Choose what kind of rules this state follows if the state is being applied&lt;br /&gt;
  to a target that already has the state. This affects turns specifically.&lt;br /&gt;
- 'Ignore' will bypass any turn changes.&lt;br /&gt;
- 'Reset' will recalculate the state's turns.&lt;br /&gt;
- 'Greater' will choose to either keep the current turn count if it's higher&lt;br /&gt;
  than the reset amount or reset it if the current turn count is lower.&lt;br /&gt;
- 'Add' will add the state's turn count to the applied amount.&lt;br /&gt;
- If this notetag isn't used, it will use the rules set in the States &amp;gt;&lt;br /&gt;
  Plugin Parameters.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Positive State&amp;gt;&lt;br /&gt;
&amp;lt;Negative State&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Marks the state as a positive state or negative state, also altering the&lt;br /&gt;
  state's turn count color to match the Plugin Parameter settings.&lt;br /&gt;
- This also puts the state into either the 'Positive' category or&lt;br /&gt;
  'Negative' category.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Category: name&amp;gt;&lt;br /&gt;
&amp;lt;Category: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Arranges states into certain/multiple categories.&lt;br /&gt;
- Replace 'name' with a category name to mark this state as.&lt;br /&gt;
- Insert multiples of this to mark the state with  multiple categories.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Categories&amp;gt;&lt;br /&gt;
 name&lt;br /&gt;
 name&lt;br /&gt;
&amp;lt;/Categories&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Arranges states into certain/multiple categories.&lt;br /&gt;
- Replace each 'name' with a category name to mark this state as.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Bypass State Damage Removal: id&amp;gt;&lt;br /&gt;
&amp;lt;Bypass State Damage Removal: id, id, id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Bypass State Damage Removal: name&amp;gt;&lt;br /&gt;
&amp;lt;Bypass State Damage Removal: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- When this skill/item is used to attack an enemy with the listed state that&lt;br /&gt;
  would normally have on damage removal (ie Sleep).&lt;br /&gt;
- For 'id' variant, replace each 'id' with a number representing the state's&lt;br /&gt;
  ID to bypass the damage removal for.&lt;br /&gt;
- For 'name' variant, replace each 'name' with the state's name to bypass&lt;br /&gt;
  the damage removal for.&lt;br /&gt;
- This can be used for attacks like &amp;quot;Dream Eater&amp;quot; that would prevent waking&lt;br /&gt;
  up a sleeping opponent.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Bypass State Damage Removal as Attacker: id&amp;gt;&lt;br /&gt;
&amp;lt;Bypass State Damage Removal as Attacker: id, id, id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Bypass State Damage Removal as Attacker: name&amp;gt;&lt;br /&gt;
&amp;lt;Bypass State Damage Removal as Attacker: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- When an attacker with an associated trait object that has this notetag&lt;br /&gt;
  would attack an enemy with the listed state, bypass on damage removal.&lt;br /&gt;
- For 'id' variant, replace each 'id' with a number representing the state's&lt;br /&gt;
  ID to bypass the damage removal for.&lt;br /&gt;
- For 'name' variant, replace each 'name' with the state's name to bypass&lt;br /&gt;
  the damage removal for.&lt;br /&gt;
- This can be used for effects like &amp;quot;Sleep Striker&amp;quot; that would prevent the&lt;br /&gt;
  attacker from waking up a sleeping opponent.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Bypass State Damage Removal as Target: id&amp;gt;&lt;br /&gt;
&amp;lt;Bypass State Damage Removal as Target: id, id, id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Bypass State Damage Removal as Target: name&amp;gt;&lt;br /&gt;
&amp;lt;Bypass State Damage Removal as Target: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- When a target with an associated trait object that has this notetag is&lt;br /&gt;
  attacked as the target with the listed state, bypass on damage removal.&lt;br /&gt;
- For 'id' variant, replace each 'id' with a number representing the state's&lt;br /&gt;
  ID to bypass the damage removal for.&lt;br /&gt;
- For 'name' variant, replace each 'name' with the state's name to bypass&lt;br /&gt;
  the damage removal for.&lt;br /&gt;
- This can be used for effects like &amp;quot;Deep Sleep&amp;quot; that would prevent the&lt;br /&gt;
  attacked target from waking up.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Resist State Category: name&amp;gt;&lt;br /&gt;
&amp;lt;Resist State Categories: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Causes the affected battler resist the listed categories.&lt;br /&gt;
- Replace each 'name' with a category name to resist.&lt;br /&gt;
  - Insert multiple 'name' entries to add more categories.&lt;br /&gt;
- This works exactly like how state resistances work in-game. If a battler&lt;br /&gt;
  who was originally NOT resistant to &amp;quot;Poison&amp;quot; before gaining a&lt;br /&gt;
  poison-resistant trait, the &amp;quot;Poison&amp;quot; state will remain because it was&lt;br /&gt;
  applied before poison-resistance as enabled.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Resist State Categories&amp;gt;&lt;br /&gt;
 name&lt;br /&gt;
 name&lt;br /&gt;
 name&lt;br /&gt;
&amp;lt;/Resist State Categories&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Causes the affected battler resist the listed categories.&lt;br /&gt;
- Replace each 'name' with a category name to resist.&lt;br /&gt;
  - Insert multiple 'name' entries to add more categories.&lt;br /&gt;
- This works exactly like how state resistances work in-game. If a battler&lt;br /&gt;
  who was originally NOT resistant to &amp;quot;Poison&amp;quot; before gaining a&lt;br /&gt;
  poison-resistant trait, the &amp;quot;Poison&amp;quot; state will remain because it was&lt;br /&gt;
  applied before poison-resistance as enabled.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;State x Category Remove: y&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;State x Category Remove: All&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Allows the skill/item to remove 'y' states from specific category 'x'.&lt;br /&gt;
- Replace 'x' with a category name to remove from.&lt;br /&gt;
- Replace 'y' with the number of times to remove from that category.&lt;br /&gt;
- Use the 'All' variant to remove all of the states of that category.&lt;br /&gt;
- Insert multiples of this to remove different types of categories.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Remove Other x States&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- When the state with this notetag is added, remove other 'x' category&lt;br /&gt;
  states from the battler (except for the state being added).&lt;br /&gt;
- Replace 'x' with a category name to remove from.&lt;br /&gt;
- Insert multiples of this to remove different types of categories.&lt;br /&gt;
- Useful for thing state types like stances and forms that there is usually&lt;br /&gt;
  only one active at a time.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Hide State Turns&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Hides the state turns from being shown at all.&lt;br /&gt;
- This will by pass any Plugin Parameter settings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Turn Color: x&amp;gt;&lt;br /&gt;
&amp;lt;Turn Color: #rrggbb&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Hides the state turns from being shown at all.&lt;br /&gt;
- Determines the color of the state's turn count.&lt;br /&gt;
- Replace 'x' with a number value depicting a window text color.&lt;br /&gt;
- Replace 'rrggbb' with a hex color code for a more custom color.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Max Turns: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Determines the upper limit on the maximum number of turns for this state.&lt;br /&gt;
- Replace 'x' with a number representing the maximum number of turns used&lt;br /&gt;
  for this state.&lt;br /&gt;
- If no notetag is used, refer to the default setting found in the Plugin&lt;br /&gt;
  Parameters under &amp;quot;State Settings&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;State id Turns: +x&amp;gt;&lt;br /&gt;
&amp;lt;State id Turns: -x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Set State id Turns: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;State name Turns: +x&amp;gt;&lt;br /&gt;
&amp;lt;State name Turns: -x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Set State name Turns: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- If the target is affected by state 'id' or state 'name', change the state&lt;br /&gt;
  turn duration for target.&lt;br /&gt;
- For 'id' variant, replace 'id' with the ID of the state to modify.&lt;br /&gt;
- For 'name' variant, replace 'name' with the name of the state to modify.&lt;br /&gt;
- Replace 'x' with the value you wish to increase, decrease, or set to.&lt;br /&gt;
- Insert multiples of this notetag to affect multiple states at once.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;param Buff Turns: +x&amp;gt;&lt;br /&gt;
&amp;lt;param Buff Turns: -x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Set param Buff Turns: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- If the target is affected by a 'param' buff, change that buff's turn&lt;br /&gt;
  duration for target.&lt;br /&gt;
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',&lt;br /&gt;
  or 'LUK' to determine which parameter buff to modify.&lt;br /&gt;
- Replace 'x' with the value you wish to increase, decrease, or set to.&lt;br /&gt;
- Insert multiples of this notetag to affect multiple parameters at once.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;param Debuff Turns: +x&amp;gt;&lt;br /&gt;
&amp;lt;param Debuff Turns: -x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Set param Debuff Turns: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- If the target is affected by a 'param' debuff, change that debuff's turn&lt;br /&gt;
  duration for target.&lt;br /&gt;
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',&lt;br /&gt;
  or 'LUK' to determine which parameter debuff to modify.&lt;br /&gt;
- Replace 'x' with the value you wish to increase, decrease, or set to.&lt;br /&gt;
- Insert multiples of this notetag to affect multiple parameters at once.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== JavaScript Notetags: On Add/Erase/Expire ===&lt;br /&gt;
&lt;br /&gt;
Using JavaScript code, you can use create custom effects that occur when a&lt;br /&gt;
state has bee added, erased, or expired.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS On Add State&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS On Add State&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- When a state is added, run the code added by this notetag.&lt;br /&gt;
- The 'user' variable refers to the current active battler.&lt;br /&gt;
- The 'target' variable refers to the battler affected by this state.&lt;br /&gt;
- The 'origin' variable refers to the one who applied this state.&lt;br /&gt;
- The 'state' variable refers to the current state being affected.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS On Erase State&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS On Erase State&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- When a state is erased, run the code added by this notetag.&lt;br /&gt;
- The 'user' variable refers to the current active battler.&lt;br /&gt;
- The 'target' variable refers to the battler affected by this state.&lt;br /&gt;
- The 'origin' variable refers to the one who applied this state.&lt;br /&gt;
- The 'state' variable refers to the current state being affected.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS On Expire State&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS On Expire State&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- When a state has expired, run the code added by this notetag.&lt;br /&gt;
- The 'user' variable refers to the current active battler.&lt;br /&gt;
- The 'target' variable refers to the battler affected by this state.&lt;br /&gt;
- The 'origin' variable refers to the one who applied this state.&lt;br /&gt;
- The 'state' variable refers to the current state being affected.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== JavaScript Notetags: Slip Damage/Healing ===&lt;br /&gt;
&lt;br /&gt;
Slip Damage, in RPG Maker vocabulary, refers to damage over time. The&lt;br /&gt;
following notetags allow you to perform custom slip damage/healing.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS type Slip Damage&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 damage = code;&lt;br /&gt;
&amp;lt;/JS type Slip Damage&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Code used to determine how much slip damage is dealt to the affected unit&lt;br /&gt;
  during each regeneration phase.&lt;br /&gt;
- Replace 'type' with 'HP', 'MP', or 'TP'.&lt;br /&gt;
- Replace 'code' with the calculations on what to determine slip damage.&lt;br /&gt;
- The 'user' variable refers to the origin of the state.&lt;br /&gt;
- The 'target' variable refers to the affected unit receiving the damage.&lt;br /&gt;
- The 'state' variable refers to the current state being affected.&lt;br /&gt;
- The 'damage' variable is the finalized slip damage to be dealt.&lt;br /&gt;
- When these states are applied via action effects, the slip calculations&lt;br /&gt;
  are one time calculations made upon applying and the damage is cached to&lt;br /&gt;
  be used for future on regeneration calculations.&lt;br /&gt;
- For that reason, do not include game mechanics here such as adding states,&lt;br /&gt;
  buffs, debuffs, etc. as this notetag is meant for calculations only. Use&lt;br /&gt;
  the VisuStella Battle Core's &amp;lt;JS Pre-Regenerate&amp;gt; and &amp;lt;JS Post-Regenerate&amp;gt;&lt;br /&gt;
  notetags for game mechanics instead.&lt;br /&gt;
- Passive states and states with the &amp;lt;JS Slip Refresh&amp;gt; notetag are exempt&lt;br /&gt;
  from the one time calculation and recalculated each regeneration phase.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS type Slip Heal&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 heal = code;&lt;br /&gt;
&amp;lt;/JS type Slip Heal&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Code used to determine how much slip healing is dealt to the affected unit&lt;br /&gt;
  during each regeneration phase.&lt;br /&gt;
- Replace 'type' with 'HP', 'MP', or 'TP'.&lt;br /&gt;
- Replace 'code' with the calculations on what to determine slip healing.&lt;br /&gt;
- The 'user' variable refers to the origin of the state.&lt;br /&gt;
- The 'target' variable refers to the affected unit receiving the healing.&lt;br /&gt;
- The 'state' variable refers to the current state being affected.&lt;br /&gt;
- The 'heal' variable is the finalized slip healing to be recovered.&lt;br /&gt;
- When these states are applied via action effects, the slip calculations&lt;br /&gt;
  are one time calculations made upon applying and the damage is cached to&lt;br /&gt;
  be used for future on regeneration calculations.&lt;br /&gt;
- For that reason, do not include game mechanics here such as adding states,&lt;br /&gt;
  buffs, debuffs, etc. as this notetag is meant for calculations only. Use&lt;br /&gt;
  the VisuStella Battle Core's &amp;lt;JS Pre-Regenerate&amp;gt; and &amp;lt;JS Post-Regenerate&amp;gt;&lt;br /&gt;
  notetags for game mechanics instead.&lt;br /&gt;
- Passive states and states with the &amp;lt;JS Slip Refresh&amp;gt; notetag are exempt&lt;br /&gt;
  from the one time calculation and recalculated each regeneration phase.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS Slip Refresh&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Refreshes the calculations made for the JS Slip Damage/Heal amounts at the&lt;br /&gt;
  start of each regeneration phase to allow for dynamic damage ranges.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Passive State Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCorePassives.png]]&lt;br /&gt;
&lt;br /&gt;
Passive States are states that are always applied to actors and enemies&lt;br /&gt;
provided that their conditions have been met. These can be granted through&lt;br /&gt;
database objects or through the Passive States Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
{{Skills and States Core Passive States Clarification}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Passive State: x&amp;gt;&lt;br /&gt;
&amp;lt;Passive States: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Passive State: name&amp;gt;&lt;br /&gt;
&amp;lt;Passive States: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Skill, Weapon, Armor, Enemy Notetags&lt;br /&gt;
- Adds passive state(s) x to trait object, applying it to affected actor or&lt;br /&gt;
  enemy unit(s).&lt;br /&gt;
- Replace 'x' with a number to determine which state to add as a passive.&lt;br /&gt;
- If using 'name' notetag variant, replace 'name' with the name of the&lt;br /&gt;
  state(s) to add as a passive.&lt;br /&gt;
- Note: If you plan on applying a passive state through a skill, it must be&lt;br /&gt;
  through a skill that has been learned by the target and not a skill that&lt;br /&gt;
  is given through a trait.&lt;br /&gt;
- If you are using VisuMZ's Equip Battle Skills, know that the notetag&lt;br /&gt;
  &amp;lt;Passive State: x&amp;gt; will always have the passive state be available no&lt;br /&gt;
  matter if the skill is equipped or not, as long as the skill is learned.&lt;br /&gt;
  - If you want the passive state to only appear while the skill is equipped&lt;br /&gt;
    then use the VisuMZ Equip Battle Skills notetag &amp;lt;Equip State: x&amp;gt; for&lt;br /&gt;
    this effect instead.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Passive Stackable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Makes it possible for this passive state to be added multiple times.&lt;br /&gt;
- Otherwise, only one instance of the passive state can be available.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Passive Condition Class: id&amp;gt;&lt;br /&gt;
&amp;lt;Passive Condition Classes: id, id, id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Passive Condition Class: name&amp;gt;&lt;br /&gt;
&amp;lt;Passive Condition Classes: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Determines the passive condition of the passive state based on the actor's&lt;br /&gt;
  current class. As long as the actor's current class matches one of the&lt;br /&gt;
  data entries, the passive condition is considered passed.&lt;br /&gt;
- For 'id' variant, replace 'id' with a number representing class's ID.&lt;br /&gt;
- For 'name' variant, replace 'name' with the class's name.&lt;br /&gt;
- This does not affect enemies.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Passive Condition Multiclass: id&amp;gt;&lt;br /&gt;
&amp;lt;Passive Condition Multiclass: id, id, id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Passive Condition Multiclass: name&amp;gt;&lt;br /&gt;
&amp;lt;Passive Condition Multiclass: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Requires VisuMZ_2_ClassChangeSystem!&lt;br /&gt;
- Determines the passive condition of the passive state based on the actor's&lt;br /&gt;
  multiclasses. As long as the actor has any of the matching classes&lt;br /&gt;
  assigned as a multiclass, the passive condition is considered passed.&lt;br /&gt;
- For 'id' variant, replace 'id' with a number representing class's ID.&lt;br /&gt;
- For 'name' variant, replace 'name' with the class's name.&lt;br /&gt;
- This does not affect enemies.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Passive Condition Switch ON: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Passive Condition All Switches ON: x,x,x&amp;gt;&lt;br /&gt;
&amp;lt;Passive Condition Any Switch ON: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Determines the passive condition of the passive state based on switches.&lt;br /&gt;
- Replace 'x' with the switch ID to determine the state's passive condition.&lt;br /&gt;
- If 'All' notetag variant is used, conditions will not be met until all&lt;br /&gt;
  switches are ON. Then, it would be met.&lt;br /&gt;
- If 'Any' notetag variant is used, conditions will be met if any of the&lt;br /&gt;
  switches are ON. Otherwise, it would not be met.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Passive Condition Switch OFF: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Passive Condition All Switches OFF: x,x,x&amp;gt;&lt;br /&gt;
&amp;lt;Passive Condition Any Switch OFF: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Determines the passive condition of the passive state based on switches.&lt;br /&gt;
- Replace 'x' with the switch ID to determine the state's passive condition.&lt;br /&gt;
- If 'All' notetag variant is used, conditions will not be met until all&lt;br /&gt;
  switches are OFF. Then, it would be met.&lt;br /&gt;
- If 'Any' notetag variant is used, conditions will be met if any of the&lt;br /&gt;
  switches are OFF. Otherwise, it would not be met.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== JavaScript Notetags: Passive State ===&lt;br /&gt;
&lt;br /&gt;
The following is a notetag made for users with JavaScript knowledge to&lt;br /&gt;
determine if a passive state's condition can be met.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS Passive Condition&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 condition = code;&lt;br /&gt;
&amp;lt;/JS Passive Condition&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Determines the passive condition of the state based on JavaScript code.&lt;br /&gt;
- Replace 'code' to determine if a passive state's condition has been met.&lt;br /&gt;
- The 'condition' variable returns a boolean (true/false) to determine if&lt;br /&gt;
  the passive state's condition is met or not.&lt;br /&gt;
- The 'user' variable refers to the user affected by the passive state.&lt;br /&gt;
- The 'state' variable refers to the passive state being checked.&lt;br /&gt;
- All other passive conditions must be met for this code to count.&lt;br /&gt;
&lt;br /&gt;
**NOTE** Not everything can be used as a custom JS Passive Condition due to&lt;br /&gt;
limitations of the code. There are failsafe checks to prevent infinite loops&lt;br /&gt;
and some passive conditions will not register for this reason and the&lt;br /&gt;
conditional checks will behave as if the passive states have NOT been&lt;br /&gt;
applied for this reason. Such examples include the following:&lt;br /&gt;
&lt;br /&gt;
- A passive state that requires another passive state&lt;br /&gt;
- A passive state that requires a trait effect from another state&lt;br /&gt;
- A passive state that requires a parameter value altered by another state&lt;br /&gt;
- A passive state that requires equipment to be worn but its equipment type&lt;br /&gt;
  access is provided by another state.&lt;br /&gt;
- Anything else that is similar in style.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skill Toggle Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillToggle.gif]]&lt;br /&gt;
&lt;br /&gt;
Skill Toggles are skills that can be toggled ON or OFF. If ON, then any&lt;br /&gt;
passive states on that skill will become enabled (assuming all other passive&lt;br /&gt;
conditions are met) and if toggled OFF, then that passive state will not&lt;br /&gt;
appear (even if all other conditions are met).&lt;br /&gt;
&lt;br /&gt;
Skill Toggles do not take up actions, even in battle. They will not consume&lt;br /&gt;
an actor's current turn. A player can toggle multiple skill toggles at a&lt;br /&gt;
time.&lt;br /&gt;
&lt;br /&gt;
Skill Toggles require the character to pay the skill cost ONLY when the&lt;br /&gt;
skill is toggled from OFF to ON, not when it is toggled ON to OFF.&lt;br /&gt;
&lt;br /&gt;
Enemies are unable to switch Toggle Skills and the passive effects on a&lt;br /&gt;
Toggle Skill for an enemy will always be considered ON.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you can use JavaScript calls like the following for script call&lt;br /&gt;
checks, and the like:&lt;br /&gt;
&lt;br /&gt;
  $gameActors.actor(2).isSkillToggled($dataSkills[3])&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Toggle&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Turns the skill into a toggle skill.&lt;br /&gt;
- Best used with a passive state.&lt;br /&gt;
- Toggle skills cannot be used with certain skill effects:&lt;br /&gt;
  - Active Chain Skills, Evolution Matrix Skills, Input Combo Skills&lt;br /&gt;
  - Field Skills&lt;br /&gt;
  - Item Amplify Skills, Item Concoct Skills, Item Throw Skills&lt;br /&gt;
  - Toggle skills cannot be Skill Containers&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Initial Toggle: On&amp;gt;&lt;br /&gt;
&amp;lt;Initial Toggle: Off&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Pair this notetag together with skill toggles.&lt;br /&gt;
- Sets the initial toggle for this skill to be ON/OFF.&lt;br /&gt;
  - aka when an actor learns the skill for the first time and this&lt;br /&gt;
    determines what toggle it will have&lt;br /&gt;
- If this notetag is not used, refer to the setting found in the&lt;br /&gt;
  Plugin Parameters&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Toggle Exclusion Group: key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Pair this notetag together with skill toggles.&lt;br /&gt;
- When this skill is toggled, all other toggle skills with a matching 'key'&lt;br /&gt;
  will be turned off.&lt;br /&gt;
  - For example, the skills Fire Force, Ice Force, and Thunder Force have&lt;br /&gt;
    the &amp;lt;Toggle Exclusion Group: Force&amp;gt; notetag.&lt;br /&gt;
  - When Fire Force is toggled ON, then Ice Force and Thunder Force will&lt;br /&gt;
    automatically turn OFF.&lt;br /&gt;
- Replace 'key' with a toggle exclusion group name for this skill to use.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Toggle On Animation: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Pair this notetag together with skill toggles.&lt;br /&gt;
- When a skill is turned off, this is the animation that plays.&lt;br /&gt;
- If this notetag is not used, refer to the skill's animation.&lt;br /&gt;
- Replace 'x' with a number representing the ID of the animation to play&lt;br /&gt;
  when the skill is toggled on.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Toggle Off Animation: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Pair this notetag together with skill toggles.&lt;br /&gt;
- When a skill is turned off, this is the animation that plays.&lt;br /&gt;
- If this notetag is not used, refer to the Plugin Parameters' animation.&lt;br /&gt;
- Replace 'x' with a number representing the ID of the animation to play&lt;br /&gt;
  when the skill is toggled off.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Aura &amp;amp; Miasma Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCore_Aura.png|600px|link=]]&lt;br /&gt;
&lt;br /&gt;
Auras are a type passive that affects an allied party. Miasmas are a type of&lt;br /&gt;
passive that affects an opposing party. Auras and Miasmas only need to come&lt;br /&gt;
from a single source to give an entire party or troop a passive provided&lt;br /&gt;
that the battler emitting the aura/miasma is alive and in battle.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Aura State: x&amp;gt;&lt;br /&gt;
&amp;lt;Aura States: x, x, x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Aura State: name&amp;gt;&lt;br /&gt;
&amp;lt;Aura States: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Skill, Weapon, Armor, Enemy Notetags&lt;br /&gt;
- Emits an aura that affects the battler's allies and gives each affected&lt;br /&gt;
  member passive state(s) 'x'.&lt;br /&gt;
- Replace 'x' with a number to determine which state to add as a passive&lt;br /&gt;
  generated by this aura.&lt;br /&gt;
- If using 'name' notetag variant, replace 'name' with the name of the&lt;br /&gt;
  state(s) to add as a passive generated by this aura.&lt;br /&gt;
- Note: If you plan on applying an aura effect through a skill, it must be&lt;br /&gt;
  through a skill that has been learned by the target and not a skill that&lt;br /&gt;
  is given through a trait.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Miasma State: x&amp;gt;&lt;br /&gt;
&amp;lt;Miasma States: x, x, x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Miasma State: name&amp;gt;&lt;br /&gt;
&amp;lt;Miasma States: name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Skill, Weapon, Armor, Enemy Notetags&lt;br /&gt;
- Emits an miasma that affects the battler's opponents and gives each&lt;br /&gt;
  affected member passive state(s) 'x'.&lt;br /&gt;
- Miasmas do NOT apply outside of battle.&lt;br /&gt;
- Replace 'x' with a number to determine which state to add as a passive&lt;br /&gt;
  generated by this miasma.&lt;br /&gt;
- If using 'name' notetag variant, replace 'name' with the name of the&lt;br /&gt;
  state(s) to add as a passive generated by this miasma.&lt;br /&gt;
- Note: If you plan on applying a miasma effect through a skill, it must be&lt;br /&gt;
  through a skill that has been learned by the target and not a skill that&lt;br /&gt;
  is given through a trait.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Not User Aura&amp;gt;&lt;br /&gt;
&amp;lt;Aura Not For User&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Prevents the emitting user from being affected by the related aura.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Allow Dead Aura&amp;gt;&lt;br /&gt;
&amp;lt;Allow Dead Miasma&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Allows aura/miasma to continue emitting even after the emitting user is&lt;br /&gt;
  in a dead state.&lt;br /&gt;
- When used with Actor, Class, Skill, Weapon, Armor, Enemy objects, it will&lt;br /&gt;
  only affect the auras/miasmas emitted from that object.&lt;br /&gt;
- When used with States, the effect will take place as long as it is used&lt;br /&gt;
  as an aura or miasma regardless of where it is emitting from.&lt;br /&gt;
- Takes priority over &amp;lt;Dead Aura Only&amp;gt; and &amp;lt;Dead Miasma Only&amp;gt; notetags.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Dead Aura Only&amp;gt;&lt;br /&gt;
&amp;lt;Dead Miasma Only&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Allows aura/miasma to only emit if the emitting user is in a dead state.&lt;br /&gt;
- When used with Actor, Class, Skill, Weapon, Armor, Enemy objects, it will&lt;br /&gt;
  only affect the auras/miasmas emitted from that object.&lt;br /&gt;
- When used with States, the effect will take place as long as it is used&lt;br /&gt;
  as an aura or miasma regardless of where it is emitting from.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Battle_System_-_OTB_VisuStella_MZ&amp;diff=17576</id>
		<title>Battle System - OTB VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Battle_System_-_OTB_VisuStella_MZ&amp;diff=17576"/>
		<updated>2025-12-23T12:50:26Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=ASwfGzpyznQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/990013&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/battle-system-otb&amp;quot;&amp;gt;Battle System - OTB plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Wave 8}}&lt;br /&gt;
|link3 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Ani.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Preview.png|600px]]&lt;br /&gt;
&lt;br /&gt;
This plugin changes the RPG Maker MZ battle system to &amp;quot;Order Turn Battle&amp;quot;,&lt;br /&gt;
a turn-based battle system where actions are executed immediately and the&lt;br /&gt;
orders for both the current and next turn are not only visible, but also&lt;br /&gt;
malleable. New mechanics are introduced where the player can manipulate the&lt;br /&gt;
turn order of an action's user or action's target in various ways they want.&lt;br /&gt;
&lt;br /&gt;
The two Turn Orders are displayed at the top of the top of the screen to&lt;br /&gt;
give the player a clear understanding of who's turn it will be when it&lt;br /&gt;
becomes time to act, making it easier and viable for the player to formulate&lt;br /&gt;
strategies and adapt to the situation in battle.&lt;br /&gt;
&lt;br /&gt;
*NOTE* To use this battle system, you will need the updated version of&lt;br /&gt;
VisuStella's Core Engine. Go into its Plugin Parameters and change the&lt;br /&gt;
&amp;quot;Battle System&amp;quot; plugin parameter to &amp;quot;otb&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Utilizes the balanced AGI nature of the Default Turn Battle system.&lt;br /&gt;
* Allows for actions to execute immediately upon selection.&lt;br /&gt;
* Two Turn Order Displays appear at the top of the screen, giving the player an idea of who's turn it will be and when, for both the current turn and the next turn.&lt;br /&gt;
* Skills and Items can have an &amp;quot;Instant Use&amp;quot; effect, which allows them to perform an action immediately without using up a turn.&lt;br /&gt;
* Skills and Items can manipulate the turn order of the action's user or the action's target(s). This can apply to either the current turn or the next turn, depending on the notetags and/or action effects used.&lt;br /&gt;
* The Turn Order Display will give a preview on how turn orders will change upon specific skills and/or items being used.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=== Required Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderDisplay.png|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Turn Order Displays ===&lt;br /&gt;
&lt;br /&gt;
The Two Turn Order Displays will capture the battle's current and next turn&lt;br /&gt;
orders determined by the BattleManager. This feature does not overwrite any&lt;br /&gt;
functions, but the Turn Order Displays may or may not conflict with any&lt;br /&gt;
existing HUD elements that are already positioned on the screen. If so, you&lt;br /&gt;
can choose to offset the Turn Order Display or move it to a different part&lt;br /&gt;
of the screen through the plugin parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Agility ===&lt;br /&gt;
&lt;br /&gt;
Agility behaves slightly different from normal when it comes to the Order&lt;br /&gt;
Turn Battle system. Aside from the first turn in battle, agility will always&lt;br /&gt;
calculate the turn order for the &amp;quot;Next Turn&amp;quot; when conducted. This means that&lt;br /&gt;
any changes to agility values will not have any effect on the next turn's&lt;br /&gt;
already established turn order.&lt;br /&gt;
&lt;br /&gt;
However, this can be remedied by utilizing the notetags provided by this&lt;br /&gt;
plugin to alter the Next Turn orders for specific targets. In fact, for&lt;br /&gt;
skill and item &amp;quot;effects&amp;quot; that add AGI Buffs and/or Debuffs, the target's&lt;br /&gt;
turn position on the Turn Order Display will be manipulated in accordance.&lt;br /&gt;
This auto-conversion feature can be disabled in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Speed ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderChange.png]]&lt;br /&gt;
&lt;br /&gt;
Because the Order Turn Battle system already calculates agility speeds&lt;br /&gt;
before selecting an action to perform, the effects of the action speed will&lt;br /&gt;
not work the same way it did with the default battle system. Instead, the&lt;br /&gt;
Action Speed will be sent through a formula to determine its effect on the&lt;br /&gt;
following turn, either pushing the user ahead in next turn's turn order&lt;br /&gt;
(with a positive speed value) or back (with a negative speed value).&lt;br /&gt;
&lt;br /&gt;
This option can have its formula altered or straight up disabled in the&lt;br /&gt;
Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Infinity Speed and Clamping ===&lt;br /&gt;
&lt;br /&gt;
Since Action Speeds are decided in such a way, enemies that will survive a&lt;br /&gt;
stun state past two turns will have &amp;quot;Infinity&amp;quot; speed on the recovery turn,&lt;br /&gt;
allowing them to act first relative to the rest of the battle participants&lt;br /&gt;
in order to balance out the turns they've lost.&lt;br /&gt;
&lt;br /&gt;
Enemies with &amp;quot;Infinity&amp;quot; speed cannot be overtaken through turn order&lt;br /&gt;
manipulation while they are on the &amp;quot;Next Turn&amp;quot; order. If anything, battlers&lt;br /&gt;
who shift their turn order faster will be just trailing behind them, thus&lt;br /&gt;
the &amp;quot;clamping&amp;quot; effect. However if this occurs during the &amp;quot;Current Turn&amp;quot;&lt;br /&gt;
order, all is fair game and any battler can overtake them. Plan out your&lt;br /&gt;
battle system effects carefully with these rules in mind.&lt;br /&gt;
&lt;br /&gt;
If you do not like the idea of Infinity Speed and/or Clamping, you can turn&lt;br /&gt;
them off in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
This effect does not affect stun states that last only one turn. The effect&lt;br /&gt;
will only occur with stun states that last 2 turns or more.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Instant Use ===&lt;br /&gt;
&lt;br /&gt;
Skills and Items can have an &amp;quot;Instant Use&amp;quot; property which allows them to be&lt;br /&gt;
used immediately without consuming a turn. This can be used for actions that&lt;br /&gt;
otherwise do not warrant a whole turn. These can be used for minor buffs,&lt;br /&gt;
debuffs, toggles, etc.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Force Actions ===&lt;br /&gt;
&lt;br /&gt;
Due to how OTB behaves, Force Actions have be adjusted to fit the battle&lt;br /&gt;
system. With other battle systems, force actions are added into a hidden&lt;br /&gt;
queue that would act upon after the current battler finishes his/her current&lt;br /&gt;
action. The new changes made with force actions is that they now appear on&lt;br /&gt;
the queue visibly.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== VisuStella MZ Compatibility ==&lt;br /&gt;
&lt;br /&gt;
While this plugin is compatible with the majority of the VisuStella MZ&lt;br /&gt;
plugin library, it is not compatible with specific plugins or specific&lt;br /&gt;
features. This section will highlight the main plugins/features that will&lt;br /&gt;
not be compatible with this plugin or put focus on how the make certain&lt;br /&gt;
features compatible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
In battle, the player cannot change entire parties at once from the Party&lt;br /&gt;
Command Window. The feature will be unaccessible while Order Turn Battle is&lt;br /&gt;
in play. However, the player can still change party members through the&lt;br /&gt;
Actor Command Window by having actors replace other actors. Party changing&lt;br /&gt;
is also available through battle events, Common Events, and script calls.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System OTB Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System OTB Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Script Calls ==&lt;br /&gt;
&lt;br /&gt;
The following are Script Calls that can be used with this plugin. These are&lt;br /&gt;
made for JavaScript proficient users. We are not responsible if you use them&lt;br /&gt;
incorrectly or for unintended usage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Add Action-Related Script Calls ===&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$otbAddBattlerToCurrentTurnEnd(battler, times)&lt;br /&gt;
&lt;br /&gt;
- Adds a battler to current turn's end&lt;br /&gt;
- Replace 'battler' with a battler object or target&lt;br /&gt;
- Replace 'times' with a number representing the number of actions to add&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$otbAddBattlerToNextTurnEnd(battler, times)&lt;br /&gt;
&lt;br /&gt;
- Adds a battler to next turn's end&lt;br /&gt;
- Replace 'battler' with a battler object or target&lt;br /&gt;
- Replace 'times' with a number representing the number of actions to add&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Conversion Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderChange.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
Automatically converts specific mechanics to fit OTB.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Buffs&lt;br /&gt;
&lt;br /&gt;
  AGI Buff =&amp;gt; Current:&lt;br /&gt;
  - Auto-convert AGI Buff effects for Items/Skills to speed up target's&lt;br /&gt;
    current Turn Order?&lt;br /&gt;
&lt;br /&gt;
  AGI Buff =&amp;gt; Next:&lt;br /&gt;
  - Auto-convert AGI Buff effects for Items/Skills to speed up target's&lt;br /&gt;
    next Turn Order?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Debuffs&lt;br /&gt;
&lt;br /&gt;
  AGI Debuff =&amp;gt; Current:&lt;br /&gt;
  - Auto-convert AGI Debuff effects for Items/Skills to slow down target's&lt;br /&gt;
    current Turn Order?&lt;br /&gt;
&lt;br /&gt;
  AGI Debuff =&amp;gt; Next:&lt;br /&gt;
  - Auto-convert AGI Debuff effects for Items/Skills to slow down target's&lt;br /&gt;
    next Turn Order?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Mechanics Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Determines the mechanics of Battle System OTB. These range from how Action&lt;br /&gt;
Times are handled to speed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_ActionTimes.png]]&lt;br /&gt;
&lt;br /&gt;
Action Times+&lt;br /&gt;
&lt;br /&gt;
  Enable Action Times?:&lt;br /&gt;
  - Enable Action Times+ to have an effect on OTB?&lt;br /&gt;
&lt;br /&gt;
    Randomize Order?:&lt;br /&gt;
    - If enabled, randomize the action order for added actions?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderDisplay.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
  Allow Random Speed?:&lt;br /&gt;
  - Allow speed to be randomized base off the user's AGI?&lt;br /&gt;
&lt;br /&gt;
  Post-Stun Infinity?:&lt;br /&gt;
  - After a 2+ turn stun states, battlers have infinity speed for their&lt;br /&gt;
    recovery turn.&lt;br /&gt;
  - Once again, this only applies to stun states that last 2+ turns.&lt;br /&gt;
&lt;br /&gt;
    Infinity Clamp?:&lt;br /&gt;
    - Prevents turn order manipulation from going faster than infinity&lt;br /&gt;
      speed battlers.&lt;br /&gt;
&lt;br /&gt;
  JS: Initial Speed:&lt;br /&gt;
  - Code used to calculate initial speed at the start of battle.&lt;br /&gt;
&lt;br /&gt;
  JS: Speed =&amp;gt; Order:&lt;br /&gt;
  - Code used to calculate how action speeds alter next turn's order.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Turn Order Display ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderDisplay.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
Turn Order Display settings used for Battle System OTB. These adjust how the&lt;br /&gt;
two visible turn orders appears in-game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Display Position:&lt;br /&gt;
  - Select where the Turn Order will appear on the screen.&lt;br /&gt;
    - Top&lt;br /&gt;
    - Bottom&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much to offset the X coordinate by.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much to offset the Y coordinate by.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  Reposition for Help?:&lt;br /&gt;
  - If the display position is at the top, reposition the display when the&lt;br /&gt;
    help window is open?&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Reposition the display's X coordinates by this much when the Help&lt;br /&gt;
      Window is visible.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Reposition the display's Y coordinates by this much when the Help&lt;br /&gt;
      Window is visible.&lt;br /&gt;
&lt;br /&gt;
  Forward Direction:&lt;br /&gt;
  - Decide on the direction of the Turn Order.&lt;br /&gt;
    - Left to Right&lt;br /&gt;
    - Right to Left&lt;br /&gt;
&lt;br /&gt;
  Subject Distance:&lt;br /&gt;
  - How far do you want the currently active battler to distance itself from&lt;br /&gt;
    the rest of the Turn Order?&lt;br /&gt;
&lt;br /&gt;
  Screen Buffer:&lt;br /&gt;
  - What distance do you want the display to be away from the edge of the&lt;br /&gt;
    screen by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
UI Background&lt;br /&gt;
&lt;br /&gt;
  Background Style:&lt;br /&gt;
  - Select the style you want for the background.&lt;br /&gt;
    - fill&lt;br /&gt;
    - gradient&lt;br /&gt;
    - image&lt;br /&gt;
    - transparent&lt;br /&gt;
&lt;br /&gt;
  Image Filename:&lt;br /&gt;
  - When using the &amp;quot;image&amp;quot; style, select an image from /img/system/ as the&lt;br /&gt;
    background image.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the Background Image's X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the Background Image's Y position?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
UI Text&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - The font size used for parameter values.&lt;br /&gt;
&lt;br /&gt;
  Active Battler Text:&lt;br /&gt;
  - Text used to display the active battler.&lt;br /&gt;
  - This text will always be center aligned.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the text's X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the text's Y position?&lt;br /&gt;
&lt;br /&gt;
  Current Turn Text:&lt;br /&gt;
  - Text used to display the current turn.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the text's X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the text's Y position?&lt;br /&gt;
&lt;br /&gt;
  Next Turn Text:&lt;br /&gt;
  - Text used to display the next turn.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the text's X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the text's Y position?&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for the Current and Next Turn texts?&lt;br /&gt;
    - auto&lt;br /&gt;
    - left&lt;br /&gt;
    - center&lt;br /&gt;
    - right&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slots&lt;br /&gt;
&lt;br /&gt;
  Width:&lt;br /&gt;
  - How many pixels wide should the slots be on the Turn Order display?&lt;br /&gt;
&lt;br /&gt;
  Height:&lt;br /&gt;
  - How many pixels tall should the slots be on the Turn Order display?&lt;br /&gt;
&lt;br /&gt;
  Preview Scale:&lt;br /&gt;
  - How much do you want to scale the preview sprites by?&lt;br /&gt;
  - Use a number between 0 and 1 for the best results.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the Preview Sprites' X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the Preview Sprites' Y position?&lt;br /&gt;
&lt;br /&gt;
  Update Frames:&lt;br /&gt;
  - How many frames should it take for the slots to update their&lt;br /&gt;
    positions by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Border&lt;br /&gt;
&lt;br /&gt;
  Show Border?:&lt;br /&gt;
  - Show borders for the slot sprites?&lt;br /&gt;
&lt;br /&gt;
  Border Thickness:&lt;br /&gt;
  - How many pixels thick should the colored portion of the border be?&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Border Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
      Preview Version:&lt;br /&gt;
      - A different setting is used for the preview version.&lt;br /&gt;
&lt;br /&gt;
    Border Skin:&lt;br /&gt;
    - Optional. Place a skin on the actor/enemy borders instead of&lt;br /&gt;
      rendering them?&lt;br /&gt;
&lt;br /&gt;
      Preview Version:&lt;br /&gt;
      - A different setting is used for the preview version.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Sprites&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
&lt;br /&gt;
    Sprite Type:&lt;br /&gt;
    - Select the type of sprite used for the actor graphic.&lt;br /&gt;
    - Face Graphic - Show the actor's face.&lt;br /&gt;
    - Icon - Show a specified icon.&lt;br /&gt;
    - Sideview Actor - Show the actor's sideview battler.&lt;br /&gt;
&lt;br /&gt;
    Default Icon:&lt;br /&gt;
    - Which icon do you want to use for actors by default?&lt;br /&gt;
&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Sprite Type:&lt;br /&gt;
    - Select the type of sprite used for the enemy graphic.&lt;br /&gt;
    - Face Graphic - Show a specified face graphic.&lt;br /&gt;
    - Icon - Show a specified icon.&lt;br /&gt;
    - Enemy - Show the enemy's graphic or sideview battler.&lt;br /&gt;
&lt;br /&gt;
    Default Face Name:&lt;br /&gt;
    - Use this default face graphic if there is no specified face.&lt;br /&gt;
&lt;br /&gt;
    Default Face Index:&lt;br /&gt;
    - Use this default face index if there is no specified index.&lt;br /&gt;
&lt;br /&gt;
    Default Icon:&lt;br /&gt;
    - Which icon do you want to use for enemies by default?&lt;br /&gt;
&lt;br /&gt;
    Match Hue?:&lt;br /&gt;
    - Match the hue for enemy battlers?&lt;br /&gt;
    - Does not apply if there's a sideview battler.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Letter&lt;br /&gt;
&lt;br /&gt;
  Show Enemy Letter?:&lt;br /&gt;
  - Show the enemy's letter on the slot sprite?&lt;br /&gt;
&lt;br /&gt;
  Font Name:&lt;br /&gt;
  - The font name used for the text of the Letter.&lt;br /&gt;
  - Leave empty to use the default game's font.&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - The font size used for the text of the Letter.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Background&lt;br /&gt;
&lt;br /&gt;
  Show Background?:&lt;br /&gt;
  - Show the background on the slot sprite?&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Background Color 1:&lt;br /&gt;
    Background Color 2:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
      Preview Version:&lt;br /&gt;
      - A different setting is used for the preview version.&lt;br /&gt;
&lt;br /&gt;
    Background Skin:&lt;br /&gt;
    - Optional. Use a skin for the actor background instead of&lt;br /&gt;
      rendering them?&lt;br /&gt;
&lt;br /&gt;
      Preview Version:&lt;br /&gt;
      - A different setting is used for the preview version.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.19: November 13, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New script calls added by Olivia:&lt;br /&gt;
*** $otbAddBattlerToCurrentTurnEnd(battler, times)&lt;br /&gt;
*** $otbAddBattlerToNextTurnEnd(battler, times)&lt;br /&gt;
**** Adds actions for target battler to the end of current/next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where adding states with Action Times+ would add too many actions. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the &amp;lt;OTB Target Follow Turn: +x&amp;gt; and similar notetags altered the following turn regardless of the presence of the target in current turn order. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: September 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Auto Skill Triggers. Update by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: May 16, 2024&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Direct removal of stun states will restore actions for battlers for current turns and follow up turns. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: May 18, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused turn order glitches with Action Times+ that aren't at 100% value. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug that caused added Action Times+ to not trigger on actors that have already exhausted their current turns if raised due to a state. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: January 20, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the Forced Action of a battler is not used properly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: December 15, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: August 18, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed bugs that caused the OTB Turn Order faces and icons to not change properly for actors and enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: July 7, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** When the &amp;quot;Recover All&amp;quot; event command revives a dead unit, that revived unit can gain actions back if all other conditions are met. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: June 2, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;Force Actions&amp;quot; to &amp;quot;Major Updates&amp;quot; section.&lt;br /&gt;
*** Due to how OTB behaves, Force Actions have be adjusted to fit the battle system. With other battle systems, force actions are added into a hidden queue that would act upon after the current battler finishes his/her current action. The new changes made with force actions is that they now appear on the queue visibly.&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused Forced Actions to not work properly while in OTB. Changes made to Forced Actions will now insert new actions at the front of the current action queue. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: March 10, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** OTB Instant Actions should now appear in the turn order in a more sensible fashion. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: February 24, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: November 11, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;OTB User Add Current Turn Actions: x&amp;gt;&lt;br /&gt;
*** &amp;lt;OTB User Add Next Turn Actions: x&amp;gt;&lt;br /&gt;
*** &amp;lt;OTB Target Add Current Turn Actions: x&amp;gt;&lt;br /&gt;
*** &amp;lt;OTB Target Add Next Turn Actions: x&amp;gt;&lt;br /&gt;
**** Adds extra actions for the user/target to perform during the current/next turn.&lt;br /&gt;
**** Added actions will go towards the back of the action list.&lt;br /&gt;
**** Multi-hit skills/items will trigger this effect multiple times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: October 28, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Turn Order display will no longer appear at differing X and Y positions when using specific battle layouts. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: August 6, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Enemies with multiple actions will no longer step forward when it's not their turn. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: June 25, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: April 16, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Post-stun infinity clamping should now be adjusted properly for previewing turn order changes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: April 9, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Subsequent battles will properly reset the turn order. Fix by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: April 26, 2021&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Battle System Differences VisuStella MZ]]&lt;br /&gt;
* [[Inspiration Behind Wave 8]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestPlugins&amp;diff=17574</id>
		<title>Template:MainPageLatestPlugins</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestPlugins&amp;diff=17574"/>
		<updated>2025-12-14T21:41:42Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__ &amp;lt;!-- Make sure there are only seven entries visible at a given time, everything after archive --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; cellspacing=&amp;quot;5&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 December 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #156]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 12 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: [[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
; New Plugin Parameter&lt;br /&gt;
: &lt;br /&gt;
: [[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
; New Features/Plugin Parameters&lt;br /&gt;
: &lt;br /&gt;
: [[Map Camera Zoom VisuStella MZ]]&lt;br /&gt;
; New Plugin Parameter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 November 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #155]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 4 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: [[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
; New notetag&lt;br /&gt;
: &lt;br /&gt;
: [[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
; New script calls&lt;br /&gt;
: &lt;br /&gt;
: [[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
; New Voice Acting Plugin Parameters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 October 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #154]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 5 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: This month's changes are bug fixes and compatibility patches!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 September 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #153]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 11 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Mostly bug fixes and compatibility patches this month!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 August 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #152]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 6 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: All bug fixes and compatibility patches this month&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 July 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #151]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 7 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: All bug fixes and compatibility patches this month&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 June 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #150]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: AP, SP, CP, and JP got new notetags to give more options to gain bonuses.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 May 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #149]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Mostly bug fixes and compatibility patches&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;== Archived ==&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;!-- Insert archived stuff below here. ================================================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Insert archived stuff below here. ================================================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Insert archived stuff below here. ================================================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Insert archived stuff below here. ================================================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Insert archived stuff below here. ================================================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Insert archived stuff below here. ================================================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 May 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #149]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Mostly bug fixes and compatibility patches&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 April 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #148]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Skill Toggles have been added&lt;br /&gt;
: [[File:SkillToggle.gif|228px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #147]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 11 Plugins&lt;br /&gt;
: Many bug fixes and new features!&lt;br /&gt;
: [[File:WeaknessUpdate.png|228px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #146]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 33 Plugins&lt;br /&gt;
: Mostly compatibility updates for RMMZ 1.9.0!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Read more about the RMMZ 1.9.0 changes here:&lt;br /&gt;
: [[File:RMMZ_190.png|228px|center|link=RMMZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 January 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #145]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 21 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: We wish you all a very Happy New Year!&lt;br /&gt;
: [[File:HappyNewYear2025.jpg|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 December 19&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #144]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 13 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Skills &amp;amp; States Core&lt;br /&gt;
: Aura and Miasma Passives&lt;br /&gt;
: [[File:SkillsStatesCore_Aura.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 November 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #143]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 13 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Items &amp;amp; Equips Core&lt;br /&gt;
: Shop Status Window Styles&lt;br /&gt;
: [[File:ItemEquipCore_StatusWindowStyles.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 October 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #142]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:EquipSetBonus_Wildcards.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 18 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎-&lt;br /&gt;
: Equipment Set Bonuses&lt;br /&gt;
: Set Wildcards&lt;br /&gt;
: [[File:EquipSetBonus_Wildcards.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 September 20&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Battle Core]:''' Fixed an error with in-battle status where buffed parameter value were visibly hidden.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/multi-layer-hp-gauge Multi-Layer HP Gauge]:''' Fixed an error where multi-layer HP gauges would cover the in-battle status window.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 September 19&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #141]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎-&lt;br /&gt;
: Battle Core&lt;br /&gt;
: In-Battle Status&lt;br /&gt;
: [[File:BattleCore_InBattleStatus1.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: -&lt;br /&gt;
: Main Menu Core&lt;br /&gt;
: Custom Mouse Cursor&lt;br /&gt;
: [[File:MainMenuCore_CustomCursor.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: -&lt;br /&gt;
: Encounter Effects&lt;br /&gt;
: Battle Transition Effects&lt;br /&gt;
: [[File:EncEffect_Glitch.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:EncEffect_Twirl.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:EncEffect_Warp.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 August 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #140]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Core Engine&lt;br /&gt;
: Taller Tiles&lt;br /&gt;
: [[File:CoreEngine-TallerTiles.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 July 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #139]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 22 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Options Core&lt;br /&gt;
: Rebind Keyboard/Controller&lt;br /&gt;
: [[File:OptionsCoreRebind1.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:OptionsCoreRebind2.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:OptionsCoreRebind3.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Message Core&lt;br /&gt;
: Auto-Casing&lt;br /&gt;
: [[File:MessageCore-AutoCasing.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 June 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #138]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 18 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Extended Tactics Menu&lt;br /&gt;
: [[File:BattleGridSystem_ExtendedTactics.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Tile expansion!&lt;br /&gt;
: [[File:EventsMoveCore_TileExpand.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Extinction Effect&lt;br /&gt;
: [[File:LifeStateEffects_Extinct.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Cascading Message Tooltips&lt;br /&gt;
: [[File:MessageKeywords_Cascades.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 May 18&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Battle Core]:''' Fixed an error that would cause a crash with Show Animation on the map scene.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 May 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #137]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 28 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
: [[File:DmgComboWindow.png]]&lt;br /&gt;
: A damage combo window added to Battle Core!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 May 8&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Skills &amp;amp; States Core]:''' Fixed an error with conditional switches not working for passive states.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/character-creation-system Character Creation System]:''' Fixed an error with BGM fading out after scene.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/skill-learn-system Skill Learn System]:''' Fixed incompatibility problem with Equip Passive System and ID clashing.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/item-amplify-skills Item Amplify Skills]:''' Fixed incompatibility problem with Sideview Battle UI.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 22&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' Fixed ''Area of Effect'' notetags should now work with regular targeting again.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-medal-system Equip Medal System]:''' Fixed odd error when medals have MaxHP/MaxMP traits.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/unique-tile-effects Unique Tile Effects]:''' ''Can Swim'' notetag can now work from inventory.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #136]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 30 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 31&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Skills &amp;amp; States Core]:''' Non-show passive state fixes.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' Lots of fixes.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/date-time-system Date &amp;amp; Time System]:''' Fix HUD display plugin parameters.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-battle-skills Equip Battle Skills]:''' Better Command Remember support.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-passive-system Equip Passive States]:''' Fixed non-description crash.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/event-chain-reactions Event Chain Reactions]:''' Non-heavy player fix.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.150.jpg|300px|link=Battle Grid System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Battle Grid System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/swoS2bwVj0k here]!&lt;br /&gt;
: This is VisuStella MZ's #150th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Equip Medal System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.149.jpg|300px|link=Equip Medal System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Equip Medal System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/guIvEDn_X3o here]!&lt;br /&gt;
: This is VisuStella MZ's #149th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Equip Passive System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.148.jpg|300px|link=Equip Passive System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Equip Passive System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/n_X2J2Q9FHQ here]!&lt;br /&gt;
: This is VisuStella MZ's #148th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 18 + 24&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for 1 plugin!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' &lt;br /&gt;
::: Fixed a game freeze that would occur from displaying certain skill types within non-battle scenes.&lt;br /&gt;
::: Fixed a bug with weapon ranges used by enemies not registering correctly&lt;br /&gt;
::: Fixed a bug where crash targets did not register properly&lt;br /&gt;
::: Fixed a bug where starting ranks/flanks did not register properly&lt;br /&gt;
::: Fixed a notetag example that was just incorrect and wouldn't do anything&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #135]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 28 Plugins&lt;br /&gt;
: Lots of bug fixes!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 6&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for 5 plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-passive-system Equip Passive System]:''' Fixed some notetags that did not allow for numeric ID's.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-medal-system Equip Medal System]:''' Fixed some notetags that did not allow for numeric ID's. Also fixed the evolve into next notetag.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/item-concoct-skills Item Concoction Skills]:''' Fixed masking not updating.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 24&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for 5 plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/aggro-control-system Aggro Control System]:''' Updated to better fit Battle Grid System&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' Fixed a bug where it required State Tooltips; Fixed a bug where the action sequence to add triggers to nodes did not work&lt;br /&gt;
:: '''[https://visustellamz.itch.io/item-crafting-system Item Crafting System]:''' Fixed a crash that would otherwise require the batch shop plugin.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-passive-system Equip Passive System]:''' Fixed a crash that required passives to have help descriptions&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-medal-system Equip Medal System]:''' Fixed the inability to access the medal menu if &amp;quot;Optimize&amp;quot; and &amp;quot;Clear&amp;quot; were removed.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/grande Early Access for the Grande Series has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:Grande.jpg|300px|link=https://visustellamz.itch.io/grande]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[Equip Passive System VisuStella MZ]]&lt;br /&gt;
; [[Equip Medal System VisuStella MZ]]&lt;br /&gt;
; [[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Tile Grafter System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.147.jpg|300px|link=Tile Grafter System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Tile Grafter System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/3bbNd1Z_pX8 here]!&lt;br /&gt;
: This is VisuStella MZ's #147th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Picture Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.146.jpg|300px|link=Picture Effects VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Picture Effects VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/e_p8YAnEjbM here]!&lt;br /&gt;
: This is VisuStella MZ's #146th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 19&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Date and Time System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.145.jpg|300px|link=Date and Time System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Date and Time System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/qOF1qCMqqyU here]!&lt;br /&gt;
: This is VisuStella MZ's #145th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #134]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 21 Plugins&lt;br /&gt;
: Lots of new features added including Custom Font Manager!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/wanderlust-vol-2 Early Access for the Wanderlust Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:WanderlustVol2.jpg|300px|link=https://visustellamz.itch.io/wanderlust-vol-2]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[Date and Time System VisuStella MZ]]&lt;br /&gt;
; [[Picture Effects VisuStella MZ]]&lt;br /&gt;
; [[Tile Grafter System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Dice Rolls and RNG Seeds VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.144.jpg|300px|link=Dice Rolls and RNG Seeds VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Dice Rolls and RNG Seeds VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=EwwPnRvCrS4 here]!&lt;br /&gt;
: This is VisuStella MZ's #144th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Event Signals VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.143.jpg|300px|link=Event Signals VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Event Signals VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/lLCr7T93Ndw here]!&lt;br /&gt;
: This is VisuStella MZ's #143rd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.142.jpg|300px|link=QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''QTE and Trigger System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/UTak0ezYszI here]!&lt;br /&gt;
: This is VisuStella MZ's #142nd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #133]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: Lots of new features added including Text &amp;amp; Audio Language Switching!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/custom-construct-vol-4 Early Access for the Custom Construct Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:CustomConstructVol4.jpg|300px|link=https://visustellamz.itch.io/custom-construct-vol-4]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
; [[Event Signals VisuStella MZ]]&lt;br /&gt;
; [[Dice Rolls and RNG Seeds VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 December 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #132]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 24 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 December 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Shop Bust Style UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.141.jpg|300px|link=Shop Bust Style UI VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Shop Bust Style UI''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=MDgeccpI3-0 here]!&lt;br /&gt;
: This is VisuStella MZ's #141st plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix made for 3 plugins!&lt;br /&gt;
: [[File:HotFix.jpg|300px|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
: [https://visustella.itch.io/visumz-sample Message Core] (better Wordwrap Support for CN/JP)&lt;br /&gt;
: [https://visustella.itch.io/visumz-sample Items &amp;amp; Equips Core] (fixed Cursed Item message)&lt;br /&gt;
: [https://visustellamz.itch.io/skill-shop Skill Shop] (fixed crash at startup)&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Shop Batches VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.140.jpg|300px|link=Shop Batches VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Shop Batches''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=fYBUbaifslU here]!&lt;br /&gt;
: This is VisuStella MZ's #140th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.139.jpg|300px|link=Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Shop Listing Unlock''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=D2PGsbSZUUY here]!&lt;br /&gt;
: This is VisuStella MZ's #139th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #131]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 17 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/merchant-manager-series-vol-4 Early Access for the Merchant Manager Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:MerchantManagerVol4.jpg|300px|link=https://visustellamz.itch.io/merchant-manager-series-vol-4]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
; [[Shop Batches VisuStella MZ]]&lt;br /&gt;
; [[Shop Bust Style UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.138.jpg|300px|link=Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Item Amplify Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=o2uU2f08-oU here]!&lt;br /&gt;
: This is VisuStella MZ's #138th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.137.jpg|300px|link=Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Item Concoction Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=BZ0AAnKa-cA here]!&lt;br /&gt;
: This is VisuStella MZ's #137th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Item Throw Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.136.jpg|300px|link=Item Throw Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Item Throw Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=16yks-S7o_s here]!&lt;br /&gt;
: This is VisuStella MZ's #136th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #130]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 13 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/combat-crusaders-vol-2 Early Access for the Combat Crusaders Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:CombatCrusadersVol2.jpg|300px|link=https://visustellamz.itch.io/combat-crusaders-vol-2]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Item Throw Skills VisuStella MZ]]&lt;br /&gt;
: [[Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
: [[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.135.jpg|300px|link=Character Creation System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Character Creation System''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=BHMzb6UUgQM here]!&lt;br /&gt;
: This is VisuStella MZ's #135th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Challenge System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.134.jpg|300px|link=Challenge System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Challenge System''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=Iz1YjaMpeuc here]!&lt;br /&gt;
: This is VisuStella MZ's #134th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Random Dungeon Maps VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.133.jpg|300px|link=Random Dungeon Maps VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Random Dungeon Maps''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=ZEF2WyxDDSU here]!&lt;br /&gt;
: This is VisuStella MZ's #133nd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #129]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 19 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/dungeon-divers-vol-2 Early Access for the Dungeon Divers Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:DungeonDiversVol2.jpg|300px|link=https://visustellamz.itch.io/dungeon-divers-vol-2]]&lt;br /&gt;
&amp;lt;!-- : &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2244952&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/dungeon-divers-vol-2&amp;quot;&amp;gt;[Access Key] Dungeon Divers Series Vol. 2 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Random Dungeon Maps VisuStella MZ]]&lt;br /&gt;
: [[Challenge System VisuStella MZ]]&lt;br /&gt;
: [[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Side Chatter VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.132.jpg|300px|link=Side Chatter VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Side Chatter''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/-BfMuGK4HAU here]!&lt;br /&gt;
: This is VisuStella MZ's #132nd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Battle Voices VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.131.jpg|300px|link=Battle Voices VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Battle Voices''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/3mBMJL4rbFc here]!&lt;br /&gt;
: This is VisuStella MZ's #131st plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Voice Acting Control VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.130.jpg|300px|link=Voice Acting Control VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Voice Acting Control''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=cHlAP5bBJEY here]!&lt;br /&gt;
: This is VisuStella MZ's #130th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #128]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 26 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/visual-novel-vol-4 Early Access for the Visual Novel Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2193581&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/visual-novel-vol-4&amp;quot;&amp;gt;[Access Key] Visual Novel Series Vol. 4 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Voice Acting Control VisuStella MZ]]&lt;br /&gt;
: [[Battle Voices VisuStella MZ]]&lt;br /&gt;
: [[Side Chatter VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Icon Balloons VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.129.jpg|300px|link=Icon Balloons VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Icon Balloons''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=seSLVWpaaVc here]!&lt;br /&gt;
: This is VisuStella MZ's #129th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Proximity Messages VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.128.jpg|300px|link=Proximity Messages VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Proximity Messages''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=oLHPOoqg6kc here]!&lt;br /&gt;
: This is VisuStella MZ's #128th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Map Event Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.127.jpg|300px|link=Map Event Effects VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Map Event Effects''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=Kk11pfa3v6w here]!&lt;br /&gt;
: This is VisuStella MZ's #127th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #127]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 23 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/enchanted-explorers-vol-2 Early Access for the Enchanted Explorers Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2142226&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/enchanted-explorers-vol-2&amp;quot;&amp;gt;[Access Key] Enchanted Explorers Series Volume 2 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Map Event Effects VisuStella MZ]]&lt;br /&gt;
: [[Proximity Messages VisuStella MZ]]&lt;br /&gt;
: [[Icon Balloons VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Skill Stealer VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.126.jpg|300px|link=Skill Stealer VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Skill Stealer''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=ab6cIhYMav8 here]!&lt;br /&gt;
: This is VisuStella MZ's #126th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Skill Mastery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.125.jpg|300px|link=Skill Mastery VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Skill Mastery''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=hjAEq9xIuA4 here]!&lt;br /&gt;
: This is VisuStella MZ's #125th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.124.jpg|300px|link=Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Equip Battle Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/EKaSYFdUdEE here]!&lt;br /&gt;
: This is VisuStella MZ's #124th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #126]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 14 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 31&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix made for 2 plugins!&lt;br /&gt;
: [[File:HotFix.jpg|300px|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
: [https://visustellamz.itch.io/frontview-battle-ui Frontview Battle UI]&lt;br /&gt;
: [https://visustellamz.itch.io/furniture-system Furniture System]&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/battle-technician-vol-4 Early Access for the Battle Technician Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2088596&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/battle-technician-vol-4&amp;quot;&amp;gt;[Access Key] Battle Technician Series Vol. 4 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
: [[Skill Mastery VisuStella MZ]]&lt;br /&gt;
: [[Skill Stealer VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Skill Shop VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.123.jpg|300px|link=Skill Shop VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Skill Shop''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=jNZerP-1hXY here]!&lt;br /&gt;
: This is VisuStella MZ's #123 plugin!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix made for Battle System - ATB&lt;br /&gt;
: [[File:VisuMZ.022.jpg|300px|link=https://visustellamz.itch.io/battle-system-atb]]&lt;br /&gt;
: A hot fix has been made for the Battle System - ATB plugin.&lt;br /&gt;
: [https://visustellamz.itch.io/battle-system-atb Please download it again].&lt;br /&gt;
: Thank you and sorry for the inconvenience!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Recruiting Board VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.122.jpg|300px|link=Recruiting Board VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Recruiting Board''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=j-QoO5dSja8 here]!&lt;br /&gt;
: This is VisuStella MZ's #122 plugin!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Hospital Shop VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.121.jpg|300px|link=Hospital Shop VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Hospital Shop''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=FdzG-ealtys here]!&lt;br /&gt;
: This is VisuStella MZ's #121 plugin!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #125]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 17 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/merchant-manager-series-vol-3 Early Access for the Merchant Manager Series Volume 3 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2013860&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/merchant-manager-series-vol-3&amp;quot;&amp;gt;[Access Key] Merchant Manager Series Vol. 3 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Hospital Shop VisuStella MZ]]&lt;br /&gt;
: [[Recruiting Board VisuStella MZ]]&lt;br /&gt;
: [[Skill Shop VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #124]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Multi-Layer HP Gauge VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=HgrL31Smu08&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 5&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Visual Gauge Styles VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=J7r-Yx2MBSA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 3&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Bestiary VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=VGzXdawZ16M&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 March 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix!&lt;br /&gt;
&lt;br /&gt;
Hot fixes have been made for plugin(s) below. Please download them again:&lt;br /&gt;
&lt;br /&gt;
: [[Unique Tile Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #123]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 22 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 February 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #122]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 19 Plugins&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/visual-novel-vol-3 Early Access for the Visual Novel Series Volume 3 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/1886739&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/visual-novel-vol-3&amp;quot;&amp;gt;[Access Key] Visual Novel Series Vol. 3 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Animated Message Text Effects VisuStella MZ]]&lt;br /&gt;
: [[Visual Cutin Effect VisuStella MZ]]&lt;br /&gt;
: [[CG Gallery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #121]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 23 Plugins&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Unique Tile Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=lZesyw9DFdo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Event Chain Reactions VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=RY7rxwZTw0I&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Tutorial Panel System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=Y9CwVDMpOPc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Latest Plugins 2023}}&lt;br /&gt;
{{Latest Plugins 2022 Q4}}&lt;br /&gt;
{{Latest Plugins 2022 Q3}}&lt;br /&gt;
{{Latest Plugins 2022 Q2}}&lt;br /&gt;
{{Latest Plugins 2022 Q1}}&lt;br /&gt;
{{Latest Plugins 2021 Q4}}&lt;br /&gt;
{{Latest Plugins 2021 Q3}}&lt;br /&gt;
{{Latest Plugins 2021 Q2}}&lt;br /&gt;
{{Latest Plugins 2021 Q1}}&lt;br /&gt;
{{Latest Plugins 2020 Q4}}&lt;br /&gt;
{{Latest Plugins 2020 Q3}}&lt;br /&gt;
{{Latest Plugins 2020 Q2}}&lt;br /&gt;
{{Latest Plugins 2020 Q1}}&lt;br /&gt;
{{Latest Plugins 2019}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Display templates|MainPageLatestPlugins]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;|}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestPlugins&amp;diff=17573</id>
		<title>Template:MainPageLatestPlugins</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestPlugins&amp;diff=17573"/>
		<updated>2025-12-14T21:41:29Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__ &amp;lt;!-- Make sure there are only seven entries visible at a given time, everything after archive --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; cellspacing=&amp;quot;5&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 December 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #156]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 12 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: [[Events and Movement Core Core VisuStella MZ]]&lt;br /&gt;
; New Plugin Parameter&lt;br /&gt;
: &lt;br /&gt;
: [[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
; New Features/Plugin Parameters&lt;br /&gt;
: &lt;br /&gt;
: [[Map Camera Zoom VisuStella MZ]]&lt;br /&gt;
; New Plugin Parameter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 November 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #155]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 4 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: [[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
; New notetag&lt;br /&gt;
: &lt;br /&gt;
: [[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
; New script calls&lt;br /&gt;
: &lt;br /&gt;
: [[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
; New Voice Acting Plugin Parameters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 October 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #154]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 5 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: This month's changes are bug fixes and compatibility patches!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 September 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #153]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 11 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Mostly bug fixes and compatibility patches this month!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 August 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #152]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 6 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: All bug fixes and compatibility patches this month&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 July 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #151]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 7 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: All bug fixes and compatibility patches this month&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 June 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #150]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: AP, SP, CP, and JP got new notetags to give more options to gain bonuses.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 May 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #149]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Mostly bug fixes and compatibility patches&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
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&amp;lt;!-- ARCHIVE =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;== Archived ==&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;!-- Insert archived stuff below here. ================================================================================================================================= --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 May 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #149]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Mostly bug fixes and compatibility patches&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 April 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #148]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Skill Toggles have been added&lt;br /&gt;
: [[File:SkillToggle.gif|228px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #147]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 11 Plugins&lt;br /&gt;
: Many bug fixes and new features!&lt;br /&gt;
: [[File:WeaknessUpdate.png|228px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #146]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 33 Plugins&lt;br /&gt;
: Mostly compatibility updates for RMMZ 1.9.0!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Read more about the RMMZ 1.9.0 changes here:&lt;br /&gt;
: [[File:RMMZ_190.png|228px|center|link=RMMZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 January 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #145]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 21 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: We wish you all a very Happy New Year!&lt;br /&gt;
: [[File:HappyNewYear2025.jpg|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 December 19&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #144]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 13 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Skills &amp;amp; States Core&lt;br /&gt;
: Aura and Miasma Passives&lt;br /&gt;
: [[File:SkillsStatesCore_Aura.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 November 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #143]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 13 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Items &amp;amp; Equips Core&lt;br /&gt;
: Shop Status Window Styles&lt;br /&gt;
: [[File:ItemEquipCore_StatusWindowStyles.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 October 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #142]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:EquipSetBonus_Wildcards.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 18 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎-&lt;br /&gt;
: Equipment Set Bonuses&lt;br /&gt;
: Set Wildcards&lt;br /&gt;
: [[File:EquipSetBonus_Wildcards.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 September 20&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Battle Core]:''' Fixed an error with in-battle status where buffed parameter value were visibly hidden.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/multi-layer-hp-gauge Multi-Layer HP Gauge]:''' Fixed an error where multi-layer HP gauges would cover the in-battle status window.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 September 19&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #141]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎-&lt;br /&gt;
: Battle Core&lt;br /&gt;
: In-Battle Status&lt;br /&gt;
: [[File:BattleCore_InBattleStatus1.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: -&lt;br /&gt;
: Main Menu Core&lt;br /&gt;
: Custom Mouse Cursor&lt;br /&gt;
: [[File:MainMenuCore_CustomCursor.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: -&lt;br /&gt;
: Encounter Effects&lt;br /&gt;
: Battle Transition Effects&lt;br /&gt;
: [[File:EncEffect_Glitch.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:EncEffect_Twirl.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:EncEffect_Warp.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 August 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #140]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Core Engine&lt;br /&gt;
: Taller Tiles&lt;br /&gt;
: [[File:CoreEngine-TallerTiles.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 July 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #139]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 22 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Options Core&lt;br /&gt;
: Rebind Keyboard/Controller&lt;br /&gt;
: [[File:OptionsCoreRebind1.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:OptionsCoreRebind2.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:OptionsCoreRebind3.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Message Core&lt;br /&gt;
: Auto-Casing&lt;br /&gt;
: [[File:MessageCore-AutoCasing.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 June 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #138]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 18 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Extended Tactics Menu&lt;br /&gt;
: [[File:BattleGridSystem_ExtendedTactics.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Tile expansion!&lt;br /&gt;
: [[File:EventsMoveCore_TileExpand.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Extinction Effect&lt;br /&gt;
: [[File:LifeStateEffects_Extinct.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Cascading Message Tooltips&lt;br /&gt;
: [[File:MessageKeywords_Cascades.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 May 18&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Battle Core]:''' Fixed an error that would cause a crash with Show Animation on the map scene.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 May 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #137]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 28 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
: [[File:DmgComboWindow.png]]&lt;br /&gt;
: A damage combo window added to Battle Core!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 May 8&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Skills &amp;amp; States Core]:''' Fixed an error with conditional switches not working for passive states.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/character-creation-system Character Creation System]:''' Fixed an error with BGM fading out after scene.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/skill-learn-system Skill Learn System]:''' Fixed incompatibility problem with Equip Passive System and ID clashing.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/item-amplify-skills Item Amplify Skills]:''' Fixed incompatibility problem with Sideview Battle UI.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 22&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' Fixed ''Area of Effect'' notetags should now work with regular targeting again.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-medal-system Equip Medal System]:''' Fixed odd error when medals have MaxHP/MaxMP traits.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/unique-tile-effects Unique Tile Effects]:''' ''Can Swim'' notetag can now work from inventory.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #136]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 30 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 31&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Skills &amp;amp; States Core]:''' Non-show passive state fixes.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' Lots of fixes.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/date-time-system Date &amp;amp; Time System]:''' Fix HUD display plugin parameters.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-battle-skills Equip Battle Skills]:''' Better Command Remember support.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-passive-system Equip Passive States]:''' Fixed non-description crash.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/event-chain-reactions Event Chain Reactions]:''' Non-heavy player fix.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.150.jpg|300px|link=Battle Grid System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Battle Grid System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/swoS2bwVj0k here]!&lt;br /&gt;
: This is VisuStella MZ's #150th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Equip Medal System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.149.jpg|300px|link=Equip Medal System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Equip Medal System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/guIvEDn_X3o here]!&lt;br /&gt;
: This is VisuStella MZ's #149th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Equip Passive System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.148.jpg|300px|link=Equip Passive System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Equip Passive System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/n_X2J2Q9FHQ here]!&lt;br /&gt;
: This is VisuStella MZ's #148th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 18 + 24&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for 1 plugin!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' &lt;br /&gt;
::: Fixed a game freeze that would occur from displaying certain skill types within non-battle scenes.&lt;br /&gt;
::: Fixed a bug with weapon ranges used by enemies not registering correctly&lt;br /&gt;
::: Fixed a bug where crash targets did not register properly&lt;br /&gt;
::: Fixed a bug where starting ranks/flanks did not register properly&lt;br /&gt;
::: Fixed a notetag example that was just incorrect and wouldn't do anything&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #135]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 28 Plugins&lt;br /&gt;
: Lots of bug fixes!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 6&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for 5 plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-passive-system Equip Passive System]:''' Fixed some notetags that did not allow for numeric ID's.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-medal-system Equip Medal System]:''' Fixed some notetags that did not allow for numeric ID's. Also fixed the evolve into next notetag.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/item-concoct-skills Item Concoction Skills]:''' Fixed masking not updating.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 24&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for 5 plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/aggro-control-system Aggro Control System]:''' Updated to better fit Battle Grid System&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' Fixed a bug where it required State Tooltips; Fixed a bug where the action sequence to add triggers to nodes did not work&lt;br /&gt;
:: '''[https://visustellamz.itch.io/item-crafting-system Item Crafting System]:''' Fixed a crash that would otherwise require the batch shop plugin.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-passive-system Equip Passive System]:''' Fixed a crash that required passives to have help descriptions&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-medal-system Equip Medal System]:''' Fixed the inability to access the medal menu if &amp;quot;Optimize&amp;quot; and &amp;quot;Clear&amp;quot; were removed.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/grande Early Access for the Grande Series has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:Grande.jpg|300px|link=https://visustellamz.itch.io/grande]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[Equip Passive System VisuStella MZ]]&lt;br /&gt;
; [[Equip Medal System VisuStella MZ]]&lt;br /&gt;
; [[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Tile Grafter System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.147.jpg|300px|link=Tile Grafter System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Tile Grafter System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/3bbNd1Z_pX8 here]!&lt;br /&gt;
: This is VisuStella MZ's #147th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Picture Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.146.jpg|300px|link=Picture Effects VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Picture Effects VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/e_p8YAnEjbM here]!&lt;br /&gt;
: This is VisuStella MZ's #146th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 19&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Date and Time System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.145.jpg|300px|link=Date and Time System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Date and Time System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/qOF1qCMqqyU here]!&lt;br /&gt;
: This is VisuStella MZ's #145th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #134]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 21 Plugins&lt;br /&gt;
: Lots of new features added including Custom Font Manager!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/wanderlust-vol-2 Early Access for the Wanderlust Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:WanderlustVol2.jpg|300px|link=https://visustellamz.itch.io/wanderlust-vol-2]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[Date and Time System VisuStella MZ]]&lt;br /&gt;
; [[Picture Effects VisuStella MZ]]&lt;br /&gt;
; [[Tile Grafter System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Dice Rolls and RNG Seeds VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.144.jpg|300px|link=Dice Rolls and RNG Seeds VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Dice Rolls and RNG Seeds VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=EwwPnRvCrS4 here]!&lt;br /&gt;
: This is VisuStella MZ's #144th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Event Signals VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.143.jpg|300px|link=Event Signals VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Event Signals VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/lLCr7T93Ndw here]!&lt;br /&gt;
: This is VisuStella MZ's #143rd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.142.jpg|300px|link=QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''QTE and Trigger System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/UTak0ezYszI here]!&lt;br /&gt;
: This is VisuStella MZ's #142nd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #133]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: Lots of new features added including Text &amp;amp; Audio Language Switching!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/custom-construct-vol-4 Early Access for the Custom Construct Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:CustomConstructVol4.jpg|300px|link=https://visustellamz.itch.io/custom-construct-vol-4]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
; [[Event Signals VisuStella MZ]]&lt;br /&gt;
; [[Dice Rolls and RNG Seeds VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 December 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #132]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 24 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 December 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Shop Bust Style UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.141.jpg|300px|link=Shop Bust Style UI VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Shop Bust Style UI''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=MDgeccpI3-0 here]!&lt;br /&gt;
: This is VisuStella MZ's #141st plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix made for 3 plugins!&lt;br /&gt;
: [[File:HotFix.jpg|300px|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
: [https://visustella.itch.io/visumz-sample Message Core] (better Wordwrap Support for CN/JP)&lt;br /&gt;
: [https://visustella.itch.io/visumz-sample Items &amp;amp; Equips Core] (fixed Cursed Item message)&lt;br /&gt;
: [https://visustellamz.itch.io/skill-shop Skill Shop] (fixed crash at startup)&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Shop Batches VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.140.jpg|300px|link=Shop Batches VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Shop Batches''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=fYBUbaifslU here]!&lt;br /&gt;
: This is VisuStella MZ's #140th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.139.jpg|300px|link=Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Shop Listing Unlock''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=D2PGsbSZUUY here]!&lt;br /&gt;
: This is VisuStella MZ's #139th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #131]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 17 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/merchant-manager-series-vol-4 Early Access for the Merchant Manager Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:MerchantManagerVol4.jpg|300px|link=https://visustellamz.itch.io/merchant-manager-series-vol-4]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
; [[Shop Batches VisuStella MZ]]&lt;br /&gt;
; [[Shop Bust Style UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.138.jpg|300px|link=Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Item Amplify Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=o2uU2f08-oU here]!&lt;br /&gt;
: This is VisuStella MZ's #138th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.137.jpg|300px|link=Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Item Concoction Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=BZ0AAnKa-cA here]!&lt;br /&gt;
: This is VisuStella MZ's #137th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Item Throw Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.136.jpg|300px|link=Item Throw Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Item Throw Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=16yks-S7o_s here]!&lt;br /&gt;
: This is VisuStella MZ's #136th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #130]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 13 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/combat-crusaders-vol-2 Early Access for the Combat Crusaders Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:CombatCrusadersVol2.jpg|300px|link=https://visustellamz.itch.io/combat-crusaders-vol-2]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Item Throw Skills VisuStella MZ]]&lt;br /&gt;
: [[Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
: [[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.135.jpg|300px|link=Character Creation System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Character Creation System''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=BHMzb6UUgQM here]!&lt;br /&gt;
: This is VisuStella MZ's #135th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Challenge System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.134.jpg|300px|link=Challenge System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Challenge System''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=Iz1YjaMpeuc here]!&lt;br /&gt;
: This is VisuStella MZ's #134th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Random Dungeon Maps VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.133.jpg|300px|link=Random Dungeon Maps VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Random Dungeon Maps''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=ZEF2WyxDDSU here]!&lt;br /&gt;
: This is VisuStella MZ's #133nd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #129]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 19 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/dungeon-divers-vol-2 Early Access for the Dungeon Divers Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:DungeonDiversVol2.jpg|300px|link=https://visustellamz.itch.io/dungeon-divers-vol-2]]&lt;br /&gt;
&amp;lt;!-- : &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2244952&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/dungeon-divers-vol-2&amp;quot;&amp;gt;[Access Key] Dungeon Divers Series Vol. 2 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Random Dungeon Maps VisuStella MZ]]&lt;br /&gt;
: [[Challenge System VisuStella MZ]]&lt;br /&gt;
: [[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Side Chatter VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.132.jpg|300px|link=Side Chatter VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Side Chatter''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/-BfMuGK4HAU here]!&lt;br /&gt;
: This is VisuStella MZ's #132nd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Battle Voices VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.131.jpg|300px|link=Battle Voices VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Battle Voices''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/3mBMJL4rbFc here]!&lt;br /&gt;
: This is VisuStella MZ's #131st plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Voice Acting Control VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.130.jpg|300px|link=Voice Acting Control VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Voice Acting Control''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=cHlAP5bBJEY here]!&lt;br /&gt;
: This is VisuStella MZ's #130th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #128]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 26 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/visual-novel-vol-4 Early Access for the Visual Novel Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2193581&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/visual-novel-vol-4&amp;quot;&amp;gt;[Access Key] Visual Novel Series Vol. 4 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Voice Acting Control VisuStella MZ]]&lt;br /&gt;
: [[Battle Voices VisuStella MZ]]&lt;br /&gt;
: [[Side Chatter VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Icon Balloons VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.129.jpg|300px|link=Icon Balloons VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Icon Balloons''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=seSLVWpaaVc here]!&lt;br /&gt;
: This is VisuStella MZ's #129th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Proximity Messages VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.128.jpg|300px|link=Proximity Messages VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Proximity Messages''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=oLHPOoqg6kc here]!&lt;br /&gt;
: This is VisuStella MZ's #128th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Map Event Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.127.jpg|300px|link=Map Event Effects VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Map Event Effects''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=Kk11pfa3v6w here]!&lt;br /&gt;
: This is VisuStella MZ's #127th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #127]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 23 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/enchanted-explorers-vol-2 Early Access for the Enchanted Explorers Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2142226&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/enchanted-explorers-vol-2&amp;quot;&amp;gt;[Access Key] Enchanted Explorers Series Volume 2 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Map Event Effects VisuStella MZ]]&lt;br /&gt;
: [[Proximity Messages VisuStella MZ]]&lt;br /&gt;
: [[Icon Balloons VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Skill Stealer VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.126.jpg|300px|link=Skill Stealer VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Skill Stealer''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=ab6cIhYMav8 here]!&lt;br /&gt;
: This is VisuStella MZ's #126th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Skill Mastery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.125.jpg|300px|link=Skill Mastery VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Skill Mastery''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=hjAEq9xIuA4 here]!&lt;br /&gt;
: This is VisuStella MZ's #125th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.124.jpg|300px|link=Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Equip Battle Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/EKaSYFdUdEE here]!&lt;br /&gt;
: This is VisuStella MZ's #124th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #126]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 14 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 31&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix made for 2 plugins!&lt;br /&gt;
: [[File:HotFix.jpg|300px|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
: [https://visustellamz.itch.io/frontview-battle-ui Frontview Battle UI]&lt;br /&gt;
: [https://visustellamz.itch.io/furniture-system Furniture System]&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/battle-technician-vol-4 Early Access for the Battle Technician Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2088596&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/battle-technician-vol-4&amp;quot;&amp;gt;[Access Key] Battle Technician Series Vol. 4 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
: [[Skill Mastery VisuStella MZ]]&lt;br /&gt;
: [[Skill Stealer VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Skill Shop VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.123.jpg|300px|link=Skill Shop VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Skill Shop''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=jNZerP-1hXY here]!&lt;br /&gt;
: This is VisuStella MZ's #123 plugin!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix made for Battle System - ATB&lt;br /&gt;
: [[File:VisuMZ.022.jpg|300px|link=https://visustellamz.itch.io/battle-system-atb]]&lt;br /&gt;
: A hot fix has been made for the Battle System - ATB plugin.&lt;br /&gt;
: [https://visustellamz.itch.io/battle-system-atb Please download it again].&lt;br /&gt;
: Thank you and sorry for the inconvenience!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Recruiting Board VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.122.jpg|300px|link=Recruiting Board VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Recruiting Board''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=j-QoO5dSja8 here]!&lt;br /&gt;
: This is VisuStella MZ's #122 plugin!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Hospital Shop VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.121.jpg|300px|link=Hospital Shop VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Hospital Shop''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=FdzG-ealtys here]!&lt;br /&gt;
: This is VisuStella MZ's #121 plugin!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #125]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 17 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/merchant-manager-series-vol-3 Early Access for the Merchant Manager Series Volume 3 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2013860&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/merchant-manager-series-vol-3&amp;quot;&amp;gt;[Access Key] Merchant Manager Series Vol. 3 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Hospital Shop VisuStella MZ]]&lt;br /&gt;
: [[Recruiting Board VisuStella MZ]]&lt;br /&gt;
: [[Skill Shop VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #124]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Multi-Layer HP Gauge VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=HgrL31Smu08&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 5&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Visual Gauge Styles VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=J7r-Yx2MBSA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 3&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Bestiary VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=VGzXdawZ16M&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 March 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix!&lt;br /&gt;
&lt;br /&gt;
Hot fixes have been made for plugin(s) below. Please download them again:&lt;br /&gt;
&lt;br /&gt;
: [[Unique Tile Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #123]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 22 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 February 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #122]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 19 Plugins&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/visual-novel-vol-3 Early Access for the Visual Novel Series Volume 3 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/1886739&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/visual-novel-vol-3&amp;quot;&amp;gt;[Access Key] Visual Novel Series Vol. 3 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Animated Message Text Effects VisuStella MZ]]&lt;br /&gt;
: [[Visual Cutin Effect VisuStella MZ]]&lt;br /&gt;
: [[CG Gallery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #121]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 23 Plugins&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Unique Tile Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=lZesyw9DFdo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Event Chain Reactions VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=RY7rxwZTw0I&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Tutorial Panel System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=Y9CwVDMpOPc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Latest Plugins 2023}}&lt;br /&gt;
{{Latest Plugins 2022 Q4}}&lt;br /&gt;
{{Latest Plugins 2022 Q3}}&lt;br /&gt;
{{Latest Plugins 2022 Q2}}&lt;br /&gt;
{{Latest Plugins 2022 Q1}}&lt;br /&gt;
{{Latest Plugins 2021 Q4}}&lt;br /&gt;
{{Latest Plugins 2021 Q3}}&lt;br /&gt;
{{Latest Plugins 2021 Q2}}&lt;br /&gt;
{{Latest Plugins 2021 Q1}}&lt;br /&gt;
{{Latest Plugins 2020 Q4}}&lt;br /&gt;
{{Latest Plugins 2020 Q3}}&lt;br /&gt;
{{Latest Plugins 2020 Q2}}&lt;br /&gt;
{{Latest Plugins 2020 Q1}}&lt;br /&gt;
{{Latest Plugins 2019}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Display templates|MainPageLatestPlugins]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;|}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Changelog_141_to_160&amp;diff=17572</id>
		<title>Template:VisuMZ Changelog 141 to 160</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Changelog_141_to_160&amp;diff=17572"/>
		<updated>2025-12-14T21:39:40Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Display templates|VisuMZ Changelog 141 to 160]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== December 15, 2025 - Update #156 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 12&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.89: December 15, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.89: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed some bugs where translated text through the Message Core would incorrectly calculate the projected text size. Fix made by Irina.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.30: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an incompatibility with TPB and Skills &amp;amp; States Core's Miasma effects, causing some parameters to appear and cache at 0. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.61: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where shadows would appear under lower-priority event sprites making usage of certain tiles awkward looking. This is corrected by the new Plugin Parameter. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Movement Settings &amp;gt; Shadows &amp;gt; Shadow Z Layer&lt;br /&gt;
**** What is the sprite Z layer used for the shadow sprites?&lt;br /&gt;
**** By default, this layer will now be 0.5 instead of 0.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If a event is made whose priority is &amp;quot;Below characters&amp;quot; and is a tile object (ie taking a sprite from the map tileset or a character sprite with &amp;quot;!&amp;quot; in front of the name), it will be automatically regulated to a custom Z layer of 0.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.54: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;List Name: name&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** If used with Battle Core's &amp;lt;nowiki&amp;gt;&amp;lt;Command Text: x&amp;gt;&amp;lt;/nowiki&amp;gt;, the Command Text notetag will take priority in the command window, but the List Name notetag will appear in the skill list.&lt;br /&gt;
*** This does not change the display text. If you'd like to change that, use the Battle Core's &amp;lt;nowiki&amp;gt;&amp;lt;Display Text: x&amp;gt;&amp;lt;/nowiki&amp;gt; notetag along with this notetag.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Aggro Control System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where battlers can become immune to provoke effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.36: December 15, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - CTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.25: December 15, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Class Change System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.19: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra notes for clarity for the &amp;quot;Show in Menus?&amp;quot; plugin parameter for CP and JP.&lt;br /&gt;
*** For extra clarity:&lt;br /&gt;
**** Shows up if there is enough room on the screen. Make sure your game's screen resolution is large enough (ie. 1280x720).&lt;br /&gt;
**** Shows up in the Skill menu if 'Learn' is selected.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better preloading functionality for Main Menu Core's options to utilize Map Sprites and SV Battlers for the visual actor graphic.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Plugin Parameters added by Irina:&lt;br /&gt;
** Parameters &amp;gt; Scroll Wheel Settings&lt;br /&gt;
*** Emulates Eastern Visual Novel controls regarding mouse scroll wheel functionality. If enabled, the scroll wheel can be used to &amp;quot;continue&amp;quot; the current &amp;quot;Show Text&amp;quot; message by scrolling down on the mouse wheel or if the VisuStella MZ Message Log is installed, scrolling up will reveal the message log to show what was previously said.&lt;br /&gt;
*** This feature will be temporarily disabled whenever any supporting windows are visible and active, such as the &amp;quot;Show Choice&amp;quot;, &amp;quot;Input Number&amp;quot;, &amp;quot;Select Item&amp;quot; windows. This is because those windows typically have scroll wheel controls of their own and theirs will take priority. Even if they do not have scroll wheel controls temporarily, the function will remain disabled for control consistency.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Learn System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra notes for clarity for the &amp;quot;Show in Menus?&amp;quot; plugin parameter for AP and SP.&lt;br /&gt;
*** For extra clarity:&lt;br /&gt;
**** Shows up if there is enough room on the screen. Make sure your game's screen resolution is large enough (ie. 1280x720).&lt;br /&gt;
**** Shows up in the Skill menu if 'Learn' is selected.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Map Camera Zoom VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: December 15, 2025&lt;br /&gt;
* Bug Fix!&lt;br /&gt;
** Fixed a bug where upon loading a saved game, any scrolling done by the &amp;quot;Scroll&amp;quot; event would be lost. This fix only applies to new saves made after the fix. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where upon using &amp;quot;Change Parallax&amp;quot; to adjust loop speeds and then zooming in would cause the parallax to jump an unpredictable amount. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Compatibility &amp;gt; Zoom Round Up?&lt;br /&gt;
**** While zooming, change the rounding effect to round up or round down?&lt;br /&gt;
**** Depending on the artistic style your game is going for, you may prefer for sprite positions to round up or round down.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== November 13, 2025 - Update #155 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 4&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.29: November 13, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Replace type Trait: name&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Replaces the current 'type' Trait with 'name' Trait.&lt;br /&gt;
**** This allows things like changing an ice element type to fire element.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: November 13, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if VisuMZ_4_BreakShields were turned off from showing in the UI, they would still show up. This requires you to update the plugin parameters for this plugin and can be done in three ways:&lt;br /&gt;
*** #1 Method: Select &amp;quot;Window Settings&amp;quot; in the Plugin Parameter list and press &amp;quot;Delete&amp;quot; button on your keyboard. Then open it back up to repopulate it with the default settings. This will reset all of the settings within &amp;quot;Window Settings&amp;quot;.&lt;br /&gt;
*** #2 Method: Delete the current copy of VisuMZ_2_BattleGridSystem from the Plugin Manager list and install a new copy of VisuMZ_2_BattleGridSystem into the Plugin Manager list. This will reset all your Plugin Parameter settings.&lt;br /&gt;
*** #3 Method: Install a fresh copy of VisuMZ_2_BattleGridSystem, copy the Parameters &amp;gt; Window Settings &amp;gt; Tactics Grid Window &amp;gt; JS: Draw Actor Node setting and paste it in your existing copy in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.19: November 13, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New script calls added by Olivia:&lt;br /&gt;
*** $otbAddBattlerToCurrentTurnEnd(battler, times)&lt;br /&gt;
*** $otbAddBattlerToNextTurnEnd(battler, times)&lt;br /&gt;
**** Adds actions for target battler to the end of current/next turn.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.21: November 13, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** &amp;quot;Auto-Forward&amp;quot; functionality now plays nice with VisuMZ_2_VoiceActControl and waits for voice lines to finish before continuing.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Auto-Forward Settings &amp;gt; Compatibility &amp;gt; Voice Act Padding&lt;br /&gt;
**** How many frames to wait after a voice line finishes?&lt;br /&gt;
**** Average: 60 frames per second.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== October 16, 2025 - Update #154 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 5&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.59: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where a changed parameter in the equipment menu would accidentally highlight the next parameter's name. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Aggro Control System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.21: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where auto-battle would bypass Taunt and Provoke effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.35: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor dies in battle and is revived post-battle using &amp;quot;Recover All&amp;quot;, that actor no longer gets stuck after their first action in following battles. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: October 16, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Equip Battle Skills when used together with enemy reference ID's. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Crafting System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.25: October 16, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility checks for shop batches to make sure they don't give out free items. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== September 18, 2025 - Update #153 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 11&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.88: September 18, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Extra notes for &amp;lt;nowiki&amp;gt;&amp;lt;JS param Plus/Rate/Flat: code&amp;gt;&amp;lt;/nowiki&amp;gt; notetags&lt;br /&gt;
*** Use 'user' to refer to the currently equipping actor.&lt;br /&gt;
*** If you use code to refer to an actor's other stats like 'atk' and 'def', there is the potential to cause an infinite loop.&lt;br /&gt;
*** Use 'user.paramBase(x)' instead of 'user.atk', 'user.def', etc.&lt;br /&gt;
*** Plugin Parameter setting Parameters &amp;gt; &amp;quot;Convert JS To Base?&amp;quot; will automatically convert any instances of 'user.mhp', 'user.mmp', 'user.atk', etc. to their base parameters.&lt;br /&gt;
*** Turn this off if you do not want it.&lt;br /&gt;
*** You are responsible for any infinite loops this may cause.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;nowiki&amp;gt;&amp;lt;JS param Plus/Rate/Flat: code&amp;gt;&amp;lt;/nowiki&amp;gt; now support 'user' as a variable.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Parameters &amp;gt; Convert JS To Base?&lt;br /&gt;
**** Automatically convert &amp;lt;nowiki&amp;gt;&amp;lt;JS param Plus/Rate/Flat: code&amp;gt;&amp;lt;/nowiki&amp;gt; to use base parameters to prevent infinite loops.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.88: September 18, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Damage Flinch&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Normally, MP and TP actions do not cause damage flinching. However, skills and items with this notetag will cause damage flinching if they hurt the target's MP or TP.&lt;br /&gt;
**** HP damage will always be affected and cause target to flinch.&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Damage Settings &amp;gt; Check Formulas?&lt;br /&gt;
**** It's usually bad practice to put in battle mechanics within damage formulas and this will check the damage formulas for skills and items to see if they contain any of the common battle mechanics that have the potential to cause problems.&lt;br /&gt;
**** Checks for illegal mechanics inside of damage formulas?&lt;br /&gt;
**** (ie. gainHp, loseHp, addBuff, addDebuff, addState, etc)&lt;br /&gt;
**** Read the following article for an explanation on why battle mechanics in damage formulas are undesirable and for an alternate solution:&lt;br /&gt;
**** [[Stop Putting Mechanics in Damage Formulas]]&lt;br /&gt;
**** Turn this off if you do not want to be alerted of which skills/items have battle mechanics in their damage formulas.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.53: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the &amp;quot;Preset: Gauge Color&amp;quot; Plugin Parameter was not accepting #rrggbb values. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Passive State: x&amp;gt;&amp;lt;/nowiki&amp;gt;:&lt;br /&gt;
*** If you are using VisuMZ's Equip Battle Skills, know that the notetag &amp;lt;nowiki&amp;gt;&amp;lt;Passive State: x&amp;gt;&amp;lt;/nowiki&amp;gt; will always have the passive state be available no matter if the skill is equipped or not, as long as the skill is learned.&lt;br /&gt;
*** If you want the passive state to only appear while the skill is equipped then use the VisuMZ Equip Battle Skills notetag &amp;lt;nowiki&amp;gt;&amp;lt;Equip State: x&amp;gt;&amp;lt;/nowiki&amp;gt; for this effect instead.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Animated Message Text Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Word Wrap no longer causes multiple text effects to not register. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bestiary VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: September 18, 2025&lt;br /&gt;
** Bug Fixes!&lt;br /&gt;
*** Fixed a bug where the Bestiary Reveal Enemies Plugin Command would not work with deployed games. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Date and Time System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where manual game time updates made by Plugin Commands would not allow variables to update if Game Time was paused. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Enhanced TP System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where TP was not properly preserved. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: September 18, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Skills &amp;amp; States Core's new &amp;lt;nowiki&amp;gt;&amp;lt;Toggle&amp;gt;&amp;lt;/nowiki&amp;gt; functionality. &amp;lt;nowiki&amp;gt;&amp;lt;Equip State: x&amp;gt;&amp;lt;/nowiki&amp;gt; can now have the passive state be toggled on and off. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Passive System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Upon actor/enemy deaths, death and kill counts won't trigger multiple times anymore. Kills will also only trigger once per battle per enemy. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Encounter Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.12: September 18, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags/comment tags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Enable Diagonal Chase&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Disable Diagonal Chase&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** If Events &amp;amp; Movement Core is installed, events can chase the player in diagonal directions if the player can move diagonally.&lt;br /&gt;
**** However, if you want the player to only move in 4-directions but the event can move diagonally, you can use &amp;lt;nowiki&amp;gt;&amp;lt;Enable Diagonal Chase&amp;gt;&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
**** Alternatively, you want the player to be able to move diagonally while the event cannot, you can use &amp;lt;nowiki&amp;gt;&amp;lt;Disable Diagonal Chase&amp;gt;&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Multi-Layer HP Gauge VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: September 18, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** HP Gauges will no longer cover up Tutorial Panel System's windows. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== August 14, 2025 - Update #152 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 6&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.52: August 14, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Passive States with custom JS conditions should be less prone to infinite loops. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.12: August 14, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where cancelling attack and then moving, despite having pass turn on, would still cause the attack to go through. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: August 14, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor is newly added during battle, while the battle would compensate and give the party an extra action to work with, the newly added actor would not get a turn. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Date and Time System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: August 14, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added warning to these Plugin Commands:&lt;br /&gt;
*** Game Time: Record to Variable(s)&lt;br /&gt;
*** Real Time: Record to Variable(s)&lt;br /&gt;
**** Does NOT overwrite automatic variables used in Plugin Parameters.&lt;br /&gt;
** Added segment to Plugin Parameters: Game Time Variables &amp;amp; Switches&lt;br /&gt;
*** Changing these variables' values does not mean the Game Time will be changed in-game. These variables are just for automatically reading what the Game Time is. If you wish to change the Game Time, you will need to use the Plugin Commands &amp;quot;Change Date To&amp;quot; and &amp;quot;Change Time To&amp;quot; instead.&lt;br /&gt;
** Added segment to Plugin Parameters: Real Time Variables &amp;amp; Switches&lt;br /&gt;
*** Changing these variables' values does not mean the Real Time will be changed in-game. These variables are just for automatically reading what the Real Time is. Real Time value cannot be changed by the plugin.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.35: August 14, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the battle had no battle back setting and is using a map snapshot, the snapshot would be overwritten if the player enters the party change menu from battle. This should no longer occur and the map snapshot will be preserved. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Button Common Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: August 14, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When &amp;quot;Forbid Default Bound Keys&amp;quot; is enabled, walking over below/above priority events with Player Touch or Event Touch can enable them over and over again if they do not have any kind of stop measure until the player fully steps on the tile. This should no longer happen. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== July 17, 2025 - Update #151 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 7&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Aggro Control System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.20: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if a party member who provoked an enemy decided to switch out, the provoke effect would be retained and cause the enemy to bug out and crash the game. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: July 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** If traits were turned off, there would be a crash. Crash is now fixed. Applies to retraining, too. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Crafting System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.24: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a name masking bug that would result in a crash. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.34: July 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with TPB when using the in-battle Party switch command from the Party Command Window. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Weapon Swap System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the default status scene would not display the correct weapons. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Mastery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Before, if a skill with a common event would defeat an enemy, it wouldn't grant the user any mastery EXP. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Better compatibility with Equip Battle Skills!&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[CG Gallery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the CG Gallery would crash if Completion or Progress displays were turned off. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== June 12, 2025 - Update #150 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 9&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.87: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;JS Accuracy&amp;gt;&amp;lt;/nowiki&amp;gt; and related notetags did not work. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where dual wielding weapons with HP/MP bonuses would cause the max cache values to fluctuate per hit. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added fail safes for plugins that would sometimes add null battlers to animation queues. This update prevents crashes for potential checks.&lt;br /&gt;
** Added better compatibility with Message Core's text language change. Enemy names did not convert prior to placing state icons and would cause misalignment.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (7 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.19: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where notetags like &amp;lt;nowiki&amp;gt;&amp;lt;Target: Enemy or Ally&amp;gt;&amp;lt;/nowiki&amp;gt; would cause action fusions to not work properly. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where some special targeting cases were not preserved when performing action fusions. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.15: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;quot;Fastest AGI First&amp;quot; mechanic was always on under most conditions. When this plugin parameter is off, the party order will always go by party index instead. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Class Change System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: June 12, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;CP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** CP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;JP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** JP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** These are the additive versions of &amp;lt;nowiki&amp;gt;&amp;lt;CP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;JP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where Skill &amp;amp; States Core's &amp;lt;nowiki&amp;gt;&amp;lt;Hide in Battle&amp;gt;&amp;lt;/nowiki&amp;gt; is bypassed if used together with &amp;quot;All Skills&amp;quot; in the Battle Command controller. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Furniture System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if a template is not the neutral center pattern, the furniture cursor would not display it correctly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where some QTE's did not work properly in battle. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Learn System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: June 12, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;AP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** AP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;SP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** SP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** These are the additive versions of &amp;lt;nowiki&amp;gt;&amp;lt;AP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;SP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Database Inheritance VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where parameters for classes would be inherited when this notetag should only be for equipment and enemies. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== May 15, 2025 - Update #149 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 16&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.54: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the text width of translated text was not taken into account. Fix made by Arisu&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (7 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where certain notetag combinations would cause crashes. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where using aura or miasma effects from Skills &amp;amp; States Core would cause the game to crash if there were not enough battle grid node slots to accommodate all characters, even if they were in the reserve. As a result, aura and miasma effects now only affect battle members.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for &amp;lt;nowiki&amp;gt;&amp;lt;Aura Range: type&amp;gt;&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;&amp;lt;Miasma Range: type&amp;gt;&amp;lt;/nowiki&amp;gt; notetags&lt;br /&gt;
*** Aura/Miasma effects do not affect characters not in active party.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ETB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor performs a forced action while &amp;quot;Maintain Same Actor?&amp;quot; plugin parameter is enabled, the forced action would double. This should now be fixed.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - FTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor performs a forced action while &amp;quot;Maintain Same Actor?&amp;quot; plugin parameter is enabled, the forced action would double. This should now be fixed.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where adding states with Action Times+ would add too many actions. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bestiary VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Message Core's text language settings. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Crafting System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.23: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Message Core's text language settings. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.33: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility for $gameParty.swapOrder function to allow it to work on the map. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Active Chain Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: May 15, 2025&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** Added under &amp;quot;Active Chain Skills&amp;quot;:&lt;br /&gt;
*** Auto Battle Timing&lt;br /&gt;
**** If an actor with auto battle uses a skill that can chain, they will pick a chain skill within 200 milliseconds after the skill has started. If the active chain mechanic is disabled within this time frame (through an action sequence command) then no chain skill will be automatically selected.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added a 200 millisecond delay before a chain skill is automatically selected through Auto Battle. This is done to give action sequences enough time to disable the Active Chain Mechanic if they want to.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Boost Action VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause Boost Points to not work properly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Better compatibility with Visual Item Inventory. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Steal Items VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause a crash if an enemy has no items that can be stolen when using snatch functionality. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Cursor VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the battle cursor position could appear on non-rounded numbers, causing pixel bleeding between frames. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Button Common Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When a common event is launched while the player is moving onto a below or above priority event with Player Touch or Event Touch, the event action would be skipped. This should no longer happen. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Unique Tile Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: May 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;quot;Warning! RPG Maker MZ Version 1.5.0+ Water-Tile Bug!&amp;quot; section:&lt;br /&gt;
*** As of version 1.9.0+, these two methods no longer work to fix the problem. There is a Plugin Parameter added to disable the error message. However, this does not mean that the tileset flag data is fixed. Turn off the error message at your will.&lt;br /&gt;
* Added new Plugin Parameter:&lt;br /&gt;
** Plugin Parameters &amp;gt; Enable Error Message?&lt;br /&gt;
*** Display error message for tilesets with incomplete flag data?&lt;br /&gt;
*** Disabling does not fix the problem.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Item Inventory VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Tooltip window now accounts for target window's scaling (ie Frontview Battle UI). Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== April 17, 2025 - Update #148 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 9&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.51: April 17, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Skill Toggle Settings&lt;br /&gt;
**** Skill toggles are a new type of skill. They do not perform any actions but instead, will switch on/off any passive effects the skill has.&lt;br /&gt;
**** Enemies are unable to switch Toggle Skills and the passive effects on a Toggle Skill for an enemy will always be considered ON.&lt;br /&gt;
**** See the help file for more information.&lt;br /&gt;
** New Notetags added by Olivia:&lt;br /&gt;
*** Skill Toggle Notetags:&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Initial Toggle: On/Off&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle Exclusion Group: key&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle On Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle Off Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
***** See the help file for more information.&lt;br /&gt;
&lt;br /&gt;
[[File:SkillToggle.gif]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: April 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where flex fusion combinations did not work properly and where the strict fusion combinations would draw from flex fusions. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.20: April 17, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Message Tails &amp;gt; Auto-Position &amp;gt; Auto-Correct X&lt;br /&gt;
**** Auto-corrects Message Tail position X when used with Auto-Position but are too close to edge of screen.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Boost Action VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.12: April 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Better compatibility with Message Core's wordwrap.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** The follow text codes now have added notes to them:&lt;br /&gt;
*** \boost&amp;gt;=x[text]&lt;br /&gt;
*** \boost&amp;gt;x[text]&lt;br /&gt;
*** \boost=x[text]&lt;br /&gt;
*** \boost&amp;lt;x[text]&lt;br /&gt;
*** \boost&amp;lt;=x[text]&lt;br /&gt;
**** Added note: In battle use only!&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** \boost=0[x] now functions the same as \boost0[x] and does not require being in battle. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.15: April 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor does not have Preserve TP and their TP changes on the map scene, the TP gauge does not reflect the new changes. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Limited Skill Uses VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: April 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Skills &amp;amp; States Core's new Skill Toggles.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Cooldowns VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: April 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Skills &amp;amp; States Core's new Skill Toggles.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Victory Aftermath VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.23: April 17, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Olivia:&lt;br /&gt;
*** System: Change Victory BGM&lt;br /&gt;
**** Changes victory BGM.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Full Field Recovery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: April 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where items would get used on dead party members even if the item did not allow targeting dead party members in its scope. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; General &amp;gt; Mechanics &amp;gt; Heal HP? &amp;gt; Prioritize Lowest %?&lt;br /&gt;
**** Prioritize using healing items on lowest HP% member first?&lt;br /&gt;
**** If off, heal members in party order.&lt;br /&gt;
*** Parameters &amp;gt; General &amp;gt; Mechanics &amp;gt; Heal MP? &amp;gt; Prioritize Lowest %?&lt;br /&gt;
**** Prioritize using healing items on lowest MP% member first?&lt;br /&gt;
**** If off, heal members in party order.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== March 20, 2025 - Update #147 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 11&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.50: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Changed the description of Plugin Parameter 'Action End Update' to 'Refer to &amp;quot;Major Changes&amp;quot; in Help File for explanation.'&lt;br /&gt;
** Added examples of &amp;quot;Action End Update&amp;quot; under &amp;quot;Major Changes&amp;quot;&lt;br /&gt;
*** The new state: &amp;quot;Fiery Blade&amp;quot; will allow the affected battler to deal fire elemental damage. With Action End, this means for 5 actions, those attacks will deal fire damage.&lt;br /&gt;
*** This means that if no action is taken, due to a status effect like &amp;quot;Sleep&amp;quot; or &amp;quot;Stun&amp;quot;, then the duration count will not decrease.&lt;br /&gt;
*** On the flip side, if the battler performs multiple actions a turn, then the duration count drops faster because more actions have been spent.&lt;br /&gt;
*** However, if this &amp;quot;Fiery Blade&amp;quot; state was using Turn End instead, it will have its duration reduced by 1 each turn, regardless of &amp;quot;Sleep&amp;quot; or &amp;quot;Stun&amp;quot; states, and regardless of how many actions are performed each turn.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.34: March 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Field ATB Gauge no longer stays visible during victory sequence. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; QTE Settings &amp;gt; Input Buffer Leeway&lt;br /&gt;
**** How many input buffer frames of leeway should be granted to Button Sequence QTE?&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Tutorial Panel System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Scene Battle &amp;gt; Button Assist Window&lt;br /&gt;
**** Button Assist Window &amp;gt; Background Type&lt;br /&gt;
**** Button Assist Window &amp;gt; JS: X, Y, W, H&lt;br /&gt;
***** Added menu button assist to the battle scene where it previously was not available.&lt;br /&gt;
***** Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Auto Skill Triggers VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; General Settings:&lt;br /&gt;
**** These are general settings used for this plugin. These are primarily used to impose a limit on the number of auto skill triggers that can happen per battler per turn (meaning each member in battle has that limit individually and not as a whole). Generally speaking, we recommend imposing limits limits like MP costs, TP costs, cooldowns, and the like.&lt;br /&gt;
**** This is because auto skill triggers, when left unchecked and reacting to everything, can cause a runaway effect where the player no longer inputs anything. Instead, it is best to put a limit (even if high) on the number of auto triggers to prevent such a thing from happening.&lt;br /&gt;
**** If you still want seemingly unlimited auto skill triggers, change the numbers to 100 or something, but keep in mind that we're not responsible for runaway effects when the risk of it happening is already mentioned.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Limit Per Turn (Turn-Based)&lt;br /&gt;
**** Turn-Based Only. How many triggers per battler per turn? Higher risk of runaway auto triggers at higher counts.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Limit Per Turn (TPB-Based)&lt;br /&gt;
**** TPB-Only. How many triggers per battler per turn? Higher risk of runaway auto triggers at higher counts.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle AI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.29: March 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem with TPB actions causing conflicts in AI registration of certain abilities. This would lead to crashes. Should be no more. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Boost Action VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Mirror Animation&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Mute Animation&lt;br /&gt;
**** Mirror/Mute the effect animation?&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Repeat Animation?&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Repeat &amp;gt; Repeat Cycle&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Repeat &amp;gt; Mirror Animation&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Repeat &amp;gt; Mute Animation&lt;br /&gt;
**** Allows repeating animations while boosted and inputting.&lt;br /&gt;
**** Only repeated during command input.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Mastery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; General &amp;gt; Window_ActorCommand &amp;gt; Show Level in Name?&lt;br /&gt;
**** Show the skill level in name for single skills?&lt;br /&gt;
**** Only applies to Window_ActorCommand!&lt;br /&gt;
**** Not all skill name displays will show skill levels.&lt;br /&gt;
*** Parameters &amp;gt; General &amp;gt; Window_ActorCommand &amp;gt; Show Mastery Gauge?&lt;br /&gt;
**** Show the mastery gauge for single skills?&lt;br /&gt;
**** Only applies to Window_ActorCommand!&lt;br /&gt;
**** Not all skill name displays will show skill levels.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Cutin Effect VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Cutin Layer&lt;br /&gt;
**** Where do you want the visual cutins layer placed?&lt;br /&gt;
***** Top - Above Everything Else&lt;br /&gt;
***** Below - Below UI Elements (Default)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual State Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.24: March 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash that would occur upon state removal regarding hovering. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Weakness Popups VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Any Weakness &amp;gt; Animation ID&lt;br /&gt;
**** Play this animation when weakness effect activates.&lt;br /&gt;
**** Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Any Weakness &amp;gt; Animation ID &amp;gt; Mirror Animation&lt;br /&gt;
*** Plugin Parameters &amp;gt; Any Weakness &amp;gt; Animation ID &amp;gt; Mute Animation&lt;br /&gt;
**** Mirrors/mutes the weakness effect animation?&lt;br /&gt;
**** Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== February 20, 2025 - Update #146 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 33&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.87: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Under Plugin Parameters: Menu Button Assist Window&lt;br /&gt;
*** Added text segments under Split &amp;quot;Escape&amp;quot;&lt;br /&gt;
**** This means you need to go to your own project's rmmz_core.js and modify Input.keyMapper to have buttons with &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot; instead of only &amp;quot;escape&amp;quot;.&lt;br /&gt;
**** If there are none found, an error message will appear telling you to do so, or set the 'Split &amp;quot;Escape&amp;quot;' option to false.&lt;br /&gt;
**** If you are using Options Core's Rebind Keyboard option, be sure to have those have &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot; options inside there, too.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Parameters &amp;gt; Button Assist &amp;gt; Split &amp;quot;Escape&amp;quot; will now show an error message if a custom Input.keyMapper is not found with the &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot; keys implemented. Update made by Irina.&lt;br /&gt;
** Updated Plugin Parameters &amp;gt; Button Assist &amp;gt; Split &amp;quot;Escape&amp;quot; description for Plugin Parameters to add in the following text: Requires custom Input.keyMapper with &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot;.&lt;br /&gt;
** Added better compatibility with WASD controls as to prioritize showing the arrow keys rather than the W, A, S, D keys. Also applies to any other rebindings.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (7 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.28: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated to add extra note to &amp;quot;Status Menu Settings&amp;quot;&lt;br /&gt;
*** Plugin Parameters &amp;gt; Status Menu Settings &amp;gt; Elements &amp;gt; IDs: Column 1/2&lt;br /&gt;
**** If you have a lot of elements and a single column does not have enough room to display them all, use these Plugin Parameters to split them up into two columns.&lt;br /&gt;
**** This can also be used for those who wish to separate their elements between physical and magical elements, major and minor, etc.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.58: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Optimize no longer allows player to bypass the following notetags: &amp;lt;nowiki&amp;gt;&amp;lt;Equip Copy Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;, &amp;lt;nowiki&amp;gt;&amp;lt;Equip Weapon Type Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;, and &amp;lt;nowiki&amp;gt;&amp;lt;Equip Armor Type Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Main Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.27: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.53: February 20, 2025, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an error with text language translations not working properly for the last listed language in the translation sheet. Fix made by Irina.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Text Language Information section included for TSV.&lt;br /&gt;
** Updated text code note for \picture&amp;lt;nowiki&amp;gt;&amp;lt;x&amp;gt;&amp;lt;/nowiki&amp;gt; and \CenterPicture&amp;lt;nowiki&amp;gt;&amp;lt;x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Options Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.28: February 20, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added a fail safe to prevent crashes when pressing F4/Full Screen too early while the game is loading. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Save Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: February 20, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Whenever the background picture is now snapped for a screenshot (usually for a menu), the autosave confirmation window will no longer be included in it if the player reenters a menu immediately after going to map scene. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.49: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where causing a dead battler to refresh afterwards would yield multiple death states on that battler. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (14 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Animated Message Text Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where for certain battle layouts, the BTB Action Counter on the actor command window would start off center. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Class Change System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash that would occur upon loading a save game that was made before Class Change System was installed. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Enhanced TP System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Medal System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Passive System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.19: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different face sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Horror Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Crafting System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity to &amp;lt;nowiki&amp;gt;&amp;lt;Craft Batch&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** Items CANNOT add themselves!&lt;br /&gt;
*** ie. Item 'Super Potion' must not give Item 'Super Potion'.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Add fail safes to prevent items from having batch entries add themselves. Added by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[More Currencies VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Picture Choices VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Picture Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.01: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: February 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated &amp;quot;Major Changes&amp;quot; section:&lt;br /&gt;
*** Face Dimensions&lt;br /&gt;
**** With the updated release of RPG Maker MZ 1.9.0, you can now change face sizes within the database's system settings. However, this plugin's default settings are geared towards the default face sizes of 144 x 144 pixels. If you do wish to change their sizes, you will need to adjust this plugin's Plugin Parameters accordingly to make the object offsets look correct. The plugin will not automatically adjust them for you.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Shop Batches VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity to &amp;lt;nowiki&amp;gt;&amp;lt;Shop Batch&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** Items CANNOT add themselves!&lt;br /&gt;
*** ie. Item 'Super Potion' must not give Item 'Super Potion'.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Add fail safes to prevent items from having batch entries add themselves. Added by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.01: February 20, 2025&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Gauge Styles VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where for certain gauges, the &amp;quot;sectioned&amp;quot; gauge style would not fill past the first section. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Gold Display VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Animated Pictures VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Attached Pictures VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Break Shields VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Visibility VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with some of the more recent Message Core additions.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Picture Common Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== January 16, 2025 - Update #145 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 21&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.86: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different line height settings. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.86: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where during Active TPB, actors were not showing damage motions. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug regarding the in-battle status requiring that the Main Menu Core to be installed when other plugins are also present. Fix by Olivia.&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;Exclude From Status Listing&amp;gt;&amp;lt;/nowiki&amp;gt; notetag was not working properly due to a documentation typo of &amp;lt;nowiki&amp;gt;&amp;lt;Exclude From Status List&amp;gt;&amp;lt;/nowiki&amp;gt;. Both notetags should now work. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added clarity for Plugin Parameters &amp;gt; Party Command Window Settings &amp;gt; Help Window&lt;br /&gt;
** Added clarity for Plugin Parameters &amp;gt; Actor Command Window Settings &amp;gt; Help Window&lt;br /&gt;
*** The Help Window will only appear for 'Border' and 'Frontview Battle UI' battle layouts.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Irina:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Under&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** If this tag is found in an animation's name, the animation will appear under battlers while in battle.&lt;br /&gt;
***** This effect only applies to battlers in the battle scene.&lt;br /&gt;
***** Under effect is NOT applied to status window portraits.&lt;br /&gt;
***** Under effect is NOT applied to projectile animations.&lt;br /&gt;
** Added new Action Sequence Projectile settings:&lt;br /&gt;
*** Extra Settings &amp;gt; End Animation ID:&lt;br /&gt;
**** Plays an animation when projectile reaches target.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.27: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different line height settings. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.57: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different line height settings. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Status Info&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** For clarity regarding &amp;quot;Damage Multiplier&amp;quot; and &amp;quot;HP Recovery&amp;quot;/&amp;quot;HP Damage&amp;quot;:&lt;br /&gt;
**** &amp;quot;Damage Multiplier&amp;quot; refers to the amount determined by damage formulas.&lt;br /&gt;
**** &amp;quot;HP Recovery&amp;quot;/&amp;quot;HP Damage&amp;quot; refers to the &amp;quot;Recover HP&amp;quot; database effect.&lt;br /&gt;
**** Likewise, the same will apply to &amp;quot;MP Recovery&amp;quot;/&amp;quot;MP Damage&amp;quot; if the damage formula type is to deal MP recovery/damage instead.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Status Style: type&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Changes up the way the shop status window displays data for this database object in particular.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Custom Status Parameters: name, name, name&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Customize which parameters are displayed for this equipment object's shop status window.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (11 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where certain grid node targeting scopes did not work properly. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Battle A.I. regarding scopes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.33: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an actor softlock issue where if charm, berserk, and confusion can lock a 100% charged actor for Active ATB.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarification for Plugin Parameter &amp;quot;Stuns Reset Gauge?&amp;quot;:&lt;br /&gt;
*** Charm, Berserk, and Confusion states will still reset the ATB Gauge.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ETB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the entire party is completely restricted via stun, charm, confusion, or berserk, entire turns would be skipped for both actors and enemies. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - FTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the entire party is completely restricted via stun, charm, confusion, or berserk, entire turns would be skipped for both actors and enemies. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the entire party is completely restricted via stun, charm, confusion, or berserk, entire turns would be skipped for both actors and enemies. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bright Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed bug with Tilt Shift effect not applying correctly when exiting a menu upon reentering the map scene. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different lineheight settings. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Lighting Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated documentation for following notetags:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Offset: +x, +y&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Used with the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Center Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag if the Plugin Parameters dictate using hand offsets.&lt;br /&gt;
**** As of the v1.10 update of this plugin, the presence of this tag will also automatically include the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Center Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light d Pattern p: +x, +y&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Used with the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Hand Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag if the Plugin Parameters dictate using non-hand offsets.&lt;br /&gt;
**** As of the v1.10 update of this plugin, the presence of this tag will also automatically include the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Hand Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Using &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Offset: +x, +y&amp;gt;&amp;lt;/nowiki&amp;gt; on an event will automaticaly use the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Center Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag as of this update.&lt;br /&gt;
** Using &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light d Pattern p: +x, +y&amp;gt;&amp;lt;/nowiki&amp;gt; on an event will automatically use the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Hand Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag as of this update.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Picture Choices VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.01: January 16, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Commands &amp;quot;Picture Settings: Change ID(s)&amp;quot; and &amp;quot;Change Range&amp;quot; are updated to display an error message if On Select and On Deselect settings are the same.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Same Check&lt;br /&gt;
**** Checks to see if On Select and On Deselect settings are the same and pops up an error message.&lt;br /&gt;
**** This is to prevent the impression that the plugin is unresponsive when the plugin command settings would have instructions for no change otherwise.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Learn System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a compatibility bug that would cause the last skill of a list to be removed from learning. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Weapon Swap System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor does not have any weapons equipped, the &amp;quot;Swap&amp;quot; command will not appear. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Action Sequence Projectiles VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: January 16, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added new Action Sequence Projectile settings:&lt;br /&gt;
*** Extra Settings &amp;gt; End Animation ID:&lt;br /&gt;
**** Plays an animation when projectile reaches target.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle AI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.28: Version 1.10: January 16, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Battle Grid System regarding scopes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Enemy Levels VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where this plugin would suppress Elements &amp;amp; Status Menu Core trait image properties.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added notes for &amp;lt;nowiki&amp;gt;&amp;lt;Level x Image: filename&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;Level Images&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** If using VisuMZ_1_ElementStatusCore and the enemy uses a custom trait- related notetag that alters its battler, this notetag will be suppressed unless it's the original battler name being used.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: January 16, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where graphical updates did not update properly for FTB/ETB battle systems. Fix made by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Battle Settings &amp;gt; Damage Offset&lt;br /&gt;
*** Parameters &amp;gt; Battle Settings &amp;gt; Damage Offset &amp;gt; Offset X&lt;br /&gt;
*** Parameters &amp;gt; Battle Settings &amp;gt; Damage Offset &amp;gt; Offset Y&lt;br /&gt;
**** How many pixels to offset the damage popup x/y position?&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[New Game Plus VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where New Game+ data did not carry over if the starting party did not have any actors in it. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[State Tooltips VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Added a failsafe to prevent crashes from party members that left. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== December 19, 2024 - Update #144 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 13&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.56: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where newly added equipment would cause crashes upon interaction. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.52: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Text Codes added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;left&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;center&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;right&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** When used in the Map Name, instead of aligning the text which is centered by default, the text code will align the horizontal position of the name displayed on the screen.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;top&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;middle&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;bottom&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** When used in the Map Name, the text code will align the vertical position of the name displayed on the screen.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;X: +n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;X: -n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Y: +n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Y: -n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Adjusts the horizontal/vertical position of map name by 'n' value.&lt;br /&gt;
*** All of these text codes require VisuMZ_0_CoreEngine installed and its &amp;quot;Map Name Text Code&amp;quot; plugin parameter enabled.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Options Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.27: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added new section in help file for &amp;quot;Keyboard/Controller Rebind Settings&amp;quot;:&lt;br /&gt;
*** Late Retroactive Updating of WASD&lt;br /&gt;
**** If you've decided to enable Keyboard/Controller Rebind, decided to enable VisuMZ Core Engine's &amp;quot;WASD Movement&amp;quot; after your project has config.rmmzsave in your project's /save/ folder, then the newly added 'WASD Controls' will NOT be updated retroactively.&lt;br /&gt;
**** This can be remedied in one of two ways:&lt;br /&gt;
***** 1. Go into your keybindings and add them in manually (arrow keys still retain functionality). You may need to readjust the &amp;quot;Shift Right&amp;quot; option, too.&lt;br /&gt;
***** 2. Delete the config.rmmzsave file from /save/ and the game will generate you a new one with the updated &amp;quot;WASD Movement&amp;quot; controls.&lt;br /&gt;
**** This retroactive non-update will only affect your players if they've already begun playing your game with a version before &amp;quot;WASD Movement&amp;quot; was enabled and has a config.rmmzsave file already made. Players that are affected by this can just simply update and add the 'WASD controls' on their own.&lt;br /&gt;
**** Otherwise, a new player would not experience this at all.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.48: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Auras &amp;amp; Miasmas added by Olivia:&lt;br /&gt;
*** Auras are a type passive that affects an allied party. Miasmas are a type of passive that affects an opposing party. Auras and Miasmas only need to come from a single source to give an entire party or troop a passive provided that the battler emitting the aura/miasma is alive and in battle.&lt;br /&gt;
** New Notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Aura State: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Emits an aura that affects the battler's allies and gives each affected member passive state(s) 'x'.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Miasma State: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Emits an aura that affects the battler's opponents and gives each affected member passive state(s) 'x'.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Not User Aura&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Prevents the emitting user from being affected by the related aura.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Allow Dead Aura&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Allow Dead Miasma&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Allows aura/miasma to continue emitting even after the emitting user is in a dead state.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Dead Aura Only&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Dead Miasma Only&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Allows aura/miasma to only emit if the emitting user is in a dead state&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCore_Aura.png|600px]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Aura Range: type&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Miasma Range: type&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Used together with &amp;lt;nowiki&amp;gt;&amp;lt;Aura State: x&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;Miasma State: x&amp;gt;&amp;lt;/nowiki&amp;gt; from VisuMZ_1_SkillsStatesCore!&lt;br /&gt;
**** Restricts the range in which the aura/miasma passive is emitted from the user.&lt;br /&gt;
**** Read the help file for more information.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.32: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a few features that bled over into CTB if the game project used both ATB and CTB battle systems simultaneously. Fix made by Olivia.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;quot;Stuns Reset Gauge&amp;quot; set to &amp;quot;Don't Reset&amp;quot; should now work as expected for both actors and enemies, instead of just actors, while they are in the casting state. Update made by Olivia.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Class Change System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New plugin parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; General Settings &amp;gt; Select Same Subclass?&lt;br /&gt;
**** Allow selecting the same subclass that's already equipped in that slot?&lt;br /&gt;
**** Mostly an aesthetic thing to allow/prevent the same subclass from being selected if that's what you want to control.&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Confirm Animation ID &amp;gt; Play for Unassign?&lt;br /&gt;
**** Play animation for unassigning a subclass?&lt;br /&gt;
**** Mostly an aesthetic thing to play/not play animations when unassigning a subclass if that's what you want to control.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the button console was top positioned and the buttons were hidden, the rest of the text would not readjust. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.32: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause a crash upon adding new members if the VisuStella Core Engine wasn't installed. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Action Sequence Camera VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.15: December 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better support for MV-style animations when used against frontview actors.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual State Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.23: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated targets &amp;lt;nowiki&amp;gt;&amp;lt;Repeat Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;Repeat Animation Cycle: x&amp;gt;&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Expanded database targets for notetags: &amp;lt;nowiki&amp;gt;&amp;lt;Repeat Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;Repeat Animation Cycle: x&amp;gt;&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
*** From State Notetags only to Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Gab Window VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where attached event gabs did not scale properly with zoom. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Added new &amp;quot;Optional Settings&amp;quot; for various Gab Plugin Commands:&lt;br /&gt;
*** Sound Volume&lt;br /&gt;
*** Sound Pitch&lt;br /&gt;
*** Sound Pan&lt;br /&gt;
**** Previously, these were not available and defaulted to standard settings used by RPG Maker MZ.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Map Camera Zoom VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: December 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with outside plugins when doing battle transitions. Camera will automatically focus the player if the &amp;quot;Adapt Battle Encounter Ani&amp;quot; is enabled.&lt;br /&gt;
** Added better compatibility with VisuMZ's Event Title Scene plugin.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== November 14, 2024 - Update #143 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 13&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.55: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where you can no longer attempt to equip an actor with zero equip slots and causing a crash. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;lt;Status Info&amp;gt;&lt;br /&gt;
*** Used for: Skill, Item, Weapon, Armor Notetags&lt;br /&gt;
**** Replace 'key' with one of the following for weapons and armors:&lt;br /&gt;
***** 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK'&lt;br /&gt;
***** For those with VisuMZ_0_CoreEngine:&lt;br /&gt;
****** 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', 'HRG', 'MRG', 'TRG'&lt;br /&gt;
****** 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', 'MDR', 'FDR', 'EXR'&lt;br /&gt;
**** Only relevant if the Draw Style for equipment is &amp;quot;classic&amp;quot; or &amp;quot;double&amp;quot;.&lt;br /&gt;
** Updated &amp;lt;Custom Status Info&amp;gt; notetag:&lt;br /&gt;
*** Used for: Skill, Item, Weapon, Armor Notetags&lt;br /&gt;
**** When used with weapon or armor database objects, this information is only relevant if the Draw Style for equipment is &amp;quot;classic&amp;quot; or &amp;quot;double&amp;quot;.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameters:&lt;br /&gt;
*** Parameters &amp;gt; Shop Status Window &amp;gt; Data Style:&lt;br /&gt;
**** How do you wish to display equipment data?&lt;br /&gt;
***** Compare - Compares selected equip to equipped gear&lt;br /&gt;
****** Lists all main party actors&lt;br /&gt;
****** Displays the parameter differences when equipped&lt;br /&gt;
****** Calculates custom JS values&lt;br /&gt;
***** Classic - Shows basic parameters of selected equip&lt;br /&gt;
***** Double - Shows basic parameters in double columns&lt;br /&gt;
****** Involves no actors, only shows the item's stats&lt;br /&gt;
****** Shows weapon or armor specific parameters&lt;br /&gt;
****** Does not show custom JS values as those are calculated per actor&lt;br /&gt;
****** Does not show custom parameters as those are calculated per actor&lt;br /&gt;
****** Use &amp;lt;Status Info&amp;gt; and &amp;lt;Custom Status Info&amp;gt; notetags to overwrite or add custom data to classic equip data&lt;br /&gt;
**** Data Style &amp;gt; Classic Style:&lt;br /&gt;
**** Data Style &amp;gt; Double Style:&lt;br /&gt;
***** Added Weapon Params&lt;br /&gt;
***** Added Armor Params&lt;br /&gt;
****** Display these parameters when a weapon/armor is selected.&lt;br /&gt;
****** Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
[[File:ItemEquipCore_StatusWindowStyles.png|600px]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: November 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Main Menu Core's force show/hide and force enable/disable Plugin Commands for Class, Equip, Skills, and Status commands. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the &amp;lt;OTB Target Follow Turn: +x&amp;gt; and similar notetags altered the following turn regardless of the presence of the target in current turn order. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Date and Time System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where turns were added to each state without using any of the notetag effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Horror Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where some horror effects would reset upon leaving the screen and/or exiting the menu. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Lighting Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated documentation for following notetags:&lt;br /&gt;
*** &amp;lt;Radial Light Flash Rate: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Radial Light Flare Rate: x%&amp;gt;&lt;br /&gt;
**** To include the following:&lt;br /&gt;
***** Must be used with a lower opacity setting.&lt;br /&gt;
****** Use with &amp;lt;Radial Light Opacity: x%&amp;gt; notetag.&lt;br /&gt;
****** If &amp;lt;Radial Light Opacity: x%&amp;gt; is not used, default to 50%.&lt;br /&gt;
*** &amp;lt;Conical Light Flash Rate: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Conical Light Flare Rate: x%&amp;gt;&lt;br /&gt;
**** To include the following:&lt;br /&gt;
***** Must be used with a lower opacity setting.&lt;br /&gt;
****** Use with &amp;lt;Conical Light Opacity: x%&amp;gt; notetag.&lt;br /&gt;
****** If &amp;lt;Conical Light Opacity: x%&amp;gt; is not used, default to 50%.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Notetags for flash/flare rates will now automatically default the opacity level of a light to 50% if the opacity notetag is not present. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle AI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.27: November 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Skill Cooldowns' &amp;lt;Once Per Turn&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Evolution Matrix Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: November 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility between Evolution Matrix Skills and Battle Grid System's targeting for nodes. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Cooldowns VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Irina:&lt;br /&gt;
*** &amp;lt;Once Per Turn&amp;gt;&lt;br /&gt;
**** Makes the skill only usable once per turn. Cannot be used in TPB, ATB, or CTB. Does not apply outside of battle.&lt;br /&gt;
**** Best used with actors/enemies that perform multiple actions per turn.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[State Tooltips VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;lt;Help Description&amp;gt; notetag documentation:&lt;br /&gt;
*** This is used as a common notetag between Battle Core's state descriptions and State Tooltips' state descriptions.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;State Tooltip Description&amp;gt;&lt;br /&gt;
**** A prioritized help description used to separate from the common help description notetag shared with Battle Core's In-Battle Status.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Gab Window VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added section &amp;quot;Clearing Up Misunderstandings&amp;quot;:&lt;br /&gt;
*** Gabs are NOT part of the Event List&lt;br /&gt;
**** For events with Show Text messages, the game goes through the event list one by one until it reaches the end. This does not apply to Gabs. The Plugin Commands that add Gabs add them into a queue outside of the event list and therefore, any events that may be intended for gabs to be finished will launch immediately unless there are event commands or plugin commands that will cause the event list to wait for them.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Side Chatter VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added section &amp;quot;Clearing Up Misunderstandings&amp;quot;:&lt;br /&gt;
*** Side chatter is NOT part of the Event List&lt;br /&gt;
**** For events with Show Text messages, the game goes through the event list one by one until it reaches the end. This does not apply to side chatter. The Plugin Commands that add side chatter add them into a queue outside of the event list and therefore, any events that may be intended for side chatter to be finished will launch immediately unless there are event commands or plugin commands that will cause the event list to wait for them.&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Arisu:&lt;br /&gt;
*** Side Chatter: Wait&lt;br /&gt;
**** Causes the game to wait until there is no more side chatter.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Parallaxes VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: November 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added reflection compatibility with spawned events.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== October 17, 2024 - Update #142 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 18&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.85: October 17, 2024&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Updated to fit RPG Maker MZ's updated 1.8.1 version better.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.85: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the enemy name's visibility would remain after an action has taken place and before inputting is done. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where the &amp;quot;Name Visibility As Target&amp;quot; plugin parameter did not work properly. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;lt;Help Description&amp;gt; notetag documentation:&lt;br /&gt;
*** This is used as a common notetag between Battle Core's state descriptions and State Tooltips' state descriptions.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;In-Battle Status Description&amp;gt;&lt;br /&gt;
**** A prioritized help description used to separate from the common help description notetag shared with State Tooltips.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Actor Battlers &amp;gt; Frontview &amp;gt; Portrait Animations &amp;gt; Each Target&lt;br /&gt;
*** Actor Battlers &amp;gt; Frontview &amp;gt; Portrait Animations &amp;gt; Center of All&lt;br /&gt;
*** Actor Battlers &amp;gt; Frontview &amp;gt; Portrait Animations &amp;gt; Center of Screen&lt;br /&gt;
**** Place animations on top or behind for these display types?&lt;br /&gt;
*** Battle Log &amp;gt; Action Changes &amp;gt; Show Counter? &amp;gt; Wait Frames&lt;br /&gt;
*** Battle Log &amp;gt; Action Changes &amp;gt; Show Reflect? &amp;gt; Wait Frames&lt;br /&gt;
*** Battle Log &amp;gt; Action Changes &amp;gt; Show Substitute? &amp;gt; Wait Frames&lt;br /&gt;
**** If devs allow the results of counters, reflects, and substitutes, there wasn't enough time before to allow the text to be visible on screen. You can now adjust how many frames are now visible if text is shown.&lt;br /&gt;
**** Default values are left at 0 as to not interrupt currently existing action sequences.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.54: October 17, 2024&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If &amp;quot;Modern Controls&amp;quot; is selected while &amp;quot;Remove Equip&amp;quot; and &amp;quot;Optimize&amp;quot; are gone from the Equip Menu, right click will exit the menu. Feature added by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Main Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.26: October 17, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for updated features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Due to conflicts with deployment, the Custom Mouse Cursor has its base location moved from /img/system/ to /icon/.&lt;br /&gt;
** Please move the cursor file(s) as well as update the Plugin Parameters.&lt;br /&gt;
** Sorry for the inconvenience.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.51: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where \LastGainObj text code did not work with text language key codes. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added note to Text Language Information &amp;gt; How to Enable Switching&lt;br /&gt;
*** IMPORTANT! The separator used for the CSV file must be a semicolon (;) and not a comma (,) as to reduce the amount of punctuation conflicts. Keep this in mind as most CSV editors will default to comma (,) instead of the semicolon (;) for their separator.&lt;br /&gt;
** Added note to Text Language Information &amp;gt; Naming Weapon Types, etc:&lt;br /&gt;
*** You might have noticed that if you've decided to use \tl{keyName} for weapon or other database types, other parts of the game will error out. Don't worry, for these, you don't have to change the currently used database name. Go straight to the CSV and insert in a new key for that particular database name. For example, the equip type &amp;quot;Accessory&amp;quot; will use &amp;quot;Accessory&amp;quot; as the automatic key to look for a translated phrase. If there isn't any in the CSV file, then the default database text entry will be used.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Text Language Settings &amp;gt; Language Fonts&lt;br /&gt;
**** Different default fonts used for different languages. This allows different stylistic choices to be made for different languages in case the current font you're using doesn't have support for other language types.&lt;br /&gt;
**** Keep in mind that players can override this with Options Core if they select a text option other than 'Default' for the 'Text Font' option.&lt;br /&gt;
**** Make sure any new custom fonts used for different languages are registered with the 'Custom Font Manager' found in this plugin's Plugin Parameters.&lt;br /&gt;
*** Parameters &amp;gt; Text Language Settings &amp;gt; Language Images&lt;br /&gt;
**** Allows different images to be used when different languages are used. This is for images that have text on it that you want to appear in different languages based on the text language selected by the player.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where switching positions with dead party members using notetag effects would not move the dead member. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Fixed the documentation error for &amp;lt;rule Move User Node direction: x&amp;gt; notetag's &amp;quot;Must Switch Mid&amp;quot; rule explanation.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bright Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: October 17, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Medal System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** If both &amp;quot;Optimize&amp;quot; and &amp;quot;Remove Equipment&amp;quot; are removed from the equipment scene, the Equip Medal Window would lose some modern controls. This is now properly restored. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equipment Set Bonuses VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: October 17, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Equip Set Wildcard&amp;gt;&lt;br /&gt;
**** Assigns a wildcard effect for this equipment piece.&lt;br /&gt;
**** This will add +1 to every currently equipped equipment set on actor.&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
*** &amp;lt;Equip Set Wildcards: name, name, name&amp;gt;&lt;br /&gt;
**** Assigns a limited wildcard effect for this equipment piece for specific equipment sets.&lt;br /&gt;
**** This will add +1 to every listed limited set that is currently equipped on the actor.&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Tooltip Settings &amp;gt; Vocabulary &amp;gt; Wildcard Format&lt;br /&gt;
*** Parameters &amp;gt; Tooltip Settings &amp;gt; Vocabulary &amp;gt; Wildcard: Any Set&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
[[File:EquipSetBonus_Wildcards.png|600px]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Horror Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: October 17, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Action Sequence Camera VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: October 17, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Voices VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;quot;Allow Self Response?&amp;quot; setting was inverted. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Defeat Type&lt;br /&gt;
**** When should defeat-related battle voices by played?&lt;br /&gt;
***** 0 HP - Plays when target reaches 0 HP the first time.&lt;br /&gt;
***** When Collapse - Plays when target performs collapse animation.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Choice Common Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: October 17, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Cutin Effect VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.01: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash where clearing cutins under certain conditions would cause an error. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual State Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: October 17, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Response Popup Settings&lt;br /&gt;
**** Popup settings for response-type state effects (ie Counter, Reflect, Substitute).&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Combat Log VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: October 17, 2024 &lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugin should be more compatible with Battle System - OTB.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Map Camera Zoom VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: October 17, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Visual Parallaxes when using plugin commands to focus scroll.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Multi-Layer HP Gauge VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: October 17, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with In-Battle Status feature for Battle Core as to not cover up the window.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== September 19, 2024 - Update #141 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 9&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.84: September 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where Action Sequence &amp;quot;MOVE: Change Home By Distance&amp;quot; would also be affected by the actor and enemy position offsets. Fixed by Irina.&lt;br /&gt;
** Fixed a bug where Action Sequence &amp;quot;MECH: STB Exploit Effect&amp;quot; caused a crash. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Arisu:&lt;br /&gt;
*** ANIM: Change Battle Portrait (JS)&lt;br /&gt;
**** Changes the battle portrait of the actor through JavaScript.&lt;br /&gt;
**** Can be used outside of battle/action sequences.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; In-Battle Status Window&lt;br /&gt;
**** This new window allows the player to view the status of the current active party. If the actors have states and buffs, the player can scroll through them and read about their effects through the help window.&lt;br /&gt;
** New Notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;Help Description&amp;gt;&lt;br /&gt;
**** Assigns a help description for the state that's displayed under the new &amp;quot;Status&amp;quot; actor command.&lt;br /&gt;
*** &amp;lt;Exclude From Status Listing&amp;gt;&lt;br /&gt;
**** Excludes the state from being displayed in the status listing.&lt;br /&gt;
*** &amp;lt;Aspect Name: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Aspect Icon: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Aspect Color: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Aspect Description&amp;gt;&lt;br /&gt;
**** Used to define enemy aspect that will show up in the In-Battle Status as well as other supported plugins.&lt;br /&gt;
*** &amp;lt;Popup Position: Head&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Position: Center&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Position: Base&amp;gt;&lt;br /&gt;
**** Changes the popup starting position for this enemy.&lt;br /&gt;
*** &amp;lt;Popup Offset X: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Offset X: -x&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Offset Y: +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Offset Y: -y&amp;gt;&lt;br /&gt;
**** Changes the popup X/Y position offset for this enemy.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Party Command Window &amp;gt; Add Status?&lt;br /&gt;
**** Add the &amp;quot;Status&amp;quot; command to the Command Window?&lt;br /&gt;
*** Plugin Parameters &amp;gt; Actor Command Window &amp;gt; Command List&lt;br /&gt;
**** Updated to have the &amp;quot;Status&amp;quot; command.&lt;br /&gt;
*** Plugin Parameters &amp;gt; In-Battle Status Window&lt;br /&gt;
**** Completely new! View the help file for more information.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Enemy &amp;gt; Aspects&lt;br /&gt;
**** Used for the In-Battle Status as well as other supported plugins.&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_InBattleStatus1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_InBattleStatus2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.26: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Element Rulings &amp;gt; Reflect-Element Ruling&lt;br /&gt;
**** Ruling on how element reflect is handled for multi-elements.&lt;br /&gt;
***** All (All elements must be Reflected)&lt;br /&gt;
***** Any (Only one element must be Reflected)&lt;br /&gt;
** New Notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;Element Reflect Rule: All&amp;gt;&lt;br /&gt;
**** Makes this skill/item require all of the action's elements to be considered &amp;quot;reflected&amp;quot; in order for this action to be actually reflected.&lt;br /&gt;
*** &amp;lt;Element Reflect Rule: All&amp;gt;&lt;br /&gt;
**** Makes this skill/item require only one of action's element to be considered &amp;quot;reflected&amp;quot; in order for this action to be actually reflected.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Main Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.25: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Custom Mouse Cursor&lt;br /&gt;
****  Add/enable a custom mouse cursor for your game.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCore_CustomCursor.gif]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: September 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Auto Skill Triggers. Update by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bestiary VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Skills Window &amp;gt; Show Aspects&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Skills Window &amp;gt; Show Passives&lt;br /&gt;
**** Show enemy aspect/passives if available?&lt;br /&gt;
**** Requires VisuMZ_1_BattleCore/VisuMZ_1_SkillsStatesCore!&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.12: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Window Widths &amp;gt; Command Windows&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Window Widths &amp;gt; Action Windows&lt;br /&gt;
**** Type in the numeric value you want this width to be.&lt;br /&gt;
**** Otherwise, type &amp;quot;auto&amp;quot; to let the plugin adjust them.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[State Tooltips VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Keyboard-Select Show added by Arisu.&lt;br /&gt;
*** This allows showing enemy tooltips when selecting targets during battle while using the keyboard. Tooltip will appear after a brief pause while selecting the enemy.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Tooltip Settings &amp;gt; Appearance &amp;gt; Centered?&lt;br /&gt;
**** Center the state tooltip when shown through hovering?&lt;br /&gt;
*** Parameters &amp;gt; Tooltip Settings &amp;gt; Keyboard-Select Show&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
*** Parameters &amp;gt; Vocabulary &amp;gt; Entries &amp;gt; Enemy Aspect Format&lt;br /&gt;
**** Used to support the Battle Core's new Enemy Aspect feature.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Steal Items VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: September 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Frontview Battle UI.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Encounter Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added new section in Major Features section for new Battle Transitions.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Default Battle Transition&lt;br /&gt;
**** Select the default battle transition (10 new ones, 1 MZ original).&lt;br /&gt;
*** Parameters &amp;gt; Default Battle Transition &amp;gt; Duration&lt;br /&gt;
**** What is the duration of every battle transition in frames?&lt;br /&gt;
*** Parameters &amp;gt; Default Battle Transition &amp;gt; Random List&lt;br /&gt;
**** Pick battle transition types used for &amp;quot;random&amp;quot;.&lt;br /&gt;
** New Plugin Commands added by Irina:&lt;br /&gt;
*** Battle Transition: Change Type&lt;br /&gt;
**** Changes the battle transition type.&lt;br /&gt;
*** Battle Transition: Duration&lt;br /&gt;
**** Changes the battle transition duration.&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Abberation.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Glitch.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Static.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Twirl.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Warp.gif]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Map_Camera_Zoom_VisuStella_MZ&amp;diff=17571</id>
		<title>Map Camera Zoom VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Map_Camera_Zoom_VisuStella_MZ&amp;diff=17571"/>
		<updated>2025-12-14T21:39:11Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=yHH_j1xXAQc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/1747950&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/map-camera-zoom&amp;quot;&amp;gt;Map Camera Zoom plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Enchanted Explorers}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_MapCameraZoom_Preview_Zoom.gif|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_MapCameraZoom_Preview_Focus.gif|600px]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_MapCameraZoom_Title.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_MapCameraZoom_Preview_Zoom.gif|600px]]&lt;br /&gt;
&lt;br /&gt;
This plugin enables the ability to zoom the in-game camera inward and make&lt;br /&gt;
the visible game area larger and more focused. The camera can also focus on&lt;br /&gt;
events or specific tiles other than just the player, making it helpful for&lt;br /&gt;
cutscenes. Easing accessibility also makes the zoom and camera shifts more&lt;br /&gt;
soft and less rough feeling.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Zoom ability allows the camera to zoom inward and enlarge the focal point.&lt;br /&gt;
* Auto-zoom notetag allows for the camera to automatically shift when entering specific maps.&lt;br /&gt;
* Camera focus function allows the game camera to instantly move over to the target event or target tile.&lt;br /&gt;
* Easing accessibility allow for smoothing zooming and camera focus changes alongside dedicated wait time control.&lt;br /&gt;
* Wait for Zoom and Wait for Camera Focus plugin commands are available for more on the go flexibility in eventing.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 4}}&lt;br /&gt;
&lt;br /&gt;
== Caution ==&lt;br /&gt;
&lt;br /&gt;
When using this plugin, there are things to be cautious about.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Screen Tearing ===&lt;br /&gt;
&lt;br /&gt;
When using non-whole odd numbers like 1.3, 1.5, and 1.7, the likelihood of&lt;br /&gt;
there being a &amp;quot;screen tearing&amp;quot; effect for the tilemap or for sprites is&lt;br /&gt;
greatly increased. This can be avoided by having sprites with a pixel-worth&lt;br /&gt;
of buffering space or by just simply avoiding to use non-whole odd numbers&lt;br /&gt;
altogether.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Cannot Go Under 100% ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_MapCameraZoom_Preview_Zoom.gif|600px]]&lt;br /&gt;
&lt;br /&gt;
You can zoom in (aka go above 100% zoom), but you cannot zoom out (aka go&lt;br /&gt;
under 100% zoom). The reasoning behind this is because of the limitation&lt;br /&gt;
between PixiJS and WebGL. Going under 100% zoom will break the tilemap and&lt;br /&gt;
cause large chunks of it to go missing.&lt;br /&gt;
&lt;br /&gt;
This is true even without this plugin installed as you can try to use the&lt;br /&gt;
innate RPG Maker MZ zoom functions and try to set the zoom scale under 100%.&lt;br /&gt;
The tileset will immediately start to fall apart.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Sprites No Longer Smoothed ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_MapCameraZoom_Preview_Focus.gif|600px]]&lt;br /&gt;
&lt;br /&gt;
When using this plugin, certain resources like on-map character sprites and&lt;br /&gt;
some tile sprites will have bitmap smoothing removed. The reason for this is&lt;br /&gt;
due to PixiJS's texture bleeding problem when the sprites are zoomed in. If&lt;br /&gt;
left alone, this causes an ugly filmy border around the edges of the&lt;br /&gt;
sprite's dimensions that are otherwise an eye-sore to look at.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== VisuStella MZ Compatibility ==&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_MapCameraZoom_Preview_Zoom.gif|600px]]&lt;br /&gt;
&lt;br /&gt;
While this plugin is compatible with the majority of the VisuStella MZ&lt;br /&gt;
plugin library, it is not compatible with specific plugins or specific&lt;br /&gt;
features. This section will highlight the main plugins/features that will&lt;br /&gt;
not be compatible with this plugin or put focus on how the make certain&lt;br /&gt;
features compatible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Core Engine VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
Having the VisuMZ Core Engine installed will enable you to use easing when&lt;br /&gt;
it comes to zooming and camera panning.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Picture Zooming ===&lt;br /&gt;
&lt;br /&gt;
If you are NOT using the VisuMZ Core Engine, pictures will be bound to the&lt;br /&gt;
zoom scale. This is NOT a bug. If you are using pictures in a completely&lt;br /&gt;
vanilla RPG Maker MZ project without any plugins installed and enter a&lt;br /&gt;
battle, the battle zoom will also make the pictures zoom in as well.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Map Camera Zoom Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Map Camera Zoom VisuStella Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== General Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_MapCameraZoom_Preview_Zoom.gif|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_MapCameraZoom_Preview_Focus.gif|600px]]&lt;br /&gt;
&lt;br /&gt;
These are the general settings used for the Map Camera Zoom plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Default Zoom:&lt;br /&gt;
  - What is the default zoom value?&lt;br /&gt;
  - 1.0 = 100%; 1.5 = 150%; 2.0 = 200%;&lt;br /&gt;
  - Cannot go under 1.0!&lt;br /&gt;
&lt;br /&gt;
  Adapt Battle Encounter Ani:&lt;br /&gt;
  - Adapt the battle encounter zoom effect?&lt;br /&gt;
  - Occurs when entering battle from the map.&lt;br /&gt;
&lt;br /&gt;
  Force Pixelated Map:&lt;br /&gt;
  - Force the map's tilesets to be rendered in pixelated form regardless of&lt;br /&gt;
    what other plugins may do.&lt;br /&gt;
  - This is primarily for pixel art games that would look better with more&lt;br /&gt;
    pixelated tiles when zoomed in.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Compatibility&lt;br /&gt;
&lt;br /&gt;
  Map Lock Adjust:&lt;br /&gt;
  - Adjusts the Map Lock effect to the map's display position when exiting&lt;br /&gt;
    menus.&lt;br /&gt;
  - For VisuMZ_4_VisualParallaxes.&lt;br /&gt;
  - Best left false unless you know what you're doing.&lt;br /&gt;
&lt;br /&gt;
  Zoom Round Up?&lt;br /&gt;
  - While zooming, change the rounding effect to round up or round down?&lt;br /&gt;
  - Depending on the artistic style your game is going for, you may prefer&lt;br /&gt;
    for sprite positions to round up or round down.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.08: December 15, 2025&lt;br /&gt;
* Bug Fix!&lt;br /&gt;
** Fixed a bug where upon loading a saved game, any scrolling done by the &amp;quot;Scroll&amp;quot; event would be lost. This fix only applies to new saves made after the fix. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where upon using &amp;quot;Change Parallax&amp;quot; to adjust loop speeds and then zooming in would cause the parallax to jump an unpredictable amount. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Compatibility &amp;gt; Zoom Round Up?&lt;br /&gt;
**** While zooming, change the rounding effect to round up or round down?&lt;br /&gt;
**** Depending on the artistic style your game is going for, you may prefer for sprite positions to round up or round down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: December 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with outside plugins when doing battle transitions. Camera will automatically focus the player if the &amp;quot;Adapt Battle Encounter Ani&amp;quot; is enabled.&lt;br /&gt;
** Added better compatibility with VisuMZ's Event Title Scene plugin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: October 17, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Visual Parallaxes when using plugin commands to focus scroll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: July 18, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where screen scrolling and focus didn't work properly. Fix made by Irina.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugin now works better with Movement Core's smooth scroll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: April 18, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Compatibility &amp;gt; Map Lock Adjust&lt;br /&gt;
**** Adjusts the Map Lock effect to the map's display position when exiting menus.&lt;br /&gt;
**** For VisuMZ_4_VisualParallaxes.&lt;br /&gt;
**** Best left false unless you know what you're doing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: March 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added a new section called &amp;quot;Caution&amp;quot;:&lt;br /&gt;
*** When using non-whole odd numbers like 1.3, 1.5, and 1.7, the likelihood of there being a &amp;quot;screen tearing&amp;quot; effect for the tilemap or for sprites is greatly increased. This can be avoided by having sprites with a pixel-worth of buffering space or by just simply avoiding to use non-whole odd numbers altogether.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Force Pixelated Map&lt;br /&gt;
**** Force the map's tilesets to be rendered in pixelated form regardless of what other plugins may do.&lt;br /&gt;
**** This is primarily for pixel art games that would look better with more pixelated tiles when zoomed in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: July 13, 2023&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: March 16, 2023&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Better camera zoom with VisuStella MZ Movement Effect's Smooth Scrolling when this plugin's 'Adapt Battle Encounter Ani' setting is turned off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: November 2, 2022&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Enchanted Explorers Volume 1]]&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Gameplay Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Eventing Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Utility Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Mechanical Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Extended_Message_Functionality_VisuStella_MZ&amp;diff=17570</id>
		<title>Extended Message Functionality VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Extended_Message_Functionality_VisuStella_MZ&amp;diff=17570"/>
		<updated>2025-12-14T21:37:29Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=cgdBgQzGhBo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/1128397&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/extended-message-functionality&amp;quot;&amp;gt;Extended Message Functionality plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Visual Novel Vol 1}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Animated.gif]]&lt;br /&gt;
&lt;br /&gt;
[https://twitter.com/almadeia Featuring upcoming VTuber Almadeia Ciana]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Animated.gif]]&lt;br /&gt;
&lt;br /&gt;
The Extended Message Function plugin adds onto RPG Maker MZ's Message Window&lt;br /&gt;
and adds in various features you would normally see found in modern RPG's.&lt;br /&gt;
Things like automatically moving the text forward after a set amount of time&lt;br /&gt;
or fast forward are available. Saving and loading during a message is also&lt;br /&gt;
possible as well as going to the Options menu or returning back to the title&lt;br /&gt;
screen. These options are only available to the Message Window on the map&lt;br /&gt;
scene and do not work in battle.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* The Button Console appears on the Message Window let the player activate various commands via touch/click.&lt;br /&gt;
* Extended Fast Forward Mode is an expanded feature upon the Message Core's Fast Forward function to fast forward all events and not just messages. This can be optionally disabled.&lt;br /&gt;
* A Message Cursor will appear where the text has ended for those who want that kind of aesthetic in their game.&lt;br /&gt;
* Auto-Forward will automatically move messages onward after a certain amount of time has passed. Time required will be determined based on the length of the message in question.&lt;br /&gt;
* Saving and Loading can be done from the Message Window akin to how many visual novels work. Requires the Save Core, but you're already using that, right? Right?&lt;br /&gt;
* Also be able to jump straight into the Options scene from the Message Window to change any settings on the fly. Requires the Options Core, but you're using that, too, correct?&lt;br /&gt;
* And for those who want to jump back to the title screen, they can do so by selecting a Game End option, too.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=== Required Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* [[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
== Extra Features ==&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Animated.gif]]&lt;br /&gt;
&lt;br /&gt;
There are some extra features found if other VisuStella MZ plugins are found&lt;br /&gt;
present in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Options Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
The Options Core is a required plugin in order to make use of the &amp;quot;Options&amp;quot;&lt;br /&gt;
(aka &amp;quot;Config&amp;quot;) button found in the Button Console.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Save Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
The Options Core is a required plugin in order to make use of the &amp;quot;Save&amp;quot; and&lt;br /&gt;
&amp;quot;Load&amp;quot; buttons found in the Button Console.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Message Log VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
The Message Log plugin enables the &amp;quot;Log&amp;quot; button found in the Button Console&lt;br /&gt;
to let the player go and review the text that has been displayed in the map&lt;br /&gt;
scene. This does not include the text found in battle to avoid conflicting&lt;br /&gt;
logged messages across different situations.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Message Visibility VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
The Message Visibility plugin enables the &amp;quot;Hide&amp;quot; button found in the&lt;br /&gt;
Button Console to make the Message Window visible or invisible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Text Codes MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Extended Message Functionality Text Codes}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Extended Message Functionality Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Auto-Forward Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
Auto-Forward settings used for this game. Auto-Forward is a feature that&lt;br /&gt;
once enabled, the game will automatically move the &amp;quot;Show Text&amp;quot; event&lt;br /&gt;
commands forward after a certain amount of time. The amount of time will be&lt;br /&gt;
determined by how many characters are displayed on the screen. There is a&lt;br /&gt;
lower boundary, where if the wait time does not meet the amount, the timer&lt;br /&gt;
will be set to the minimum wait value instead.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Wait per Character:&lt;br /&gt;
  - How many frames should the game wait per character?&lt;br /&gt;
  - Average: 60 frames per second.&lt;br /&gt;
&lt;br /&gt;
  Minimum Wait:&lt;br /&gt;
  - What is the minimum amount of frames to wait?&lt;br /&gt;
  - Average: 60 frames per second.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Compatibility&lt;br /&gt;
&lt;br /&gt;
  Voice Act Padding:&lt;br /&gt;
  - How many frames to wait after a voice line finishes?&lt;br /&gt;
  - Average: 60 frames per second.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Fast Forward (Extended) Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Extended Fast Forward settings used for this game. If enabled, this will&lt;br /&gt;
replace the Message Core's Fast Forward functionality. The Extended Fast&lt;br /&gt;
Forward feature will not only fast forward through messages but any running&lt;br /&gt;
events that are not found in a parallel event.&lt;br /&gt;
&lt;br /&gt;
It can also be activated the Message Core's Fast Forward shortcut key.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Enable?:&lt;br /&gt;
  - Enable or disable the Extended Fast Forward feature?&lt;br /&gt;
&lt;br /&gt;
  Speed:&lt;br /&gt;
  - What is the speed at which Extended Fast Forward works at?&lt;br /&gt;
  - Higher numbers are faster.&lt;br /&gt;
&lt;br /&gt;
  Reset on Scene Change?:&lt;br /&gt;
  - Reset Fast Forward setting on scene changes (ie battle, menu, or&lt;br /&gt;
    map transfers)?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Message Button Console Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Animated.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
Message Button Console settings used for this game.&lt;br /&gt;
&lt;br /&gt;
It will only appear in the Message Window on the map scene. It will NOT&lt;br /&gt;
appear in battle. The reason it won't appear in battle is because many of&lt;br /&gt;
the functions there will clash with how the battle scene behaves.&lt;br /&gt;
&lt;br /&gt;
The Button Console will add extra padding to the Message Window and appear&lt;br /&gt;
at either the top of bottom of the Message Window (your choice). A row of&lt;br /&gt;
buttons will appear each with a different functionality.&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters also allow you to customize the appearance of how&lt;br /&gt;
the buttons look in-game. Adjust them accordingly.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Show by Default?:&lt;br /&gt;
  - Show or hide the Message Button Console by default?&lt;br /&gt;
&lt;br /&gt;
  Position:&lt;br /&gt;
  - Where do you wish to display the Message Button Console?&lt;br /&gt;
    - Top of Message Window&lt;br /&gt;
    - Bottom of Message Window&lt;br /&gt;
&lt;br /&gt;
  Auto-Size Hide?:&lt;br /&gt;
  - Hide the button console when using auto-size text codes?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Appearance&lt;br /&gt;
&lt;br /&gt;
  Window Skin:&lt;br /&gt;
  - What is the window skin used for the buttons?&lt;br /&gt;
&lt;br /&gt;
  Font Name:&lt;br /&gt;
  - What font do you wish to use for the Message Button Console?&lt;br /&gt;
&lt;br /&gt;
    Font Size:&lt;br /&gt;
    - What font size do you wish to use for the Message Button Console?&lt;br /&gt;
&lt;br /&gt;
  Text Colors:&lt;br /&gt;
&lt;br /&gt;
    Normal Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Toggled Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Disabled Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Visuals:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Offsets the buttons x position.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Offsets the buttons y position.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
    Width:&lt;br /&gt;
    - What is the width of each button?&lt;br /&gt;
&lt;br /&gt;
    Height:&lt;br /&gt;
    - What is the height of each button?&lt;br /&gt;
&lt;br /&gt;
    Buffer:&lt;br /&gt;
    - What is the buffer between each button?&lt;br /&gt;
&lt;br /&gt;
  Background Images:&lt;br /&gt;
&lt;br /&gt;
    Disabled Image:&lt;br /&gt;
    Enabled Image:&lt;br /&gt;
    Toggled Image:&lt;br /&gt;
    - Filename of the background image when the button is disabled,&lt;br /&gt;
      enabled, or toggled.&lt;br /&gt;
    - This will hide the window skin for this button.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Offsets the X position of this image.&lt;br /&gt;
    - Negative: left; Positive: right&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Offsets the Y position of this image.&lt;br /&gt;
    - Negative: up; Positive: down&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Button Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Animated.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Params4.png]]&lt;br /&gt;
&lt;br /&gt;
Settings for which buttons appear and how they appear. These settings will&lt;br /&gt;
determine which buttons appear (provided that their required plugins are&lt;br /&gt;
available), what shortcut keys are applied to them, and what kind of text&lt;br /&gt;
will be displayed to represent them.&lt;br /&gt;
&lt;br /&gt;
In case you are wondering where the Fast Forward shortcut key is, that&lt;br /&gt;
setting is found in the Message Core.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  List:&lt;br /&gt;
  - Which buttons appear and in what order?&lt;br /&gt;
  - Some commands require certain plugins installed.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Shortcut Keys&lt;br /&gt;
&lt;br /&gt;
  Auto-Forward Key:&lt;br /&gt;
  - This is the key used for auto-forwarding messages.&lt;br /&gt;
&lt;br /&gt;
  Save Key:&lt;br /&gt;
  - This is the key used for quick saving.&lt;br /&gt;
  - Requires VisuMZ_1_SaveCore!&lt;br /&gt;
&lt;br /&gt;
  Load Key:&lt;br /&gt;
  - This is the key used for quick load.&lt;br /&gt;
  - Requires VisuMZ_1_SaveCore!&lt;br /&gt;
&lt;br /&gt;
  Options Key:&lt;br /&gt;
  - This is the key used for opening options.&lt;br /&gt;
  - Requires VisuMZ_1_OptionsCore!&lt;br /&gt;
&lt;br /&gt;
  Game End Key:&lt;br /&gt;
  - This is the key used for ending the game.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Vocabulary&lt;br /&gt;
&lt;br /&gt;
  Auto-Forward:&lt;br /&gt;
  - How is this option's text displayed in-game?&lt;br /&gt;
&lt;br /&gt;
  Fast Forward:&lt;br /&gt;
  - How is this option's text displayed in-game?&lt;br /&gt;
&lt;br /&gt;
  Save Game:&lt;br /&gt;
  - How is this option's text displayed in-game?&lt;br /&gt;
  - Requires VisuMZ_1_SaveCore!&lt;br /&gt;
&lt;br /&gt;
  Load Game:&lt;br /&gt;
  - How is this option's text displayed in-game?&lt;br /&gt;
  - Requires VisuMZ_1_SaveCore!&lt;br /&gt;
&lt;br /&gt;
  Options:&lt;br /&gt;
  - How is this option's text displayed in-game?&lt;br /&gt;
  - Requires VisuMZ_1_OptionsCore!&lt;br /&gt;
&lt;br /&gt;
  Game End:&lt;br /&gt;
  - How is this option's text displayed in-game?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Message Cursor Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Animated.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Params5.png]]&lt;br /&gt;
&lt;br /&gt;
Message Cursor settings used for this game. The cursor, if enabled, will&lt;br /&gt;
appear where the text is currently displayed at and adds a new type of&lt;br /&gt;
aesthetic to the game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Enable?:&lt;br /&gt;
  - Enable or disable the message cursor?&lt;br /&gt;
&lt;br /&gt;
  Graphic Type:&lt;br /&gt;
  - What is the cursor's graphic type?&lt;br /&gt;
    - Icon - From img/system/IconSet.png&lt;br /&gt;
    - Image - An animated image from img/system/&lt;br /&gt;
    - Window Skin - Use the default Window Skin cursor&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Icon&lt;br /&gt;
&lt;br /&gt;
  Icon Index:&lt;br /&gt;
  - This is icon used for the Message Cursor.&lt;br /&gt;
&lt;br /&gt;
  Flip Speed Multiplier:&lt;br /&gt;
  - What is the flip speed multiplier for the Message Cursor?&lt;br /&gt;
  - Use 0 for no flipping.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Image&lt;br /&gt;
&lt;br /&gt;
  Filename:&lt;br /&gt;
  - Filename of the image found inside the img/system/ folder.&lt;br /&gt;
&lt;br /&gt;
  Image Rows:&lt;br /&gt;
  - How many rows are there for the image?&lt;br /&gt;
&lt;br /&gt;
  Image Columns:&lt;br /&gt;
  - How many columns are there for the image?&lt;br /&gt;
&lt;br /&gt;
  Frame Delay:&lt;br /&gt;
  - How many frames delayed are there per animated cell?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Appearance&lt;br /&gt;
&lt;br /&gt;
  Anchor X:&lt;br /&gt;
  Anchor Y:&lt;br /&gt;
  - Determine the Message Cursor's X/Y position.&lt;br /&gt;
  - Use a number between 0 and 1 for best results.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offset the Message Cursor's X/Y position by how many pixels?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Message Tail Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_MessageTail.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Update8_Param1.png]]&lt;br /&gt;
&lt;br /&gt;
Message Tails can be made to appear from the Message Window and point&lt;br /&gt;
towards the speaker, similar to how speech bubbles in comics point towards&lt;br /&gt;
their speakers. The Message Tails do not appear on their own, and only come&lt;br /&gt;
out when using auto-position text codes (if enabled) such as &amp;lt;Auto Player&amp;gt;&lt;br /&gt;
or when text codes are used to make them appear such as &amp;lt;Tail Upper Left: x&amp;gt;&lt;br /&gt;
and &amp;lt;Tail Lower Right: x&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
These settings require custom graphics that this plugin does not come with.&lt;br /&gt;
You will need to add them on your own or else they will not appear.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Auto-Position&lt;br /&gt;
&lt;br /&gt;
  Enable?:&lt;br /&gt;
  - Show Message Tails with Auto-Position text codes?&lt;br /&gt;
  - Message Tails will appear when using the following text codes:&lt;br /&gt;
    - &amp;lt;Auto Actor: x&amp;gt;&lt;br /&gt;
    - &amp;lt;Auto Party: x&amp;gt;&lt;br /&gt;
    - &amp;lt;Auto Player&amp;gt;&lt;br /&gt;
    - &amp;lt;Auto Event: x&amp;gt;&lt;br /&gt;
    - &amp;lt;Auto Enemy: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Face Left?:&lt;br /&gt;
  - Which direction does the Message Tail point to?&lt;br /&gt;
  - Left or right?&lt;br /&gt;
&lt;br /&gt;
  Auto-Correct X:&lt;br /&gt;
  - Auto-corrects Message Tail position X when used with Auto-Position but&lt;br /&gt;
    are too close to edge of screen.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Message Window's X offset with auto-position.&lt;br /&gt;
  - X: Negative: left. Positive: right.&lt;br /&gt;
  - Y: Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Tail Directions&lt;br /&gt;
Tail Directions &amp;gt; Bottom Left&lt;br /&gt;
Tail Directions &amp;gt; Bottom Right&lt;br /&gt;
Tail Directions &amp;gt; Upper Left&lt;br /&gt;
Tail Directions &amp;gt; Upper Right&lt;br /&gt;
&lt;br /&gt;
  Filename:&lt;br /&gt;
  - Filename of the Message Tail graphic going towards the&lt;br /&gt;
    specified direction.&lt;br /&gt;
&lt;br /&gt;
  Anchor X:&lt;br /&gt;
  - Anchor value X. Use a number between 0 and 1.&lt;br /&gt;
  - 0.0 - Left; 0.5 - Center; 1.0 - Right&lt;br /&gt;
&lt;br /&gt;
  Anchor Y:&lt;br /&gt;
  - Anchor value Y. Use a number between 0 and 1.&lt;br /&gt;
  - 0.0 - Top; 0.5 - Middle; 1.0 - Bottom&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offset the Message Tail's X position.&lt;br /&gt;
  - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offset the Message Tail's Y position.&lt;br /&gt;
  - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Scroll Wheel Settings ===&lt;br /&gt;
&lt;br /&gt;
Emulates Eastern Visual Novel controls regarding mouse scroll wheel&lt;br /&gt;
functionality. If enabled, the scroll wheel can be used to &amp;quot;continue&amp;quot; the&lt;br /&gt;
current &amp;quot;Show Text&amp;quot; message by scrolling down on the mouse wheel or if the&lt;br /&gt;
VisuStella MZ Message Log is installed, scrolling up will reveal the message&lt;br /&gt;
log to show what was previously said.&lt;br /&gt;
&lt;br /&gt;
This feature will be temporarily disabled whenever any supporting windows&lt;br /&gt;
are visible and active, such as the &amp;quot;Show Choice&amp;quot;, &amp;quot;Input Number&amp;quot;, &amp;quot;Select&lt;br /&gt;
Item&amp;quot; windows. This is because those windows typically have scroll wheel&lt;br /&gt;
controls of their own and theirs will take priority. Even if they do not&lt;br /&gt;
have scroll wheel controls temporarily, the function will remain disabled&lt;br /&gt;
for control consistency.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Enable?:&lt;br /&gt;
  - Enable disable scroll wheel controls?&lt;br /&gt;
  - Temporarily disabled during support windows&lt;br /&gt;
    - ie. Show Choice, Input Number, etc.&lt;br /&gt;
&lt;br /&gt;
  Scroll Down: Next?:&lt;br /&gt;
  - Set &amp;quot;Scroll Down&amp;quot; to &amp;quot;Next&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
  Scroll Up: Log?:&lt;br /&gt;
  - Set &amp;quot;Scroll Up&amp;quot; to &amp;quot;Message Log&amp;quot;?&lt;br /&gt;
  - Requires VisuMZ_3_MessageLog!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.22: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Plugin Parameters added by Irina:&lt;br /&gt;
** Parameters &amp;gt; Scroll Wheel Settings&lt;br /&gt;
*** Emulates Eastern Visual Novel controls regarding mouse scroll wheel functionality. If enabled, the scroll wheel can be used to &amp;quot;continue&amp;quot; the current &amp;quot;Show Text&amp;quot; message by scrolling down on the mouse wheel or if the VisuStella MZ Message Log is installed, scrolling up will reveal the message log to show what was previously said.&lt;br /&gt;
*** This feature will be temporarily disabled whenever any supporting windows are visible and active, such as the &amp;quot;Show Choice&amp;quot;, &amp;quot;Input Number&amp;quot;, &amp;quot;Select Item&amp;quot; windows. This is because those windows typically have scroll wheel controls of their own and theirs will take priority. Even if they do not have scroll wheel controls temporarily, the function will remain disabled for control consistency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.21: November 13, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** &amp;quot;Auto-Forward&amp;quot; functionality now plays nice with VisuMZ_2_VoiceActControl and waits for voice lines to finish before continuing.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Auto-Forward Settings &amp;gt; Compatibility &amp;gt; Voice Act Padding&lt;br /&gt;
**** How many frames to wait after a voice line finishes?&lt;br /&gt;
**** Average: 60 frames per second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.20: April 17, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Message Tails &amp;gt; Auto-Position &amp;gt; Auto-Correct X&lt;br /&gt;
**** Auto-corrects Message Tail position X when used with Auto-Position but are too close to edge of screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different face sizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the button console was top positioned and the buttons were hidden, the rest of the text would not readjust. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: June 13, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Message Button Console &amp;gt; Button Visuals &amp;gt; Offset X&lt;br /&gt;
*** Parameters &amp;gt; Message Button Console &amp;gt; Button Visuals &amp;gt; Offset Y&lt;br /&gt;
**** Adjusts the X/Y position of the buttons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: March 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a text positioning issue with the message window when shown in battle and a top-aligned button console. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: December 14, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: May 18, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that made hidden buttons via &amp;lt;Hide Button Console&amp;gt; still able to be pressed. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: February 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that prevents &amp;lt;Hide Button Console&amp;gt; from working when word wrap is enabled. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: December 15, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the menu background settings from VisuMZ Core Engine did not carry over to the save menu when accessing it through the Message Button Console. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: November 10, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Plugin Command &amp;quot;Message Cursor: Change Settings&amp;quot; no longer leaves behind the old cursor sprite when a new one is selected. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: August 11, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Irina&lt;br /&gt;
*** Plugin Parameters &amp;gt; Fast Forward &amp;gt; Reset on Scene Change?&lt;br /&gt;
**** Reset Fast Forward setting on scene changes (ie battle, menu, or map transfers)?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: April 7, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Default message cursor no longer appears in the wrong place when no message cursor skin is used for auto-sized messages. Fix by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter option added by Arisu and sponsored by Archeia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Message Cursor Settings &amp;gt; Graphics Type&lt;br /&gt;
**** New option added: Window Skin - Use the default Window Skin cursor&lt;br /&gt;
**** This is for those who wish to use the default window skin cursor instead of icons or images.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: March 17, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands, Text Codes, and Plugin Parameters added by Irina and sponsored by Archeia!&lt;br /&gt;
*** Message Tails can be made to appear from the Message Window and point towards the speaker, similar to how speech bubbles in comics point towards their speakers. The Message Tails do not appear on their own, and only come out when using auto-position text codes (if enabled) such as &amp;lt;Auto Player&amp;gt; or when text codes are used to make them appear such as &amp;lt;Tail Upper Left: x&amp;gt; and &amp;lt;Tail Lower Right: x&amp;gt;.&lt;br /&gt;
*** These settings require custom graphics that this plugin does not come with. You will need to add them on your own or else they will not appear.&lt;br /&gt;
*** Text Codes added: &amp;lt;Tail Bottom Left: x&amp;gt;, &amp;lt;Tail Bottom Right: x&amp;gt;, &amp;lt;Tail Upper Left: x&amp;gt;, &amp;lt;Tail Upper Right: x&amp;gt;&lt;br /&gt;
*** Plugin Command Added: Message Tail: Change Settings&lt;br /&gt;
*** Plugin Parameters Added: Message Tail Settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: March 3, 2022&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added better compatibility functionality with other plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Irina and sponsored by AndyL:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Message Button Console &amp;gt; Auto-Size Hide?&lt;br /&gt;
**** Hide the button console when using auto-size text codes?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: November 18, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: November 4, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina and sponsored by Archeia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Message Button Console &amp;gt; Background Images&lt;br /&gt;
**** Adds a background image to this button instead of using a window skin.&lt;br /&gt;
**** This will disable the window skin.&lt;br /&gt;
**** Various images can be used for &amp;quot;Disabled&amp;quot;, &amp;quot;Enabled&amp;quot;, and &amp;quot;Toggled&amp;quot;.&lt;br /&gt;
**** Offset X and Y positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: October 14, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added an alert requirement for those who are using very old versions of the Message Core that cannot sustain the requirements of this plugin. Added by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: September 3, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Pause sprite, for the Message Window, will no longer show multiple copies if the message cursor sprite is disabled. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: August 6, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Plugin URL now updated to most recent one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: July 30, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added graphic pre-loading for save/load menu preparation. Added by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: August 2, 2021&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Visual Novel Volume 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Gameplay Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Eventing Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Mechanical Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Message Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Events_and_Movement_Core_VisuStella_MZ&amp;diff=17569</id>
		<title>Events and Movement Core VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Events_and_Movement_Core_VisuStella_MZ&amp;diff=17569"/>
		<updated>2025-12-14T21:34:28Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=DA8gr31HPLc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = {{VisuStella Wave 1}}&lt;br /&gt;
|link2 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Button Trigger Events VisuStella MZ]]&lt;br /&gt;
* [[Common Event Menu VisuStella MZ]]&lt;br /&gt;
* [[Event Signals VisuStella MZ]]&lt;br /&gt;
* [[Field Skills VisuStella MZ]]&lt;br /&gt;
* [[Furniture System VisuStella MZ]]&lt;br /&gt;
* [[Lighting Effects VisuStella MZ]]&lt;br /&gt;
* [[Movement Effects VisuStella MZ]]&lt;br /&gt;
* [[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
* [[Tile Grafter System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Events &amp;amp; Movement Core plugin adds a lot of new functionality in terms&lt;br /&gt;
of event flexibility and movement options to RPG Maker MZ. These range from&lt;br /&gt;
adding in old capabilities from previous iterations of RPG Maker to more&lt;br /&gt;
mainstream techniques found in other game engines. Movement options are also&lt;br /&gt;
expanded to support 8-directional movement as well as sprite sheets provided&lt;br /&gt;
that the VisuStella 8 format is used.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Event commands expanded upon to include old and new functions.&lt;br /&gt;
* Event templates for Copying Events, Morphing Events, and Spawning Events.&lt;br /&gt;
* 8-directional movement option available and sprite sheet support.&lt;br /&gt;
* Aesthetics for tilting the sprite when dashing and having shadows below.&lt;br /&gt;
* Pathfinding support for event movement through custom Move Route commands.&lt;br /&gt;
* Advanced switches and variable support to run code automatically.&lt;br /&gt;
* Turn regular Switches and Variables into Self Switches and Self Variables.&lt;br /&gt;
* Put labels and icons over events.&lt;br /&gt;
* Allow numerous ways to trigger events, through clicking, proximity, or by usage of Regions.&lt;br /&gt;
* Change the hitbox sizes of events to larger in any direction.&lt;br /&gt;
* Synchronize event movement options to move when player/other events move.&lt;br /&gt;
* The ability for the player to turn in place.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 1}}&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
=== Advanced Switches and Variables ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreAdvSwitchesVariables.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Switches and variables can now run JavaScript code and return values&lt;br /&gt;
instantly. While at first glance, this may seem no different from using&lt;br /&gt;
the Control Variables event command's Script option, this can be used to&lt;br /&gt;
instantly set up Switch and/or Variable conditions for Parallel Common&lt;br /&gt;
Events, Event Page Conditions, Enemy Skill Conditions, and Troop Page&lt;br /&gt;
Conditions instantly without needing to make an event command to do so.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS&amp;gt; code &amp;lt;/JS&amp;gt;&lt;br /&gt;
- Used for: Switch and Variable names&lt;br /&gt;
- Replace 'code' with JavaScript code on what value to return.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
NOTE: Tagged Switches/Variables are mutually exclusive from one another.&lt;br /&gt;
You cannot tag them with &amp;lt;JS&amp;gt;, &amp;lt;Self&amp;gt;, or &amp;lt;Global&amp;gt; simultaneously.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Self Switches and Variables ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreSelfSwitchesVariables.png|600px]]&lt;br /&gt;
&lt;br /&gt;
RPG Maker MZ by default has 4 Self Switches: A, B, C, D. For some types of&lt;br /&gt;
games, this isn't enough. This plugin gives you the ability convert regular&lt;br /&gt;
Switches into Self Switches so you could have more.&lt;br /&gt;
&lt;br /&gt;
Self Variables also do not exist in RPG Maker MZ by default. Just like with&lt;br /&gt;
Switches, you can turn regular Variables into Self Variables.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Self&amp;gt;&lt;br /&gt;
- Used for: Switch and Variable names&lt;br /&gt;
- Converts the Switch/Variable into a Self Switch/Variable.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
After, just use them like you would for normal Switches and Variables in an&lt;br /&gt;
event's page conditions. If the &amp;lt;Self&amp;gt; tag is present inside the Switch or&lt;br /&gt;
Variable's name, then it will use data unique to only that event.&lt;br /&gt;
&lt;br /&gt;
NOTE: Tagged Switches/Variables are mutually exclusive from one another.&lt;br /&gt;
You cannot tag them with &amp;lt;JS&amp;gt;, &amp;lt;Self&amp;gt;, or &amp;lt;Global&amp;gt; simultaneously.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
If you need to use a script call to get a Self Switch or Self Variable's&lt;br /&gt;
value, you can use the following script calls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Get Self Switch Values:&lt;br /&gt;
&lt;br /&gt;
  getSelfSwitchValue(mapID, eventID, switchID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'switchID' with the ID number if it is a Self Switch made with&lt;br /&gt;
    &amp;lt;Self&amp;gt; or a capital letter surrounded by quotes if it's A, B, C, or D.&lt;br /&gt;
  - This will return the true/false value of the Self Switch.&lt;br /&gt;
  - Example: getSelfSwitchValue(12, 34, 56)&lt;br /&gt;
  - Example: getSelfSwitchValue(12, 34, 'B')&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Get Self Variable Values:&lt;br /&gt;
&lt;br /&gt;
  getSelfVariableValue(mapID, eventID, variableID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the Self Variable.&lt;br /&gt;
  - This will return whatever stored value is found in the Self Variable.&lt;br /&gt;
  - Example: getSelfVariableValue(12, 34, 56)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Set Self Switch Values:&lt;br /&gt;
&lt;br /&gt;
  setSelfSwitchValue(mapID, eventID, switchID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'switchID' with the ID number if it is a Self Switch made with&lt;br /&gt;
    &amp;lt;Self&amp;gt; or a capital letter surrounded by quotes if it's A, B, C, or D.&lt;br /&gt;
  - Replace 'value' with either 'true' or 'false' for ON/OFF respectively.&lt;br /&gt;
    Do not use quotes.&lt;br /&gt;
  - This will change the Self Switch's value to true/false.&lt;br /&gt;
    - Example: setSelfSwitchValue(12, 34, 56, false)&lt;br /&gt;
    - Example: setSelfSwitchValue(12, 34, 'B', true)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Set Self Variable Values:&lt;br /&gt;
&lt;br /&gt;
  setSelfVariableValue(mapID, eventID, variableID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the Self Variable.&lt;br /&gt;
  - Replace 'value' with the value you want to set the Self Variable to.&lt;br /&gt;
  - Example: setSelfVariableValue(12, 34, 56, 88888)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Map Switches and Variables ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMovementCore_MapSwitches.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Similar to Self Switches and Self Variables, Map Switches and Map Variables&lt;br /&gt;
are switches and variables that retain data based on the map the player is&lt;br /&gt;
currently located in. In other words, they're self switches and variables&lt;br /&gt;
but for maps instead!&lt;br /&gt;
&lt;br /&gt;
These features do not exist in RPG Maker MZ by default. Just like with the&lt;br /&gt;
Self Switches and Self Variables, you can turn regular Switches or Variables&lt;br /&gt;
into Map Switches and Map Variables using the following name tag:&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Map&amp;gt;&lt;br /&gt;
- Used for: Switch and Variable names&lt;br /&gt;
- Converts the Switch/Variable into a Map Switch/Variable.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
After, just use them like you would for normal Switches and Variables in an&lt;br /&gt;
event's page conditions. If the &amp;lt;Map&amp;gt; tag is present inside the Switch or&lt;br /&gt;
Variable's name, then it will use data unique to only that map.&lt;br /&gt;
&lt;br /&gt;
NOTE: Tagged Switches/Variables are mutually exclusive from one another.&lt;br /&gt;
You cannot tag them with &amp;lt;JS&amp;gt;, &amp;lt;Self&amp;gt;, &amp;lt;Map&amp;gt;, or &amp;lt;Global&amp;gt; simultaneously.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
If you need to use a script call to get a Map Switch or Map Variable's&lt;br /&gt;
value, you can use the following script calls:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Get Map Switch Values:&lt;br /&gt;
&lt;br /&gt;
  getMapSwitchValue(mapID, switchID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'switchID' with the ID number of the switch to get data.&lt;br /&gt;
  - Example: getMapSwitchValue(4, 20)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Get Variable Switch Values:&lt;br /&gt;
&lt;br /&gt;
  getMapVariableValue(mapID, variableID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the variable to get data.&lt;br /&gt;
  - Example: getMapVariableValue(6, 9)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Set Map Switch Values:&lt;br /&gt;
&lt;br /&gt;
  setMapSwitchValue(mapID, switchID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'switchID' with the ID number of the switch to get data.&lt;br /&gt;
  - Replace 'value' with either 'true' or 'false' for ON/OFF respectively.&lt;br /&gt;
    Do not use quotes.&lt;br /&gt;
  - Example: setMapSwitchValue(4, 20, true)&lt;br /&gt;
  - Example: setMapSwitchValue(6, 9, false)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Set Map Variable Values:&lt;br /&gt;
&lt;br /&gt;
  setMapVariableValue(mapID, variableID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the variable to get data.&lt;br /&gt;
  - Replace 'value' with the value you want to set the Map Variable to.&lt;br /&gt;
  - Example: setMapVariableValue(6, 9, 420)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Character Sprite Filename Tags ===&lt;br /&gt;
&lt;br /&gt;
For the files located inside of your project's /img/characters/ folder, if&lt;br /&gt;
the filenames themselves have specific &amp;quot;tags&amp;quot; in them, special properties&lt;br /&gt;
will be applied to them. These tags can be combined together with a few&lt;br /&gt;
exceptions.&lt;br /&gt;
&lt;br /&gt;
Some of these are new to VisuStella MZ, while others are default to MZ.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  !filename.png&lt;br /&gt;
  - Tag: !&lt;br /&gt;
  - Causes this character's sprite to align with the tile grid instead of&lt;br /&gt;
    being lifted a few pixels higher.&lt;br /&gt;
  - This is primarily used for things like doors, chests, and floor plates.&lt;br /&gt;
  - Default to RPG Maker MZ.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  $filename.png&lt;br /&gt;
  - Tag: $&lt;br /&gt;
  - Causes this character's sprite to use the &amp;quot;big character&amp;quot; format.&lt;br /&gt;
  - Primarily used for sprites like the big monsters and such which only&lt;br /&gt;
    have 3x4 cells as opposed to 12x8 cells that regular sprite sheets have.&lt;br /&gt;
  - Cannot be combined with the [VS8] tag.&lt;br /&gt;
  - Default to RPG Maker MZ.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  filename[Invisible].png&lt;br /&gt;
  - Tag: [Invisible] or [Inv]&lt;br /&gt;
  - This character's sprite will become invisible on the map screen in-game&lt;br /&gt;
    while almost everything else about it is visible.&lt;br /&gt;
  - This is used for those who wish to use sprite labels for things such as&lt;br /&gt;
    autorun and parallel events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  filename[VS8].png&lt;br /&gt;
  - Tag: [VS8]&lt;br /&gt;
  - Converts this sprite into a VisuStella-Style 8-Direction Sprite Sheet.&lt;br /&gt;
  - Refer to the section below.&lt;br /&gt;
  - Cannot be combined with the $ tag.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== VisuStella-Style 8-Directional Sprite Sheets ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
This plugin provides support for the VisuStella-Style 8-Directional Sprite&lt;br /&gt;
Sheets, also know as VS8. VS8 sprite sheets offer support for walking&lt;br /&gt;
frames, dashing frames, carrying frames, and emotes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
To designate a sprite sheet as VS8, simply add [VS8] to the filename.&lt;br /&gt;
Something like Actor1.png would become Actor1_[VS8].png.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
VS8 sprites are formatted as such. Each block below is a set of 3 frames.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Walk Down    Walk DL     Dash Down   Dash DL&lt;br /&gt;
Walk Left    Walk DR     Dash Left   Dash DR&lt;br /&gt;
Walk Right   Walk UL     Dash Right  Dash UL&lt;br /&gt;
Walk Up      Walk UR     Dash Up     Dash UR&lt;br /&gt;
&lt;br /&gt;
Carry Down   Carry DL    Ladder      Emotes 3&lt;br /&gt;
Carry Left   Carry DR    Rope        Emotes 4&lt;br /&gt;
Carry Right  Carry UL    Emotes 1    Emotes 5&lt;br /&gt;
Carry Up     Carry UR    Emotes 2    Emotes 6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' While jumping, the &amp;quot;carry&amp;quot; frame is used as most of the time, this is a sprite pose with arms up in the air where the &amp;quot;carried&amp;quot; icon is.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Here are how each of the emote sets are grouped from left to right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Emotes 1: Item, Hmph, Victory&lt;br /&gt;
Emotes 2: Hurt, Kneel, Collapse&lt;br /&gt;
Emotes 3: !, ?, Music Note&lt;br /&gt;
Emotes 4: Heart, Anger, Sweat&lt;br /&gt;
Emotes 5: Cobweb, ..., Light Bulb&lt;br /&gt;
Emotes 6: Sleep0, Sleep1, Sleep2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Weighted Random Movement ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMovementCore_Update25_WeightedRandom.png|600px]]&lt;br /&gt;
&lt;br /&gt;
When creating events to place on the map, you can determine what type of&lt;br /&gt;
autonomous movement the event will have. When selecting &amp;quot;Random&amp;quot;, the event&lt;br /&gt;
will move randomly across the map.&lt;br /&gt;
&lt;br /&gt;
However, with the way &amp;quot;Random&amp;quot; movement works with the RPG Maker MZ default&lt;br /&gt;
code, the event is more likely to hit a wall and then hug the said wall as&lt;br /&gt;
it maps laps around the map's outer borders making it feel very unnatural&lt;br /&gt;
for any player who's been on the map long enough.&lt;br /&gt;
&lt;br /&gt;
This is where &amp;quot;Weighted Random Movement&amp;quot; comes in. It changes up the random&lt;br /&gt;
movement behavior to function where the farther the event is, the more&lt;br /&gt;
likely the event is to step back towards its &amp;quot;home&amp;quot; position (aka where it&lt;br /&gt;
spawned upon loading the map). This is so that a housewife NPC doesn't&lt;br /&gt;
suddenly wander off into the middle of an army's training grounds on the&lt;br /&gt;
same town map.&lt;br /&gt;
&lt;br /&gt;
The event will stay closer to its home value depending on how high the&lt;br /&gt;
weight's value is. There are a number of ways to adjust the weighted value.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Plugin Parameters &amp;gt; Movement &amp;gt; Event Movement &amp;gt; Random Move Weight&lt;br /&gt;
&lt;br /&gt;
This Plugin Parameter setting allows you to set the default weight for all&lt;br /&gt;
events with &amp;quot;Random&amp;quot; autonomous movement. It is set at a default value of&lt;br /&gt;
0.10 to give the event an understandable degree of freedom.&lt;br /&gt;
&lt;br /&gt;
Lower numbers give events more freedom to move. Larger numbers will make the&lt;br /&gt;
events stick closer to home.&lt;br /&gt;
&lt;br /&gt;
Change this value to 0 to disable it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
You can customize this individually per event by using Notetags and/or&lt;br /&gt;
Comment Tags for the events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Random Move Weight: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- If this tag is used on an event with random-type autonomous movement, then&lt;br /&gt;
  the event will stick closer to their home location (where they are located&lt;br /&gt;
  upon spawning on the map). How close they stick to their home location&lt;br /&gt;
  will depend on the weighted 'x' value.&lt;br /&gt;
- Replace 'x' with a number between 0 and 1. Numbers closer to 0 give the&lt;br /&gt;
  event more freedom when moving randomly while numbers closer to 1 cause&lt;br /&gt;
  the event to stick closer to their home position.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;True Random Move&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- If this tag is used on an event with random-type autonomous movement, then&lt;br /&gt;
  that event will ignore the effects of weighted randomized movement.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Events and Movement Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Events and Movement Core Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Move Route Custom Commands ==&lt;br /&gt;
&lt;br /&gt;
Some custom commands have been added to the &amp;quot;Set Movement Route&amp;quot; event&lt;br /&gt;
command. These can be accessed by pressing the &amp;quot;Script...&amp;quot; command and&lt;br /&gt;
typing in the following, which don't need to be in code form.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that since these are custom additions and RPG Maker MZ does not&lt;br /&gt;
allow plugins to modify the editor, the &amp;quot;Preview&amp;quot; button will not factor in&lt;br /&gt;
the effects of these commands.&lt;br /&gt;
&lt;br /&gt;
If you wish to use a value from a variable, insert $gameVariables.value(x)&lt;br /&gt;
or \V[x] in place of the x in any of the below.&lt;br /&gt;
&lt;br /&gt;
If you wish to use a value from a self variable, insert \SelfVar[x] in place&lt;br /&gt;
of the x in any of the below. This will only draw from the current event. If&lt;br /&gt;
you wish to draw data from outside event self variables, we recommend you&lt;br /&gt;
use the \V[x] variant after using the Plugin Commands to draw data from them&lt;br /&gt;
for the best accuracy.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Animation: x&lt;br /&gt;
- Replace 'x' with the ID of the animation to play on moving unit.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Balloon: name&lt;br /&gt;
- Replace 'name' with any of the following to play a balloon on that the&lt;br /&gt;
  target moving unit.&lt;br /&gt;
- '!', '?', 'Music Note', 'Heart', 'Anger', 'Sweat', 'Cobweb', 'Silence',&lt;br /&gt;
  'Light Bulb', 'Sleep', 'User-Defined 1', 'User-Defined 2',&lt;br /&gt;
  'User-Defined 3', 'User-Defined 4', 'User-Defined 5'&lt;br /&gt;
   - Do NOT insert quotes.&lt;br /&gt;
- Examples:&lt;br /&gt;
  - Balloon: !&lt;br /&gt;
  - Balloon: Sleep&lt;br /&gt;
  - Balloon: Heart&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Fade In: x&lt;br /&gt;
Fade Out: x&lt;br /&gt;
- Fades in/out the sprite's opacity.&lt;br /&gt;
- Fade In will continuously raise the opacity level until it reaches 255.&lt;br /&gt;
- Fade Out will continuously lower the opacity level until it reaches 0.&lt;br /&gt;
- Replace 'x' with the speed to fade in/out the sprite.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Force Carry: On&lt;br /&gt;
Force Carry: Off&lt;br /&gt;
- For usage with the VS8 sprite sheet.&lt;br /&gt;
- Use ON to turn force carrying on.&lt;br /&gt;
- Use OFF to turn force carrying off.&lt;br /&gt;
- Sprites using the VS8 sprite sheet will also show the VS8 Carry frames.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Force Dash: On&lt;br /&gt;
Force Dash: Off&lt;br /&gt;
- Use ON to turn force dashing on.&lt;br /&gt;
- Use OFF to turn force dashing off.&lt;br /&gt;
- Forces dashing will prompt the player or event to be in the dashing state.&lt;br /&gt;
- Sprites using the VS8 sprite sheet will also show the VS8 Dashing frames.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Hug: Left&lt;br /&gt;
Hug: Right&lt;br /&gt;
- Causes the moving unit to hug the left/right side of the wall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Index: x&lt;br /&gt;
- Replace 'x' with a number depicting the character index to change the&lt;br /&gt;
  moving unit's sprite to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Index: +x&lt;br /&gt;
Index: -x&lt;br /&gt;
- Replace 'x' with the value to change the character index of the moving&lt;br /&gt;
  unit's sprite by.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump Forward: x&lt;br /&gt;
- Replace 'x' with the number of tiles for the unit to jump forward by.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the coordinates for the unit to jump to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event for the unit to jump to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump to Player&lt;br /&gt;
- Causes the moving unit to jump to the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump To Home&lt;br /&gt;
- Causes the event to jump to its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move Lower Left Until Stop&lt;br /&gt;
Move Down Until Stop&lt;br /&gt;
Move Lower Right Until Stop&lt;br /&gt;
Move Left Until Stop&lt;br /&gt;
Move Right Until Stop&lt;br /&gt;
Move Upper Left Until Stop&lt;br /&gt;
Move Up Until Stop&lt;br /&gt;
Move Upper Right Until Stop&lt;br /&gt;
- Causes the moving unit to move that direction until it hits a stop.&lt;br /&gt;
- Events will stop moving before they make contact with the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move Lower Left Until Stop&lt;br /&gt;
Crash Move Down Until Stop&lt;br /&gt;
Crash Move Lower Right Until Stop&lt;br /&gt;
Crash Move Left Until Stop&lt;br /&gt;
Crash Move Right Until Stop&lt;br /&gt;
Crash Move Upper Left Until Stop&lt;br /&gt;
Crash Move Up Until Stop&lt;br /&gt;
Crash Move Upper Right Until Stop&lt;br /&gt;
- Causes the moving unit to move that direction until it hits a stop.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the map coordinates to move the unit to through&lt;br /&gt;
  pathfinding.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events will go around the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the map coordinates to move the unit to through&lt;br /&gt;
  pathfinding.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to move the unit to.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events will go around the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to move the unit to.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move to Player&lt;br /&gt;
- Moves the unit to the player.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move to Home&lt;br /&gt;
- Moves the unit towards their home position on the map.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move to Home&lt;br /&gt;
- Moves the unit towards their home position on the map.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move Lower Left: x&lt;br /&gt;
Move Down: x&lt;br /&gt;
Move Lower Right: x&lt;br /&gt;
Move Left: x&lt;br /&gt;
Move Right: x&lt;br /&gt;
Move Upper Left: x&lt;br /&gt;
Move Up: x&lt;br /&gt;
Move Upper Right: x&lt;br /&gt;
- Replace 'x' with the number of times to move the unit by in the designated&lt;br /&gt;
  direction on the map.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Opacity: x%&lt;br /&gt;
- Replace 'x' with the percentage to change the unit's sprite opacity to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Opacity: +x&lt;br /&gt;
Opacity: -x&lt;br /&gt;
- Replace 'x' with the increment to change the unit's sprite opacity by.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Pattern Lock: x&lt;br /&gt;
- Replace 'x' with the step pattern to lock the unit's sprite to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Pattern Unlock&lt;br /&gt;
- Removes pattern lock effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Pose: name&lt;br /&gt;
- If using a VS8 sprite, this will cause the unit to strike a pose.&lt;br /&gt;
- Replace 'name' with any the following:&lt;br /&gt;
- 'Item', 'Hmph', 'Victory', 'Hurt', 'Kneel', 'Collapse',&lt;br /&gt;
  '!', '?', 'Music Note', 'Heart', 'Anger', 'Sweat', 'Cobweb', 'Silence',&lt;br /&gt;
  'Light Bulb', 'Sleep'&lt;br /&gt;
   - Do NOT insert quotes.&lt;br /&gt;
- Examples:&lt;br /&gt;
  - Balloon: Item&lt;br /&gt;
  - Balloon: Victory&lt;br /&gt;
  - Balloon: ?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the desired coordinates for the unit to take one&lt;br /&gt;
  step towards.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event for the unit to take one step to.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward Player&lt;br /&gt;
- Causes event to take one step towards the player.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward Home&lt;br /&gt;
- Causes the event to take one step towards its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the desired coordinates for the unit to take one&lt;br /&gt;
  step away from.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event for the unit to take one step from.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From Player&lt;br /&gt;
- Causes event to take one step away from the player.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn To: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the coordinates to make the unit face towards.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to turn the unit towards.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn to Player&lt;br /&gt;
- Causes the unit to turn towards the player.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn to Home&lt;br /&gt;
- Causes the event to turn towards its home position.&lt;br /&gt;
- This refers to the original position's X/Y on the map.&lt;br /&gt;
- The event will turn and face the tile that is its original X/Y location.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From Home&lt;br /&gt;
- Causes the event to take one step away from its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the coordinates to make the unit face away from.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to turn the unit away from.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From Player&lt;br /&gt;
- Causes the unit to turn away from the player.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From Home&lt;br /&gt;
- Causes the event to turn away from its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Lower Left&lt;br /&gt;
Turn Lower Right&lt;br /&gt;
Turn Upper Left&lt;br /&gt;
Turn Upper Right&lt;br /&gt;
- Causes the unit to turn to one of the diagonal directions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Self Switch x: On&lt;br /&gt;
Self Switch x: Off&lt;br /&gt;
Self Switch x: Toggle&lt;br /&gt;
- Replace 'x' with 'A', 'B', 'C', 'D', or a &amp;lt;Self&amp;gt; Switch ID to adjust the&lt;br /&gt;
  unit's self switch.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Self Variable x: y&lt;br /&gt;
- Replace 'x' with a &amp;lt;Self&amp;gt; Variable ID to adjust the unit's self variable.&lt;br /&gt;
- Replace 'y' with a number value to set the self variable to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the coordinates to instantly move the unit to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to instantly move the unit to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport to Player&lt;br /&gt;
- Instantly moves the unit to the player's location.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport to Home&lt;br /&gt;
- Instantly teleports an event to its home position on the map.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If none of the commands are detected above, then a script call will be ran.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Event Label Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreLabel.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams01.png]]&lt;br /&gt;
&lt;br /&gt;
Event Labels are small windows created to display text over an event's head.&lt;br /&gt;
They're set up using the &amp;lt;Label&amp;gt; notetags and/or comment tags. Event Labels&lt;br /&gt;
are a great way to instantly relay information about the event's role to&lt;br /&gt;
the player.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Event Labels&lt;br /&gt;
&lt;br /&gt;
  Sprite Based?:&lt;br /&gt;
  - Use sprite-based labels instead of legacy-window version.&lt;br /&gt;
  - Legacy-window version will not be supported in future.&lt;br /&gt;
  - Sprite-based labels are more memory efficient and work better&lt;br /&gt;
    compatibility-wise.&lt;br /&gt;
&lt;br /&gt;
  Mobile-Enabled?:&lt;br /&gt;
  - Enable event labels for mobile devices?&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - The font size used for the Event Labels.&lt;br /&gt;
&lt;br /&gt;
  Icon Size:&lt;br /&gt;
  - The size of the icons used in the Event Labels.&lt;br /&gt;
&lt;br /&gt;
  Line Height:&lt;br /&gt;
  - The line height used for the Event Labels.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Globally offset all labels horizontally by this amount.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Globally offset all labels vertically by this amount.&lt;br /&gt;
&lt;br /&gt;
  Fade Speed:&lt;br /&gt;
  - Fade speed for labels.&lt;br /&gt;
&lt;br /&gt;
  Visible Range:&lt;br /&gt;
  - Range the player has to be within the event to make its label visible.&lt;br /&gt;
&lt;br /&gt;
    Range Type:&lt;br /&gt;
    - What do you want the default label visible range type?&lt;br /&gt;
      - Square&lt;br /&gt;
      - Diamond&lt;br /&gt;
      - Circle&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Event Icon Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreIcon.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams02.png]]&lt;br /&gt;
&lt;br /&gt;
Icons can be displayed over an event's head through the &amp;lt;Icon&amp;gt; notetags&lt;br /&gt;
and/or comment tags. These can be used for a variety of things such as&lt;br /&gt;
making them look like they're carrying an item or to indicate they have a&lt;br /&gt;
specific role.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Event Icon&lt;br /&gt;
&lt;br /&gt;
  Buffer X:&lt;br /&gt;
  - Default X position buffer for event icons.&lt;br /&gt;
&lt;br /&gt;
  Buffer Y:&lt;br /&gt;
  - Default Y position buffer for event icons.&lt;br /&gt;
&lt;br /&gt;
  Blend Mode:&lt;br /&gt;
  - Default blend mode for even icons.&lt;br /&gt;
    - 0 - Normal&lt;br /&gt;
    - 1 - Additive&lt;br /&gt;
    - 2 - Multiply&lt;br /&gt;
    - 3 - Screen&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Event Template Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams03.png]]&lt;br /&gt;
&lt;br /&gt;
Event Templates allow you to store specific maps and/or event data to bring&lt;br /&gt;
out on need while having a premade set base. They're similar to prefabs but&lt;br /&gt;
aren't things that can be altered individually as one setting for an event&lt;br /&gt;
template will serve as a blueprint for all of them that use them.&lt;br /&gt;
&lt;br /&gt;
Event Templates are used for the &amp;lt;Copy Event&amp;gt; notetags, the Morph Event and&lt;br /&gt;
Spawn Event Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Preloaded Maps:&lt;br /&gt;
  - A list of all the ID's of the maps that will be preloaded to serve as&lt;br /&gt;
    template maps for this plugin.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Templates&lt;br /&gt;
- A list of all the Event Templates used by this project. Used for notetags&lt;br /&gt;
  and Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
    Name:&lt;br /&gt;
    - Name of the template. It'll be used as anchor points for notetags and&lt;br /&gt;
      Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
    Map ID:&lt;br /&gt;
    - ID of the map the template event is stored on.&lt;br /&gt;
    - This will automatically add this ID to preloaded list.&lt;br /&gt;
&lt;br /&gt;
    Event ID:&lt;br /&gt;
    - ID of the event the template event is based on.&lt;br /&gt;
&lt;br /&gt;
    JavaScript:&lt;br /&gt;
      JS: Pre-Copy:&lt;br /&gt;
      JS: Post-Copy:&lt;br /&gt;
      JS: Pre-Morph:&lt;br /&gt;
      JS: Post-Morph:&lt;br /&gt;
      JS: Pre-Spawn:&lt;br /&gt;
      JS: Post-Spawn:&lt;br /&gt;
      - Code that's ran during certain circumstances.&lt;br /&gt;
      - The code will occur at the same time as the ones listed in the main&lt;br /&gt;
        Event Template Settings Plugin Parameters. However, the ones listed&lt;br /&gt;
        in these individual entries will only occur for these specific&lt;br /&gt;
        templates and only if the templates are used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
JavaScript&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-Copy:&lt;br /&gt;
  JS: Post-Copy:&lt;br /&gt;
  JS: Pre-Morph:&lt;br /&gt;
  JS: Post-Morph:&lt;br /&gt;
  JS: Pre-Spawn:&lt;br /&gt;
  JS: Post-Spawn:&lt;br /&gt;
  - Code that's ran during certain circumstances.&lt;br /&gt;
  - These are global and are ran for all copies, morphs, and/or spawns.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Movement Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams04.png]]&lt;br /&gt;
&lt;br /&gt;
These plugin parameters allow you to control how movement works in your&lt;br /&gt;
game, toggling it from 4-directional to 8-directional, setting up rules to&lt;br /&gt;
stop self-movement from events while an event or message is present, and&lt;br /&gt;
other aesthetics such as tilting the sprite while dashing, setting shadows&lt;br /&gt;
beneath the sprites, and allow for turning in place.&lt;br /&gt;
&lt;br /&gt;
⚠️⚠️⚠️Shadows do NOT appear for sprites using a &amp;quot;!&amp;quot; as their leading filename&lt;br /&gt;
marker. These sprites are environmental and are considered &amp;quot;object&amp;quot;&lt;br /&gt;
characters by the RPG Maker MZ core scripts. They do not utilize character&lt;br /&gt;
shadows due.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
8 Directional Movement&lt;br /&gt;
&lt;br /&gt;
  Enable:&lt;br /&gt;
  - Allow 8-directional movement by default? Players can move diagonally.&lt;br /&gt;
&lt;br /&gt;
  Strict Collision:&lt;br /&gt;
  - Enforce strict collission rules where the player must be able to pass&lt;br /&gt;
    both cardinal directions?&lt;br /&gt;
&lt;br /&gt;
  Favor Horizontal:&lt;br /&gt;
  - Favor horizontal if cannot pass diagonally but can pass both&lt;br /&gt;
    horizontally and vertically?&lt;br /&gt;
&lt;br /&gt;
  Slower Diagonals?&lt;br /&gt;
  - Enforce a slower movement speed when moving diagonally?&lt;br /&gt;
&lt;br /&gt;
    Speed Multiplier&lt;br /&gt;
    - What's the multiplier to adjust movement speed when moving diagonally?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Automatic Movement&lt;br /&gt;
&lt;br /&gt;
  Stop During Events:&lt;br /&gt;
  - Stop automatic event movement while events are running.&lt;br /&gt;
&lt;br /&gt;
  Stop During Messages:&lt;br /&gt;
  - Stop automatic event movement while a message is running.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Bitmap&lt;br /&gt;
&lt;br /&gt;
  Smoothing:&lt;br /&gt;
  - Do you want to smooth or pixelate the map sprites?&lt;br /&gt;
  - Pixelating them is better for zooming and tilting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dash&lt;br /&gt;
&lt;br /&gt;
  Dash Modifier:&lt;br /&gt;
  - Alters the dash speed modifier.&lt;br /&gt;
&lt;br /&gt;
  Dash on Ladder?&lt;br /&gt;
  - Allow dashing while on a ladder or rope?&lt;br /&gt;
&lt;br /&gt;
  Enable Dash Tilt?:&lt;br /&gt;
  - Tilt any sprites that are currently dashing?&lt;br /&gt;
&lt;br /&gt;
    Tilt Left Amount:&lt;br /&gt;
    - Amount in radians when moving left (upper left, left, lower left).&lt;br /&gt;
&lt;br /&gt;
    Tilt Right Amount:&lt;br /&gt;
    - Amount in radians when moving right (upper right, right, lower right).&lt;br /&gt;
&lt;br /&gt;
    Tilt Vertical Amount:&lt;br /&gt;
    - Amount in radians when moving vertical (up, down).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMovementCore_Update25_WeightedRandom.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Event Movement&lt;br /&gt;
&lt;br /&gt;
  Random Move Weight:&lt;br /&gt;
  - Use numbers between 0 and 1.&lt;br /&gt;
  - Numbers closer to 1 stay closer to their home position.&lt;br /&gt;
  - 0 to disable it.&lt;br /&gt;
&lt;br /&gt;
  Shift Y:&lt;br /&gt;
  - How many pixels should non-tile characters be shifted by?&lt;br /&gt;
  - Negative: up. Positive: down.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Path Finding&lt;br /&gt;
&lt;br /&gt;
  Mobile-Enabled?:&lt;br /&gt;
  - Enable diagonal pathfinding for mobile devices?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreShadow.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Shadows&lt;br /&gt;
&lt;br /&gt;
  Show:&lt;br /&gt;
  - Show shadows on all events and player-related sprites.&lt;br /&gt;
&lt;br /&gt;
  Default Filename:&lt;br /&gt;
  - Default filename used for shadows found in img/system/ folder.&lt;br /&gt;
&lt;br /&gt;
  Shadow Z Layer:&lt;br /&gt;
  - What is the sprite Z layer used for the shadow sprites?&lt;br /&gt;
    - In-game layers are as follows:&lt;br /&gt;
    - 0 : Lower tiles&lt;br /&gt;
    - 1 : Lower characters&lt;br /&gt;
    - 3 : Normal characters&lt;br /&gt;
    - 4 : Upper tiles&lt;br /&gt;
    - 5 : Upper characters&lt;br /&gt;
    - 6 : Airship shadow&lt;br /&gt;
    - 7 : Balloon&lt;br /&gt;
    - 8 : Animation&lt;br /&gt;
    - 9 : Destination&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn in Place&lt;br /&gt;
&lt;br /&gt;
  Enable:&lt;br /&gt;
  - When not dashing, player will turn in place before moving.&lt;br /&gt;
  - This only applies with keyboard inputs.&lt;br /&gt;
&lt;br /&gt;
  Delay in Frames:&lt;br /&gt;
  - The number of frames to wait before moving.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Vehicle Speeds&lt;br /&gt;
&lt;br /&gt;
  Boat Speed:&lt;br /&gt;
  - Allows you to adjust the base speed of the boat vehicle.&lt;br /&gt;
&lt;br /&gt;
  Ship Speed:&lt;br /&gt;
  - Allows you to adjust the base speed of the ship vehicle.&lt;br /&gt;
&lt;br /&gt;
  Airship Speed:&lt;br /&gt;
  - Allows you to adjust the base speed of the airship vehicle.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== VisuStella 8-Dir Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams05.png]]&lt;br /&gt;
&lt;br /&gt;
These are settings for sprite sheets using the VS8 format.&lt;br /&gt;
For more information on the VS8 format, look in the help section above.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Balloon Icon Settings&lt;br /&gt;
&lt;br /&gt;
  Auto-Balloon Poses:&lt;br /&gt;
  - Automatically pose VS8 sprites when using balloon icons.&lt;br /&gt;
&lt;br /&gt;
  Balloon Offset X:&lt;br /&gt;
  - Offset balloon icons on VS8 sprites by x pixels.&lt;br /&gt;
&lt;br /&gt;
  Balloon Offset Y:&lt;br /&gt;
  - Offset balloon icons on VS8 sprites by y pixels.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreIcon.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Icons&lt;br /&gt;
&lt;br /&gt;
  Auto Buffer:&lt;br /&gt;
  - Automatically buffer the X and Y coordinates of VS8 sprites?&lt;br /&gt;
&lt;br /&gt;
  Use Carry Pose:&lt;br /&gt;
  - Use the carry pose when moving with an icon overhead.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Region Rulings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventMoveCoreRegions.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams06.png]]&lt;br /&gt;
&lt;br /&gt;
These settings allow you to decide the passability of the player, events,&lt;br /&gt;
and various vehicles through the usage of Regions.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Allow Regions&lt;br /&gt;
&lt;br /&gt;
  All Allow:&lt;br /&gt;
  Walk Allow:&lt;br /&gt;
  Player Allow:&lt;br /&gt;
  Event Allow:&lt;br /&gt;
  Vehicle Allow:&lt;br /&gt;
  Boat Allow:&lt;br /&gt;
  Ship Allow:&lt;br /&gt;
  Airship Allow:&lt;br /&gt;
  - Insert Region ID's where the affected unit type can enter.&lt;br /&gt;
  - Region ID's range from 0 to 255.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Forbid Regions&lt;br /&gt;
&lt;br /&gt;
  All Forbid:&lt;br /&gt;
  Walk Forbid:&lt;br /&gt;
  Player Forbid:&lt;br /&gt;
  Event Forbid:&lt;br /&gt;
  Vehicle Forbid:&lt;br /&gt;
  Boat Forbid:&lt;br /&gt;
  Ship Forbid:&lt;br /&gt;
  Airship Forbid:&lt;br /&gt;
  - Insert Region ID's where the affected unit type cannot enter.&lt;br /&gt;
  - Region ID's range from 0 to 255.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dock Regions&lt;br /&gt;
&lt;br /&gt;
  Vehicle Dock:&lt;br /&gt;
  Boat Dock:&lt;br /&gt;
  Ship Dock:&lt;br /&gt;
  Airship Dock:&lt;br /&gt;
  - Insert Region ID's where the affected vehicle can dock&lt;br /&gt;
  - Region ID's range from 0 to 255.&lt;br /&gt;
&lt;br /&gt;
  Only Region Dockable:&lt;br /&gt;
  - Vehicles are only able to dock at designated regions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Common Event on OK Button ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams07.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters allow you to setup Common Events that activate using&lt;br /&gt;
Regions when pressing the OK button while standing on top of them or in&lt;br /&gt;
front of them. These let you create near universally interactable objects&lt;br /&gt;
using Regions, such as rivers to start up fishing events or locations to&lt;br /&gt;
places items on.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Regions&lt;br /&gt;
&lt;br /&gt;
  Regions 1 - 255:&lt;br /&gt;
  - Which Common Event does this region activate?&lt;br /&gt;
  - Use 0 to not activate any Common Events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams07a.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Target Tile&lt;br /&gt;
&lt;br /&gt;
  Target Tile:&lt;br /&gt;
  - Which tile should be checked for Common Event on OK Button?&lt;br /&gt;
    - Tile in front of player.&lt;br /&gt;
    - Tile player is standing on top of.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Common Event on Touch ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams08.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters allow you to setup Common Events that trigger when&lt;br /&gt;
stepping onto Region-marked tiles. These let you create custom effects that&lt;br /&gt;
will occur such as customized damage floors, traps, and/or events.&lt;br /&gt;
&lt;br /&gt;
Areas marked with these regions will not allow random encounters to occur.&lt;br /&gt;
This is how RPG Maker works. Assuming you are not using plugins at all, by&lt;br /&gt;
putting on touch events all over the map, tiles with those on touch events&lt;br /&gt;
will not let random encounters trigger.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Regions&lt;br /&gt;
&lt;br /&gt;
  Regions 1 - 255:&lt;br /&gt;
  - Which Common Event does this region activate?&lt;br /&gt;
  - Use 0 to not activate any Common Events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Terrain Tag Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams09.png]]&lt;br /&gt;
&lt;br /&gt;
Terrain Tags are used in Database =&amp;gt; Tilesets to mark certain tiles and&lt;br /&gt;
give them unique properties through terrain tags.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Terrain Tag ID's&lt;br /&gt;
&lt;br /&gt;
  Rope:&lt;br /&gt;
  - Which terrain tag number to use for ropes?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.61: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where shadows would appear under lower-priority event sprites making usage of certain tiles awkward looking. This is corrected by the new Plugin Parameter. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Movement Settings &amp;gt; Shadows &amp;gt; Shadow Z Layer&lt;br /&gt;
**** What is the sprite Z layer used for the shadow sprites?&lt;br /&gt;
**** By default, this layer will now be 0.5 instead of 0.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If a event is made whose priority is &amp;quot;Below characters&amp;quot; and is a tile object (ie taking a sprite from the map tileset or a character sprite with &amp;quot;!&amp;quot; in front of the name), it will be automatically regulated to a custom Z layer of 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.60: August 29, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where events with large hitboxes do not work with crash move. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where single-mode save games by Save Core would freeze after executed event movements. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Event Labels will adjust their vertical position to the picture of any attached event picture if one is present. Update by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Picture Type: Enemy&amp;gt;&lt;br /&gt;
*** &amp;lt;Picture Type: SV Enemy&amp;gt;&lt;br /&gt;
**** Will use /img/enemies/ or /img/sv_enemies/ instead of /img/pictures/ to grab a picture graphic from.&lt;br /&gt;
**** Other picture graphic sprite related notetags will apply as normal.&lt;br /&gt;
*** &amp;lt;Label Range Type: Square&amp;gt;&lt;br /&gt;
*** &amp;lt;Label Range Type: Circle&amp;gt;&lt;br /&gt;
*** &amp;lt;Label Range Type: Diamond&amp;gt;&lt;br /&gt;
**** Sets a range type for the label to appear visible for.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Event Label Settings &amp;gt; Visible Range &amp;gt; Range Type:&lt;br /&gt;
**** What do you want the default label visible range type?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.59: June 13, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Added a cache check for character sprite tag names to reduce frame drops. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Location X: +x&amp;gt;, &amp;lt;Location X: -x&amp;gt;&lt;br /&gt;
*** &amp;lt;Location Y: +y&amp;gt;, &amp;lt;Location Y: -y&amp;gt;&lt;br /&gt;
*** &amp;lt;Location: +x, +y&amp;gt;, &amp;lt;Location: +x, -y&amp;gt;&lt;br /&gt;
*** &amp;lt;Location: -x, +y&amp;gt;, &amp;lt;Location: -x, -y&amp;gt;&lt;br /&gt;
**** Adjusts the initial location of this event by +x and +y (or -x and -y).&lt;br /&gt;
**** This allows you to stack events on top of each other or even move them to various places of the map.&lt;br /&gt;
*** &amp;lt;Tile Expand Up: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Tile Expand Down: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Tile Expand Left: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Tile Expand Right: x&amp;gt;&lt;br /&gt;
**** Used for events with tile graphics. Expands the graphic up, down, left, or right from the spritesheet.&lt;br /&gt;
**** This does NOT expand the hitbox.&lt;br /&gt;
**** The graphic will be anchored to the tile it's expanded from. This means even if you expanded downward, the actual event's position will still be the current event's X/Y coordinates. It's just grown more vertically and is still centered horizontally.&lt;br /&gt;
**** This is primarily used to save on having to use too many events for tiles that expanded past 1x1 tile sizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.58: May 16, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;Features: Character Sprite Filename Tags&amp;quot; section.&lt;br /&gt;
* New Features!&lt;br /&gt;
** [Invisible] tag added to character sprite filenames.&lt;br /&gt;
*** If a character sprite's filename has [invisible] in it, it will become invisible on the map screen in-game while almost everything else about it is visible. This is used for those who wish to use sprite labels for things such as autorun and parallel events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.57: March 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Command: &amp;quot;Event Icon: Delete&amp;quot; will now keep an event icon cleared until the newly added Plugin Command: &amp;quot;Event Icon: Restore&amp;quot; is used. Update made by Arisu.&lt;br /&gt;
** Plugin Command: &amp;quot;Event Icon: Change&amp;quot; is now renamed to have &amp;quot;(Temporary)&amp;quot; after its name in order to clarify the temporary changes made to it.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Arisu:&lt;br /&gt;
*** Event Icon: Event Icon: Change (Forced)&lt;br /&gt;
**** Change the icon that appears on an event.&lt;br /&gt;
**** This change is forced and needs to be restored.&lt;br /&gt;
*** Event Icon: Restore&lt;br /&gt;
**** Restores a deleted or forced icon that appears on an event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.56: February 15, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added fail safes for activation proximity notetags when loaded from past save files without Events and Movement Core installed. Added by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Encounter Half Square: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter Half Circle: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter Half Delta: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter Half Row: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter Half Column: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter None Square: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter None Circle: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter None Delta: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter None Row: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Encounter None Column: x&amp;gt;&lt;br /&gt;
**** If the player is within the 'x' area effect of this event, the random encounter rate will be halved or suppressed completely depending on the notetag used.&lt;br /&gt;
**** These include script call checks.&lt;br /&gt;
*** &amp;lt;Erase if Encounter Half&amp;gt;&lt;br /&gt;
*** &amp;lt;Erase if Encounter None&amp;gt;&lt;br /&gt;
**** Automatically erase this event if the player's party has an encounter half or encounter none effect, or if the event has spawned in an encounter half or encounter none area.&lt;br /&gt;
**** This check only occurs in two situations: when the map is first loaded after being teleported into or when the player leaves a menu and returns back to the map.&lt;br /&gt;
**** Events that have been erased due to this effect will NOT return even if the encounter half/none effect is removed while the player is still on the map. The event will return if the player exits the map and comes back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.55: December 14, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Arisu:&lt;br /&gt;
*** Event Popup: Player&lt;br /&gt;
*** Event Popup: Follower&lt;br /&gt;
*** Event Popup: Event&lt;br /&gt;
*** Event Popup: Target Tile&lt;br /&gt;
**** Makes a centered event popup on the player sprite, target follower sprite, target event sprite, or target tile.&lt;br /&gt;
**** All of these new Plugin Commands require VisuMZ_1_MessageCore and cannot be used in battle.&lt;br /&gt;
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Version 1.54: October 12, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Help file updated to reduce confusion:&lt;br /&gt;
*** Call Event: Remote Read&lt;br /&gt;
**** This will run the page of the target event on the current event.&lt;br /&gt;
**** This means that any &amp;quot;This Event&amp;quot; commands will be applied to the event using this Plugin Command and NOT the target event that page data is being retrieved from.&lt;br /&gt;
**** Think of it as the current event using the target called event as a Common Event ala how RPG Maker 2003 works (for those familiar with it).&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Renamed &amp;quot;Call Event: Remote Activation&amp;quot; to &amp;quot;Call Event: Remote Read&amp;quot; to reduce confusion.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;Activation Radius: x&amp;gt; notetag is now defined as &amp;lt;Activation Delta: x&amp;gt;&lt;br /&gt;
*** 'Radius' variant will still work and function as 'Delta' but will no longer be listed in the help file as 'Radius'&lt;br /&gt;
*** This is changed to avoid confusion with the new notetag.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu and sponsored by AndyL:&lt;br /&gt;
*** &amp;lt;Activation Circle: x&amp;gt;&lt;br /&gt;
**** A circle-shaped range with the event at the center.&lt;br /&gt;
**** 'x' represents the distance from the center.&lt;br /&gt;
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Version 1.53: August 17, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** &amp;lt;Map Load Common Event: x&amp;gt;&lt;br /&gt;
** &amp;lt;Map Load Common Events: x, x, x&amp;gt;&lt;br /&gt;
*** When this map is loaded, run the specified Common Events once available.&lt;br /&gt;
**** Does NOT trigger if you transfer to a different part of the same map.&lt;br /&gt;
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Version 1.52: July 13, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated help file for &amp;lt;Label: text&amp;gt; notetags:&lt;br /&gt;
*** If text codes are used, avoid text codes that use &amp;lt; and &amp;gt; wrappers.&lt;br /&gt;
** Updated help file for &amp;lt;Label&amp;gt; sandwich notetags:&lt;br /&gt;
*** You can use text codes with &amp;lt; and &amp;gt; wrappers.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Event labels now work properly with scaling sprites.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu and sponsored by Anon:&lt;br /&gt;
*** &amp;lt;Label Hue Shift: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Label Hue Shift: -x&amp;gt;&lt;br /&gt;
**** Changes the hue of the event label by +x or -x every frame.&lt;br /&gt;
**** Keep in mind that since this is changing hue, this will appear to have no effect if you are using black and white labels.&lt;br /&gt;
**** Use labels with text codes that add color to them like '\C[4]text'&lt;br /&gt;
**** This only works with the sprite version of event labels and does not work with the legacy version.&lt;br /&gt;
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Version 1.51: June 15, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Provided a fail safe for plugins using the scaling options from this plugin but do not have scaling parameters identified. The scaling ratio should now default to 1.0. Fix made by Olivia.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Diagonal pathfinding is now improved as to not get stuck on tight corners on the map. Feature update made by Arisu.&lt;br /&gt;
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Version 1.50: April 13, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;Icon: x&amp;gt; should now update correctly when changing pages through self switches or other event conditions. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Event Labels &amp;gt; Mobile-Enabled?&lt;br /&gt;
*** Plugin Parameters &amp;gt; Movement &amp;gt; Pathfinding &amp;gt; Mobile-Enabled?&lt;br /&gt;
**** These settings allow you to enable or disable certain features when played on mobile devices for better performance.&lt;br /&gt;
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Version 1.49: March 16, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Event Notetag and Comment Tags added by Arisu:&lt;br /&gt;
*** &amp;lt;Scale: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Scale X: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Scale Y: y%&amp;gt;&lt;br /&gt;
**** Changes the scale of the sprite to the designated size.&lt;br /&gt;
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Version 1.48: January 20, 2023&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;Move Synch&amp;gt; for certain types will also copy facing directions even if there are no tile movements (ie changing directions when pressed up against and obstacle). Update made by Arisu.&lt;br /&gt;
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Version 1.47: November 10, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If &amp;quot;Follower: Set Global Chase&amp;quot; is set to false, followers will no longer jump towards the player location when the player jumps. This does NOT apply to gather or location changing players. Followers will still have to synchronize their positions there regardless in order to maintain consistency. Update made by Olivia.&lt;br /&gt;
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Version 1.46: September 29, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Altered the self switch auto-reset timing to reduce errors. Fix by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added self-movement prevention whenever scenes are deactivated. Update made by Arisu.&lt;br /&gt;
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Version 1.45: August 18, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused event labels with variables from refreshing properly. Fix made by Arisu.&lt;br /&gt;
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Version 1.44: July 21, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem that caused &amp;lt;Exit Reset Self Data&amp;gt; notetag to not work. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Diagonal pathfinding is now disabled when there are too many events on a map, causing extra collission checks. This value is set to 100 for the time being until we can figure out a better way to calculate diagonal pathfinding. Update made by Irina.&lt;br /&gt;
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Version 1.43: July 14, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Move to Player for events should no longer cause hang ups. Fix by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added caching function for pathfinding when using touch movement for a smoother experience. When touch movement is held down, pathfinding will utilize the non-diagonal function for less resource consumption to prevent FPS frame drops. Update made by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu:&lt;br /&gt;
*** &amp;lt;Playtest&amp;gt;&lt;br /&gt;
**** If this notetag is found in the event's notebox (NOT comments), then the event will only appear during a playtest session. It will not appear in a deployed game where the playtest flag is not on.&lt;br /&gt;
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Version 1.42: June 23, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added to &amp;lt;Copy Event: x, y&amp;gt; notetag help:&lt;br /&gt;
*** - If '0' is used for the Map ID, reference the current map.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Default MZ behavior would have &amp;quot;below characters&amp;quot; trigger events with only comments lock out facing &amp;quot;same as characters&amp;quot; trigger events. This is now bypassed. Update made by Arisu.&lt;br /&gt;
** The &amp;lt;Copy Event: mapID, eventID&amp;gt; notetags now allow usage of '0' for the mapID to reference the current map. Update made by Arisu.&lt;br /&gt;
** &amp;lt;Save Event Location&amp;gt; should now work more efficiently. Update by Arisu.&lt;br /&gt;
** Dashing animations for followers will no longer look weird after having gathered up and then proceeding to dash. Update made by Irina.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New event notetag added by Arisu:&lt;br /&gt;
*** &amp;lt;Exit Reset Self Data&amp;gt;&lt;br /&gt;
**** When the player leaves the current map, all Self Switches and Self Variables related to this event will be reset.&lt;br /&gt;
** New Plugin Command added by Arisu and sponsored by Anon:&lt;br /&gt;
*** Self Data: Reset All&lt;br /&gt;
**** Reset the Self Switch and Self Variable data of all events within the specified map.&lt;br /&gt;
** New Plugin Parameter added by Arisu and sponsored by Anon:&lt;br /&gt;
*** Plugin Params &amp;gt; Movement Settings &amp;gt; Dash &amp;gt; Dash on Ladder?&lt;br /&gt;
**** Allow dashing while on a ladder or rope?&lt;br /&gt;
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Version 1.41: June 1, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Parallel Process Common Events above 1000 should no longer crash the game. Bug fixed by Irina.&lt;br /&gt;
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Version 1.39: May 5, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Save event location should now work properly with Set Event Location command. Fix made by Arisu.&lt;br /&gt;
** Sprite Event Labels with distance properties will no longer be visible when constantly entering/exiting the Main Menu. Fix made by Arisu.&lt;br /&gt;
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Version 1.38: April 28, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu and sponsored by Archeia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Movement Settings &amp;gt; Event Movement &amp;gt; Shift Y&lt;br /&gt;
**** How many pixels should non-tile characters be shifted by?&lt;br /&gt;
** New Notetags added by Arisu and sponsored by Archeia:&lt;br /&gt;
*** &amp;lt;Picture Filename: filename&amp;gt;&lt;br /&gt;
**** applies a picture graphic from the /img/pictures/ folder of your game project.&lt;br /&gt;
**** This graphic will be on top of the character sprite but below the event icon sprite.&lt;br /&gt;
**** The picture priority will be the same as the event's priority. If it is &amp;quot;below characters&amp;quot;, the player can walk on top of it. If it is &amp;quot;above characters&amp;quot;, the player will behind it. If it is &amp;quot;same as characters&amp;quot;, the priority will be based on the current relative Y position.&lt;br /&gt;
*** &amp;lt;Picture Max Size: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Picture Scale: y%&amp;gt;&lt;br /&gt;
**** If the &amp;quot;Max Size&amp;quot; or &amp;quot;Scale&amp;quot; supplementary notetags are used, the picture graphic will be scaled proportionally to fit either the exact pixel size for &amp;quot;Max Size&amp;quot; or the &amp;quot;Scale&amp;quot; ratio.&lt;br /&gt;
*** &amp;lt;Picture Offset: +x, +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Picture Offset: -x, -y&amp;gt;&lt;br /&gt;
**** Offsets the X and Y position of the event picture relative to the event sprite's own position.&lt;br /&gt;
*** &amp;lt;Picture Wait Frames: x&amp;gt;&lt;br /&gt;
**** Requires VisuMZ_4_AnimatedPictures! &amp;quot;Wait Frames&amp;quot; is used with VisuMZ's Animated Pictures plugin. This determines the delay inbetween frame changes.&lt;br /&gt;
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Version 1.37: March 24, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity to &amp;quot;Turn to Home&amp;quot; Movement Command.&lt;br /&gt;
*** This refers to the original position's X/Y on the map.&lt;br /&gt;
*** The event will turn and face the tile that is its original X/Y location.&lt;br /&gt;
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Version 1.36: March 17, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;Turn To Home&amp;quot; movement command now properly faces the home position. Fix made by Irina.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Commands now have separators for easier selection.&lt;br /&gt;
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Version 1.35: March 3, 2022&lt;br /&gt;
* IMPORTANT! Compatibility Update!&lt;br /&gt;
** Compatibility Update with RPG Maker MZ 1.4.4.&lt;br /&gt;
*** For some reason this update broke any saves made before 1.4.4 was updated and they cannot be loaded. The only way saves would load is if you made a safe after 1.4.4 was done. This should be fixed and saves made with 1.4.3 and before should now be working. Update made by Irina.&lt;br /&gt;
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Version 1.34: February 17, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Arisu has created new event notetag/comment tags:&lt;br /&gt;
*** &amp;lt;Custom Z: x&amp;gt;&lt;br /&gt;
**** Replace 'x' with a number value to determine the event sprite's Z value relative to the tilemap.&lt;br /&gt;
**** View the helpfile for more information.&lt;br /&gt;
*** &amp;lt;Mirror Sprite&amp;gt;&lt;br /&gt;
**** The event sprite's visual appearance is mirrored.&lt;br /&gt;
*** &amp;lt;Move Synch Distance Opacity: x&amp;gt;&lt;br /&gt;
**** Changes the opacity of the event based on the distance between it and its move synched target. Closer means more opaque. Further away means more transparent.&lt;br /&gt;
** Irina has created a more memory efficient version of Event Labels.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Event Label Settings &amp;gt; Sprite Based?&lt;br /&gt;
**** Use sprite-based labels instead of legacy-window version.&lt;br /&gt;
**** Legacy-window version will not be supported in future.&lt;br /&gt;
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Version 1.33: February 3, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu!&lt;br /&gt;
*** &amp;lt;Hide Player&amp;gt;&lt;br /&gt;
*** &amp;lt;Show Player&amp;gt;&lt;br /&gt;
**** Map Notetag. Forcefully hides or shows the player sprite. This is so you don't need to manually turn the setting on/off each time you enter a specific map.&lt;br /&gt;
*** &amp;lt;Hide Followers&amp;gt;&lt;br /&gt;
*** &amp;lt;Show Followers&amp;gt;&lt;br /&gt;
**** Map Notetag. Forcefully hides or shows the player's followers. This is so you don't need to manually turn them on/off each time you enter a specific map.&lt;br /&gt;
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Version 1.32: January 20, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Self Variable changes from custom move routes should no longer cause crashes. Fix made by Arisu.&lt;br /&gt;
** Self Switch custom move route toggles should now work properly. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Better shadow tracking algorithm to remove any shadow twitching. Update made by Yanfly.&lt;br /&gt;
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Version 1.31: January 6, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.30: November 25, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Map Switches and Map Variables added by Arisu:&lt;br /&gt;
*** Map Switches are self-switches for maps. Instead of using &amp;lt;Self&amp;gt;, use &amp;lt;Map&amp;gt; in the Switch name to designate it as a Map Switch. The ON/OFF data for that Switch will vary depending on the map the player is currently on.&lt;br /&gt;
*** Map Variables are self-variables for maps. Instead of using &amp;lt;Self&amp;gt;, use &amp;lt;Map&amp;gt; in the Variable name to designate it as a Map Switch. The number data for that Variable will vary depending on the map the player is currently on.&lt;br /&gt;
*** Script Calls have been added for these features as well.&lt;br /&gt;
**** See help file for them.&lt;br /&gt;
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Version 1.29: October 7, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Same map event spawning should now work properly without the need to add the current map ID to the preloaded map array. Update made by Arisu.&lt;br /&gt;
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Version 1.28: September 30, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New move route commands added by Arisu:&lt;br /&gt;
*** Jump to Home&lt;br /&gt;
*** Move to Home&lt;br /&gt;
*** Crash Move to Home&lt;br /&gt;
*** Step Toward Home&lt;br /&gt;
*** Step Away From Home&lt;br /&gt;
*** Turn to Home&lt;br /&gt;
*** Turn Away From Home&lt;br /&gt;
*** Teleport to Home&lt;br /&gt;
**** These only work on events. Their actions should be reflective of what their command names suggest.&lt;br /&gt;
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Version 1.27: September 17, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed event spawn templates so that they can work properly with Common Events. Fix made by Arisu.&lt;br /&gt;
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Version 1.26: September 3, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;Step Towards Player&amp;quot; custom command should now work properly. Fix made by Arisu.&lt;br /&gt;
** Having multiple region restriction notetags for a map will no longer cause others to lock out. Fix made by Arisu.&lt;br /&gt;
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Version 1.25: July 30, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem that caused the 'setSelfSwitchValue' and 'setSelfVariableValue' functions to not work properly. Fix made by Irina.&lt;br /&gt;
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Version 1.24: June 4, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added extra clarification on which commands will go around the player character and which ones won't.&lt;br /&gt;
* New Move Route Custom Commands added by Arisu:&lt;br /&gt;
** Crash Move (direction) Until Stop&lt;br /&gt;
** Crash Move To: x, y&lt;br /&gt;
** Crash Move To Event: x&lt;br /&gt;
*** These allow events to collide with the player character and trigger Event Touch events.&lt;br /&gt;
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Version 1.23: May 21, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Morphing by templates should no longer cause a crash. Fix made by Arisu.&lt;br /&gt;
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Version 1.22: May 7, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Plugin Commands for Event Label Visibility should now update without needing to take steps as per distance detection. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added clarity to &amp;quot;Common Event on Touch&amp;quot; Plugin Parameters.&lt;br /&gt;
*** Areas marked with these regions will not allow random encounters to occur. This is how RPG Maker works. Assuming you are not using plugins at all, by putting on touch events all over the map, tiles with those on touch events will not let random encounters trigger.&lt;br /&gt;
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Version 1.21: March 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Move until stop custom move routes should no longer cause crashes. Fix made by Arisu.&lt;br /&gt;
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Version 1.20: February 26, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Region Restrictions regarding Player Allow will no longer affect vehicle passability. Update made by Arisu.&lt;br /&gt;
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Version 1.19: February 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;Self Variable: Variable ID&amp;quot; plugin command's Map ID should now be able to use &amp;quot;0&amp;quot; to self reference the current map. Fix made by Olivia.&lt;br /&gt;
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Version 1.18: February 5, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Event icon plugin commands should now work properly. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added new &amp;quot;Features: Weighted Random Movement&amp;quot; section.&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Random Move Weight: x&amp;gt;&lt;br /&gt;
**** If this tag is used on an event with random-type autonomous movement, then the event will stick closer to their home location (where they are located upon spawning on the map). How close they stick to their home location will depend on the weighted 'x' value.&lt;br /&gt;
*** &amp;lt;True Random Move&amp;gt;&lt;br /&gt;
**** If this tag is used on an event with random-type autonomous movement, then that event will ignore the effects of weighted randomized movement.&lt;br /&gt;
** New Plugin Commands added by Arisu and sponsored by AndyL:&lt;br /&gt;
*** Event Timer: Change Speed&lt;br /&gt;
*** Event Timer: Expire Event Assign&lt;br /&gt;
*** Event Timer: Expire Event Clear&lt;br /&gt;
*** Event Timer: Frames Gain&lt;br /&gt;
*** Event Timer: Frames Set&lt;br /&gt;
*** Event Timer: Pause&lt;br /&gt;
*** Event Timer: Resume&lt;br /&gt;
**** The above Plugin Commands allow you to control the game timer better.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Movement &amp;gt; Event Movement &amp;gt; Random Move Weight&lt;br /&gt;
**** Use numbers between 0 and 1. Numbers closer to 1 stay closer to their home position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: January 29, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;Do NOT insert quotes&amp;quot; to &amp;quot;Balloon: name&amp;quot; and &amp;quot;Pose: name&amp;quot;.&lt;br /&gt;
** Added Examples for extra clarification.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** When touch clicking an event on a map with multiple events, pathfinding will utilize the non-diagonal function for less resource consumption to prevent FPS frame drops. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: January 22, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** When touch clicking multiple times on an impassable tile, pathfinding will utilize the non-diagonal function for less resource consumption to prevent FPS frame drops. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: January 1, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Spawned events should now resume their automated self movement after being interacted with. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Help file updated for updated features.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Collission checks for the Spawn Event Plugin Commands now account for the spawning event's Hitbox, too. Update made by Yanfly.&lt;br /&gt;
** Spawn Event Plugin Commands adds a new parameter &amp;quot;Success Switch ID&amp;quot; to check if the spawning has been successful or not.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Yanfly!&lt;br /&gt;
*** Spawn Event: Spawn At Terrain Tag&lt;br /&gt;
*** Spawn Event: Despawn Terrain Tag(s)&lt;br /&gt;
**** These function similar to their region counterparts except they target terrain tags instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: December 18, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Caching for event label positions now account for page index. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for the new features!&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Irina.&lt;br /&gt;
*** Follower: Set Global Chase&lt;br /&gt;
*** Follower: Set Target Chase&lt;br /&gt;
*** Follower: Set Control&lt;br /&gt;
*** Follower: Reset&lt;br /&gt;
**** These plugin commands allow you to change whether or not the followers will chase their intended targets and/or shift control over their movement route from the &amp;quot;Player&amp;quot; to the target follower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: December 4, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Caching for event label positions now account for one-screen maps. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: November 29, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Click Triggers no longer work on erased events. Fix made by Arisu.&lt;br /&gt;
** Erased events no longer have icons appear above their heads. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Initialization of the plugin's effects no only occur if the event's current page settings have been altered. Change made by Arisu.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: November 15, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Morph plugin command should no longer cause crashes. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for the updated features!&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Updates to these Plugin Commands made by Yanfly:&lt;br /&gt;
*** Call Event: Remote Activation&lt;br /&gt;
*** Event Icon: Change&lt;br /&gt;
*** Event Icon: Delete&lt;br /&gt;
*** Event Location: Create&lt;br /&gt;
*** Event Location: Delete&lt;br /&gt;
*** Global Switch: Get Self Switch A B C D&lt;br /&gt;
*** Global Switch: Get Self Switch ID&lt;br /&gt;
*** Global Variable: Get Self Variable ID&lt;br /&gt;
*** Morph Event: Change&lt;br /&gt;
*** Morph Event: Remove&lt;br /&gt;
*** Self Switch: A B C D&lt;br /&gt;
*** Self Switch: Switch ID&lt;br /&gt;
*** Self Variable: Variable ID&lt;br /&gt;
**** All of the above Plugin Commands can now use 0 for their Event ID's in order to refer to the running event's ID value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: November 1, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Spawned Event preserve function now works properly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: October 25, 2020&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** Added clarity on the notetags and comment tags on when their effects are present.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Event icons now have an unsmoothing property to them to make them look better. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: October 11, 2020&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added failsafes for better compatibility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: October 4, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated for the new features!&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Data from deleted events will now be cleared and removed from maps if the events do not exist to prevent conflict with plugins from the VisuStella MZ library and other plugins. Feature added by Irina.&lt;br /&gt;
** Move Route Custom Commands now support self variable values! If you wish to use a value from a self variable, insert \SelfVar[x] in place of the x in any of the below. This will only draw from the current event. If you wish to draw data from outside event self variables, we recommend you use the \V[x] variant after using the Plugin Commands to draw data from them for the best accuracy.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Yanfly!&lt;br /&gt;
*** Movement &amp;gt; Bitmap &amp;gt; Smoothing&lt;br /&gt;
**** Do you want to smooth or pixelate the map sprites? Pixelating them is better for zooming and tilting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: September 27, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Events &amp;amp; Movement Core no longer disables the Core Engine's Smart Event Collision plugin parameter. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Move Route Custom Commands updated with the new feature for inserting variable values.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Move Route Custom Commands now support $gameVariable.value(x) values. You can also just use \V[x] for variable values, too. Added by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: September 20, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** If player movement is disabled, mouse movement is disabled, too. Fix made by Arisu.&lt;br /&gt;
** The region restriction notetags should be fixed and work again. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: September 13: 2020&lt;br /&gt;
* Feature Update!&lt;br /&gt;
* Some Move Route Custom Commands are updated to ignore spaces:&lt;br /&gt;
** Jump To: x, y&lt;br /&gt;
** Move To: x, y&lt;br /&gt;
** Step Toward: x, y&lt;br /&gt;
** Step Away From: x, y&lt;br /&gt;
** Turn To: x, y&lt;br /&gt;
** Turn Away From: x, y&lt;br /&gt;
** Teleport To: x, y&lt;br /&gt;
*** These can now be written as x,y. There still needs to be a space between the : and x for parsing clarity, however.&lt;br /&gt;
*** Feature updated by Arisu with help from BlueMoon and Zeriab.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New 'Move Route Custom Commands' added by Arisu.&lt;br /&gt;
*** Fade In: x&lt;br /&gt;
*** Fade Out: x&lt;br /&gt;
*** Force Carry: On&lt;br /&gt;
*** Force Carry: Off&lt;br /&gt;
*** Force Dash: On&lt;br /&gt;
*** Force Dash: Off&lt;br /&gt;
** New Plugin Commands added by Arisu.&lt;br /&gt;
*** Player Movement: Control&lt;br /&gt;
**** Enable or disable player control over the player character's movement.&lt;br /&gt;
*** Player Movement: Diagonal&lt;br /&gt;
**** Override settings to for player diagonal movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: September 6, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Sleeping pose is now fixed and working! Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Extended &amp;quot;Features: Self Switches and Variables&amp;quot; to explain how to use script calls to grab self switch information.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Yanfly:&lt;br /&gt;
*** Global Switch: Get Self Switch A B C D&lt;br /&gt;
*** Global Switch: Get Self Switch ID&lt;br /&gt;
*** Global Variable: Get Self Variable ID&lt;br /&gt;
**** These plugin commands allow you to transfer data stored in a self switch or Self Variable into a global switch or global variable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: ugust 30, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;Diagonal Movement: Off&amp;gt; notetag now works properly. Fix made by Yanfly.&lt;br /&gt;
** Plugin Command &amp;quot;Event Label: Visible&amp;quot; now works properly. Fix made by Shaz.&lt;br /&gt;
** Custom Move Route commands should now be working properly. Fix made by Shaz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: August 23, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Event Cache issues fixed upon loading a saved game. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: August 20, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Event Popup Tips and Tricks]]&lt;br /&gt;
* [[Inspiration Behind Wave 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Core Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Movement Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Eventing Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Map_Camera_Zoom_VisuStella_MZ&amp;diff=17568</id>
		<title>Map Camera Zoom VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Map_Camera_Zoom_VisuStella_MZ&amp;diff=17568"/>
		<updated>2025-12-14T21:33:09Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=yHH_j1xXAQc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/1747950&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/map-camera-zoom&amp;quot;&amp;gt;Map Camera Zoom plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Enchanted Explorers}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_MapCameraZoom_Preview_Zoom.gif|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_MapCameraZoom_Preview_Focus.gif|600px]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_MapCameraZoom_Title.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_MapCameraZoom_Preview_Zoom.gif|600px]]&lt;br /&gt;
&lt;br /&gt;
This plugin enables the ability to zoom the in-game camera inward and make&lt;br /&gt;
the visible game area larger and more focused. The camera can also focus on&lt;br /&gt;
events or specific tiles other than just the player, making it helpful for&lt;br /&gt;
cutscenes. Easing accessibility also makes the zoom and camera shifts more&lt;br /&gt;
soft and less rough feeling.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Zoom ability allows the camera to zoom inward and enlarge the focal point.&lt;br /&gt;
* Auto-zoom notetag allows for the camera to automatically shift when entering specific maps.&lt;br /&gt;
* Camera focus function allows the game camera to instantly move over to the target event or target tile.&lt;br /&gt;
* Easing accessibility allow for smoothing zooming and camera focus changes alongside dedicated wait time control.&lt;br /&gt;
* Wait for Zoom and Wait for Camera Focus plugin commands are available for more on the go flexibility in eventing.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 4}}&lt;br /&gt;
&lt;br /&gt;
== Caution ==&lt;br /&gt;
&lt;br /&gt;
When using this plugin, there are things to be cautious about.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Screen Tearing ===&lt;br /&gt;
&lt;br /&gt;
When using non-whole odd numbers like 1.3, 1.5, and 1.7, the likelihood of&lt;br /&gt;
there being a &amp;quot;screen tearing&amp;quot; effect for the tilemap or for sprites is&lt;br /&gt;
greatly increased. This can be avoided by having sprites with a pixel-worth&lt;br /&gt;
of buffering space or by just simply avoiding to use non-whole odd numbers&lt;br /&gt;
altogether.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Cannot Go Under 100% ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_MapCameraZoom_Preview_Zoom.gif|600px]]&lt;br /&gt;
&lt;br /&gt;
You can zoom in (aka go above 100% zoom), but you cannot zoom out (aka go&lt;br /&gt;
under 100% zoom). The reasoning behind this is because of the limitation&lt;br /&gt;
between PixiJS and WebGL. Going under 100% zoom will break the tilemap and&lt;br /&gt;
cause large chunks of it to go missing.&lt;br /&gt;
&lt;br /&gt;
This is true even without this plugin installed as you can try to use the&lt;br /&gt;
innate RPG Maker MZ zoom functions and try to set the zoom scale under 100%.&lt;br /&gt;
The tileset will immediately start to fall apart.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Sprites No Longer Smoothed ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_MapCameraZoom_Preview_Focus.gif|600px]]&lt;br /&gt;
&lt;br /&gt;
When using this plugin, certain resources like on-map character sprites and&lt;br /&gt;
some tile sprites will have bitmap smoothing removed. The reason for this is&lt;br /&gt;
due to PixiJS's texture bleeding problem when the sprites are zoomed in. If&lt;br /&gt;
left alone, this causes an ugly filmy border around the edges of the&lt;br /&gt;
sprite's dimensions that are otherwise an eye-sore to look at.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== VisuStella MZ Compatibility ==&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_MapCameraZoom_Preview_Zoom.gif|600px]]&lt;br /&gt;
&lt;br /&gt;
While this plugin is compatible with the majority of the VisuStella MZ&lt;br /&gt;
plugin library, it is not compatible with specific plugins or specific&lt;br /&gt;
features. This section will highlight the main plugins/features that will&lt;br /&gt;
not be compatible with this plugin or put focus on how the make certain&lt;br /&gt;
features compatible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Core Engine VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
Having the VisuMZ Core Engine installed will enable you to use easing when&lt;br /&gt;
it comes to zooming and camera panning.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Picture Zooming ===&lt;br /&gt;
&lt;br /&gt;
If you are NOT using the VisuMZ Core Engine, pictures will be bound to the&lt;br /&gt;
zoom scale. This is NOT a bug. If you are using pictures in a completely&lt;br /&gt;
vanilla RPG Maker MZ project without any plugins installed and enter a&lt;br /&gt;
battle, the battle zoom will also make the pictures zoom in as well.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Map Camera Zoom Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Map Camera Zoom VisuStella Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== General Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_MapCameraZoom_Preview_Zoom.gif|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_MapCameraZoom_Preview_Focus.gif|600px]]&lt;br /&gt;
&lt;br /&gt;
These are the general settings used for the Map Camera Zoom plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Default Zoom:&lt;br /&gt;
  - What is the default zoom value?&lt;br /&gt;
  - 1.0 = 100%; 1.5 = 150%; 2.0 = 200%;&lt;br /&gt;
  - Cannot go under 1.0!&lt;br /&gt;
&lt;br /&gt;
  Adapt Battle Encounter Ani:&lt;br /&gt;
  - Adapt the battle encounter zoom effect?&lt;br /&gt;
  - Occurs when entering battle from the map.&lt;br /&gt;
&lt;br /&gt;
  Force Pixelated Map:&lt;br /&gt;
  - Force the map's tilesets to be rendered in pixelated form regardless of&lt;br /&gt;
    what other plugins may do.&lt;br /&gt;
  - This is primarily for pixel art games that would look better with more&lt;br /&gt;
    pixelated tiles when zoomed in.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Compatibility&lt;br /&gt;
&lt;br /&gt;
  Map Lock Adjust:&lt;br /&gt;
  - Adjusts the Map Lock effect to the map's display position when exiting&lt;br /&gt;
    menus.&lt;br /&gt;
  - For VisuMZ_4_VisualParallaxes.&lt;br /&gt;
  - Best left false unless you know what you're doing.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.08: December 15, 2025&lt;br /&gt;
* Bug Fix!&lt;br /&gt;
** Fixed a bug where upon loading a saved game, any scrolling done by the &amp;quot;Scroll&amp;quot; event would be lost. This fix only applies to new saves made after the fix. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where upon using &amp;quot;Change Parallax&amp;quot; to adjust loop speeds and then zooming in would cause the parallax to jump an unpredictable amount. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Compatibility &amp;gt; Zoom Round Up?&lt;br /&gt;
**** While zooming, change the rounding effect to round up or round down?&lt;br /&gt;
**** Depending on the artistic style your game is going for, you may prefer for sprite positions to round up or round down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: December 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with outside plugins when doing battle transitions. Camera will automatically focus the player if the &amp;quot;Adapt Battle Encounter Ani&amp;quot; is enabled.&lt;br /&gt;
** Added better compatibility with VisuMZ's Event Title Scene plugin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: October 17, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Visual Parallaxes when using plugin commands to focus scroll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: July 18, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where screen scrolling and focus didn't work properly. Fix made by Irina.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugin now works better with Movement Core's smooth scroll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: April 18, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Compatibility &amp;gt; Map Lock Adjust&lt;br /&gt;
**** Adjusts the Map Lock effect to the map's display position when exiting menus.&lt;br /&gt;
**** For VisuMZ_4_VisualParallaxes.&lt;br /&gt;
**** Best left false unless you know what you're doing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: March 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added a new section called &amp;quot;Caution&amp;quot;:&lt;br /&gt;
*** When using non-whole odd numbers like 1.3, 1.5, and 1.7, the likelihood of there being a &amp;quot;screen tearing&amp;quot; effect for the tilemap or for sprites is greatly increased. This can be avoided by having sprites with a pixel-worth of buffering space or by just simply avoiding to use non-whole odd numbers altogether.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Force Pixelated Map&lt;br /&gt;
**** Force the map's tilesets to be rendered in pixelated form regardless of what other plugins may do.&lt;br /&gt;
**** This is primarily for pixel art games that would look better with more pixelated tiles when zoomed in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: July 13, 2023&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: March 16, 2023&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Better camera zoom with VisuStella MZ Movement Effect's Smooth Scrolling when this plugin's 'Adapt Battle Encounter Ani' setting is turned off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: November 2, 2022&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Enchanted Explorers Volume 1]]&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Gameplay Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Eventing Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Utility Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Mechanical Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Skill_Learn_System_VisuStella_MZ&amp;diff=17567</id>
		<title>Skill Learn System VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Skill_Learn_System_VisuStella_MZ&amp;diff=17567"/>
		<updated>2025-12-14T21:31:37Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=gPXNzsAHHko&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/827757&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/skill-learn-system&amp;quot;&amp;gt;Skill Learn System plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Wave 5}}&lt;br /&gt;
|link3 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SkillLearnSystem_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillLearnSystem_Preview2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillLearnSystem_Preview3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillLearnSystem_Ani.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This plugin lets your game's actors have an alternative way of learning&lt;br /&gt;
skills aside from leveling up. Instead, they can learn skills through the&lt;br /&gt;
in-game skill menu, where they can trade gold, items, or the brand new&lt;br /&gt;
resources made available by this plugin: Ability Points and/or Skill Points.&lt;br /&gt;
&lt;br /&gt;
Ability Points and Skill Points are new resources provided by this plugin&lt;br /&gt;
that can be acquired in a variety of ways, of which, you can set through its&lt;br /&gt;
mechanical settings in the Plugin Parameters. These can be through leveling&lt;br /&gt;
up, performing actions, and/or defeating enemies.&lt;br /&gt;
&lt;br /&gt;
When learning skills through this plugin's in-game system, skills can have&lt;br /&gt;
a variety of costs and requirements. These requirements can come in the form&lt;br /&gt;
of needing to be at a certain level, having specific skills learned, and/or&lt;br /&gt;
having certain switches on.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Actors can now learn new skills from the in-game skill menu under the new &amp;quot;Learn&amp;quot; command.&lt;br /&gt;
* In this new menu, actors can spend various resources to learn new skills.&lt;br /&gt;
* These resources can be Ability Points, Skill Points, items, and more.&lt;br /&gt;
* Ability Points and Skill Points are brand new resources added through this plugin which can be acquired through a variety a means ranging from participating in battle, defeating enemies, and/or leveling up.&lt;br /&gt;
* Learnable skills may have requirements that need to be first met even if the actor has the available resources.&lt;br /&gt;
* Skill learning requirements can include levels, having other skills learned, and/or enabled switches.&lt;br /&gt;
* Play animations upon learning a new skill inside the menu.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
== Extra Features ==&lt;br /&gt;
&lt;br /&gt;
There are some extra features found if other VisuStella MZ plugins are found&lt;br /&gt;
present in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Battle Test ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillLearnSystem_BattleTest.png|600px]]&lt;br /&gt;
&lt;br /&gt;
When doing a battle test through the database, all of an actor's learnable&lt;br /&gt;
skills through the Skill Learn System's notetags will become available for&lt;br /&gt;
the test battle to reduce the need to manually add them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Victory Aftermath VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillLearnSystem_VictoryAftermath.png]]&lt;br /&gt;
&lt;br /&gt;
If VisuStella MZ's Victory Aftermath plugin is installed, the amount of&lt;br /&gt;
Skill Points and Ability Points earned can be visibly shown in the rewards&lt;br /&gt;
window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Skill Learn System Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Skill Learn System Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== General Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillLearnSystem_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillLearnSystem_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
General settings for the Skill Learn System. These determine the settings&lt;br /&gt;
that are used for the Skill Learn System menu's main screen.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Visual&lt;br /&gt;
&lt;br /&gt;
  Displayed Costs:&lt;br /&gt;
  - Select which cost types to display in the skill entry.&lt;br /&gt;
  - This also determines the order they are displayed.&lt;br /&gt;
    - AP - Ability Points&lt;br /&gt;
    - SP - Skill Points&lt;br /&gt;
    - Item - Item Costs&lt;br /&gt;
    - Weapon - Weapon Costs&lt;br /&gt;
    - Armor - Armor Costs&lt;br /&gt;
    - Gold - Gold Costs&lt;br /&gt;
&lt;br /&gt;
  Separate Skill Type?:&lt;br /&gt;
  - Separate learnable skills by skill type?&lt;br /&gt;
&lt;br /&gt;
  Hide Learned Skills&lt;br /&gt;
  - Hide skills after they are learned?&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Status:&lt;br /&gt;
  - JavaScript code used to draw in Window_SkillStatus when the Skill Learn&lt;br /&gt;
    System is active.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Vocabulary&lt;br /&gt;
&lt;br /&gt;
  Learned Text:&lt;br /&gt;
  - This is the text that appears if the skill has been learned.&lt;br /&gt;
  - You may use text codes.&lt;br /&gt;
&lt;br /&gt;
  Requirements&lt;br /&gt;
&lt;br /&gt;
    Requirement Header:&lt;br /&gt;
    - Header for requirements.&lt;br /&gt;
    - %1 - Requirements (all of them)&lt;br /&gt;
&lt;br /&gt;
    Separation Format:&lt;br /&gt;
    - This determines how the requirements are separated.&lt;br /&gt;
    - %1 - Previous Requirement, %2 - Second Requirement&lt;br /&gt;
&lt;br /&gt;
    Level Format:&lt;br /&gt;
    - This how level is displayed.&lt;br /&gt;
    - %1 - Level, %2 - Full Level Term, %3 - Abbr Level Term&lt;br /&gt;
&lt;br /&gt;
    Skill Format:&lt;br /&gt;
    - This how required skills are displayed.&lt;br /&gt;
    - %1 - Icon, %2 - Skill Name&lt;br /&gt;
&lt;br /&gt;
    Switch Format:&lt;br /&gt;
    - This how required switches are displayed.&lt;br /&gt;
    - %1 - Switch Name&lt;br /&gt;
&lt;br /&gt;
  Costs&lt;br /&gt;
&lt;br /&gt;
    Separation Format:&lt;br /&gt;
    - This determines how the costs are separated from one another.&lt;br /&gt;
    - %1 - Previous Cost, %2 - Second Cost&lt;br /&gt;
&lt;br /&gt;
    Item Format:&lt;br /&gt;
    - Determine how items are displayed as a cost.&lt;br /&gt;
    - %1 - Quantity, %2 - Icon, %3 - Item Name&lt;br /&gt;
&lt;br /&gt;
    Weapon Format:&lt;br /&gt;
    - Determine how weapons are displayed as a cost.&lt;br /&gt;
    - %1 - Quantity, %2 - Icon, %3 - Weapon Name&lt;br /&gt;
&lt;br /&gt;
    Armor Format:&lt;br /&gt;
    - Determine how armors are displayed as a cost.&lt;br /&gt;
    - %1 - Quantity, %2 - Icon, %3 - Armor Name&lt;br /&gt;
&lt;br /&gt;
    Gold Format:&lt;br /&gt;
    - Determine how gold is displayed as a cost.&lt;br /&gt;
    - %1 - Quantity, %2 - Icon, %3 - Currency Vocabulary&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Main Access Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillLearnSystem_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillLearnSystem_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Menu Access settings for Skill Learn System. The Skill Learn System is&lt;br /&gt;
accessible normally through the in-game Skill menu.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Main Access Settings&lt;br /&gt;
&lt;br /&gt;
  Command Name:&lt;br /&gt;
  - Name of the 'Skill Learn' option in the Menu.&lt;br /&gt;
&lt;br /&gt;
  Icon:&lt;br /&gt;
  - What is the icon you want to use to represent Skill Learn?&lt;br /&gt;
&lt;br /&gt;
  Show in Menu?:&lt;br /&gt;
  - Add the 'Skill Learn' option to the Menu by default?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Animation Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillLearnSystem_Ani.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillLearnSystem_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
Animation settings for the Skill Learn System. By default, an animation will&lt;br /&gt;
be played upon learning a skill through the Skill Learn System's menu in&lt;br /&gt;
order to provide player feedback about learning the said skill.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Show Animations?:&lt;br /&gt;
  - Show animations when learning a skill?&lt;br /&gt;
&lt;br /&gt;
  Show Windows?:&lt;br /&gt;
  - Show windows during a skill learn animation?&lt;br /&gt;
&lt;br /&gt;
  Default Animations:&lt;br /&gt;
  - Default animation(s) do you want to play when learning.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Skill Sprite&lt;br /&gt;
&lt;br /&gt;
  Scale:&lt;br /&gt;
  - How big do you want the skill sprite to be on screen?&lt;br /&gt;
&lt;br /&gt;
  Fade Speed:&lt;br /&gt;
  - How fast do you want the icon to fade in?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Sound Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillLearnSystem_Ani.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillLearnSystem_Params4.png]]&lt;br /&gt;
&lt;br /&gt;
Settings for the sound effect played when learning a new skill through the&lt;br /&gt;
Skill Learn System.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Filename:&lt;br /&gt;
  - Filename of the sound effect played.&lt;br /&gt;
&lt;br /&gt;
  Volume:&lt;br /&gt;
  - Volume of the sound effect played.&lt;br /&gt;
&lt;br /&gt;
  Pitch:&lt;br /&gt;
  - Pitch of the sound effect played.&lt;br /&gt;
&lt;br /&gt;
  Pan:&lt;br /&gt;
  - Pan of the sound effect played.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Window Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillLearnSystem_Preview2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillLearnSystem_Params5.png]]&lt;br /&gt;
&lt;br /&gt;
Window settings for the Skill Learn System. There are two new windows added&lt;br /&gt;
into the Skill menu through this plugin: the Detail Window and the Confirm&lt;br /&gt;
Window.&lt;br /&gt;
&lt;br /&gt;
The Detail Window will list the required costs of learning a skill in detail&lt;br /&gt;
in case the icons provided are not clear enough to show what's needed.&lt;br /&gt;
&lt;br /&gt;
The Confirm Window is a window that appears towards the bottom to let the&lt;br /&gt;
player make a confirmation before deciding to learn the skill.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Detail Window&lt;br /&gt;
&lt;br /&gt;
  Requirements&lt;br /&gt;
&lt;br /&gt;
    Requirement Title:&lt;br /&gt;
    - Text used when drawing the learning requirements.&lt;br /&gt;
    - %1 - Skill Icon, %2 - Skill Name&lt;br /&gt;
&lt;br /&gt;
    Requirement Met:&lt;br /&gt;
    - This how met requirements look.&lt;br /&gt;
    - %1 - Requirement Text&lt;br /&gt;
&lt;br /&gt;
    Requirement Not Met:&lt;br /&gt;
    - This how met requirements look.&lt;br /&gt;
    - %1 - Requirement Text&lt;br /&gt;
&lt;br /&gt;
    Requirement Level:&lt;br /&gt;
    - This how level is displayed.&lt;br /&gt;
    - %1 - Level, %2 - Full Level Term, %3 - Abbr Level Term&lt;br /&gt;
&lt;br /&gt;
    Requirement Skill:&lt;br /&gt;
    - This how required skills are displayed.&lt;br /&gt;
    - %1 - Icon, %2 - Skill Name&lt;br /&gt;
&lt;br /&gt;
    Requirement Switch:&lt;br /&gt;
    - This how required switches are displayed.&lt;br /&gt;
    - %1 - Switch Name&lt;br /&gt;
&lt;br /&gt;
  Costs&lt;br /&gt;
&lt;br /&gt;
    Cost Title:&lt;br /&gt;
    - Text used when drawing the learning costs.&lt;br /&gt;
    - %1 - Skill Icon, %2 - Skill Name&lt;br /&gt;
&lt;br /&gt;
    Cost Name:&lt;br /&gt;
    - Text used to label the resource being consumed.&lt;br /&gt;
&lt;br /&gt;
    Cost Quantity:&lt;br /&gt;
    - Text used to label the cost of the resource.&lt;br /&gt;
&lt;br /&gt;
    Cost of Owned:&lt;br /&gt;
    - Text used to label the amount of the resource in possession.&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
    - 0 - Window&lt;br /&gt;
    - 1 - Dim&lt;br /&gt;
    - 2 - Transparent&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for this window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Confirm Window&lt;br /&gt;
&lt;br /&gt;
  Confirm Text:&lt;br /&gt;
  - Text used for the Confirm command.&lt;br /&gt;
  - Text codes can be used.&lt;br /&gt;
&lt;br /&gt;
  Cancel Text:&lt;br /&gt;
  - Text used for the Cancel command.&lt;br /&gt;
  - Text codes can be used.&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
    - 0 - Window&lt;br /&gt;
    - 1 - Dim&lt;br /&gt;
    - 2 - Transparent&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for this window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Ability Points Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillLearnSystem_Resources.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillLearnSystem_Params6.png]]&lt;br /&gt;
&lt;br /&gt;
Ability Points are an actor-only resource used as a currency for this&lt;br /&gt;
plugin. You can determine how they appear in-game, how they're earned, and&lt;br /&gt;
what kind of mechanics are involved with them. Ability Points can also be&lt;br /&gt;
used in other VisuStella plugins.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Mechanics&lt;br /&gt;
&lt;br /&gt;
  Shared Ability Points:&lt;br /&gt;
  - Do you want Ability Points to be shared across all classes?&lt;br /&gt;
  - Or do you want all classes to have their own?&lt;br /&gt;
&lt;br /&gt;
  Maximum:&lt;br /&gt;
  - What's the maximum amount of Ability Points an actor can have?&lt;br /&gt;
  - Use 0 for unlimited Ability Points.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Visual&lt;br /&gt;
&lt;br /&gt;
  Show In Menus?:&lt;br /&gt;
  - Do you wish to show Ability Points in menus that allow them?&lt;br /&gt;
  - For extra clarity:&lt;br /&gt;
    - Shows up if there is enough room on the screen. Make sure your game's&lt;br /&gt;
      screen resolution is large enough (ie. 1280x720).&lt;br /&gt;
    - Shows up in the Skill menu if 'Learn' is selected.&lt;br /&gt;
&lt;br /&gt;
  Icon:&lt;br /&gt;
  - What is the icon you want to use to represent Ability Points?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Vocabulary&lt;br /&gt;
&lt;br /&gt;
  Full Text:&lt;br /&gt;
  - The full text of how Ability Points appears in-game.&lt;br /&gt;
&lt;br /&gt;
  Abbreviated Text:&lt;br /&gt;
  - The abbreviation of how Ability Points appears in-game.&lt;br /&gt;
&lt;br /&gt;
  Menu Text Format:&lt;br /&gt;
  - What is the text format for it to be displayed in windows.&lt;br /&gt;
  - %1 - Value, %2 - Abbr, %3 - Icon, %4 - Full Text&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Gain&lt;br /&gt;
&lt;br /&gt;
  Per Action Hit:&lt;br /&gt;
  - How many Ability Points should an actor gain per action?&lt;br /&gt;
  - You may use code.&lt;br /&gt;
&lt;br /&gt;
  Per Level Up:&lt;br /&gt;
  - How many Ability Points should an actor gain per level up?&lt;br /&gt;
  - You may use code.&lt;br /&gt;
&lt;br /&gt;
  Per Enemy Defeated:&lt;br /&gt;
  - How many Ability Points should an actor gain per enemy?&lt;br /&gt;
  - You may use code.&lt;br /&gt;
&lt;br /&gt;
    Alive Actors?:&lt;br /&gt;
    - Do actors have to be alive to receive Ability Points from&lt;br /&gt;
      defeated enemies?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:SkillLearnSystem_VictoryAftermath.png]]&lt;br /&gt;
&lt;br /&gt;
Victory&lt;br /&gt;
&lt;br /&gt;
  Show During Victory?:&lt;br /&gt;
  - Show how much AP an actor has earned in battle during the victory phase?&lt;br /&gt;
&lt;br /&gt;
  Victory Text:&lt;br /&gt;
  - For no Victory Aftermath, this is the text that appears.&lt;br /&gt;
  - %1 - Actor, %2 - Earned, %3 - Abbr, %4 - Full Text&lt;br /&gt;
&lt;br /&gt;
  Aftermath Display?:&lt;br /&gt;
  - Requires VisuMZ_3_VictoryAftermath.&lt;br /&gt;
  - Show Ability Points as the main acquired resource in the actor windows?&lt;br /&gt;
&lt;br /&gt;
  Aftermath Text:&lt;br /&gt;
  - For no Victory Aftermath, this is the text that appears.&lt;br /&gt;
  - %1 - Earned, %2 - Abbr, %3 - Full Text&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
For those who wish to display how many Ability Points an actor has for a&lt;br /&gt;
specific class, you can use the following JavaScript code inside of a&lt;br /&gt;
window object.&lt;br /&gt;
&lt;br /&gt;
  this.drawAbilityPoints(value, x, y, width, align);&lt;br /&gt;
  - The 'value' variable refers to the number you wish to display.&lt;br /&gt;
  - The 'x' variable refers to the x coordinate to draw at.&lt;br /&gt;
  - The 'y' variable refers to the y coordinate to draw at.&lt;br /&gt;
  - The 'width' variable refers to the width of the data area.&lt;br /&gt;
  - Replace 'align' with a string saying 'left', 'center', or 'right' to&lt;br /&gt;
    determine how you want the data visibly aligned.&lt;br /&gt;
&lt;br /&gt;
  this.drawActorAbilityPoints(actor, classID, x, y, width, align);&lt;br /&gt;
  - The 'actor' variable references the actor to get data from.&lt;br /&gt;
  - The 'classID' variable is the class to get data from.&lt;br /&gt;
    - Use 0 if Ability Points aren't shared or if you want the Ability&lt;br /&gt;
      Points from the actor's current class.&lt;br /&gt;
  - The 'x' variable refers to the x coordinate to draw at.&lt;br /&gt;
  - The 'y' variable refers to the y coordinate to draw at.&lt;br /&gt;
  - The 'width' variable refers to the width of the data area.&lt;br /&gt;
  - Replace 'align' with a string saying 'left', 'center', or 'right' to&lt;br /&gt;
    determine how you want the data visibly aligned.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Skill Points Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillLearnSystem_Resources.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillLearnSystem_Params7.png]]&lt;br /&gt;
&lt;br /&gt;
Skill Points are an actor-only resource used as a currency for this plugin.&lt;br /&gt;
You can determine how they appear in-game, how they're earned, and what kind&lt;br /&gt;
of mechanics are involved with them. Skill Points can also be used in other&lt;br /&gt;
VisuStella plugins.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Mechanics&lt;br /&gt;
&lt;br /&gt;
  Shared Skill Points:&lt;br /&gt;
  - Do you want Skill Points to be shared across all classes?&lt;br /&gt;
  - Or do you want all classes to have their own?&lt;br /&gt;
&lt;br /&gt;
  Maximum:&lt;br /&gt;
  - What's the maximum amount of Skill Points an actor can have?&lt;br /&gt;
  - Use 0 for unlimited Skill Points.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Visual&lt;br /&gt;
&lt;br /&gt;
  Show In Menus?:&lt;br /&gt;
  - Do you wish to show Skill Points in menus that allow them?&lt;br /&gt;
  - For extra clarity:&lt;br /&gt;
    - Shows up if there is enough room on the screen. Make sure your game's&lt;br /&gt;
      screen resolution is large enough (ie. 1280x720).&lt;br /&gt;
    - Shows up in the Skill menu if 'Learn' is selected.&lt;br /&gt;
&lt;br /&gt;
  Icon:&lt;br /&gt;
  - What is the icon you want to use to represent Skill Points?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Vocabulary&lt;br /&gt;
&lt;br /&gt;
  Full Text:&lt;br /&gt;
  - The full text of how Skill Points appears in-game.&lt;br /&gt;
&lt;br /&gt;
  Abbreviated Text:&lt;br /&gt;
  - The abbreviation of how Skill Points appears in-game.&lt;br /&gt;
&lt;br /&gt;
  Menu Text Format:&lt;br /&gt;
  - What is the text format for it to be displayed in windows.&lt;br /&gt;
  - %1 - Value, %2 - Abbr, %3 - Icon, %4 - Full Text&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Gain&lt;br /&gt;
&lt;br /&gt;
  Per Action Hit:&lt;br /&gt;
  - How many Skill Points should an actor gain per action?&lt;br /&gt;
  - You may use code.&lt;br /&gt;
&lt;br /&gt;
  Per Level Up:&lt;br /&gt;
  - How many Skill Points should an actor gain per level up?&lt;br /&gt;
  - You may use code.&lt;br /&gt;
&lt;br /&gt;
  Per Enemy Defeated:&lt;br /&gt;
  - How many Skill Points should an actor gain per enemy?&lt;br /&gt;
  - You may use code.&lt;br /&gt;
&lt;br /&gt;
    Alive Actors?:&lt;br /&gt;
    - Do actors have to be alive to receive Skill Points from&lt;br /&gt;
      defeated enemies?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:SkillLearnSystem_VictoryAftermath.png]]&lt;br /&gt;
&lt;br /&gt;
Victory&lt;br /&gt;
&lt;br /&gt;
  Show During Victory?:&lt;br /&gt;
  - Show how much SP an actor has earned in battle during the victory phase?&lt;br /&gt;
&lt;br /&gt;
  Victory Text:&lt;br /&gt;
  - For no Victory Aftermath, this is the text that appears.&lt;br /&gt;
  - %1 - Actor, %2 - Earned, %3 - Abbr, %4 - Full Text&lt;br /&gt;
&lt;br /&gt;
  Aftermath Display?:&lt;br /&gt;
  - Requires VisuMZ_3_VictoryAftermath.&lt;br /&gt;
  - Show Skill Points as the main acquired resource in the actor windows?&lt;br /&gt;
&lt;br /&gt;
  Aftermath Text:&lt;br /&gt;
  - For no Victory Aftermath, this is the text that appears.&lt;br /&gt;
  - %1 - Earned, %2 - Abbr, %3 - Full Text&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
For those who wish to display how many Skill Points an actor has for a&lt;br /&gt;
specific class, you can use the following JavaScript code inside of a&lt;br /&gt;
window object.&lt;br /&gt;
&lt;br /&gt;
  this.drawSkillPoints(value, x, y, width, align);&lt;br /&gt;
  - The 'value' variable refers to the number you wish to display.&lt;br /&gt;
  - The 'x' variable refers to the x coordinate to draw at.&lt;br /&gt;
  - The 'y' variable refers to the y coordinate to draw at.&lt;br /&gt;
  - The 'width' variable refers to the width of the data area.&lt;br /&gt;
  - Replace 'align' with a string saying 'left', 'center', or 'right' to&lt;br /&gt;
    determine how you want the data visibly aligned.&lt;br /&gt;
&lt;br /&gt;
  this.drawActorSkillPoints(actor, classID, x, y, width, align);&lt;br /&gt;
  - The 'actor' variable references the actor to get data from.&lt;br /&gt;
  - The 'classID' variable is the class to get data from.&lt;br /&gt;
    - Use 0 if Skill Points aren't shared or if you want the Skill&lt;br /&gt;
      Points from the actor's current class.&lt;br /&gt;
  - The 'x' variable refers to the x coordinate to draw at.&lt;br /&gt;
  - The 'y' variable refers to the y coordinate to draw at.&lt;br /&gt;
  - The 'width' variable refers to the width of the data area.&lt;br /&gt;
  - Replace 'align' with a string saying 'left', 'center', or 'right' to&lt;br /&gt;
    determine how you want the data visibly aligned.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.18: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra notes for clarity for the &amp;quot;Show in Menus?&amp;quot; plugin parameter for AP and SP.&lt;br /&gt;
*** For extra clarity:&lt;br /&gt;
**** Shows up if there is enough room on the screen. Make sure your game's screen resolution is large enough (ie. 1280x720).&lt;br /&gt;
**** Shows up in the Skill menu if 'Learn' is selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: June 12, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;AP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** AP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;SP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** SP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** These are the additive versions of &amp;lt;nowiki&amp;gt;&amp;lt;AP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;SP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a compatibility bug that would cause the last skill of a list to be removed from learning. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: July 18, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility with new Skills and States Core features!&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** Added new Plugin Parameter by Irina:&lt;br /&gt;
*** Parameters &amp;gt; General Settings &amp;gt; Hide Learned Skills&lt;br /&gt;
**** Hide skills after they are learned?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: May 16, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where skill ID's could clash with state ID's from Equip Passive System and preventing states from being learned. Fixed by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: March 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Fixed a problem where the learn passive notetags from the Equip Passive System plugin could be blocked by other plugins. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: November 16, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: May 18, 2023&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: December 15, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a visual listing bug effect when 'CP' and 'JP' are listed under costs but the VisuMZ Class Change System plugin isn't present. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: June 9, 2022&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: March 24, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Fixed a typo for missing a &amp;quot;/&amp;quot; in the &amp;lt;Learn Skills&amp;gt; group notetag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: February 10, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Costs for CP and JP will have better fail safes to not automatically reduce to 0 under specific conditions when learning skills. Fix by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: July 9, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: December 25, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Yanfly.&lt;br /&gt;
*** &amp;lt;Learn Skill Picture: filename&amp;gt; and &amp;lt;Picture: filename&amp;gt;&lt;br /&gt;
**** Uses a picture from your project's /img/pictures/ folder instead of the skill's icon during learning instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: December 18, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Notetags that utilize multiple numeric ID's instead of skill names should now be working properly. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: December 11, 2020&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** The Plugin Parameter for &amp;quot;Displayed Costs&amp;quot; have been updated to contain compatibility for a future plugin.&lt;br /&gt;
** The Plugin Parameter for &amp;quot;JS: Draw Status&amp;quot; has been updated to contain compatibility for a future plugin.&lt;br /&gt;
*** To quickly acquire the new changes for the above Plugin Parameters, delete the &amp;quot;General&amp;quot; settings from the main Plugin Parameters page, then open them up again. These settings will be defaulted to the new additions added for the plugin. Warning! Old settings will be lost.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Added &amp;lt;Learn CP Cost: x&amp;gt;, &amp;lt;Learn JP Cost: x&amp;gt;, &amp;lt;JS Learn CP Cost&amp;gt;, &amp;lt;JS Learn JP Cost&amp;gt; notetags. Added by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: November 22, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Game no longer crashes when displaying AP/SP rewards for those without the Victory Aftermath plugin. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: November 30, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 5]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Skill Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Extended_Message_Functionality_VisuStella_MZ&amp;diff=17566</id>
		<title>Extended Message Functionality VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Extended_Message_Functionality_VisuStella_MZ&amp;diff=17566"/>
		<updated>2025-12-14T21:31:29Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=cgdBgQzGhBo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/1128397&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/extended-message-functionality&amp;quot;&amp;gt;Extended Message Functionality plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Visual Novel Vol 1}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Animated.gif]]&lt;br /&gt;
&lt;br /&gt;
[https://twitter.com/almadeia Featuring upcoming VTuber Almadeia Ciana]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Animated.gif]]&lt;br /&gt;
&lt;br /&gt;
The Extended Message Function plugin adds onto RPG Maker MZ's Message Window&lt;br /&gt;
and adds in various features you would normally see found in modern RPG's.&lt;br /&gt;
Things like automatically moving the text forward after a set amount of time&lt;br /&gt;
or fast forward are available. Saving and loading during a message is also&lt;br /&gt;
possible as well as going to the Options menu or returning back to the title&lt;br /&gt;
screen. These options are only available to the Message Window on the map&lt;br /&gt;
scene and do not work in battle.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* The Button Console appears on the Message Window let the player activate various commands via touch/click.&lt;br /&gt;
* Extended Fast Forward Mode is an expanded feature upon the Message Core's Fast Forward function to fast forward all events and not just messages. This can be optionally disabled.&lt;br /&gt;
* A Message Cursor will appear where the text has ended for those who want that kind of aesthetic in their game.&lt;br /&gt;
* Auto-Forward will automatically move messages onward after a certain amount of time has passed. Time required will be determined based on the length of the message in question.&lt;br /&gt;
* Saving and Loading can be done from the Message Window akin to how many visual novels work. Requires the Save Core, but you're already using that, right? Right?&lt;br /&gt;
* Also be able to jump straight into the Options scene from the Message Window to change any settings on the fly. Requires the Options Core, but you're using that, too, correct?&lt;br /&gt;
* And for those who want to jump back to the title screen, they can do so by selecting a Game End option, too.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=== Required Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* [[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
== Extra Features ==&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Animated.gif]]&lt;br /&gt;
&lt;br /&gt;
There are some extra features found if other VisuStella MZ plugins are found&lt;br /&gt;
present in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Options Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
The Options Core is a required plugin in order to make use of the &amp;quot;Options&amp;quot;&lt;br /&gt;
(aka &amp;quot;Config&amp;quot;) button found in the Button Console.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Save Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
The Options Core is a required plugin in order to make use of the &amp;quot;Save&amp;quot; and&lt;br /&gt;
&amp;quot;Load&amp;quot; buttons found in the Button Console.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Message Log VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
The Message Log plugin enables the &amp;quot;Log&amp;quot; button found in the Button Console&lt;br /&gt;
to let the player go and review the text that has been displayed in the map&lt;br /&gt;
scene. This does not include the text found in battle to avoid conflicting&lt;br /&gt;
logged messages across different situations.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Message Visibility VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
The Message Visibility plugin enables the &amp;quot;Hide&amp;quot; button found in the&lt;br /&gt;
Button Console to make the Message Window visible or invisible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Text Codes MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Extended Message Functionality Text Codes}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Extended Message Functionality Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Auto-Forward Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
Auto-Forward settings used for this game. Auto-Forward is a feature that&lt;br /&gt;
once enabled, the game will automatically move the &amp;quot;Show Text&amp;quot; event&lt;br /&gt;
commands forward after a certain amount of time. The amount of time will be&lt;br /&gt;
determined by how many characters are displayed on the screen. There is a&lt;br /&gt;
lower boundary, where if the wait time does not meet the amount, the timer&lt;br /&gt;
will be set to the minimum wait value instead.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Wait per Character:&lt;br /&gt;
  - How many frames should the game wait per character?&lt;br /&gt;
  - Average: 60 frames per second.&lt;br /&gt;
&lt;br /&gt;
  Minimum Wait:&lt;br /&gt;
  - What is the minimum amount of frames to wait?&lt;br /&gt;
  - Average: 60 frames per second.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Compatibility&lt;br /&gt;
&lt;br /&gt;
  Voice Act Padding:&lt;br /&gt;
  - How many frames to wait after a voice line finishes?&lt;br /&gt;
  - Average: 60 frames per second.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Fast Forward (Extended) Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Extended Fast Forward settings used for this game. If enabled, this will&lt;br /&gt;
replace the Message Core's Fast Forward functionality. The Extended Fast&lt;br /&gt;
Forward feature will not only fast forward through messages but any running&lt;br /&gt;
events that are not found in a parallel event.&lt;br /&gt;
&lt;br /&gt;
It can also be activated the Message Core's Fast Forward shortcut key.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Enable?:&lt;br /&gt;
  - Enable or disable the Extended Fast Forward feature?&lt;br /&gt;
&lt;br /&gt;
  Speed:&lt;br /&gt;
  - What is the speed at which Extended Fast Forward works at?&lt;br /&gt;
  - Higher numbers are faster.&lt;br /&gt;
&lt;br /&gt;
  Reset on Scene Change?:&lt;br /&gt;
  - Reset Fast Forward setting on scene changes (ie battle, menu, or&lt;br /&gt;
    map transfers)?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Message Button Console Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Animated.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
Message Button Console settings used for this game.&lt;br /&gt;
&lt;br /&gt;
It will only appear in the Message Window on the map scene. It will NOT&lt;br /&gt;
appear in battle. The reason it won't appear in battle is because many of&lt;br /&gt;
the functions there will clash with how the battle scene behaves.&lt;br /&gt;
&lt;br /&gt;
The Button Console will add extra padding to the Message Window and appear&lt;br /&gt;
at either the top of bottom of the Message Window (your choice). A row of&lt;br /&gt;
buttons will appear each with a different functionality.&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters also allow you to customize the appearance of how&lt;br /&gt;
the buttons look in-game. Adjust them accordingly.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Show by Default?:&lt;br /&gt;
  - Show or hide the Message Button Console by default?&lt;br /&gt;
&lt;br /&gt;
  Position:&lt;br /&gt;
  - Where do you wish to display the Message Button Console?&lt;br /&gt;
    - Top of Message Window&lt;br /&gt;
    - Bottom of Message Window&lt;br /&gt;
&lt;br /&gt;
  Auto-Size Hide?:&lt;br /&gt;
  - Hide the button console when using auto-size text codes?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Appearance&lt;br /&gt;
&lt;br /&gt;
  Window Skin:&lt;br /&gt;
  - What is the window skin used for the buttons?&lt;br /&gt;
&lt;br /&gt;
  Font Name:&lt;br /&gt;
  - What font do you wish to use for the Message Button Console?&lt;br /&gt;
&lt;br /&gt;
    Font Size:&lt;br /&gt;
    - What font size do you wish to use for the Message Button Console?&lt;br /&gt;
&lt;br /&gt;
  Text Colors:&lt;br /&gt;
&lt;br /&gt;
    Normal Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Toggled Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Disabled Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Visuals:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Offsets the buttons x position.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Offsets the buttons y position.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
    Width:&lt;br /&gt;
    - What is the width of each button?&lt;br /&gt;
&lt;br /&gt;
    Height:&lt;br /&gt;
    - What is the height of each button?&lt;br /&gt;
&lt;br /&gt;
    Buffer:&lt;br /&gt;
    - What is the buffer between each button?&lt;br /&gt;
&lt;br /&gt;
  Background Images:&lt;br /&gt;
&lt;br /&gt;
    Disabled Image:&lt;br /&gt;
    Enabled Image:&lt;br /&gt;
    Toggled Image:&lt;br /&gt;
    - Filename of the background image when the button is disabled,&lt;br /&gt;
      enabled, or toggled.&lt;br /&gt;
    - This will hide the window skin for this button.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Offsets the X position of this image.&lt;br /&gt;
    - Negative: left; Positive: right&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Offsets the Y position of this image.&lt;br /&gt;
    - Negative: up; Positive: down&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Button Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Animated.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Params4.png]]&lt;br /&gt;
&lt;br /&gt;
Settings for which buttons appear and how they appear. These settings will&lt;br /&gt;
determine which buttons appear (provided that their required plugins are&lt;br /&gt;
available), what shortcut keys are applied to them, and what kind of text&lt;br /&gt;
will be displayed to represent them.&lt;br /&gt;
&lt;br /&gt;
In case you are wondering where the Fast Forward shortcut key is, that&lt;br /&gt;
setting is found in the Message Core.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  List:&lt;br /&gt;
  - Which buttons appear and in what order?&lt;br /&gt;
  - Some commands require certain plugins installed.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Shortcut Keys&lt;br /&gt;
&lt;br /&gt;
  Auto-Forward Key:&lt;br /&gt;
  - This is the key used for auto-forwarding messages.&lt;br /&gt;
&lt;br /&gt;
  Save Key:&lt;br /&gt;
  - This is the key used for quick saving.&lt;br /&gt;
  - Requires VisuMZ_1_SaveCore!&lt;br /&gt;
&lt;br /&gt;
  Load Key:&lt;br /&gt;
  - This is the key used for quick load.&lt;br /&gt;
  - Requires VisuMZ_1_SaveCore!&lt;br /&gt;
&lt;br /&gt;
  Options Key:&lt;br /&gt;
  - This is the key used for opening options.&lt;br /&gt;
  - Requires VisuMZ_1_OptionsCore!&lt;br /&gt;
&lt;br /&gt;
  Game End Key:&lt;br /&gt;
  - This is the key used for ending the game.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Vocabulary&lt;br /&gt;
&lt;br /&gt;
  Auto-Forward:&lt;br /&gt;
  - How is this option's text displayed in-game?&lt;br /&gt;
&lt;br /&gt;
  Fast Forward:&lt;br /&gt;
  - How is this option's text displayed in-game?&lt;br /&gt;
&lt;br /&gt;
  Save Game:&lt;br /&gt;
  - How is this option's text displayed in-game?&lt;br /&gt;
  - Requires VisuMZ_1_SaveCore!&lt;br /&gt;
&lt;br /&gt;
  Load Game:&lt;br /&gt;
  - How is this option's text displayed in-game?&lt;br /&gt;
  - Requires VisuMZ_1_SaveCore!&lt;br /&gt;
&lt;br /&gt;
  Options:&lt;br /&gt;
  - How is this option's text displayed in-game?&lt;br /&gt;
  - Requires VisuMZ_1_OptionsCore!&lt;br /&gt;
&lt;br /&gt;
  Game End:&lt;br /&gt;
  - How is this option's text displayed in-game?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Message Cursor Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Animated.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Params5.png]]&lt;br /&gt;
&lt;br /&gt;
Message Cursor settings used for this game. The cursor, if enabled, will&lt;br /&gt;
appear where the text is currently displayed at and adds a new type of&lt;br /&gt;
aesthetic to the game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Enable?:&lt;br /&gt;
  - Enable or disable the message cursor?&lt;br /&gt;
&lt;br /&gt;
  Graphic Type:&lt;br /&gt;
  - What is the cursor's graphic type?&lt;br /&gt;
    - Icon - From img/system/IconSet.png&lt;br /&gt;
    - Image - An animated image from img/system/&lt;br /&gt;
    - Window Skin - Use the default Window Skin cursor&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Icon&lt;br /&gt;
&lt;br /&gt;
  Icon Index:&lt;br /&gt;
  - This is icon used for the Message Cursor.&lt;br /&gt;
&lt;br /&gt;
  Flip Speed Multiplier:&lt;br /&gt;
  - What is the flip speed multiplier for the Message Cursor?&lt;br /&gt;
  - Use 0 for no flipping.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Image&lt;br /&gt;
&lt;br /&gt;
  Filename:&lt;br /&gt;
  - Filename of the image found inside the img/system/ folder.&lt;br /&gt;
&lt;br /&gt;
  Image Rows:&lt;br /&gt;
  - How many rows are there for the image?&lt;br /&gt;
&lt;br /&gt;
  Image Columns:&lt;br /&gt;
  - How many columns are there for the image?&lt;br /&gt;
&lt;br /&gt;
  Frame Delay:&lt;br /&gt;
  - How many frames delayed are there per animated cell?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Appearance&lt;br /&gt;
&lt;br /&gt;
  Anchor X:&lt;br /&gt;
  Anchor Y:&lt;br /&gt;
  - Determine the Message Cursor's X/Y position.&lt;br /&gt;
  - Use a number between 0 and 1 for best results.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offset the Message Cursor's X/Y position by how many pixels?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Message Tail Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_MessageTail.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:ExtMsgFunc_Update8_Param1.png]]&lt;br /&gt;
&lt;br /&gt;
Message Tails can be made to appear from the Message Window and point&lt;br /&gt;
towards the speaker, similar to how speech bubbles in comics point towards&lt;br /&gt;
their speakers. The Message Tails do not appear on their own, and only come&lt;br /&gt;
out when using auto-position text codes (if enabled) such as &amp;lt;Auto Player&amp;gt;&lt;br /&gt;
or when text codes are used to make them appear such as &amp;lt;Tail Upper Left: x&amp;gt;&lt;br /&gt;
and &amp;lt;Tail Lower Right: x&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
These settings require custom graphics that this plugin does not come with.&lt;br /&gt;
You will need to add them on your own or else they will not appear.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Auto-Position&lt;br /&gt;
&lt;br /&gt;
  Enable?:&lt;br /&gt;
  - Show Message Tails with Auto-Position text codes?&lt;br /&gt;
  - Message Tails will appear when using the following text codes:&lt;br /&gt;
    - &amp;lt;Auto Actor: x&amp;gt;&lt;br /&gt;
    - &amp;lt;Auto Party: x&amp;gt;&lt;br /&gt;
    - &amp;lt;Auto Player&amp;gt;&lt;br /&gt;
    - &amp;lt;Auto Event: x&amp;gt;&lt;br /&gt;
    - &amp;lt;Auto Enemy: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Face Left?:&lt;br /&gt;
  - Which direction does the Message Tail point to?&lt;br /&gt;
  - Left or right?&lt;br /&gt;
&lt;br /&gt;
  Auto-Correct X:&lt;br /&gt;
  - Auto-corrects Message Tail position X when used with Auto-Position but&lt;br /&gt;
    are too close to edge of screen.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Message Window's X offset with auto-position.&lt;br /&gt;
  - X: Negative: left. Positive: right.&lt;br /&gt;
  - Y: Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Tail Directions&lt;br /&gt;
Tail Directions &amp;gt; Bottom Left&lt;br /&gt;
Tail Directions &amp;gt; Bottom Right&lt;br /&gt;
Tail Directions &amp;gt; Upper Left&lt;br /&gt;
Tail Directions &amp;gt; Upper Right&lt;br /&gt;
&lt;br /&gt;
  Filename:&lt;br /&gt;
  - Filename of the Message Tail graphic going towards the&lt;br /&gt;
    specified direction.&lt;br /&gt;
&lt;br /&gt;
  Anchor X:&lt;br /&gt;
  - Anchor value X. Use a number between 0 and 1.&lt;br /&gt;
  - 0.0 - Left; 0.5 - Center; 1.0 - Right&lt;br /&gt;
&lt;br /&gt;
  Anchor Y:&lt;br /&gt;
  - Anchor value Y. Use a number between 0 and 1.&lt;br /&gt;
  - 0.0 - Top; 0.5 - Middle; 1.0 - Bottom&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offset the Message Tail's X position.&lt;br /&gt;
  - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offset the Message Tail's Y position.&lt;br /&gt;
  - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.22: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Plugin Parameters added by Irina:&lt;br /&gt;
** Parameters &amp;gt; Scroll Wheel Settings&lt;br /&gt;
*** Emulates Eastern Visual Novel controls regarding mouse scroll wheel functionality. If enabled, the scroll wheel can be used to &amp;quot;continue&amp;quot; the current &amp;quot;Show Text&amp;quot; message by scrolling down on the mouse wheel or if the VisuStella MZ Message Log is installed, scrolling up will reveal the message log to show what was previously said.&lt;br /&gt;
*** This feature will be temporarily disabled whenever any supporting windows are visible and active, such as the &amp;quot;Show Choice&amp;quot;, &amp;quot;Input Number&amp;quot;, &amp;quot;Select Item&amp;quot; windows. This is because those windows typically have scroll wheel controls of their own and theirs will take priority. Even if they do not have scroll wheel controls temporarily, the function will remain disabled for control consistency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.21: November 13, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** &amp;quot;Auto-Forward&amp;quot; functionality now plays nice with VisuMZ_2_VoiceActControl and waits for voice lines to finish before continuing.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Auto-Forward Settings &amp;gt; Compatibility &amp;gt; Voice Act Padding&lt;br /&gt;
**** How many frames to wait after a voice line finishes?&lt;br /&gt;
**** Average: 60 frames per second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.20: April 17, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Message Tails &amp;gt; Auto-Position &amp;gt; Auto-Correct X&lt;br /&gt;
**** Auto-corrects Message Tail position X when used with Auto-Position but are too close to edge of screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different face sizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the button console was top positioned and the buttons were hidden, the rest of the text would not readjust. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: June 13, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Message Button Console &amp;gt; Button Visuals &amp;gt; Offset X&lt;br /&gt;
*** Parameters &amp;gt; Message Button Console &amp;gt; Button Visuals &amp;gt; Offset Y&lt;br /&gt;
**** Adjusts the X/Y position of the buttons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: March 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a text positioning issue with the message window when shown in battle and a top-aligned button console. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: December 14, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: May 18, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that made hidden buttons via &amp;lt;Hide Button Console&amp;gt; still able to be pressed. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: February 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that prevents &amp;lt;Hide Button Console&amp;gt; from working when word wrap is enabled. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: December 15, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the menu background settings from VisuMZ Core Engine did not carry over to the save menu when accessing it through the Message Button Console. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: November 10, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Plugin Command &amp;quot;Message Cursor: Change Settings&amp;quot; no longer leaves behind the old cursor sprite when a new one is selected. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: August 11, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Irina&lt;br /&gt;
*** Plugin Parameters &amp;gt; Fast Forward &amp;gt; Reset on Scene Change?&lt;br /&gt;
**** Reset Fast Forward setting on scene changes (ie battle, menu, or map transfers)?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: April 7, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Default message cursor no longer appears in the wrong place when no message cursor skin is used for auto-sized messages. Fix by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter option added by Arisu and sponsored by Archeia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Message Cursor Settings &amp;gt; Graphics Type&lt;br /&gt;
**** New option added: Window Skin - Use the default Window Skin cursor&lt;br /&gt;
**** This is for those who wish to use the default window skin cursor instead of icons or images.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: March 17, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands, Text Codes, and Plugin Parameters added by Irina and sponsored by Archeia!&lt;br /&gt;
*** Message Tails can be made to appear from the Message Window and point towards the speaker, similar to how speech bubbles in comics point towards their speakers. The Message Tails do not appear on their own, and only come out when using auto-position text codes (if enabled) such as &amp;lt;Auto Player&amp;gt; or when text codes are used to make them appear such as &amp;lt;Tail Upper Left: x&amp;gt; and &amp;lt;Tail Lower Right: x&amp;gt;.&lt;br /&gt;
*** These settings require custom graphics that this plugin does not come with. You will need to add them on your own or else they will not appear.&lt;br /&gt;
*** Text Codes added: &amp;lt;Tail Bottom Left: x&amp;gt;, &amp;lt;Tail Bottom Right: x&amp;gt;, &amp;lt;Tail Upper Left: x&amp;gt;, &amp;lt;Tail Upper Right: x&amp;gt;&lt;br /&gt;
*** Plugin Command Added: Message Tail: Change Settings&lt;br /&gt;
*** Plugin Parameters Added: Message Tail Settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: March 3, 2022&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added better compatibility functionality with other plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Irina and sponsored by AndyL:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Message Button Console &amp;gt; Auto-Size Hide?&lt;br /&gt;
**** Hide the button console when using auto-size text codes?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: November 18, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: November 4, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina and sponsored by Archeia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Message Button Console &amp;gt; Background Images&lt;br /&gt;
**** Adds a background image to this button instead of using a window skin.&lt;br /&gt;
**** This will disable the window skin.&lt;br /&gt;
**** Various images can be used for &amp;quot;Disabled&amp;quot;, &amp;quot;Enabled&amp;quot;, and &amp;quot;Toggled&amp;quot;.&lt;br /&gt;
**** Offset X and Y positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: October 14, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added an alert requirement for those who are using very old versions of the Message Core that cannot sustain the requirements of this plugin. Added by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: September 3, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Pause sprite, for the Message Window, will no longer show multiple copies if the message cursor sprite is disabled. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: August 6, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Plugin URL now updated to most recent one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: July 30, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added graphic pre-loading for save/load menu preparation. Added by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: August 2, 2021&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Visual Novel Volume 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Gameplay Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Eventing Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Mechanical Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Message Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Class_Change_System_VisuStella_MZ&amp;diff=17565</id>
		<title>Class Change System VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Class_Change_System_VisuStella_MZ&amp;diff=17565"/>
		<updated>2025-12-14T21:31:20Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=N_BRV24GwHY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/862887&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/class-change-system&amp;quot;&amp;gt;Class Change System plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Wave 6}}&lt;br /&gt;
|link3 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ClassChangeSys_Prevew1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ClassChangeSys_Ani.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:ClassChangeSys_Ani.gif]]&lt;br /&gt;
&lt;br /&gt;
This plugin adds the ability for your player to freely change the classes of&lt;br /&gt;
actors outside of battle from a menu. When changing into different classes,&lt;br /&gt;
players adjust the game's actors to a different playstyle with different&lt;br /&gt;
skills, equipment, and traits to make them behave differently.&lt;br /&gt;
&lt;br /&gt;
Multiclassing is also possible. Actors can possess one class to many, from&lt;br /&gt;
two to ten to as many as you've set up in the Plugin Parameters. Adjust the&lt;br /&gt;
rulings for how multiclasses behave in your game. Let actors inherit a small&lt;br /&gt;
percentage of parameters from the multiclasses, skills, equipment access,&lt;br /&gt;
and more!&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* A custom scene to let actors change their classes inside of.&lt;br /&gt;
* When class changing, determine if levels are maintained across all classes or if each class has their own levels to raise.&lt;br /&gt;
* Multiclasses allow actors to have more than one class at a time.&lt;br /&gt;
* Determine the rulings for each multiclass tier through the Plugin Parameters to gain control over how they influence your game.&lt;br /&gt;
* Restrict certain multiclass tiers from being able to change classes.&lt;br /&gt;
* Allow only some classes to be equippable to specific multiclass tiers.&lt;br /&gt;
* Unlock new classes automatically by reaching certain class levels or when certain resources have reached certain thresholds.&lt;br /&gt;
* These resources are the new Class Points and Job Points.&lt;br /&gt;
* Class Points and Job Points are brand new resources added through this plugin which can be acquired through a variety a means ranging from participating in battle, defeating enemies, and/or leveling up.&lt;br /&gt;
* Also unlock classes through Plugin Commands!&lt;br /&gt;
* Actors can have class specific graphics depending on their primary class. Appearance changes range from faces, map sprites, battlers, and portraits used by other VisuStella MZ plugins.&lt;br /&gt;
* Play an animation on the actor inside the Class Change scene when changing classes.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Class Specific Graphics ===&lt;br /&gt;
&lt;br /&gt;
[[File:ClassChangeSys_Ani.gif]]&lt;br /&gt;
&lt;br /&gt;
If an actor has class specific graphics, they will overwrite the face&lt;br /&gt;
graphic, map character sprite graphic, battler graphic, and any portraits&lt;br /&gt;
that have been added through the VisuStella MZ plugins. The class specific&lt;br /&gt;
graphics will take priority over the default graphics.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Change Actor Images Event Command ===&lt;br /&gt;
&lt;br /&gt;
[[File:ClassChangeSys_EventCmd.png]]&lt;br /&gt;
&lt;br /&gt;
When changing an actor's graphics through the &amp;quot;Change Actor Images&amp;quot; event&lt;br /&gt;
command, these changes will take priority over the Class Specific Graphics.&lt;br /&gt;
If you want to remove these priority graphics, set the &amp;quot;Change Actor Images&amp;quot;&lt;br /&gt;
images to &amp;quot;(None)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that this means you cannot make an &amp;quot;invisible&amp;quot; graphic through&lt;br /&gt;
the &amp;quot;(None)&amp;quot; selection anymore. Instead, you need to make a work around by&lt;br /&gt;
making a custom graphic image that is fully transparent.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Extra Features ==&lt;br /&gt;
&lt;br /&gt;
There are some extra features found if other VisuStella MZ plugins are found&lt;br /&gt;
present in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Victory Aftermath VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
If VisuStella MZ's Victory Aftermath plugin is installed, the amount of&lt;br /&gt;
Job Points and Class Points earned can be visibly shown in the rewards&lt;br /&gt;
window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
[[Main Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
If the Battle Core and/or the Main Menu Core is installed, the Class Change&lt;br /&gt;
System also gives access to notetags that alter their battle portraits&lt;br /&gt;
and/or menu portraits based on whatever class an actor is.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== VisuStella MZ Compatibility ==&lt;br /&gt;
&lt;br /&gt;
While this plugin is compatible with the majority of the VisuStella MZ&lt;br /&gt;
plugin library, it is not compatible with specific plugins or specific&lt;br /&gt;
features. This section will highlight the main plugins/features that will&lt;br /&gt;
not be compatible with this plugin or put focus on how the make certain&lt;br /&gt;
features compatible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
The Core Engine will determine if icons are displayed next to class names&lt;br /&gt;
for menus. If you do not wish to use them, then you will need to disable&lt;br /&gt;
them via the Plugin Parameters:&lt;br /&gt;
&lt;br /&gt;
  Core Engine &amp;gt; Plugin Parameters &amp;gt; UI Settings &amp;gt; Text Code &amp;gt; Class Names&lt;br /&gt;
&lt;br /&gt;
Then, set that value to false.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Clarification ==&lt;br /&gt;
&lt;br /&gt;
This section is to add clarification on some questions you may have&lt;br /&gt;
regarding the Class Change System.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Q. Why do my actors have access to random skill(s) of x class(es)?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A. Are those classes a part of the classes that have already been unlocked?&lt;br /&gt;
Are the skills learned at level 1 for those classes? And are those classes&lt;br /&gt;
sharing a particular Skill Type? Then that's your answer.&lt;br /&gt;
&lt;br /&gt;
When classes are unlocked, they are unlocked at level 1. When unlocked at&lt;br /&gt;
level 1, all of the skills at level 1 are also learned by that actor. And if&lt;br /&gt;
the classes all share a Skill Type, those skills will also become available&lt;br /&gt;
to that Skill Type.&lt;br /&gt;
&lt;br /&gt;
If you don't want your classes to have access to all of the skills of the&lt;br /&gt;
same Skill Type, then give them different Skill Types unique to each class&lt;br /&gt;
and change the Skill Types of the skills taught for those classes to that&lt;br /&gt;
class's unique Skill Type.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Q. Why does the &amp;lt;Passive State: x&amp;gt; notetag from Skills and States Core apply&lt;br /&gt;
even if my actor does not have access to the parent skill?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A. Skills with the &amp;lt;Passive State: x&amp;gt; notetag only have a requirement of the&lt;br /&gt;
skills needing to be learned. It does not have a requirement of the skills&lt;br /&gt;
needing to be accessible through the Skill Types.&lt;br /&gt;
&lt;br /&gt;
Even without the Class Change System, if you teach an actor a skill that&lt;br /&gt;
has a Skill Type the actor does not have access to, that actor will still&lt;br /&gt;
benefit from the &amp;lt;Passive State: x&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
To make it apply only when a certain class is present, you will need to&lt;br /&gt;
utilize the [[Skills and States Core VisuStella MZ#Passive State Notetags|Passive Condition]] notetags found in the Skills and States Core.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Q. How come the &amp;lt;Passive State: x&amp;gt; notetag doesn't work with subclasses?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A. This is intentional. We didn't want passive state notetags read while the&lt;br /&gt;
class is equipped as a subclass. This is to prevent things like having&lt;br /&gt;
a primary class Healer with a Double Healing passive state to carry that&lt;br /&gt;
over for their subclass.&lt;br /&gt;
&lt;br /&gt;
However, the effect is still achievable. Instead of putting the notetag&lt;br /&gt;
&amp;lt;Passive State: x&amp;gt; on the class itself, put it on a skill that the class&lt;br /&gt;
learns. Then, insert into the passive this notetag from  Skills &amp;amp; States&lt;br /&gt;
Core: &amp;lt;Passive Condition Multiclass: id, id, id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As long as any of those ID's match with a main class or subclass, then&lt;br /&gt;
the passive state will have its condition be met and become available.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Q. How do I get the data on which classes and multiclasses an actor has?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A. You would have to use the following code to acquire their data:&lt;br /&gt;
&lt;br /&gt;
  actor.multiclasses()&lt;br /&gt;
  - This returns an array of all of the multiclasses an actor has.&lt;br /&gt;
  - This includes the actor's primary class.&lt;br /&gt;
&lt;br /&gt;
  actor.multiclass(x)&lt;br /&gt;
  - This returns the class data (not ID) of whatever class the actor has&lt;br /&gt;
    in x multiclass slot.&lt;br /&gt;
  - An x value of 1 would yield the primary class.&lt;br /&gt;
&lt;br /&gt;
  actor.multiclassId(x)&lt;br /&gt;
  - This returns the class ID (not data) of whatever class the actor has&lt;br /&gt;
    in x multiclass slot.&lt;br /&gt;
  - An x value of 1 would yield the primary class's ID.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Q. How come my subclasses don't gain levels or EXP when I use event commands on my actors?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A. EXP Reward Rates for subclasses only apply to battle rewards. The event commands do not affect class settings in case the game dev wishes to fine tune the amount of EXP each class.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Q. How come subclasses do not appear in the Skill Learn System?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A. That's because class-based resources and requirements are different depending on the primary class and how they're set up. To avoid conflicting with subclass resources and requirements, the Skill Learn System only makes it available for the primary class to learn skills from at a time. To learn skills from a subclass through the Skill Learn System the player would have to change to the subclass' class as the primary and then learn from it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Class Change System Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Class Change System Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== General Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ClassChangeSys_Prevew1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ClassChangeSys_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
General settings for Class Change System.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Basics&lt;br /&gt;
&lt;br /&gt;
  Default Help:&lt;br /&gt;
  - Default help description for all classes.&lt;br /&gt;
  - %1 - Class Name&lt;br /&gt;
&lt;br /&gt;
  Default Icon:&lt;br /&gt;
  - Default icon used for all classes.&lt;br /&gt;
&lt;br /&gt;
  Maintain Levels?:&lt;br /&gt;
  - Make each class have the same level or make each class have&lt;br /&gt;
    their own level?&lt;br /&gt;
&lt;br /&gt;
  Change-Adjust HP/MP:&lt;br /&gt;
  - Adjust HP/MP differences after changing classes with MaxHP/MaxMP values.&lt;br /&gt;
&lt;br /&gt;
  Select Same Subclass?:&lt;br /&gt;
  - Allow selecting the same subclass that's already equipped in that slot?&lt;br /&gt;
  - Mostly an aesthetic thing to allow/prevent the same subclass from being&lt;br /&gt;
    selected if that's what you want to control.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Class Unlocking&lt;br /&gt;
&lt;br /&gt;
[[File:ClassChangeSys_Unlocked.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Always Unlocked:&lt;br /&gt;
  - Which classes are always unlocked and available?&lt;br /&gt;
&lt;br /&gt;
  Starting Multiclasses:&lt;br /&gt;
  - How many classes can actors use at the start by default?&lt;br /&gt;
  - Use 1 for just the primary class.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Background Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ClassChangeSys_Prevew2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ClassChangeSys_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Background settings for Scene_ClassChange.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Background Settings&lt;br /&gt;
&lt;br /&gt;
  Snapshop Opacity:&lt;br /&gt;
  - Snapshot opacity for the scene.&lt;br /&gt;
&lt;br /&gt;
  Background 1:&lt;br /&gt;
  - Filename used for the bottom background image.&lt;br /&gt;
  - Leave empty if you don't wish to use one.&lt;br /&gt;
&lt;br /&gt;
  Background 2:&lt;br /&gt;
  - Filename used for the upper background image.&lt;br /&gt;
  - Leave empty if you don't wish to use one.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Class Change Sound Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ClassChangeSys_Ani.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:ClassChangeSys_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
Sound effect played when changing classes through Scene_ClassChange.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Class Change Sound Settings&lt;br /&gt;
&lt;br /&gt;
  Filename:&lt;br /&gt;
  - Filename of the sound effect played.&lt;br /&gt;
&lt;br /&gt;
  Volume:&lt;br /&gt;
  - Volume of the sound effect played.&lt;br /&gt;
&lt;br /&gt;
  Pitch:&lt;br /&gt;
  - Pitch of the sound effect played.&lt;br /&gt;
&lt;br /&gt;
  Pan:&lt;br /&gt;
  - Pan of the sound effect played.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Main Access Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ClassChangeSys_MenuAccess.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ClassChangeSys_Params4.png]]&lt;br /&gt;
&lt;br /&gt;
Menu Access settings for Class Change.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Main Menu Settings&lt;br /&gt;
&lt;br /&gt;
  Command Name:&lt;br /&gt;
  - Name of the 'ClassChangeSystem' option in the Main Menu.&lt;br /&gt;
&lt;br /&gt;
  Show in Main Menu?:&lt;br /&gt;
  - Add the 'ClassChangeSystem' option to the Main Menu by default?&lt;br /&gt;
&lt;br /&gt;
  Enable in Main Menu?:&lt;br /&gt;
  - Enable the 'ClassChangeSystem' option to the Main Menu by default?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Multiclass Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ClassChangeSys_Prevew1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ClassChangeSys_Params5.png]]&lt;br /&gt;
&lt;br /&gt;
Multiclass settings for this plugin. Each tier allows you to have separate&lt;br /&gt;
settings. The order the tiers are inserted will represent the settings that&lt;br /&gt;
will be applied to those tiers when classes are assigned in those slots.&lt;br /&gt;
&lt;br /&gt;
The majority of these settings do not apply to Tier 1 because Tier 1 is the&lt;br /&gt;
primary class. However, Tier 1 must exist in these Plugin Parameters to&lt;br /&gt;
provide settings for the Class Change scene.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Class Tier Name:&lt;br /&gt;
  - Name of this class tier.&lt;br /&gt;
&lt;br /&gt;
  Text Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Help Description:&lt;br /&gt;
  - Help description when this multiclass slot is picked.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Base Parameter Bonuses&lt;br /&gt;
&lt;br /&gt;
  MaxHP:&lt;br /&gt;
  MaxMP:&lt;br /&gt;
  ATK:&lt;br /&gt;
  DEF:&lt;br /&gt;
  MAT:&lt;br /&gt;
  MDF:&lt;br /&gt;
  AGI:&lt;br /&gt;
  LUK:&lt;br /&gt;
  - How little of this class tier's parameter should be added to base stats?&lt;br /&gt;
  - Does not apply to Tier 1.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Reward Rates&lt;br /&gt;
&lt;br /&gt;
  EXP:&lt;br /&gt;
  - How much EXP does a class in this tier earn?&lt;br /&gt;
  - Does not apply to Tier 1.&lt;br /&gt;
  - Only for Battle Rewards.&lt;br /&gt;
&lt;br /&gt;
  Resources:&lt;br /&gt;
  - Resource rate (ie. CP, JP) earned for this tier.&lt;br /&gt;
  - Does not apply to Tier 1.&lt;br /&gt;
  - Only for Battle Rewards.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Inherit Traits &amp;gt; Rates&lt;br /&gt;
&lt;br /&gt;
  Element Rates?:&lt;br /&gt;
  - Inherit the element rates from this class tier?&lt;br /&gt;
  - Does not apply to Tier 1.&lt;br /&gt;
&lt;br /&gt;
  Debuff Rates?:&lt;br /&gt;
  - Inherit the debuff rates from this class tier?&lt;br /&gt;
  - Does not apply to Tier 1.&lt;br /&gt;
&lt;br /&gt;
  State Rates?:&lt;br /&gt;
  - Inherit the state rates from this class tier?&lt;br /&gt;
  - Does not apply to Tier 1.&lt;br /&gt;
&lt;br /&gt;
  State Resistance?:&lt;br /&gt;
  - Inherit the state resistances from this class tier?&lt;br /&gt;
  - Does not apply to Tier 1.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Inherit Traits &amp;gt; Param Rates&lt;br /&gt;
&lt;br /&gt;
  Base-Param Rates?:&lt;br /&gt;
  - Inherit Base Parameter rates from this class tier?&lt;br /&gt;
  - Does not apply to Tier 1.&lt;br /&gt;
&lt;br /&gt;
  X-Param Rates?:&lt;br /&gt;
  - Inherit X-Parameter rates from this class tier?&lt;br /&gt;
  - Does not apply to Tier 1.&lt;br /&gt;
&lt;br /&gt;
  S-Param Rates?:&lt;br /&gt;
  - Inherit S-Parameter rates from this class tier?&lt;br /&gt;
  - Does not apply to Tier 1.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Inherit Traits &amp;gt; Attack&lt;br /&gt;
&lt;br /&gt;
  Attack Elements?:&lt;br /&gt;
  - Inherit the attack elements from this class tier?&lt;br /&gt;
  - Does not apply to Tier 1.&lt;br /&gt;
&lt;br /&gt;
  Attack States?:&lt;br /&gt;
  - Inherit the attack states from this class tier?&lt;br /&gt;
  - Does not apply to Tier 1.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Inherit Traits &amp;gt; Skills&lt;br /&gt;
&lt;br /&gt;
  Added STypes?:&lt;br /&gt;
  - Inherit the added STypes from this class tier?&lt;br /&gt;
  - Does not apply to Tier 1.&lt;br /&gt;
&lt;br /&gt;
  Added Skills?:&lt;br /&gt;
  - Inherit the added skills from this class tier?&lt;br /&gt;
  - Does not apply to Tier 1.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Inherit Traits &amp;gt; Equipment&lt;br /&gt;
&lt;br /&gt;
  Equippable Weapons?:&lt;br /&gt;
  - Inherit the equippable weapons from this class tier?&lt;br /&gt;
  - Does not apply to Tier 1.&lt;br /&gt;
&lt;br /&gt;
  Equippable Armors?:&lt;br /&gt;
  - Inherit the equippable armors from this class tier?&lt;br /&gt;
  - Does not apply to Tier 1.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Window Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ClassChangeSys_Prevew1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ClassChangeSys_Params6.png]]&lt;br /&gt;
&lt;br /&gt;
Window settings for Scene_ClassChange. These adjust the overall layout of&lt;br /&gt;
the scene as well as how some of the content inside of the windows look. Not&lt;br /&gt;
all aspects of the scene are fully customizable due to mechanical limits.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Scene_ClassChange&lt;br /&gt;
&lt;br /&gt;
  Recommended Layout?:&lt;br /&gt;
  - Use the recommended Menu Layout provided by this plugin?&lt;br /&gt;
&lt;br /&gt;
  Layout Style:&lt;br /&gt;
  - If using an updated layout, how do you want to style the menu&lt;br /&gt;
    scene layout?&lt;br /&gt;
&lt;br /&gt;
  Displayed Resources:&lt;br /&gt;
  - Select which resources to display in Scene_Class's class lists.&lt;br /&gt;
  - Non-shared resources appear in the lists up to a limit of 2.&lt;br /&gt;
&lt;br /&gt;
  Confirm Animation ID:&lt;br /&gt;
  - Play this animation when a class change has been made.&lt;br /&gt;
&lt;br /&gt;
    Primary Offset X:&lt;br /&gt;
    Primary Offset Y:&lt;br /&gt;
    Subclass Offset X:&lt;br /&gt;
    Subclass Offset Y:&lt;br /&gt;
    - Adjust the offsets for the class change animation.&lt;br /&gt;
&lt;br /&gt;
    Play for Unassign?:&lt;br /&gt;
    - Play animation for unassigning a subclass?&lt;br /&gt;
    - Mostly an aesthetic thing to play/not play animations when unassigning&lt;br /&gt;
      a subclass if that's what you want to control.&lt;br /&gt;
&lt;br /&gt;
  Show Class Level?&lt;br /&gt;
  - Show the class level when displaying classes?&lt;br /&gt;
  - Used for the windows in the Class Change menu.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Window_ClassStatus&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
&lt;br /&gt;
  Param Font Size:&lt;br /&gt;
  - The font size used for parameter values.&lt;br /&gt;
&lt;br /&gt;
  Show Menu Portraits?:&lt;br /&gt;
  - If Main Menu Core is installed, display the Menu Portraits instead of&lt;br /&gt;
    the actor's face in the status window?&lt;br /&gt;
&lt;br /&gt;
  Show Back Rectangles?:&lt;br /&gt;
  - Show back rectangles of darker colors to display information better?&lt;br /&gt;
&lt;br /&gt;
  Back Rectangle Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for this window.&lt;br /&gt;
&lt;br /&gt;
  JS: Portrait Upper:&lt;br /&gt;
  - If Menu Portraits are available, this is code used to draw the upper&lt;br /&gt;
    data like this in the Status Window.&lt;br /&gt;
&lt;br /&gt;
  JS: Face Upper:&lt;br /&gt;
  - If faces used used, this is code used to draw the upper data like this&lt;br /&gt;
    in the Status Window.&lt;br /&gt;
&lt;br /&gt;
  JS: Parameter Lower:&lt;br /&gt;
  - Code to determine how parameters are drawn in the Status Window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Window_ClassTier&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
&lt;br /&gt;
  No Class Assigned:&lt;br /&gt;
  - Text used when no class is assigned to the slot.&lt;br /&gt;
&lt;br /&gt;
  Use SHIFT Shortcut?:&lt;br /&gt;
  - Add the &amp;quot;Shift&amp;quot; button as a shortcut key to removing classes?&lt;br /&gt;
&lt;br /&gt;
  Button Assist Text:&lt;br /&gt;
  - Text used for the Button Assist Window&lt;br /&gt;
&lt;br /&gt;
  JS: Extra Data:&lt;br /&gt;
  - Code used to draw extra data if there is enough room.&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for this window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Window_ClassList&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
&lt;br /&gt;
  Unassign Class:&lt;br /&gt;
  - Text used for an empty class slot.&lt;br /&gt;
&lt;br /&gt;
    Help Description:&lt;br /&gt;
    - Help description for unassigning a class.&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for this window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Class Points Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ClassChangeSys_Resources.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:ClassChangeSys_Params7.png]]&lt;br /&gt;
&lt;br /&gt;
Class Points are an actor-only resource used as a currency for this plugin.&lt;br /&gt;
You can determine how they appear in-game, how they're earned, and what kind&lt;br /&gt;
of mechanics are involved with them. Class Points can also be used in other&lt;br /&gt;
VisuStella plugins.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Mechanics&lt;br /&gt;
&lt;br /&gt;
  Shared Class Points:&lt;br /&gt;
  - Do you want Class Points to be shared across all classes?&lt;br /&gt;
  - Or do you want all classes to have their own?&lt;br /&gt;
&lt;br /&gt;
  Maximum:&lt;br /&gt;
  - What's the maximum amount of Class Points an actor can have?&lt;br /&gt;
  - Use 0 for unlimited Class Points.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Visual&lt;br /&gt;
&lt;br /&gt;
  Show In Menus?:&lt;br /&gt;
  - Do you wish to show Class Points in menus that allow them?&lt;br /&gt;
  - For extra clarity:&lt;br /&gt;
    - Shows up if there is enough room on the screen. Make sure your game's&lt;br /&gt;
      screen resolution is large enough (ie. 1280x720).&lt;br /&gt;
    - Shows up in the Skill menu if 'Learn' is selected.&lt;br /&gt;
&lt;br /&gt;
  Icon:&lt;br /&gt;
  - What is the icon you want to use to represent Class Points?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Vocabulary&lt;br /&gt;
&lt;br /&gt;
  Full Text:&lt;br /&gt;
  - The full text of how Class Points appears in-game.&lt;br /&gt;
&lt;br /&gt;
  Abbreviated Text:&lt;br /&gt;
  - The abbreviation of how Class Points appears in-game.&lt;br /&gt;
&lt;br /&gt;
  Menu Text Format:&lt;br /&gt;
  - What is the text format for it to be displayed in windows.&lt;br /&gt;
  - %1 - Value, %2 - Abbr, %3 - Icon, %4 - Full Text&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Gain&lt;br /&gt;
&lt;br /&gt;
  Per Action Hit:&lt;br /&gt;
  - How many Class Points should an actor gain per action?&lt;br /&gt;
  - You may use code.&lt;br /&gt;
&lt;br /&gt;
  Per Level Up:&lt;br /&gt;
  - How many Class Points should an actor gain per level up?&lt;br /&gt;
  - You may use code.&lt;br /&gt;
&lt;br /&gt;
  Per Enemy Defeated:&lt;br /&gt;
  - How many Class Points should an actor gain per enemy?&lt;br /&gt;
  - You may use code.&lt;br /&gt;
&lt;br /&gt;
    Alive Actors?:&lt;br /&gt;
    - Do actors have to be alive to receive Class Points from&lt;br /&gt;
      defeated enemies?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Victory&lt;br /&gt;
&lt;br /&gt;
  Show During Victory?:&lt;br /&gt;
  - Show how much CP an actor has earned in battle during the victory phase?&lt;br /&gt;
&lt;br /&gt;
  Victory Text:&lt;br /&gt;
  - For no Victory Aftermath, this is the text that appears.&lt;br /&gt;
  - %1 - Actor, %2 - Earned, %3 - Abbr, %4 - Full Text&lt;br /&gt;
&lt;br /&gt;
  Aftermath Display?:&lt;br /&gt;
  - Requires VisuMZ_3_VictoryAftermath.&lt;br /&gt;
  - Show Class Points as the main acquired resource in the actor windows?&lt;br /&gt;
&lt;br /&gt;
  Aftermath Text:&lt;br /&gt;
  - For no Victory Aftermath, this is the text that appears.&lt;br /&gt;
  - %1 - Earned, %2 - Abbr, %3 - Full Text&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
For those who wish to display how many Class Points an actor has for a&lt;br /&gt;
specific class, you can use the following JavaScript code inside of a&lt;br /&gt;
window object.&lt;br /&gt;
&lt;br /&gt;
  this.drawClassPoints(value, x, y, width, align);&lt;br /&gt;
  - The 'value' variable refers to the number you wish to display.&lt;br /&gt;
  - The 'x' variable refers to the x coordinate to draw at.&lt;br /&gt;
  - The 'y' variable refers to the y coordinate to draw at.&lt;br /&gt;
  - The 'width' variable refers to the width of the data area.&lt;br /&gt;
  - Replace 'align' with a string saying 'left', 'center', or 'right' to&lt;br /&gt;
    determine how you want the data visibly aligned.&lt;br /&gt;
&lt;br /&gt;
  this.drawActorClassPoints(actor, classID, x, y, width, align);&lt;br /&gt;
  - The 'actor' variable references the actor to get data from.&lt;br /&gt;
  - The 'classID' variable is the class to get data from.&lt;br /&gt;
    - Use 0 if Class Points aren't shared or if you want the Class&lt;br /&gt;
      Points from the actor's current class.&lt;br /&gt;
  - The 'x' variable refers to the x coordinate to draw at.&lt;br /&gt;
  - The 'y' variable refers to the y coordinate to draw at.&lt;br /&gt;
  - The 'width' variable refers to the width of the data area.&lt;br /&gt;
  - Replace 'align' with a string saying 'left', 'center', or 'right' to&lt;br /&gt;
    determine how you want the data visibly aligned.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Job Points Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ClassChangeSys_Resources.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:ClassChangeSys_Params8.png]]&lt;br /&gt;
&lt;br /&gt;
Job Points are an actor-only resource used as a currency for this plugin.&lt;br /&gt;
You can determine how they appear in-game, how they're earned, and what kind&lt;br /&gt;
of mechanics are involved with them. Job Points can also be used in other&lt;br /&gt;
VisuStella plugins.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Mechanics&lt;br /&gt;
&lt;br /&gt;
  Shared Job Points:&lt;br /&gt;
  - Do you want Job Points to be shared across all classes?&lt;br /&gt;
  - Or do you want all classes to have their own?&lt;br /&gt;
&lt;br /&gt;
  Maximum:&lt;br /&gt;
  - What's the maximum amount of Job Points an actor can have?&lt;br /&gt;
  - Use 0 for unlimited Job Points.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Visual&lt;br /&gt;
&lt;br /&gt;
  Show In Menus?:&lt;br /&gt;
  - Do you wish to show Job Points in menus that allow them?&lt;br /&gt;
  - For extra clarity:&lt;br /&gt;
    - Shows up if there is enough room on the screen. Make sure your game's&lt;br /&gt;
      screen resolution is large enough (ie. 1280x720).&lt;br /&gt;
    - Shows up in the Skill menu if 'Learn' is selected.&lt;br /&gt;
&lt;br /&gt;
  Icon:&lt;br /&gt;
  - What is the icon you want to use to represent Job Points?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Vocabulary&lt;br /&gt;
&lt;br /&gt;
  Full Text:&lt;br /&gt;
  - The full text of how Job Points appears in-game.&lt;br /&gt;
&lt;br /&gt;
  Abbreviated Text:&lt;br /&gt;
  - The abbreviation of how Job Points appears in-game.&lt;br /&gt;
&lt;br /&gt;
  Menu Text Format:&lt;br /&gt;
  - What is the text format for it to be displayed in windows.&lt;br /&gt;
  - %1 - Value, %2 - Abbr, %3 - Icon, %4 - Full Text&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Gain&lt;br /&gt;
&lt;br /&gt;
  Per Action Hit:&lt;br /&gt;
  - How many Job Points should an actor gain per action?&lt;br /&gt;
  - You may use code.&lt;br /&gt;
&lt;br /&gt;
  Per Level Up:&lt;br /&gt;
  - How many Job Points should an actor gain per level up?&lt;br /&gt;
  - You may use code.&lt;br /&gt;
&lt;br /&gt;
  Per Enemy Defeated:&lt;br /&gt;
  - How many Job Points should an actor gain per enemy?&lt;br /&gt;
  - You may use code.&lt;br /&gt;
&lt;br /&gt;
    Alive Actors?:&lt;br /&gt;
    - Do actors have to be alive to receive Job Points from&lt;br /&gt;
      defeated enemies?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Victory&lt;br /&gt;
&lt;br /&gt;
  Show During Victory?:&lt;br /&gt;
  - Show how much JP an actor has earned in battle during the victory phase?&lt;br /&gt;
&lt;br /&gt;
  Victory Text:&lt;br /&gt;
  - For no Victory Aftermath, this is the text that appears.&lt;br /&gt;
  - %1 - Actor, %2 - Earned, %3 - Abbr, %4 - Full Text&lt;br /&gt;
&lt;br /&gt;
  Aftermath Display?:&lt;br /&gt;
  - Requires VisuMZ_3_VictoryAftermath.&lt;br /&gt;
  - Show Job Points as the main acquired resource in the actor windows?&lt;br /&gt;
&lt;br /&gt;
  Aftermath Text:&lt;br /&gt;
  - For no Victory Aftermath, this is the text that appears.&lt;br /&gt;
  - %1 - Earned, %2 - Abbr, %3 - Full Text&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
For those who wish to display how many Job Points an actor has for a&lt;br /&gt;
specific class, you can use the following JavaScript code inside of a&lt;br /&gt;
window object.&lt;br /&gt;
&lt;br /&gt;
  this.drawJobPoints(value, x, y, width, align);&lt;br /&gt;
  - The 'value' variable refers to the number you wish to display.&lt;br /&gt;
  - The 'x' variable refers to the x coordinate to draw at.&lt;br /&gt;
  - The 'y' variable refers to the y coordinate to draw at.&lt;br /&gt;
  - The 'width' variable refers to the width of the data area.&lt;br /&gt;
  - Replace 'align' with a string saying 'left', 'center', or 'right' to&lt;br /&gt;
    determine how you want the data visibly aligned.&lt;br /&gt;
&lt;br /&gt;
  this.drawActorJobPoints(actor, classID, x, y, width, align);&lt;br /&gt;
  - The 'actor' variable references the actor to get data from.&lt;br /&gt;
  - The 'classID' variable is the class to get data from.&lt;br /&gt;
    - Use 0 if Job Points aren't shared or if you want the Job&lt;br /&gt;
      Points from the actor's current class.&lt;br /&gt;
  - The 'x' variable refers to the x coordinate to draw at.&lt;br /&gt;
  - The 'y' variable refers to the y coordinate to draw at.&lt;br /&gt;
  - The 'width' variable refers to the width of the data area.&lt;br /&gt;
  - Replace 'align' with a string saying 'left', 'center', or 'right' to&lt;br /&gt;
    determine how you want the data visibly aligned.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.19: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra notes for clarity for the &amp;quot;Show in Menus?&amp;quot; plugin parameter for CP and JP.&lt;br /&gt;
*** For extra clarity:&lt;br /&gt;
**** Shows up if there is enough room on the screen. Make sure your game's screen resolution is large enough (ie. 1280x720).&lt;br /&gt;
**** Shows up in the Skill menu if 'Learn' is selected.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better preloading functionality for Main Menu Core's options to utilize Map Sprites and SV Battlers for the visual actor graphic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: June 12, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;CP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** CP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;JP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** JP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** These are the additive versions of &amp;lt;nowiki&amp;gt;&amp;lt;CP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;JP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash that would occur upon loading a save game that was made before Class Change System was installed. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New plugin parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; General Settings &amp;gt; Select Same Subclass?&lt;br /&gt;
**** Allow selecting the same subclass that's already equipped in that slot?&lt;br /&gt;
**** Mostly an aesthetic thing to allow/prevent the same subclass from being selected if that's what you want to control.&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Confirm Animation ID &amp;gt; Play for Unassign?&lt;br /&gt;
**** Play animation for unassigning a subclass?&lt;br /&gt;
**** Mostly an aesthetic thing to play/not play animations when unassigning a subclass if that's what you want to control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: December 14, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an incompatibility with the \Class[x] textcode from the VisuStella MZ message core. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: June 30, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Window Settings &amp;gt; Show Class Level?&lt;br /&gt;
**** Show the class level when displaying classes?&lt;br /&gt;
**** Used for the windows in the Class Change menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: May 2, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the element rate traits of subclasses did not apply. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: April 14, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem with certain face index values not registering properly. Fix made by Irina.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added a better bitmap loading system for face graphics. Update by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: October 21, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem with the &amp;lt;CP: x&amp;gt; notetags not working properly. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: September 10, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** VisuStella MZ Compatibility&lt;br /&gt;
*** Core Engine VisuStella MZ&lt;br /&gt;
**** The Core Engine will determine if icons are displayed next to class names for menus. If you do not wish to use them, then you will need to disable them via the Plugin Parameters:&lt;br /&gt;
**** Core Engine &amp;gt; Plugin Parameters &amp;gt; UI Settings &amp;gt; Text Code &amp;gt; Class Names&lt;br /&gt;
**** Then, set that value to false.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: September 3, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added line &amp;quot;This does not apply to basic class data and icons.&amp;quot; for JS: Extra Data. That JavaScript entry does not affect how class names are written out.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Those using \I[x] in class names will automatically have those converted into &amp;lt;Icon: x&amp;gt; notetags. Update made by Irina.&lt;br /&gt;
** The \I[x] text code will be automatically removed from the tier selection since it's already in the form of a big icon. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: August 13, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that pertained to specific subclass traits clearing cache during a multi-hit attack and causing MaxHP/MaxMP inconsistencies. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: April 30, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Multiclasses with Adjust HP/MP settings should now properly adjust without the Core Engine installed. Fix made by Arisu.&lt;br /&gt;
** Those without Victory Aftermath should no longer experience crashes when gaining Class Points or Job Points after battle. Fix made by Olivia.&lt;br /&gt;
** With the Maintained Levels setting enabled, all unlocked multiclasses will also acquire skills upon leveling up and not just when switching to the classes manually. Fix made by Olivia.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** During battle, equipment types belonging multiclasses will not be unequipped to prevent odd happenings. Update change by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: April 16, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Map based character sprite changes should now be reflected instantly. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added two more entries to the Clarification section. Updated by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: February 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Param bonuses for subclasses are no longer based on the current level but instead, the level for the subclass. Fix made by Irina.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: January 8, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Leveling up should now automatically cache the current class level. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: January 1, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** General Settings should now have default values when added. If you are still getting an error when starting a new game, please open up the General Settings in the Plugin Parameters and hit OK. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: December 25, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Added a refresh after setting up new actors to recalculate any cached parameter values, skills, and passive states. Fix made by Yanfly.&lt;br /&gt;
** Equipment duplication glitch should no longer occur.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Yanfly.&lt;br /&gt;
*** &amp;lt;Class Picture: filename&amp;gt; and &amp;lt;Picture: filename&amp;gt;&lt;br /&gt;
**** Uses a picture from your project's /img/pictures/ folder instead of the class icon for the Class Change scene.&lt;br /&gt;
** New Plugin Parameters added by Yanfly.&lt;br /&gt;
*** Window Settings &amp;gt; Scene_ClassChange &amp;gt; Confirm Animation ID &amp;gt; Offset X&lt;br /&gt;
*** Window Settings &amp;gt; Scene_ClassChange &amp;gt; Confirm Animation ID &amp;gt; Offset Y&lt;br /&gt;
**** Offsets have been added to let you adjust where the animation occurs for primary and subclass changing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: December 18, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Class specific character graphics no longer default to index 0 when no index is found or declared by notetags. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;Clarification&amp;quot; section to the documentation to explain some things that users might not understand correctly.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** The button assist text for the &amp;quot;SHIFT&amp;quot; removal is now offset towards the left a bit for more room. Update made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: January 11, 2021&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 6]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Menu Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Battle_System_-_CTB_VisuStella_MZ&amp;diff=17564</id>
		<title>Battle System - CTB VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Battle_System_-_CTB_VisuStella_MZ&amp;diff=17564"/>
		<updated>2025-12-14T21:31:11Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=9R4Zz8XKopo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/786751&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/battle-system-ctb&amp;quot;&amp;gt;Battle System - CTB by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Wave 4}}&lt;br /&gt;
|link3 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| [[File:CTB_Preview1.png|400px]]&lt;br /&gt;
| [[File:CTB_Preview2.png|400px]]&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[File:CTB_Preview3.png|400px]]&lt;br /&gt;
| [[File:CTB_Preview4.png|400px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This plugin creates a Charge Turn Battle (CTB) system using RPG Maker MZ's&lt;br /&gt;
TPB as a base. CTB functions by calculating the speed of every battler and&lt;br /&gt;
balancing them relative to one another. When it's a battler's turn, the&lt;br /&gt;
battler will either choose an action to perform immediately or charge it&lt;br /&gt;
for later depending if the skill requires charging.&lt;br /&gt;
&lt;br /&gt;
This is a battle system where agility plays an important factor in the&lt;br /&gt;
progress of battle where higher agility values give battlers more advantage&lt;br /&gt;
and additional turns over lower agility values, which give battlers less&lt;br /&gt;
advantage and less turns.&lt;br /&gt;
&lt;br /&gt;
A turn order display will appear to compensate for the removal of gauges.&lt;br /&gt;
The turn order display will show a preview of what the turn order could&lt;br /&gt;
possibly be like. This turn order display is variable and can be changed&lt;br /&gt;
due to player and enemy influence by using different action speeds, effects&lt;br /&gt;
provided by this plugin that alter the turn order, and more!&lt;br /&gt;
&lt;br /&gt;
'''NOTE''' To use this battle system, you will need the updated version of&lt;br /&gt;
VisuStella's Core Engine. Go into its Plugin Parameters and change the&lt;br /&gt;
&amp;quot;Battle System&amp;quot; plugin parameter to &amp;quot;ctb&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Full control over the TPB integrated mechanics converted for CTB such as speed, calculations, etc.&lt;br /&gt;
* No more waiting for gauges to show up! In fact, you won't even see the TPB gauge in-game.&lt;br /&gt;
* A turn order display that previews a potential lineup for how the participating battlers in battle will play out.&lt;br /&gt;
* Notetags that give skills and items access to manipulating a battler's CTB speed.&lt;br /&gt;
* Notetags that give skills and items access to directly manipulate a target batter's position on the Turn Order display.&lt;br /&gt;
* These mechanics are separate from ATB and TPB itself, so you can still use either battle system without affecting both of them.&lt;br /&gt;
* Through the Core Engine, you can switch in and out of CTB for a different battle system.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
'''Required Plugin List'''&lt;br /&gt;
&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Turn Order Display === &lt;br /&gt;
&lt;br /&gt;
[[File:CTB_TurnOrder.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Despite the fact that the Battle System CTB plugin uses RPG Maker MZ's TPB&lt;br /&gt;
as a base, it does not have any gauges to depict the time it takes for a&lt;br /&gt;
battler's turn to appear. Instead, a turn order display appears on the&lt;br /&gt;
screen (you pick where it can appear: top, bottom, left, or right) and shows&lt;br /&gt;
a possible preview of the battler turn order.&lt;br /&gt;
&lt;br /&gt;
This is only a preview of what can happen because lots of different things&lt;br /&gt;
can influence the position and ordering of the turn order display, ranging&lt;br /&gt;
from skill/item speeds, notetag effects, changes in AGI, etc. What is seen&lt;br /&gt;
on the turn order display is the most likely possibility instead of the&lt;br /&gt;
exact order to occur due to the external influences.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Skill &amp;amp; Item Speeds ===&lt;br /&gt;
&lt;br /&gt;
[[File:CTB_Speed.png]]&lt;br /&gt;
&lt;br /&gt;
With TPB, skills and items with negative speed values will cause the battler&lt;br /&gt;
to enter a &amp;quot;casting&amp;quot; state, meaning they have to wait extra time before the&lt;br /&gt;
action takes off. With this delayed action execution, one might assume that&lt;br /&gt;
if there is a positive speed value, the battler would require less time for&lt;br /&gt;
their next turn.&lt;br /&gt;
&lt;br /&gt;
However, this isn't the case with RPG Maker MZ's TPB. By changing it to CTB,&lt;br /&gt;
skills and items with positive speed values will have an impact on how full&lt;br /&gt;
their CTB Speed will be in the following turn. A value of 2000 will put the&lt;br /&gt;
turn at 50% ready, 1000 will put the gauge at 25% ready, 500 will put it at&lt;br /&gt;
12.5% ready, and so on. Notetags can also be used to influence this.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== JS Calculation Mechanics ===&lt;br /&gt;
&lt;br /&gt;
[[File:CTB_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
While the calculation mechanics aren't changed from their original RPG Maker&lt;br /&gt;
MZ formulas, the functions for them have been overwritten to allow you, the&lt;br /&gt;
game developer, to alter them as you see fit.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System - CTB Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System - CTB Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Mechanics Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:CTB_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CTB_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
Mechanics settings used for Battle System CTB. The majority of these are&lt;br /&gt;
JavaScript-based and will require knowledge of JavaScript to fully utilize&lt;br /&gt;
the plugin parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Device Friendly:&lt;br /&gt;
  - Make the calculations more device friendly?&lt;br /&gt;
  - Or make it for desktop at full strength?&lt;br /&gt;
&lt;br /&gt;
  Escape Fail Penalty:&lt;br /&gt;
  - Gauge penalty if an escape attempt fails.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
JavaScript&lt;br /&gt;
&lt;br /&gt;
  JS: Initial Speed:&lt;br /&gt;
  - JavaScript code to determine how much speed to give each battler at the&lt;br /&gt;
    start of battle.&lt;br /&gt;
&lt;br /&gt;
  JS: Speed:&lt;br /&gt;
  - JavaScript code to determine how much speed a battler has.&lt;br /&gt;
&lt;br /&gt;
  JS: Base Speed:&lt;br /&gt;
  - JavaScript code to determine how much base speed a battler has.&lt;br /&gt;
&lt;br /&gt;
  JS: Relative Speed:&lt;br /&gt;
  - JavaScript code to determine what is the relative speed of a battler.&lt;br /&gt;
&lt;br /&gt;
  JS: Acceleration:&lt;br /&gt;
  - JavaScript code to determine how much gauges accelerate by relative to&lt;br /&gt;
    reference time.&lt;br /&gt;
&lt;br /&gt;
  JS: Cast Time:&lt;br /&gt;
  - JavaScript code to determine how much cast time is used for skills/items&lt;br /&gt;
    with negative speed modifiers.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Order Change Effects Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:CTB_Delay.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:CTB_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Whenever the turn order a battler is changed by a CTB Order notetag, play&lt;br /&gt;
these effects on the target battler. These effects do not play if the order&lt;br /&gt;
was changed due to speed changes and only through the specific notetags.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Delay Turn Order &amp;gt; Animation&lt;br /&gt;
&lt;br /&gt;
  Animation ID:&lt;br /&gt;
  - Play this animation when the effect activates.&lt;br /&gt;
  - Occurs when the turn order is delayed.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the effect animation?&lt;br /&gt;
  - Occurs when the turn order is delayed.&lt;br /&gt;
&lt;br /&gt;
  Mute Animation:&lt;br /&gt;
  - Mute the effect animation?&lt;br /&gt;
  - Occurs when the turn order is delayed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Delay Turn Order &amp;gt; Popups&lt;br /&gt;
&lt;br /&gt;
  Text:&lt;br /&gt;
  - Text displayed upon the effect activating.&lt;br /&gt;
  - Occurs when the turn order is delayed.&lt;br /&gt;
&lt;br /&gt;
  Text Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Flash Color:&lt;br /&gt;
  - Adjust the popup's flash color.&lt;br /&gt;
  - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
  Flash Duration:&lt;br /&gt;
  - What is the frame duration of the flash effect?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Rush Turn Order &amp;gt; Animation&lt;br /&gt;
&lt;br /&gt;
  Animation ID:&lt;br /&gt;
  - Play this animation when the effect activates.&lt;br /&gt;
  - Occurs when the turn order is rushed.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the effect animation?&lt;br /&gt;
  - Occurs when the turn order is rushed.&lt;br /&gt;
&lt;br /&gt;
  Mute Animation:&lt;br /&gt;
  - Mute the effect animation?&lt;br /&gt;
  - Occurs when the turn order is rushed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Rush Turn Order &amp;gt; Popups&lt;br /&gt;
&lt;br /&gt;
  Text:&lt;br /&gt;
  - Text displayed upon the effect activating.&lt;br /&gt;
  - Occurs when the turn order is rushed.&lt;br /&gt;
&lt;br /&gt;
  Text Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Flash Color:&lt;br /&gt;
  - Adjust the popup's flash color.&lt;br /&gt;
  - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
  Flash Duration:&lt;br /&gt;
  - What is the frame duration of the flash effect?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Turn Order Display Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:CTB_TurnOrder.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CTB_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
Turn Order Display settings used for Battle System CTB. These adjust how the&lt;br /&gt;
visible turn order appears in-game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Display Position:&lt;br /&gt;
  - Select where the Turn Order will appear on the screen.&lt;br /&gt;
&lt;br /&gt;
  Reposition for Help?:&lt;br /&gt;
  - If the display position is at the top, reposition the display when the&lt;br /&gt;
    help window is open?&lt;br /&gt;
&lt;br /&gt;
  Reposition Log?:&lt;br /&gt;
  - If the display position is at the top, reposition the Battle Log Window&lt;br /&gt;
    to be lower?&lt;br /&gt;
&lt;br /&gt;
  Forward Direction:&lt;br /&gt;
  - Decide on the direction of the Turn Order.&lt;br /&gt;
  - Settings may vary depending on position.&lt;br /&gt;
  - Left to Right / Down to Up&lt;br /&gt;
  - Right to Left / Up to Down&lt;br /&gt;
&lt;br /&gt;
  Subject Distance:&lt;br /&gt;
  - How far do you want the currently active battler to distance itself from&lt;br /&gt;
    the rest of the Turn Order?&lt;br /&gt;
&lt;br /&gt;
  Screen Buffer:&lt;br /&gt;
  - What distance do you want the display to be away from the edge of the&lt;br /&gt;
    screen by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Update Settings&lt;br /&gt;
&lt;br /&gt;
  Adjust Similar AGI:&lt;br /&gt;
  - v1.22 update. Adjust turn order calculations for battlers with very&lt;br /&gt;
    similar AGI.&lt;br /&gt;
&lt;br /&gt;
  Force Active Slot:&lt;br /&gt;
  - v1.24 update. Force active battler to the active slot.&lt;br /&gt;
  - This can be used to offset calculations that are too miniscule.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Reposition For Help&lt;br /&gt;
&lt;br /&gt;
  Repostion X By:&lt;br /&gt;
  Repostion Y By:&lt;br /&gt;
  - Reposition the display's coordinates by this much when the Help Window&lt;br /&gt;
    is visible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slots&lt;br /&gt;
&lt;br /&gt;
  Total Horizontal:&lt;br /&gt;
  - How many slots do you want to display for top and bottom Turn Order&lt;br /&gt;
    Display positions?&lt;br /&gt;
&lt;br /&gt;
  Total Vertical:&lt;br /&gt;
  - How many slots do you want to display for left and right Turn Order&lt;br /&gt;
    Display positions?&lt;br /&gt;
&lt;br /&gt;
  Length:&lt;br /&gt;
  - How many pixels long should the slots be on the Turn Order display?&lt;br /&gt;
&lt;br /&gt;
  Thin:&lt;br /&gt;
  - How many pixels thin should the slots be on the Turn Order display?&lt;br /&gt;
&lt;br /&gt;
  Update Frames:&lt;br /&gt;
  - How many frames should it take for the slots to update their&lt;br /&gt;
    positions by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Border&lt;br /&gt;
&lt;br /&gt;
  Show Border?:&lt;br /&gt;
  - Show borders for the slot sprites?&lt;br /&gt;
&lt;br /&gt;
  Border Thickness:&lt;br /&gt;
  - How many pixels thick should the colored portion of the border be?&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Border Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Border Skin:&lt;br /&gt;
    - Optional. Place a skin on the actor/enemy borders instead of&lt;br /&gt;
      rendering them?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Sprites&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
&lt;br /&gt;
    Sprite Type:&lt;br /&gt;
    - Select the type of sprite used for the actor graphic.&lt;br /&gt;
    - Face Graphic - Show the actor's face.&lt;br /&gt;
    - Icon - Show a specified icon.&lt;br /&gt;
    - Sideview Actor - Show the actor's sideview battler.&lt;br /&gt;
&lt;br /&gt;
    Default Icon:&lt;br /&gt;
    - Which icon do you want to use for actors by default?&lt;br /&gt;
&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Sprite Type:&lt;br /&gt;
    - Select the type of sprite used for the enemy graphic.&lt;br /&gt;
    - Face Graphic - Show a specified face graphic.&lt;br /&gt;
    - Icon - Show a specified icon.&lt;br /&gt;
    - Enemy - Show the enemy's graphic or sideview battler.&lt;br /&gt;
&lt;br /&gt;
    Default Face Name:&lt;br /&gt;
    - Use this default face graphic if there is no specified face.&lt;br /&gt;
&lt;br /&gt;
    Default Face Index:&lt;br /&gt;
    - Use this default face index if there is no specified index.&lt;br /&gt;
&lt;br /&gt;
    Default Icon:&lt;br /&gt;
    - Which icon do you want to use for enemies by default?&lt;br /&gt;
&lt;br /&gt;
    Match Hue?:&lt;br /&gt;
    - Match the hue for enemy battlers?&lt;br /&gt;
    - Does not apply if there's a sideview battler.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Letter&lt;br /&gt;
&lt;br /&gt;
  Show Enemy Letter?:&lt;br /&gt;
  - Show the enemy's letter on the slot sprite?&lt;br /&gt;
&lt;br /&gt;
  Font Name:&lt;br /&gt;
  - The font name used for the text of the Letter.&lt;br /&gt;
  - Leave empty to use the default game's font.&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - The font size used for the text of the Letter.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Background&lt;br /&gt;
&lt;br /&gt;
  Show Background?:&lt;br /&gt;
  - Show the background on the slot sprite?&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Background Color 1:&lt;br /&gt;
    Background Color 2:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Background Skin:&lt;br /&gt;
    - Optional. Use a skin for the actor background instead of&lt;br /&gt;
      rendering them?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.25: December 15, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.24: August 29, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Turn Order Settings &amp;gt; Updates &amp;gt; Adjust Similar AGI&lt;br /&gt;
**** v1.22 update. Adjust turn order calculations for battlers with very similar AGI.&lt;br /&gt;
*** Parameters &amp;gt; Turn Order Settings &amp;gt; Updates &amp;gt; Force Active Slot&lt;br /&gt;
**** v1.24 update. Force active battler to the active slot. This can be used to offset calculations that are too miniscule.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.23: July 18, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a softlock that is caused from surprise attacks involving 100% CTB After Speed. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.22: June 13, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed turn order gauge sprite swapping bug for battlers with similar AGI values. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.21: December 15, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.20: August 18, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed bugs that caused the CTB Turn Order faces and icons to not change properly for actors and enemies. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: July 7, 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugin is now updated to support larger than 8 troop sizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: June 2, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Notetag effect for &amp;lt;CTB After Speed: x%&amp;gt; should now be working properly. Fix made by Olivia.&lt;br /&gt;
** Notetag effect for &amp;lt;JS CTB After Speed&amp;gt; should now be working properly. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: May 2, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: April 28, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added update for CTB-specific idle time to allow a more consistent turn end processing for actors and enemies with higher than normal AGI values. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: April 21, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** The endless softlock has been fixed! Much thanks to AndyL for providing a project that can easily replicate it! Fix made by Yanfly.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Slightly more accurate turn order forecasting. However, there is only so much I can do due to JavaScript's &amp;quot;accuracy&amp;quot; with decimal values. Update made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: March 31, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Updated anti-softlock check at 180 frames (3 seconds) to automatically clear any battle states to see if they're the cause of the hangup.&lt;br /&gt;
** Updated anti-softlock check at 300 frames (5 seconds) to automatically clear all states to see if they're the cause of the hangup.&lt;br /&gt;
** Updated anti-softlock check at 600 frames (10 seconds) to automatically abort the battle to salvage the game from freezing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: March 3, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Reserved common events for non-action sequence skills now function separately from one another when used by a battler with Action Times+. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: February 17, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: October 28, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Turn Order display will no longer appear at differing X and Y positions when using specific battle layouts. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: June 18, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed turn order icon reappearing for a dying battler. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated with new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu!&lt;br /&gt;
*** Plugin Parameters &amp;gt; Mechanics &amp;gt; General &amp;gt; Device Friendly&lt;br /&gt;
**** Make the calculations more device friendly? Or make it for desktop at full strength?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: June 11, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Plugin Command: &amp;quot;Enemy: Change CTB Turn Order Face&amp;quot; should now properly change to the correct face index. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: April 23, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** When using 100% for After Speed notetag, no other battler is able to interrupt the action. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: March 19, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Turn Order Window calculations slightly tweaked for times when the window layer is bigger than it should be. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: January 22, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** A different kind of end battle check is now made to determine hiding the turn order display. Update made by Olivia.&lt;br /&gt;
** Added in a built-in anti-softlock check.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: January 1, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: November 15, 2020&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: November 1, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated with new features.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Uses less resources for turn order display.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command by Irina!&lt;br /&gt;
*** Actor: Change CTB Turn Order Face&lt;br /&gt;
**** Changes the faces used for the specific actor(s) on the CTB Turn Order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: October 25, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Turn Order icons no longer stay invisible after rotating out completely. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated with new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;CTB Turn Order Face: filename, index&amp;gt; notetag now works with actors. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: October 18, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Action times + should no longer freeze the game. Fix made by Yanfly.&lt;br /&gt;
** Actors and enemies without actions will no longer softlock the game. Fix made by Yanfly.&lt;br /&gt;
** Auto-battle during CTB should no longer lock the game! Fix by Yanfly.&lt;br /&gt;
** Enemies without any actions should no longer cause endless loops. Fix made by Yanfly.&lt;br /&gt;
** SV_Actor graphics on the Turn Order display are now centered. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: October 19, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Battle System Differences VisuStella MZ]]&lt;br /&gt;
* [[Inspiration Behind Wave 4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Utility Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Battle_System_-_ATB_VisuStella_MZ&amp;diff=17563</id>
		<title>Battle System - ATB VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Battle_System_-_ATB_VisuStella_MZ&amp;diff=17563"/>
		<updated>2025-12-14T21:30:58Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=hipRs7aqbxA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/760452&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/battle-system-atb&amp;quot;&amp;gt;Battle System - ATB plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Wave 3}}&lt;br /&gt;
|link3 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Preview2.png|600px]]&lt;br /&gt;
 &lt;br /&gt;
[[File:VisuMZ_ATB_Preview3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Preview4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The RPG Maker MZ Time Progress Battle (TPB) system is only a few steps away&lt;br /&gt;
from the acclaimed Active Turn Battle (ATB) system. This plugin will grant&lt;br /&gt;
it the various features needed to turn it from TPB into ATB.&lt;br /&gt;
&lt;br /&gt;
This plugin will grant control over how the various mechanics work, ranging&lt;br /&gt;
from penalties to calculations, to actions that can manipulate the ATB gauge&lt;br /&gt;
of battlers. Battlers that are in the middle of casting a spell can also be&lt;br /&gt;
interrupted with specific notetag traits.&lt;br /&gt;
&lt;br /&gt;
ATB Gauges can also be displayed on enemies and/or allies, giving the player&lt;br /&gt;
full access to the current battle state. The ATB Gauges are also improved,&lt;br /&gt;
showing different colors for different states and showing a new gauge for&lt;br /&gt;
the casting state.&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Setup_Note.png]]&lt;br /&gt;
&lt;br /&gt;
*NOTE* You will need to set the game project to run in either TPB mode,&lt;br /&gt;
Time Progress (Active) or Time Progress (Wait), for these new ATB effects&lt;br /&gt;
to work. You can find this setting in Database &amp;gt; System 1.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Full control over the TPB/ATB mechanics such as speed, calculations, etc.&lt;br /&gt;
* Notetags that give skills and items access to ATB Gauge manipulation, by altering how filled they are.&lt;br /&gt;
* Interrupts can be used on battlers in the middle of casting a skill.&lt;br /&gt;
* Visual ATB Gauges can be displayed over battlers' heads.&lt;br /&gt;
* ATB Gauges have extra coloring options added to them to let the player quickly know the current speed state of the ATB Gauge.&lt;br /&gt;
* A field-wide ATB Gauge that positions actor and enemy markers on it to show how far along actors and enemies are relative to each other's turns.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
'''Required Plugin List'''&lt;br /&gt;
&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== ATB Gauges ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Preview2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The gauges are now revamped to show different colors to depict the various&lt;br /&gt;
ATB states a battler can be in. These various states include the following:&lt;br /&gt;
&lt;br /&gt;
* When a battler's speed is fully stopped.&lt;br /&gt;
* When a battler's speed is slower/faster past a specific rating.&lt;br /&gt;
* When a battler is ready for an action.&lt;br /&gt;
* When a battler is casting an action (those with negative speed values).&lt;br /&gt;
&lt;br /&gt;
The colors used for these states can be found and altered in the Plugin&lt;br /&gt;
Parameters under Gauge Color Settings.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Skill &amp;amp; Item Speeds ===&lt;br /&gt;
&lt;br /&gt;
With TPB, skills and items with negative speed values will cause the battler&lt;br /&gt;
to enter a &amp;quot;casting&amp;quot; state, meaning they have to wait extra time before the&lt;br /&gt;
action takes off. With this delayed action execution, one might assume that&lt;br /&gt;
if there is a positive speed value, the battler would require less time for&lt;br /&gt;
their next turn.&lt;br /&gt;
&lt;br /&gt;
However, this isn't the case with RPG Maker MZ's TPB. By changing it to ATB,&lt;br /&gt;
skills and items with positive speed values will have an impact on how full&lt;br /&gt;
their ATB Gauges will be in the following turn. A value of 2000 will put the&lt;br /&gt;
gauge at 50% full, 1000 will put the gauge at 25% full, 500 will put it at&lt;br /&gt;
12.5% full, and so on. Notetags can also be used to influence this.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== JS Calculation Mechanics ===&lt;br /&gt;
&lt;br /&gt;
While the calculation mechanics aren't changed from their original RPG Maker&lt;br /&gt;
MZ formulas, the functions for them have been overwritten to allow you, the&lt;br /&gt;
game developer, to alter them as you see fit.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Extra Features ==&lt;br /&gt;
&lt;br /&gt;
There are some extra features found if other VisuStella MZ plugins are found&lt;br /&gt;
present in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
* ATB Interrupts can have animations played when they trigger if the [[Core Engine VisuStella MZ|Core Engine]] is installed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Options Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
* Having the VisuStella Options Core available will allow you to adjust the speed at which the ATB gauges fill up.&lt;br /&gt;
&lt;br /&gt;
* The VisuStella Options Core also gives the player the option to toggle between Active and Wait-based ATB.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System ATB Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System ATB Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Mechanics Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
Mechanics settings used for Battle System ATB. The majority of these are&lt;br /&gt;
JavaScript-based and will require knowledge of JavaScript to fully utilize&lt;br /&gt;
the plugin parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Mechanics&lt;br /&gt;
&lt;br /&gt;
  Escape Fail Penalty:&lt;br /&gt;
  - Gauge penalty if an escape attempt fails.&lt;br /&gt;
&lt;br /&gt;
  Stuns Reset Gauge?:&lt;br /&gt;
  - Should stuns reset the ATB Gauge?&lt;br /&gt;
    - Charm, Berserk, and Confusion states will still reset the ATB Gauge.&lt;br /&gt;
&lt;br /&gt;
  JS: Initial Gauge:&lt;br /&gt;
  - JavaScript code to determine how much ATB gauge to give each battler at&lt;br /&gt;
    the start of battle.&lt;br /&gt;
&lt;br /&gt;
  JS: Speed:&lt;br /&gt;
  - JavaScript code to determine how much speed a battler has.&lt;br /&gt;
&lt;br /&gt;
  JS: Base Speed:&lt;br /&gt;
  - JavaScript code to determine how much base speed a battler has.&lt;br /&gt;
&lt;br /&gt;
  JS: Relative Speed:&lt;br /&gt;
  - JavaScript code to determine what is the relative speed of a battler.&lt;br /&gt;
&lt;br /&gt;
  JS: Acceleration:&lt;br /&gt;
  - JavaScript code to determine how much gauges accelerate by relative to&lt;br /&gt;
    reference time.&lt;br /&gt;
&lt;br /&gt;
  JS: Cast Time:&lt;br /&gt;
  - JavaScript code to determine how much cast time is used for skills/items&lt;br /&gt;
    with negative speed modifiers.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Interrupt Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Interrupt settings used for Battle System ATB.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Interrupt&lt;br /&gt;
&lt;br /&gt;
  Animation ID:&lt;br /&gt;
  - Play this animation when a unit is interrupted.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
    Mirror Animation:&lt;br /&gt;
    - Mirror the interrupt animation?&lt;br /&gt;
    - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
    Mute Animation:&lt;br /&gt;
    - Mute the interrupt animation?&lt;br /&gt;
    - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Text Popup:&lt;br /&gt;
  - Text used for popup when interrupts happen.&lt;br /&gt;
  - Leave empty for no popup.&lt;br /&gt;
&lt;br /&gt;
  Text Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Flash Color:&lt;br /&gt;
    - Adjust the popup's flash color.&lt;br /&gt;
    - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
    Flash Duration:&lt;br /&gt;
    - What is the frame duration of the flash effect?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== General Gauge Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Preview3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
General gauge settings used for ATB Gauges.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Anchor X:&lt;br /&gt;
  Anchor Y:&lt;br /&gt;
  - Where do you want the ATB Gauge sprite's anchor X/Y to be?&lt;br /&gt;
  - Use values between 0 and 1 to be safe.&lt;br /&gt;
&lt;br /&gt;
  Scale:&lt;br /&gt;
  - How large/small do you want the ATB Gauge to be scaled?&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - How many pixels to offset the ATB Gauge's X/Y by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
AGI Gauge Rates&lt;br /&gt;
&lt;br /&gt;
  Slow Rate:&lt;br /&gt;
  - How much should the AGI rate be at to be considered slow?&lt;br /&gt;
&lt;br /&gt;
  Fast Rate:&lt;br /&gt;
  - How much should the AGI rate be at to be considered fast?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Actors&lt;br /&gt;
&lt;br /&gt;
  Show Sprite Gauges:&lt;br /&gt;
  - Show ATB Gauges over the actor sprites' heads?&lt;br /&gt;
  - Requires SV Actors to be visible.&lt;br /&gt;
&lt;br /&gt;
  Show Status Gauges:&lt;br /&gt;
  - Show ATB Gauges in the status window?&lt;br /&gt;
  - Applies only to sideview.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Enemies&lt;br /&gt;
&lt;br /&gt;
  Show Sprite Gauges:&lt;br /&gt;
  - Show ATB Gauges over the enemy sprites' heads?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Field Gauge Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Params4.png]]&lt;br /&gt;
&lt;br /&gt;
The ATB Field Gauge is a large gauge placed on the screen with all of the&lt;br /&gt;
current battle's active participants shown on it. The participants are&lt;br /&gt;
represented by a marker. Each marker's position on the gauge indicates its&lt;br /&gt;
battler's ATB progress towards a turn.&lt;br /&gt;
&lt;br /&gt;
In order for this feature to work, enable &amp;quot;Use Field Gauge?&amp;quot; in the&lt;br /&gt;
Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Use Field Gauge?:&lt;br /&gt;
  - This value must be set to true in order for the ATB Field Gauge&lt;br /&gt;
    to appear.&lt;br /&gt;
  - This needs to be on in order for this feature to work.&lt;br /&gt;
&lt;br /&gt;
  Display Position:&lt;br /&gt;
  - Select where the Field Gauge will appear on the screen.&lt;br /&gt;
  - Top&lt;br /&gt;
  - Bottom&lt;br /&gt;
  - Left&lt;br /&gt;
  - Right&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - How much to offset the X/Y coordinates by.&lt;br /&gt;
&lt;br /&gt;
  Reposition for Help?:&lt;br /&gt;
  - If the display position is at the top, reposition the gauge when the&lt;br /&gt;
    help window is open?&lt;br /&gt;
&lt;br /&gt;
  Forward Direction:&lt;br /&gt;
  - Decide on the direction of the Field Gauge.&lt;br /&gt;
  - Settings may vary depending on position.&lt;br /&gt;
  - Left to Right&lt;br /&gt;
  - Right to Left&lt;br /&gt;
  - Up to Down&lt;br /&gt;
  - Down to Up&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Field Gauge Settings&lt;br /&gt;
&lt;br /&gt;
  Gauge Skin:&lt;br /&gt;
  - Optional. Select an image to place behind the gauge.&lt;br /&gt;
  - This will be centered on the Field Gauge's position.&lt;br /&gt;
&lt;br /&gt;
  Show Gauge?:&lt;br /&gt;
  - Decide if you want the gauge to be shown.&lt;br /&gt;
&lt;br /&gt;
  Horizontal Length:&lt;br /&gt;
  - The length of the Field Gauge if placed horizontally.&lt;br /&gt;
&lt;br /&gt;
  Vertical Length:&lt;br /&gt;
  - The length of the Field Gauge if placed vertically.&lt;br /&gt;
&lt;br /&gt;
  Thickness:&lt;br /&gt;
  - The thickness of the Field Gauge for either direction.&lt;br /&gt;
&lt;br /&gt;
  Split Location:&lt;br /&gt;
  - Determine where the gauge should split.&lt;br /&gt;
  - Use 0.00 for the start. Use 1.00 for the end.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Marker Sprites&lt;br /&gt;
&lt;br /&gt;
  Actor Marker Side:&lt;br /&gt;
  - Which side do you want the actor markers to appear?&lt;br /&gt;
&lt;br /&gt;
  Enemy Marker Side:&lt;br /&gt;
  - Which side do you want the enemy markers to appear?&lt;br /&gt;
&lt;br /&gt;
  Marker Offset:&lt;br /&gt;
  - How many pixels do you want to offset the markers by?&lt;br /&gt;
&lt;br /&gt;
  Marker Size:&lt;br /&gt;
  - How pixels wide and tall do you want the markers to be?&lt;br /&gt;
&lt;br /&gt;
  Marker Speed:&lt;br /&gt;
  - How many pixels maximum can a marker travel in one frame?&lt;br /&gt;
&lt;br /&gt;
  Opacity Rate:&lt;br /&gt;
  - If a marker has to change opacity, how fast should it change by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Marker Border&lt;br /&gt;
&lt;br /&gt;
  Show Border?:&lt;br /&gt;
  - Show borders for the marker sprites?&lt;br /&gt;
&lt;br /&gt;
  Border Thickness:&lt;br /&gt;
  - How many pixels thick should the colored portion of the border be?&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Border Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Border Skin:&lt;br /&gt;
    - Optional. Place a skin on the actor/enemy borders instead of&lt;br /&gt;
      rendering them?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Marker Sprites&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
&lt;br /&gt;
    Sprite Type:&lt;br /&gt;
    - Select the type of sprite used for the actor graphic.&lt;br /&gt;
    - Face Graphic - Show the actor's face.&lt;br /&gt;
    - Icon - Show a specified icon.&lt;br /&gt;
    - Sideview Actor - Show the actor's sideview battler.&lt;br /&gt;
&lt;br /&gt;
    Default Icon:&lt;br /&gt;
    - Which icon do you want to use for actors by default?&lt;br /&gt;
&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Sprite Type:&lt;br /&gt;
    - Select the type of sprite used for the enemy graphic.&lt;br /&gt;
    - Face Graphic - Show a specified face graphic.&lt;br /&gt;
    - Icon - Show a specified icon.&lt;br /&gt;
    - Enemy - Show the enemy's graphic or sideview battler.&lt;br /&gt;
&lt;br /&gt;
    Default Face Name:&lt;br /&gt;
    - Use this default face graphic if there is no specified face.&lt;br /&gt;
&lt;br /&gt;
    Default Face Index:&lt;br /&gt;
    - Use this default face index if there is no specified index.&lt;br /&gt;
&lt;br /&gt;
    Default Icon:&lt;br /&gt;
    - Which icon do you want to use for enemies by default?&lt;br /&gt;
&lt;br /&gt;
    Match Hue?:&lt;br /&gt;
    - Match the hue for enemy battlers?&lt;br /&gt;
    - Does not apply if there's a sideview battler.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Marker Letter&lt;br /&gt;
&lt;br /&gt;
  Show Enemy Letter?:&lt;br /&gt;
  - Show the enemy's letter on the marker sprite?&lt;br /&gt;
&lt;br /&gt;
  Font Name:&lt;br /&gt;
  - The font name used for the text of the Letter.&lt;br /&gt;
  - Leave empty to use the default game's font.&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - The font size used for the text of the Letter.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Marker Background&lt;br /&gt;
&lt;br /&gt;
  Show Background?:&lt;br /&gt;
  - Show the enemy's letter on the marker sprite?&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Background Color 1:&lt;br /&gt;
    Background Color 2:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Background Skin:&lt;br /&gt;
    - Optional. Use a skin for the actor background instead of&lt;br /&gt;
      rendering them?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Marker Arrow&lt;br /&gt;
&lt;br /&gt;
  Show Arrow?:&lt;br /&gt;
  - Show the arrow sprite pointing towards the Field Gauge?&lt;br /&gt;
&lt;br /&gt;
  Arrow Skin:&lt;br /&gt;
  - Pick a window skin to draw arrows from.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Gauge Color Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Preview2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Params5.png]]&lt;br /&gt;
&lt;br /&gt;
Gauge color settings used for ATB Gauges.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Colors&lt;br /&gt;
&lt;br /&gt;
  Default Color 1:&lt;br /&gt;
  Default Color 2:&lt;br /&gt;
  Full Color 1:&lt;br /&gt;
  Full Color 2:&lt;br /&gt;
  Cast Color 1:&lt;br /&gt;
  Cast Color 2:&lt;br /&gt;
  Fast Color 1:&lt;br /&gt;
  Fast Color 2:&lt;br /&gt;
  Slow Color 1:&lt;br /&gt;
  Slow Color 2:&lt;br /&gt;
  Stop Color 1:&lt;br /&gt;
  Stop Color 2:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Options Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Preview4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ATB_Params6.png]]&lt;br /&gt;
&lt;br /&gt;
Options settings used for Battle System ATB.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Options&lt;br /&gt;
&lt;br /&gt;
  Add Option?:&lt;br /&gt;
  - Add the 'Show ATB Gauges' option to the Options menu?&lt;br /&gt;
&lt;br /&gt;
  Adjust Window Height:&lt;br /&gt;
  - Automatically adjust the options window height?&lt;br /&gt;
&lt;br /&gt;
  Option Name:&lt;br /&gt;
  - Command name of the option.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.36: December 15, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.35: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor dies in battle and is revived post-battle using &amp;quot;Recover All&amp;quot;, that actor no longer gets stuck after their first action in following battles. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.34: March 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Field ATB Gauge no longer stays visible during victory sequence. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.33: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an actor softlock issue where if charm, berserk, and confusion can lock a 100% charged actor for Active ATB.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarification for Plugin Parameter &amp;quot;Stuns Reset Gauge?&amp;quot;:&lt;br /&gt;
*** Charm, Berserk, and Confusion states will still reset the ATB Gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.32: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a few features that bled over into CTB if the game project used both ATB and CTB battle systems simultaneously. Fix made by Olivia.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;quot;Stuns Reset Gauge&amp;quot; set to &amp;quot;Don't Reset&amp;quot; should now work as expected for both actors and enemies, instead of just actors, while they are in the casting state. Update made by Olivia.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.31: April 18, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where sideview battlers would have misplaced ATB gauge positions. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.30: August 17, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an error that would cause multi-actions under restrictions to desynchronize skill speeds and result in softlocks. Fix made by Olivia.&lt;br /&gt;
** Fixed an error that would cause slow speeds to all equal one another. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.29: July 13, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an error with casting times for battlers not working properly when the numeric values are too small. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.28: June 15, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Crash should no longer occur for the end of ATB actions. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.27: May 18, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Enemies no longer soft-lock themselves if they get stunned via a counter attack with an attack-state that applies stun. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.26: March 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused a clash when loaded together with certain combinations of plugins. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.25: February 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that prevented initial ATB Gauge settings and features from working properly. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.24: December 15, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** The Battle Core's &amp;lt;JS Pre-Start Turn&amp;gt; and &amp;lt;JS Post-Start Turn&amp;gt; notetags were previously disabled by this plugin. They should now be working again without problems. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.23: November 10, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** ATB Gauges will now display for ANIMATED sideview enemies depending on the Show Enemy Gauge setting. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.22: September 29, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** After enemies recover from a stun, enemies no longer take an immediate action regardless of their time gauge state. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.21: August 25, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Restricted enemies will no longer be action-locked after removing the restriction state. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.20: August 18, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed bugs that caused the ATB Field Gauge faces and icons to not change properly for actors and enemies. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: July 21, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Battlers under a &amp;quot;Cannot Move&amp;quot; state will no longer reset their ATB gauge after their &amp;quot;turn&amp;quot; comes up to update it. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: June 2, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Notetag effect for &amp;lt;ATB After Gauge: x%&amp;gt; should now be working properly. Fix made by Olivia.&lt;br /&gt;
** Notetag effect for &amp;lt;JS ATB After Gauge&amp;gt; should now be working properly. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: February 17, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: August 13, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Crash prevented with certain Plugin Parameter combinations enabled when the ATB Gauge is filled up. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: July 23, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When enemies appear out from a troop event, Visual ATB Gauges above their heads should now appear properly for SV Enemies, too. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: July 16, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When enemies appear out from a troop event, Visual ATB Gauges above their heads should now appear properly. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: May 21, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When slip damage is allowed to kill, dying actors will have their TPB state reset to charging in order to prevent lock-ups. Fix by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: May 7, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Actions with 0 or positive speed will now act immediately without allowing a single gauge tick pass through. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: April 16, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** ATB Gauge visibility is now properly updated across various events such as party removal and other obstruction effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: March 12, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Slight change to the way calculations are made for the bottom aligned field gauge position. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: January 1, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: November 22, 2020&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** ATB Interrupts will not clear all actions (including queued ones) for mechanical compatibility. Change made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: November 15, 2020&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: November 1, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated with new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command by Irina!&lt;br /&gt;
*** Actor: Change Field Gauge Face&lt;br /&gt;
**** Changes the faces used for the specific actor(s) on the ATB Field Gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: October 25, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Plugin should now be compatible with older saves when changing to a save that didn't use a Field Gauge to one that does. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated with new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;ATB Field Gauge Face: filename, index&amp;gt; notetag now works with actors. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: October 18, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: October 11, 2020&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** Help file updated with new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Enemy letters are no longer drawn on the Field Gauge unless there are multiple enemies of the same type. Added by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu and Yanfly.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Field Gauge &amp;gt; Offset X and Y&lt;br /&gt;
**** How much to offset the X/Y coordinates of the Field Gauge by.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: October 4, 2020&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added &amp;quot;System: ATB Field Gauge Visibility&amp;quot; to let you show or hide the Field Gauge during battle. Added by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: September 27, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** ATB Cast and Charge notetags no longer cause crashes. Fix made by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New plugin parameter added by Olivia.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Mechanics &amp;gt; Stuns Reset Gauge?&lt;br /&gt;
**** Should stuns reset the ATB Gauge?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: September 21, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Battle System Differences VisuStella MZ]]&lt;br /&gt;
* [[Inspiration Behind Wave 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Aggro_Control_System_VisuStella_MZ&amp;diff=17562</id>
		<title>Aggro Control System VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Aggro_Control_System_VisuStella_MZ&amp;diff=17562"/>
		<updated>2025-12-14T21:30:44Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=Ph4ZtpNZgyw&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/760459&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/aggro-control-system&amp;quot;&amp;gt;Aggro Control System plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Wave 3}}&lt;br /&gt;
|link3 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Provoke.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Taunt.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Aggro.png]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
A common mechanic found in many RPG's nowadays is the ability to steer the&lt;br /&gt;
way enemies target party members. This can be in the form of provocations,&lt;br /&gt;
taunts, and aggro.&lt;br /&gt;
&lt;br /&gt;
Provocations come in the form of states, where when a unit applies a provoke&lt;br /&gt;
state on a target, the target must attack the provoker when using single&lt;br /&gt;
target skills. This plugin provides support for multiple provocations and&lt;br /&gt;
such provocations will be given focus based on the state's priority value.&lt;br /&gt;
&lt;br /&gt;
Taunts are a third way to steer an opponent to focus on a party member. The&lt;br /&gt;
taunt effects can be split up into global, physical, magical, or certain hit&lt;br /&gt;
only taunts and these can be applied to almost any trait object.&lt;br /&gt;
&lt;br /&gt;
Aggro is a numeric value that determines the likelihood and/or priority&lt;br /&gt;
level of how often a target party member is to be attacked by an enemy unit.&lt;br /&gt;
The higher the aggro value, the more likely the chances of being targeted.&lt;br /&gt;
A option can be turned on (or through notetags) to set enemies to always&lt;br /&gt;
target the party member with the highest aggro.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Three different ways to influencing which targets enemies should attack: Provoke, taunt, and aggro.&lt;br /&gt;
* Provoke and taunt effects work both ways for actors and enemies.&lt;br /&gt;
* Aggro effects accumulate through battle and can be manipulated through notetag values, Plugin Commands, and/or Plugin Parameters.&lt;br /&gt;
* Provoked battlers can have provoke lines displayed to indicate which unit has provoked them.&lt;br /&gt;
* Taunting units can have animations played on them repeatedly to quickly relay information to the player about their taunt properties.&lt;br /&gt;
* Gauges that can be displayed over the heads of actor sprites to display how much aggro that actor holds in comparison to the other actors.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
== Extra Features ==&lt;br /&gt;
&lt;br /&gt;
There are some extra features found if other VisuStella MZ plugins are found&lt;br /&gt;
present in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Provoke Priority Lines and Taunt animations become available if these plugins are installed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== How Aggro, Provoke, and Taunts Work ==&lt;br /&gt;
&lt;br /&gt;
This section will explain how aggro, provoke, and taunts work.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Provoke ===&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Provoke.gif]]&lt;br /&gt;
&lt;br /&gt;
Provocations come in the form of states, where when a unit applies a&lt;br /&gt;
provoke state on a target, the target must attack the provoker when using&lt;br /&gt;
single target skills. This plugin provides support for multiple provocations&lt;br /&gt;
and such provocations will be given focus based on the state's database&lt;br /&gt;
priority value.&lt;br /&gt;
&lt;br /&gt;
The provoke will last only as long as the duration of the state itself. If&lt;br /&gt;
the state's duration is refreshed by reapplying the Provoke state, then the&lt;br /&gt;
provoker of that state will then switch over to the one applying the newly&lt;br /&gt;
added state.&lt;br /&gt;
&lt;br /&gt;
When an actor selects a target for an action and the actor is provoked by&lt;br /&gt;
an enemy on the other team, the player's choice selection becomes limited to&lt;br /&gt;
only the provoker.&lt;br /&gt;
&lt;br /&gt;
Provoke can be bypassed through the &amp;lt;Bypass Provoke&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Taunts ===&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Taunt.gif]]&lt;br /&gt;
&lt;br /&gt;
Taunts are a third way to steer an opponent to focus on a party member.&lt;br /&gt;
The taunt effects can be split up into global, physical, magical, or certain&lt;br /&gt;
hit only taunts and these can be applied to almost any trait object.&lt;br /&gt;
&lt;br /&gt;
When an actor selects a target and the enemy team has a taunting unit,&lt;br /&gt;
the player's choice selection becomes limited to only the targets with the&lt;br /&gt;
associated taunt type.&lt;br /&gt;
&lt;br /&gt;
Taunts can be bypassed through the &amp;lt;Bypass Taunt&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Aggro ===&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Aggro.png]]&lt;br /&gt;
&lt;br /&gt;
Aggro is a numeric value that determines the likelihood and/or priority&lt;br /&gt;
level of how often a target party member is to be attacked by an enemy unit.&lt;br /&gt;
The higher the aggro value, the more likely the chances of being targeted.&lt;br /&gt;
A option can be turned on (or through notetags) to set enemies to always&lt;br /&gt;
target the party member with the highest aggro.&lt;br /&gt;
&lt;br /&gt;
Skills and items can raise its user's aggro value through notetags and/or&lt;br /&gt;
how much damage they've dealt or healed. Skills and items can also change a&lt;br /&gt;
target's aggro value through notetags, too.&lt;br /&gt;
&lt;br /&gt;
Through the Plugin Parameters, you can set Aggro to automatically raised&lt;br /&gt;
based on how much damage or healing dealt by a user.&lt;br /&gt;
&lt;br /&gt;
- Some enemies can be bypass forced aggro target through the &amp;lt;Bypass Aggro&amp;gt;&lt;br /&gt;
notetag while other enemies can be forced to target the highest aggro target&lt;br /&gt;
through the &amp;lt;Target Highest Aggro&amp;gt; notetag;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Priorities ===&lt;br /&gt;
&lt;br /&gt;
Priority will be given in the order of provokes, taunts, and then aggro.&lt;br /&gt;
This means if an enemy is provoked, the opposing side has a taunt, and there&lt;br /&gt;
is a member with high aggro, then the enemy will always attack the provoker&lt;br /&gt;
first before targeting a taunting unit before targeting the unit with high&lt;br /&gt;
aggro values.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Aggro Control System Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Aggro Control System Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Provoke Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Provoke.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
The Provoke Settings Plugin Parameters adjust the visual aspects related to&lt;br /&gt;
the provoke effect. These settings will require VisuMZ_1_BattleCore to be&lt;br /&gt;
installed in order for them to work due to dependencies.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
VisuMZ_1_BattleCore&lt;br /&gt;
&lt;br /&gt;
  Show Priority Lines?:&lt;br /&gt;
  - Show priority target lines for this plugin?&lt;br /&gt;
  - Requires VisuMZ_1_BattleCore.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Line Settings&lt;br /&gt;
&lt;br /&gt;
  Arc Height:&lt;br /&gt;
  - How tall should the line arc in pixels?&lt;br /&gt;
&lt;br /&gt;
  Blend Mode:&lt;br /&gt;
  - The blend mode used for the sprite.&lt;br /&gt;
&lt;br /&gt;
  Height Origin:&lt;br /&gt;
  - The rate from the battler's sprite base to determine where the line&lt;br /&gt;
    starts from.&lt;br /&gt;
&lt;br /&gt;
  Line Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Opacity:&lt;br /&gt;
  - The highest possible opacity for active provoke lines.&lt;br /&gt;
&lt;br /&gt;
  Opacity Speed:&lt;br /&gt;
  - The speed at which opacity fluctuates for the line sprite.&lt;br /&gt;
&lt;br /&gt;
  Parts:&lt;br /&gt;
  - The number of joint parts to split up the sprite as.&lt;br /&gt;
&lt;br /&gt;
  Parts Size:&lt;br /&gt;
  - The number in pixels for the diameter of each part.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Options&lt;br /&gt;
&lt;br /&gt;
  Add Provoke Option?&lt;br /&gt;
  - Add the 'Show Provoke Origin' option to the Options menu?&lt;br /&gt;
&lt;br /&gt;
  Adjust Window Height&lt;br /&gt;
  - Automatically adjust the options window height?&lt;br /&gt;
&lt;br /&gt;
  Option Name&lt;br /&gt;
  - Command name of the option.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Taunt Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Taunt.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Battlers with specific taunt types can have animations playing on them over&lt;br /&gt;
and over to relay information to the player. These settings require you to&lt;br /&gt;
have both VisuMZ_0_CoreEngine and VisuMZ_1_BattleCore installed in your&lt;br /&gt;
project's plugin list in order to use.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
VisuMZ_0_CoreEngine &amp;amp; VisuMZ_1_BattleCore&lt;br /&gt;
&lt;br /&gt;
  Show Animations?:&lt;br /&gt;
  - Show animations for each of the taunt effects?&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine and VisuMZ_1_BattleCore.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Animation ID's&lt;br /&gt;
&lt;br /&gt;
  Physical Taunt:&lt;br /&gt;
  - The animation ID used for physical taunts.&lt;br /&gt;
  - Use 0 or 'None' to bypass this type.&lt;br /&gt;
&lt;br /&gt;
  Magical Taunt:&lt;br /&gt;
  - The animation ID used for magical taunts.&lt;br /&gt;
  - Use 0 or 'None' to bypass this type.&lt;br /&gt;
&lt;br /&gt;
  Certain Hit Taunt:&lt;br /&gt;
  - The animation ID used for certain hit taunts.&lt;br /&gt;
  - Use 0 or 'None' to bypass this type.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Animation Settings&lt;br /&gt;
&lt;br /&gt;
  Cycle Time:&lt;br /&gt;
  - The amount of frames to wait before each animation cycle.&lt;br /&gt;
  - WARNING: Lower numbers can jeopardize game performance.&lt;br /&gt;
&lt;br /&gt;
  Mirror Actor Ani?:&lt;br /&gt;
  - Mirror animations played on actors?&lt;br /&gt;
&lt;br /&gt;
  Mute Animation SFX?:&lt;br /&gt;
  - Mute sounds played by animations?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Aggro Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Aggro.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:AggroControlSystem_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
This lets you adjust the settings for this plugin's Aggro mechanics. Most of&lt;br /&gt;
these settings focus on the visual gauge display of the Aggro gauge, but you&lt;br /&gt;
can also change up the settings for how aggro is utilized.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Priority: Highest TGR:&lt;br /&gt;
  - When enemies target actors for an single target attack, always target&lt;br /&gt;
    the highest members or make it weighted?&lt;br /&gt;
&lt;br /&gt;
  Aggro Per Damage:&lt;br /&gt;
  - The amount of aggro generated per point of HP damage dealt to an enemy.&lt;br /&gt;
&lt;br /&gt;
  Aggro Per Heal:&lt;br /&gt;
  - The amount of aggro generated per point of HP recovered to an ally.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Gauge&lt;br /&gt;
&lt;br /&gt;
  Visible Battler Gauge:&lt;br /&gt;
  - Display an aggro gauge over an SV actor's head to show current aggro&lt;br /&gt;
    level compared to other party members.&lt;br /&gt;
&lt;br /&gt;
  Visible Status Gauge:&lt;br /&gt;
  - Display an aggro gauge in the Battle Status Window to show the current&lt;br /&gt;
    aggro level compared to others.&lt;br /&gt;
&lt;br /&gt;
  Gauge Color 1:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Gauge Color 2:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Gauge Width:&lt;br /&gt;
  - Width in pixels you want the gauge to be.&lt;br /&gt;
&lt;br /&gt;
  Anchor X:&lt;br /&gt;
  Anchor Y:&lt;br /&gt;
  - Where do you want the Aggro Gauge sprite's anchor X/Y to be?&lt;br /&gt;
  - Use values between 0 and 1 to be safe.&lt;br /&gt;
&lt;br /&gt;
  Scale:&lt;br /&gt;
  - How large/small do you want the Aggro Gauge to be scaled?&lt;br /&gt;
&lt;br /&gt;
  Battler Gauge&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How many pixels to offset the Aggro Gauge's X/Y by?&lt;br /&gt;
&lt;br /&gt;
  Battle Status Gauge&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How many pixels to offset the Aggro Gauge's X/Y by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Options&lt;br /&gt;
&lt;br /&gt;
  Add Provoke Option?&lt;br /&gt;
  - Add the 'Show Aggro Gauge' option to the Options menu?&lt;br /&gt;
&lt;br /&gt;
  Adjust Window Height&lt;br /&gt;
  - Automatically adjust the options window height?&lt;br /&gt;
&lt;br /&gt;
  Option Name&lt;br /&gt;
  - Command name of the option.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.22: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where battlers can become immune to provoke effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.21: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where auto-battle would bypass Taunt and Provoke effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.20: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if a party member who provoked an enemy decided to switch out, the provoke effect would be retained and cause the enemy to bug out and crash the game. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: April 18, 2024&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Altered TGR and Aggro-related stats so that they cannot dip too deep into the negatives and prevent randomized targeting altogether. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: March 14, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for other plugins.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: August 17, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** When enemies use skills with VisuStella MZ Battle A.I. installed, aggro settings will no longer automatically target &amp;quot;highest aggro targets&amp;quot; if there are &amp;lt;AI Targets: x&amp;gt; notetags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: July 13, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue with non-weighted aggro selected actions that will cause actors (instead of just enemies) to also target highest TGR enemies. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: May 18, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused &amp;lt;All Taunt&amp;gt; to not work properly. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: March 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause cached battlers from a previous save file to not load up properly when actions are used for highest aggro actors. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: February 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem that would cause a crash when exiting the Options menu in battle when used with specific battle systems. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: January 20, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for Battle Core updated version 1.73 new features.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: November 17, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;JS User Aggro&amp;gt; and &amp;lt;JS Target Aggro&amp;gt; should now work properly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: August 25, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added note to the &amp;lt;Provoke&amp;gt; notetag:&lt;br /&gt;
*** States with &amp;lt;Provoke&amp;gt; on them will automatically remove themselves if the provoker dies. Update made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** States with &amp;lt;Provoke&amp;gt; on them will automatically remove themselves if the provoker dies. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: June 2, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Filename has been shortened from VisuMZ_2_AggroControlSystem.js to VisuMZ_2_AggroControlSys.js due to deployment reasons. For some mobile devices, keeping the name as long as VisuMZ_2_AggroControlSystem.js causes problems, but VisuMZ_2_AggroControlSys.js is fine. Take note of this while you are updating.&lt;br /&gt;
** 'user' and 'target' now works properly with the JS notetags. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: April 16, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Highest and lowest TGR members are now cached on an action by action basis for reduce needed computations. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: April 9, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Provoke effect now takes into consideration when Provoke is applied by a weapon effect that comes off a counter attack from an actor. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: March 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Subsequent battles or changing scenes should no longer clear the custom rendered bitmap used for the provoke trail. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for the Skill and Item versions of the following notetags into the help file and wiki:&lt;br /&gt;
*** &amp;lt;Bypass Provoke&amp;gt;&lt;br /&gt;
*** &amp;lt;Bypass Taunt&amp;gt;&lt;br /&gt;
*** &amp;lt;Bypass Highest Aggro&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: March 5, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Aggro Settings &amp;gt; Battle Status Gauge&lt;br /&gt;
**** These settings allow you to offset the Aggro Gauge in the Battle Status Window from its original position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: February 26, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed positioning of gauge for List Style battle layouts without faces. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 5, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Aggro is now cleared at the end of each battle in addition to the start of each battle. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: November 1, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugin is made more compatible with other plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: October 4, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Provoke lines should now be placed correctly if the UI area is smaller than the resolution area.&lt;br /&gt;
** The Plugin Commands should no longer cause crashes. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: September 28, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Utility Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Skills_and_States_Core_VisuStella_MZ&amp;diff=17561</id>
		<title>Skills and States Core VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Skills_and_States_Core_VisuStella_MZ&amp;diff=17561"/>
		<updated>2025-12-14T21:30:39Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=uRde5_XWxkw&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = {{VisuStella Wave 1}}&lt;br /&gt;
|link2 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreScreen.png|600px]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Active Chain Skills VisuStella MZ]]&lt;br /&gt;
* [[Anti-Damage Barriers VisuStella MZ]]&lt;br /&gt;
* [[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - ETB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - FTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
* [[Boost Action VisuStella MZ]]&lt;br /&gt;
* [[Challenge System VisuStella MZ]]&lt;br /&gt;
* [[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
* [[Equip Passive System VisuStella MZ]]&lt;br /&gt;
* [[Equipment Set Bonuses VisuStella MZ]]&lt;br /&gt;
* [[Evolution Matrix Skills VisuStella MZ]]&lt;br /&gt;
* [[Field Skills VisuStella MZ]]&lt;br /&gt;
* [[Input Combo Skills VisuStella MZ]]&lt;br /&gt;
* [[Life State Effects VisuStella MZ]]&lt;br /&gt;
* [[Limited Skill Uses VisuStella MZ]]&lt;br /&gt;
* [[Skill Cooldowns VisuStella MZ]]&lt;br /&gt;
* [[Skill Mastery VisuStella MZ]]&lt;br /&gt;
* [[State Tooltips VisuStella MZ]]&lt;br /&gt;
* [[Visual Gauge Styles VisuStella MZ]]&lt;br /&gt;
* [[Visual State Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Skills &amp;amp; States Core plugin extends and builds upon the functionality of&lt;br /&gt;
RPG Maker MZ's inherent skill, state, and buff functionalities and allows&lt;br /&gt;
game devs to customize its various aspects.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Assigning multiple Skill Types to Skills.&lt;br /&gt;
* Making custom Skill Cost Types (such as HP, Gold, and Items).&lt;br /&gt;
* Allowing Skill Costs to become percentile-based or dynamic either directly through the Skills themselves or through trait-like notetags.&lt;br /&gt;
* Replacing gauges for different classes to display different types of Skill Cost Type resources.&lt;br /&gt;
* Hiding/Showing and enabling/disabling skills based on switches, learned skills, and code.&lt;br /&gt;
* Setting rulings for states, including if they're cleared upon death, how reapplying the state affects their turn count, and more.&lt;br /&gt;
* Allowing states to be categorized and affected by categories, too.&lt;br /&gt;
* Displaying turn counts on states drawn in the window or on sprites.&lt;br /&gt;
* Manipulation of state, buff, and debuff turns through skill and item effect notetags.&lt;br /&gt;
* Create custom damage over time state calculations through notetags.&lt;br /&gt;
* Allow database objects to apply passive states to its user.&lt;br /&gt;
* Passive states can have conditions before they become active as well.&lt;br /&gt;
* Updated Skill Menu Scene layout to fit more modern appearances.&lt;br /&gt;
* Added bonus if Items &amp;amp; Equips Core is installed to utilize the Shop Status Window to display skill data inside the Skill Menu.&lt;br /&gt;
* Control over various aspects of the Skill Menu Scene.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 1}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action End Removal for States ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCore_ActionEndStun.png]]&lt;br /&gt;
&lt;br /&gt;
If your Plugin Parameter settings for &amp;quot;Action End Update&amp;quot; are enabled,&lt;br /&gt;
then &amp;quot;Action End&amp;quot; has been updated so that it actually applies per action&lt;br /&gt;
used instead of just being at the start of a battler's action set.&lt;br /&gt;
&lt;br /&gt;
However, there are side effects to this: if a state has the &amp;quot;Cannot Move&amp;quot;&lt;br /&gt;
restriction along with the &amp;quot;Action End&amp;quot; removal timing, then unsurprisingly,&lt;br /&gt;
the state will never wear off because it's now based on actual actions&lt;br /&gt;
ending. To offset this and remove confusion, &amp;quot;Action End&amp;quot; auto-removal&lt;br /&gt;
timings for states with &amp;quot;Cannot Move&amp;quot; restrictions will be turned into&lt;br /&gt;
&amp;quot;Turn End&amp;quot; auto-removal timings while the &amp;quot;Action End Update&amp;quot; is enabled.&lt;br /&gt;
&lt;br /&gt;
This automatic change won't make it behave like an &amp;quot;Action End&amp;quot; removal&lt;br /&gt;
timing would, but it's better than completely softlocking a battler.&lt;br /&gt;
&lt;br /&gt;
EXAMPLE:&lt;br /&gt;
&lt;br /&gt;
The new state: &amp;quot;Fiery Blade&amp;quot; will allow the affected battler to deal fire&lt;br /&gt;
elemental damage. With Action End, this means for 5 actions, those attacks&lt;br /&gt;
will deal fire damage.&lt;br /&gt;
&lt;br /&gt;
This means that if no action is taken, due to a status effect like &amp;quot;Sleep&amp;quot;&lt;br /&gt;
or &amp;quot;Stun&amp;quot;, then the duration count will not decrease.&lt;br /&gt;
&lt;br /&gt;
On the flip side, if the battler performs multiple actions a turn, then&lt;br /&gt;
the duration count drops faster because more actions have been spent.&lt;br /&gt;
&lt;br /&gt;
However, if this &amp;quot;Fiery Blade&amp;quot; state was using Turn End instead, it will&lt;br /&gt;
have its duration reduced by 1 each turn, regardless of &amp;quot;Sleep&amp;quot; or &amp;quot;Stun&amp;quot;&lt;br /&gt;
states, and regardless of how many actions are performed each turn.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Buff &amp;amp; Debuff Level Management ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesBuffDebuffs.png|600px]]&lt;br /&gt;
&lt;br /&gt;
In RPG Maker MZ, buffs and debuffs when applied to one another will shift&lt;br /&gt;
the buff modifier level up or down. This plugin will add an extra change to&lt;br /&gt;
the mechanic by making it so that once the buff modifier level reaches a&lt;br /&gt;
neutral point, the buff or debuff is removed altogether and resets the buff&lt;br /&gt;
and debuff turn counter for better accuracy.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Skill Costs ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesSkillCosts.png|600px]]&lt;br /&gt;
&lt;br /&gt;
In RPG Maker MZ, skill costs used to be hard-coded. Now, all Skill Cost&lt;br /&gt;
Types are now moved to the Plugin Parameters, including MP and TP. This&lt;br /&gt;
means that from payment to checking for them, it's all done through the&lt;br /&gt;
options available.&lt;br /&gt;
&lt;br /&gt;
By default in RPG Maker MZ, displayed skill costs would only display only&lt;br /&gt;
one type: TP if available, then MP. If a skill costs both TP and MP, then&lt;br /&gt;
only TP was displayed. This plugin changes that aspect by displaying all the&lt;br /&gt;
cost types available in order of the Plugin Parameter Skill Cost Types.&lt;br /&gt;
&lt;br /&gt;
By default in RPG Maker MZ, displayed skill costs were only color-coded.&lt;br /&gt;
This plugin changes that aspect by displaying the Skill Cost Type's name&lt;br /&gt;
alongside the cost. This is to help color-blind players distinguish what&lt;br /&gt;
costs a skill has.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Sprite Gauges ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesSpriteGauges.png]]&lt;br /&gt;
&lt;br /&gt;
Sprite Gauges in RPG Maker MZ by default are hard-coded and only work for&lt;br /&gt;
HP, MP, TP, and Time (used for ATB). This plugin makes it possible for them&lt;br /&gt;
to be customized through the use of Plugin Parameters under the Skill Cost&lt;br /&gt;
Types and their related-JavaScript entries.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== State Displays ===&lt;br /&gt;
&lt;br /&gt;
State Displays&lt;br /&gt;
&lt;br /&gt;
To put values onto states and display them separately from the state turns&lt;br /&gt;
you can use the following script calls.&lt;br /&gt;
&lt;br /&gt;
  battler.getStateDisplay(stateId)&lt;br /&gt;
  - This returns whatever value is stored for the specified battler under&lt;br /&gt;
    that specific state value.&lt;br /&gt;
  - If there is no value to be returned it will return an empty string.&lt;br /&gt;
&lt;br /&gt;
  battler.setStateDisplay(stateId, value)&lt;br /&gt;
  - This sets the display for the battler's specific state to whatever you&lt;br /&gt;
    declared as the value.&lt;br /&gt;
  - The value is best used as a number or a string.&lt;br /&gt;
&lt;br /&gt;
  battler.clearStateDisplay(stateId)&lt;br /&gt;
  - This clears the display for the battler's specific state.&lt;br /&gt;
  - In short, this sets the stored display value to an empty string.&lt;br /&gt;
&lt;br /&gt;
=== Window Functions Moved ===&lt;br /&gt;
&lt;br /&gt;
Some functions found in RPG Maker MZ's default code for Window_StatusBase&lt;br /&gt;
and Window_SkillList are now moved to Window_Base to make the functions&lt;br /&gt;
available throughout all windows for usage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Slip Damage Popup Clarification ==&lt;br /&gt;
&lt;br /&gt;
Slip Damage popups only show one popup for HP, MP, and TP each and it is the&lt;br /&gt;
grand total of all the states and effects combined regardless of the number&lt;br /&gt;
of states and effects on a battler. This is how it is in vanilla RPG Maker&lt;br /&gt;
MZ and this is how we intend for it to be with the VisuStella MZ library.&lt;br /&gt;
&lt;br /&gt;
This is NOT a bug!&lt;br /&gt;
&lt;br /&gt;
The reason we are not changing this is because it does not properly relay&lt;br /&gt;
information to the player accurately. When multiple popups appear, players&lt;br /&gt;
only have roughly a second and a half to calculate it all for any form of&lt;br /&gt;
information takeaway. We feel it is better suited for the player's overall&lt;br /&gt;
convenience to show a cummulative change and steer the experience towards a&lt;br /&gt;
more positive one.&lt;br /&gt;
&lt;br /&gt;
== Passive State Clarification ==&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCorePassives.png]]&lt;br /&gt;
&lt;br /&gt;
This section will explain various misconceptions regarding passive states.&lt;br /&gt;
No, passive states do not work the same way as states code-wise. Yes, they&lt;br /&gt;
use the same effects as states mechanically, but there are differences.&lt;br /&gt;
&lt;br /&gt;
{{Skills and States Core Passive States Clarification}}&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Skills and States Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Skills and States Core Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== General Skill Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreScreen.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreParams01.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters adjust various aspects of the game regarding skills&lt;br /&gt;
from the custom Skill Menu Layout to global custom effects made in code.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Use Updated Layout:&lt;br /&gt;
  - Use the Updated Skill Menu Layout provided by this plugin?&lt;br /&gt;
  - This will automatically enable the Status Window.&lt;br /&gt;
  - This will override the Core Engine windows settings.&lt;br /&gt;
&lt;br /&gt;
  Layout Style:&lt;br /&gt;
  - If using an updated layout, how do you want to style the menu scene?&lt;br /&gt;
    - Upper Help, Left Input&lt;br /&gt;
    - Upper Help, Right Input&lt;br /&gt;
    - Lower Help, Left Input&lt;br /&gt;
    - Lower Help, Right Input&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Skill Type Window&lt;br /&gt;
&lt;br /&gt;
  Style:&lt;br /&gt;
  - How do you wish to draw commands in the Skill Type Window?&lt;br /&gt;
  - Text Only: Display only the text.&lt;br /&gt;
  - Icon Only: Display only the icon.&lt;br /&gt;
  - Icon + Text: Display the icon first, then the text.&lt;br /&gt;
  - Auto: Determine which is better to use based on the size of the cell.&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for the Skill Type Window.&lt;br /&gt;
&lt;br /&gt;
  Window Width:&lt;br /&gt;
  - What is the desired pixel width of this window?&lt;br /&gt;
  - Default: 240&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
List Window&lt;br /&gt;
&lt;br /&gt;
  Columns:&lt;br /&gt;
  - Number of maximum columns.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Shop Status Window&lt;br /&gt;
&lt;br /&gt;
  Show in Skill Menu?:&lt;br /&gt;
  - Show the Shop Status Window in the Skill Menu?&lt;br /&gt;
  - This is enabled if the Updated Layout is on.&lt;br /&gt;
&lt;br /&gt;
  Adjust List Window?:&lt;br /&gt;
  - Automatically adjust the Skill List Window in the Skill Menu if using&lt;br /&gt;
    the Shop Status Window?&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
    - 0 - Window&lt;br /&gt;
    - 1 - Dim&lt;br /&gt;
    - 2 - Transparent&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for this Shop Status Window in the&lt;br /&gt;
    Skill Menu.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Skill Types&lt;br /&gt;
&lt;br /&gt;
  Hidden Skill Types:&lt;br /&gt;
  - Insert the ID's of the Skill Types you want hidden from view ingame.&lt;br /&gt;
&lt;br /&gt;
  Hidden During Battle:&lt;br /&gt;
  - Insert the ID's of the Skill Types you want hidden during battle only.&lt;br /&gt;
&lt;br /&gt;
  Icon: Normal Type:&lt;br /&gt;
  - Icon used for normal skill types that aren't assigned any icons.&lt;br /&gt;
  - To assign icons to skill types, simply insert \I[x] into the&lt;br /&gt;
    skill type's name in the Database &amp;gt; Types tab.&lt;br /&gt;
&lt;br /&gt;
  Icon: Magic Type:&lt;br /&gt;
  - Icon used for magic skill types that aren't assigned any icons.&lt;br /&gt;
  - To assign icons to skill types, simply insert \I[x] into the&lt;br /&gt;
    skill type's name in the Database &amp;gt; Types tab.&lt;br /&gt;
&lt;br /&gt;
  Sort: Alphabetical:&lt;br /&gt;
  - Insert the ID's of Skill Types you want sorted alphabetically.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Global JS Effects&lt;br /&gt;
&lt;br /&gt;
  JS: Skill Conditions:&lt;br /&gt;
  - JavaScript code for a global-wide skill condition check.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Skill Cost Types ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesSkillCosts.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreParams02.png]]&lt;br /&gt;
&lt;br /&gt;
Skill Cost Types are the resources that are used for your skills. These can&lt;br /&gt;
range from the default MP and TP resources to the newly added HP, Gold, and&lt;br /&gt;
Potion resources.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreParams02a.png]]&lt;br /&gt;
&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Name:&lt;br /&gt;
  - A name for this Skill Cost Type.&lt;br /&gt;
&lt;br /&gt;
  Icon:&lt;br /&gt;
  - Icon used for this Skill Cost Type.&lt;br /&gt;
  - Use 0 for no icon.&lt;br /&gt;
&lt;br /&gt;
  Font Color:&lt;br /&gt;
  - Text Color used to display this cost.&lt;br /&gt;
  - Use #rrggbb for a hex color.&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - Font size used to display this cost.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Cost Processing&lt;br /&gt;
&lt;br /&gt;
  JS: Cost Calculation:&lt;br /&gt;
  - Code on how to calculate this resource cost for the skill.&lt;br /&gt;
&lt;br /&gt;
  JS: Can Pay Cost?:&lt;br /&gt;
  - Code on calculating whether or not the user is able to pay the cost.&lt;br /&gt;
&lt;br /&gt;
  JS: Paying Cost:&lt;br /&gt;
  - Code for if met, this is the actual process of paying of the cost.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Window Display&lt;br /&gt;
&lt;br /&gt;
  JS: Show Cost?:&lt;br /&gt;
  - Code for determining if the cost is shown or not.&lt;br /&gt;
&lt;br /&gt;
  JS: Cost Text:&lt;br /&gt;
  - Code to determine the text (with Text Code support) used for the&lt;br /&gt;
    displayed cost.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Gauge Display&lt;br /&gt;
&lt;br /&gt;
  JS: Maximum Value:&lt;br /&gt;
  - Code to determine the maximum value used for this Skill Cost resource&lt;br /&gt;
    for gauges.&lt;br /&gt;
&lt;br /&gt;
  JS: Current Value:&lt;br /&gt;
  - Code to determine the current value used for this Skill Cost resource&lt;br /&gt;
    for gauges.&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Gauge:&lt;br /&gt;
  - Code to determine how to draw the Skill Cost resource for this&lt;br /&gt;
    gauge type.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Skill Toggle Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillToggle.gif]]&lt;br /&gt;
&lt;br /&gt;
Skill toggles are a new type of skill. They do not perform any actions but&lt;br /&gt;
instead, will switch on/off any passive effects the skill has.&lt;br /&gt;
&lt;br /&gt;
Skill Toggles do not take up actions, even in battle. They will not consume&lt;br /&gt;
an actor's current turn. A player can toggle multiple skill toggles at a&lt;br /&gt;
time.&lt;br /&gt;
&lt;br /&gt;
Skill Toggles require the character to pay the skill cost ONLY when the&lt;br /&gt;
skill is toggled from OFF to ON, not when it is toggled ON to OFF.&lt;br /&gt;
&lt;br /&gt;
Enemies are unable to switch Toggle Skills and the passive effects on a&lt;br /&gt;
Toggle Skill for an enemy will always be considered ON.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Default&lt;br /&gt;
&lt;br /&gt;
  Default Toggle:&lt;br /&gt;
  - What is the default toggle setting for toggle skills?&lt;br /&gt;
&lt;br /&gt;
  Toggle Off Animation:&lt;br /&gt;
  - Play this animation when a skill is toggled off.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
  - Toggle On animation by default is whatever the skill animation is set to&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Appearance&lt;br /&gt;
&lt;br /&gt;
  Toggle On Text Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
  - Applies for skill name, not the skill cost&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Vocabulary&lt;br /&gt;
&lt;br /&gt;
  Toggle Type:&lt;br /&gt;
  - Skill toggle displayed in the status window.&lt;br /&gt;
&lt;br /&gt;
  Toggle On:&lt;br /&gt;
  - Text displayed for a skill that's toggled on&lt;br /&gt;
&lt;br /&gt;
  Toggle Off:&lt;br /&gt;
  - Text displayed for a skill that's toggled off&lt;br /&gt;
&lt;br /&gt;
    Off Text Location:&lt;br /&gt;
    - Where is the [OFF] text located in the skill cost?&lt;br /&gt;
      - front&lt;br /&gt;
      - back&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Gauge Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCore_GaugeSettings.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCore_GaugeParams.png]]&lt;br /&gt;
&lt;br /&gt;
Settings in regards to how skill cost gauges function and appear.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Labels&lt;br /&gt;
&lt;br /&gt;
  Font Type:&lt;br /&gt;
  - Which font type should be used for labels?&lt;br /&gt;
&lt;br /&gt;
  Match Label Color:&lt;br /&gt;
  - Match the label color to the Gauge Color being used?&lt;br /&gt;
&lt;br /&gt;
    Match: Gauge # ?:&lt;br /&gt;
    - Which Gauge Color should be matched?&lt;br /&gt;
&lt;br /&gt;
    Preset: Gauge Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Solid Outline:&lt;br /&gt;
  - Make the label outline a solid black color?&lt;br /&gt;
&lt;br /&gt;
  Outline Width:&lt;br /&gt;
  - What width do you wish to use for your outline?&lt;br /&gt;
  - Use 0 to not use an outline.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Values&lt;br /&gt;
&lt;br /&gt;
  Font Type:&lt;br /&gt;
  - Which font type should be used for values?&lt;br /&gt;
&lt;br /&gt;
  Solid Outline:&lt;br /&gt;
  - Make the value outline a solid black color?&lt;br /&gt;
&lt;br /&gt;
  Outline Width:&lt;br /&gt;
  - What width do you wish to use for your outline?&lt;br /&gt;
  - Use 0 to not use an outline.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== General State Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreColors.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreParams03.png]]&lt;br /&gt;
&lt;br /&gt;
These are general settings regarding RPG Maker MZ's state-related aspects&lt;br /&gt;
from how turns are reapplied to custom code that's ran whenever states are&lt;br /&gt;
added, erased, or expired.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Reapply Rules:&lt;br /&gt;
  - These are the rules when reapplying states.&lt;br /&gt;
  - Ignore: State doesn't get added.&lt;br /&gt;
  - Reset: Turns get reset.&lt;br /&gt;
  - Greater: Turns take greater value (current vs reset).&lt;br /&gt;
  - Add: Turns add upon existing turns.&lt;br /&gt;
&lt;br /&gt;
  Maximum Turns:&lt;br /&gt;
  - Maximum number of turns to let states go up to.&lt;br /&gt;
  - This can be changed with the &amp;lt;Max Turns: x&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
  Action End Update:&lt;br /&gt;
  - States with &amp;quot;Action End&amp;quot; auto-removal will also update turns at the end&lt;br /&gt;
    of each action instead of all actions.&lt;br /&gt;
&lt;br /&gt;
  Turn End on Map:&lt;br /&gt;
  - Update any state and buff turns on the map after this many steps.&lt;br /&gt;
  - Use 0 to disable.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Turn Display&lt;br /&gt;
&lt;br /&gt;
  Show Turns?:&lt;br /&gt;
  - Display state turns on top of window icons and sprites?&lt;br /&gt;
&lt;br /&gt;
  Turn Font Size:&lt;br /&gt;
  - Font size used for displaying turns.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offset the X position of the turn display.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offset the Y position of the turn display.&lt;br /&gt;
&lt;br /&gt;
  Turn Font Size:&lt;br /&gt;
  - Font size used for displaying turns.&lt;br /&gt;
&lt;br /&gt;
  Turn Color: Neutral:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Turn Color: Positive:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Turn Color: Negative:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Data Display&lt;br /&gt;
&lt;br /&gt;
  Show Data?:&lt;br /&gt;
  - Display state data on top of window icons and sprites?&lt;br /&gt;
&lt;br /&gt;
  Data Font Size:&lt;br /&gt;
  - Font size used for displaying state data.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offset the X position of the state data display.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offset the Y position of the state data display.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Global JS Effects&lt;br /&gt;
&lt;br /&gt;
  JS: On Add State:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a state&lt;br /&gt;
    is added.&lt;br /&gt;
&lt;br /&gt;
  JS: On Erase State:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a state&lt;br /&gt;
    is erased.&lt;br /&gt;
&lt;br /&gt;
  JS: On Expire State:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a state&lt;br /&gt;
    has expired.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== General Buff/Debuff Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesBuffDebuffs.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreParams04.png]]&lt;br /&gt;
&lt;br /&gt;
Buffs and debuffs don't count as states by RPG Maker MZ's mechanics, but&lt;br /&gt;
they do function close enough for them to be added to this plugin for&lt;br /&gt;
adjusting. Change these settings to make buffs and debuffs work to your&lt;br /&gt;
game's needs.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Reapply Rules:&lt;br /&gt;
  - These are the rules when reapplying buffs/debuffs.&lt;br /&gt;
  - Ignore: Buff/Debuff doesn't get added.&lt;br /&gt;
  - Reset: Turns get reset.&lt;br /&gt;
  - Greater: Turns take greater value (current vs reset).&lt;br /&gt;
  - Add: Turns add upon existing turns.&lt;br /&gt;
&lt;br /&gt;
  Maximum Turns:&lt;br /&gt;
  - Maximum number of turns to let buffs and debuffs go up to.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Stacking&lt;br /&gt;
&lt;br /&gt;
  Max Stacks: Buff:&lt;br /&gt;
  - Maximum number of stacks for buffs.&lt;br /&gt;
&lt;br /&gt;
  Max Stacks: Debuff:&lt;br /&gt;
  - Maximum number of stacks for debuffs.&lt;br /&gt;
&lt;br /&gt;
  JS: Buff/Debuff Rate:&lt;br /&gt;
  - Code to determine how much buffs and debuffs affect parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Turn Display&lt;br /&gt;
&lt;br /&gt;
  Show Turns?:&lt;br /&gt;
  - Display buff and debuff turns on top of window icons and sprites?&lt;br /&gt;
&lt;br /&gt;
  Turn Font Size:&lt;br /&gt;
  - Font size used for displaying turns.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offset the X position of the turn display.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offset the Y position of the turn display.&lt;br /&gt;
&lt;br /&gt;
  Turn Color: Buffs:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Turn Color: Debuffs:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Rate Display&lt;br /&gt;
&lt;br /&gt;
  Show Rate?:&lt;br /&gt;
  - Display buff and debuff rate on top of window icons and sprites?&lt;br /&gt;
&lt;br /&gt;
  Rate Font Size:&lt;br /&gt;
  - Font size used for displaying rate.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offset the X position of the rate display.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offset the Y position of the rate display.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Global JS Effects&lt;br /&gt;
&lt;br /&gt;
  JS: On Add Buff:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a&lt;br /&gt;
    buff is added.&lt;br /&gt;
&lt;br /&gt;
  JS: On Add Debuff:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a&lt;br /&gt;
    debuff is added.&lt;br /&gt;
&lt;br /&gt;
  JS: On Erase Buff:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a&lt;br /&gt;
    buff is added.&lt;br /&gt;
&lt;br /&gt;
  JS: On Erase Debuff:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a&lt;br /&gt;
    debuff is added.&lt;br /&gt;
&lt;br /&gt;
  JS: On Expire Buff:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a&lt;br /&gt;
    buff is added.&lt;br /&gt;
&lt;br /&gt;
  JS: On Expire Debuff:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a&lt;br /&gt;
    debuff is added.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Passive State Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCorePassives.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreParams05.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters adjust passive states that can affect all actors and&lt;br /&gt;
enemies as well as have global conditions.&lt;br /&gt;
&lt;br /&gt;
{{Skills and States Core Passive States Clarification}}&lt;br /&gt;
&lt;br /&gt;
List&lt;br /&gt;
&lt;br /&gt;
  Global Passives:&lt;br /&gt;
  - A list of passive states to affect actors and enemies.&lt;br /&gt;
&lt;br /&gt;
  Actor-Only Passives:&lt;br /&gt;
  - A list of passive states to affect actors only.&lt;br /&gt;
&lt;br /&gt;
  Enemy Passives:&lt;br /&gt;
  - A list of passive states to affect enemies only.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Cache&lt;br /&gt;
&lt;br /&gt;
  Switch Refresh?:&lt;br /&gt;
  - Refresh all battle members when switches are changed in battle?&lt;br /&gt;
  - This is primarily used for passive state conditions involve parameters&lt;br /&gt;
    that do not update due to cached data until a refresh occurs.&lt;br /&gt;
  - If this is on, do not spam Switch changes during battle in order to&lt;br /&gt;
    prevent lag spikes.&lt;br /&gt;
&lt;br /&gt;
  Variable Refresh?:&lt;br /&gt;
  - Refresh all battle members when variables are changed in battle?&lt;br /&gt;
  - This is primarily used for passive state conditions involve parameters&lt;br /&gt;
    that do not update due to cached data until a refresh occurs.&lt;br /&gt;
  - If this is on, do not spam Variable changes during battle in order to&lt;br /&gt;
    prevent lag spikes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Global JS Effects&lt;br /&gt;
&lt;br /&gt;
  JS: Condition Check:&lt;br /&gt;
  - JavaScript code for a global-wide passive condition check.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.54: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;List Name: name&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** If used with Battle Core's &amp;lt;nowiki&amp;gt;&amp;lt;Command Text: x&amp;gt;&amp;lt;/nowiki&amp;gt;, the Command Text notetag will take priority in the command window, but the List Name notetag will appear in the skill list.&lt;br /&gt;
*** This does not change the display text. If you'd like to change that, use the Battle Core's &amp;lt;nowiki&amp;gt;&amp;lt;Display Text: x&amp;gt;&amp;lt;/nowiki&amp;gt; notetag along with this notetag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.53: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the &amp;quot;Preset: Gauge Color&amp;quot; Plugin Parameter was not accepting #rrggbb values. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Passive State: x&amp;gt;&amp;lt;/nowiki&amp;gt;:&lt;br /&gt;
*** If you are using VisuMZ's Equip Battle Skills, know that the notetag &amp;lt;nowiki&amp;gt;&amp;lt;Passive State: x&amp;gt;&amp;lt;/nowiki&amp;gt; will always have the passive state be available no matter if the skill is equipped or not, as long as the skill is learned.&lt;br /&gt;
*** If you want the passive state to only appear while the skill is equipped then use the VisuMZ Equip Battle Skills notetag &amp;lt;nowiki&amp;gt;&amp;lt;Equip State: x&amp;gt;&amp;lt;/nowiki&amp;gt; for this effect instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.52: August 14, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Passive States with custom JS conditions should be less prone to infinite loops. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.51: April 17, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Skill Toggle Settings&lt;br /&gt;
**** Skill toggles are a new type of skill. They do not perform any actions but instead, will switch on/off any passive effects the skill has.&lt;br /&gt;
**** Enemies are unable to switch Toggle Skills and the passive effects on a Toggle Skill for an enemy will always be considered ON.&lt;br /&gt;
**** See the help file for more information.&lt;br /&gt;
** New Notetags added by Olivia:&lt;br /&gt;
*** Skill Toggle Notetags:&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Initial Toggle: On/Off&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle Exclusion Group: key&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle On Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle Off Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
***** See the help file for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.50: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Changed the description of Plugin Parameter 'Action End Update' to 'Refer to &amp;quot;Major Changes&amp;quot; in Help File for explanation.'&lt;br /&gt;
** Added examples of &amp;quot;Action End Update&amp;quot; under &amp;quot;Major Changes&amp;quot;&lt;br /&gt;
*** The new state: &amp;quot;Fiery Blade&amp;quot; will allow the affected battler to deal fire elemental damage. With Action End, this means for 5 actions, those attacks will deal fire damage.&lt;br /&gt;
*** This means that if no action is taken, due to a status effect like &amp;quot;Sleep&amp;quot; or &amp;quot;Stun&amp;quot;, then the duration count will not decrease.&lt;br /&gt;
*** On the flip side, if the battler performs multiple actions a turn, then the duration count drops faster because more actions have been spent.&lt;br /&gt;
*** However, if this &amp;quot;Fiery Blade&amp;quot; state was using Turn End instead, it will have its duration reduced by 1 each turn, regardless of &amp;quot;Sleep&amp;quot; or &amp;quot;Stun&amp;quot; states, and regardless of how many actions are performed each turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.49: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where causing a dead battler to refresh afterwards would yield multiple death states on that battler. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.48: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Auras &amp;amp; Miasmas added by Olivia:&lt;br /&gt;
*** Auras are a type passive that affects an allied party. Miasmas are a type of passive that affects an opposing party. Auras and Miasmas only need to come from a single source to give an entire party or troop a passive provided that the battler emitting the aura/miasma is alive and in battle.&lt;br /&gt;
** New Notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Aura State: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Emits an aura that affects the battler's allies and gives each affected member passive state(s) 'x'.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Miasma State: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Emits an aura that affects the battler's opponents and gives each affected member passive state(s) 'x'.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Not User Aura&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Prevents the emitting user from being affected by the related aura.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Allow Dead Aura&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Allow Dead Miasma&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Allows aura/miasma to continue emitting even after the emitting user is in a dead state.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Dead Aura Only&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Dead Miasma Only&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Allows aura/miasma to only emit if the emitting user is in a dead state&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.47: August 29, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Bypass State Damage Removal: id/name&amp;gt;&lt;br /&gt;
**** When this skill/item is used to attack an enemy with the listed state that would normally have on damage removal (ie Sleep).&lt;br /&gt;
**** This can be used for attacks like &amp;quot;Dream Eater&amp;quot; that would prevent waking up a sleeping opponent.&lt;br /&gt;
*** &amp;lt;Bypass State Damage Removal as Attacker: id/name&amp;gt;&lt;br /&gt;
**** When an attacker with an associated trait object that has this notetag would attack an enemy with the listed state, bypass on damage removal.&lt;br /&gt;
**** This can be used for effects like &amp;quot;Sleep Striker&amp;quot; that would prevent the attacker from waking up a sleeping opponent.&lt;br /&gt;
*** &amp;lt;Bypass State Damage Removal as Target: id/name&amp;gt;&lt;br /&gt;
**** When a target with an associated trait object that has this notetag is attacked as the target with the listed state, bypass on damage removal.&lt;br /&gt;
**** This can be used for effects like &amp;quot;Deep Sleep&amp;quot; that would prevent the attacked target from waking up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.46: July 18, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Skill Settings &amp;gt; Skill Types &amp;gt; Sort: Alphabetical&lt;br /&gt;
**** Insert the ID's of Skill Types you want sorted alphabetically.&lt;br /&gt;
** New notetags added by Irina:&lt;br /&gt;
*** &amp;lt;ID Sort Priority: x&amp;gt;&lt;br /&gt;
**** Used for Scene_Skill.&lt;br /&gt;
**** Changes sorting priority by ID for skill to 'x'.&lt;br /&gt;
**** Default priority level is '50'.&lt;br /&gt;
**** Skills with higher priority values will be sorted higher up on the list while lower values will be lower on the list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.45: May 16, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem with passive state conditional notetags not working properly. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.44: April 18, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where passive states would not appear. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where a crash would occur if certain plugins cleared the passive state cache midway through trying to register it. Fix by Olivia.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
** States with lots and lots of text data within their notes will no longer cause FPS drops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.43: January 18, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Arisu!&lt;br /&gt;
*** Skill Cost: Emulate Actor Pay&lt;br /&gt;
*** Skill Cost: Emulate Enemy Pay&lt;br /&gt;
**** Target actor(s)/enemy(s) emulates paying for skill cost.&lt;br /&gt;
*** State Turns: Actor State Turns Change By&lt;br /&gt;
*** State Turns: Actor State Turns Change To&lt;br /&gt;
*** State Turns: Enemy State Turns Change By&lt;br /&gt;
*** State Turns: Enemy State Turns Change To&lt;br /&gt;
**** Changes actor(s)/enemy(s) state turns to a specific value/by an amount.&lt;br /&gt;
**** Only works on states that can have turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.42: November 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** 'origin' variable was not working properly for &amp;lt;JS On Expire State&amp;gt; JavaScript notetag. Should now be working properly. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.41: September 14, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that prevented &amp;lt;Max Turns: x&amp;gt; for states from working due to one of the recent updates. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Apparently, we never put &amp;lt;Max Turns: x&amp;gt; in the help notetag section. Woops... It's there now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.40: August 17, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug involving the &amp;quot;Item Cost&amp;quot; skill cost type found in the Plugin Parameters when involving consumable items.&lt;br /&gt;
*** If you want to acquire these settings for an already-existing project, do either of the following:&lt;br /&gt;
**** Delete the existing VisuMZ_1_SkillsStatesCore.js in the Plugin Manager list and install the newest version.&lt;br /&gt;
**** Or create a new project, install VisuMZ_1_SkillsStatesCore.js there, then copy over the &amp;quot;Item Cost&amp;quot; plugin parameters found in the &amp;quot;Skill Cost Types&amp;quot; plugin parameter settings to your current project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.39: July 13, 2023&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Updated the &amp;quot;Item Cost&amp;quot; skill cost type found in the Plugin Parameters to no longer consume items that are key items or nonconsumable.&lt;br /&gt;
*** If you want to acquire these settings for an already-existing project, do either of the following:&lt;br /&gt;
**** Delete the existing VisuMZ_1_SkillsStatesCore.js in the Plugin Manager list and install the newest version.&lt;br /&gt;
**** Or create a new project, install VisuMZ_1_SkillsStatesCore.js there, then copy over the &amp;quot;Item Cost&amp;quot; plugin parameters found in the &amp;quot;Skill Cost Types&amp;quot; plugin parameter settings to your current project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.38: March 16, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added segment to &amp;lt;Replace x Gauge: type&amp;gt; in documentation:&lt;br /&gt;
*** Does not work with 'Item Cost', 'Weapon Cost', or 'Armor Cost'.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New &amp;quot;Skill Cost Type&amp;quot; and notetags added by Arisu and sponsored by FAQ.&lt;br /&gt;
*** &amp;lt;Item Cost: x name&amp;gt;&lt;br /&gt;
*** &amp;lt;Weapon Cost: x name&amp;gt;&lt;br /&gt;
*** &amp;lt;Armor Cost: x name&amp;gt;&lt;br /&gt;
**** The skill will consume items, weapons, and/or armors in order to be used. Even non-consumable items will be consumed.&lt;br /&gt;
*** &amp;lt;Item Cost Max/Min: x name&amp;gt;&lt;br /&gt;
*** &amp;lt;Weapon Cost Max/Min: x name&amp;gt;&lt;br /&gt;
*** &amp;lt;Armor Cost Max/Min: x name&amp;gt;&lt;br /&gt;
**** Sets up a maximum/minimum cost for the item, weapon, armor type costs.&lt;br /&gt;
*** &amp;lt;Item Cost: x% name&amp;gt;&lt;br /&gt;
*** &amp;lt;Weapon Cost: x% name&amp;gt;&lt;br /&gt;
*** &amp;lt;Armor Cost: x% name&amp;gt;&lt;br /&gt;
**** Alters cost rate of skills that would consume item, weapon, or armor.&lt;br /&gt;
*** &amp;lt;Item Cost: +/-x name&amp;gt;&lt;br /&gt;
*** &amp;lt;Weapon Cost: +/-x name&amp;gt;&lt;br /&gt;
*** &amp;lt;Armor Cost: +/-x name&amp;gt;&lt;br /&gt;
**** Alters flat costs of skills that would consume item, weapon, or armor.&lt;br /&gt;
*** &amp;lt;Replace Item name1 Cost: name2&amp;gt;&lt;br /&gt;
*** &amp;lt;Replace Weapon name1 Cost: name2&amp;gt;&lt;br /&gt;
*** &amp;lt;Replace Armor name1 Cost: name2&amp;gt;&lt;br /&gt;
**** Replaces item, weapon, or armor to be consumed for another type.&lt;br /&gt;
*** Projects with the Skills and States Core already installed will not have this update, but you can copy over the settings from a new project with the following steps:&lt;br /&gt;
**** Create a new project. Install Skills and States Core. Open up the new project's 'Skill Cost Types'.&lt;br /&gt;
**** Right click the 'Item Cost' option(s) and click copy.&lt;br /&gt;
**** Go to the target project's Skills and States Core's 'Skill Cost Types' plugin parameter. Paste the command where you want it to go.&lt;br /&gt;
**** Only 'Item Cost' is needed as it encompasses all three types for item, weapon, and armor costs.&lt;br /&gt;
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&lt;br /&gt;
Version 1.38: February 16, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.37: January 20, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused equipment to unequip if the needed equipment traits came from passive states upon learning new skills. Fix by Irina.&lt;br /&gt;
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&lt;br /&gt;
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Version 1.36: December 15, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** When enemies are defeated with their entire party having a state with the &amp;lt;Group Defeat&amp;gt; notetag, then the party will gain EXP, Gold, and Drops before when they wouldn't. Update made by Irina.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Irina!&lt;br /&gt;
*** Plugin Parameters &amp;gt; Skill Settings &amp;gt; Skill Type Window &amp;gt; Window Width&lt;br /&gt;
**** What is the desired pixel width of this window? Default: 240&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Verison 1.35: October 13, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Default values for Passive States &amp;gt; Cache &amp;gt; Switch Refresh? and Variable Refresh? are now set to &amp;quot;false&amp;quot; in order to prevent sudden lag spikes for those who are unfamiliar with how this setting works.&lt;br /&gt;
** Update made by Irina.&lt;br /&gt;
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&lt;br /&gt;
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Version 1.34: September 29, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina and sponsored by AndyL:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Gauge Settings&lt;br /&gt;
**** These settings allow you to make minor tweaks to how the gauges look ranging from the color used for the labels to the outline types used for the values.&lt;br /&gt;
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Version 1.33: August 11, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash that occurs when performing a custom action sequence without a skill attached to it. Fix made by Olivia.&lt;br /&gt;
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Version 1.32: June 16, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Passive State Settings &amp;gt; Cache &amp;gt; Switch Refresh?&lt;br /&gt;
*** Plugin Parameters &amp;gt; Passive State Settings &amp;gt; Cache &amp;gt; Variable Refresh?&lt;br /&gt;
**** Refresh all battle members when switches/variables are changed in battle?&lt;br /&gt;
**** This is primarily used for passive state conditions involve parameters that do not update due to cached data until a refresh occurs.&lt;br /&gt;
**** If this is on, do not spam Switch/Variable changes during battle in order to prevent lag spikes.&lt;br /&gt;
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Version 1.31: April 28, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Custom Slip Damage JS is now totalled correctly into regular slip damage totals for damage popups. Fix made by Olivia.&lt;br /&gt;
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&lt;br /&gt;
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Version 1.30: April 14, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Changed the state data removal timing to be after JS notetag effects take place in order for data such as origin data to remain intact. Update made by Irina.&lt;br /&gt;
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Version 1.29: March 31, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an error with &amp;lt;State x Category Remove: y&amp;gt; not countaing correctly unless the state count matched the exact amount. The notetag effect should work properly now. Fix made by Olivia.&lt;br /&gt;
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&lt;br /&gt;
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Version 1.28: March 10, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;State x Category Remove: y&amp;gt; updated to allow multiple cases in a single notebox. Updated by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetag added by Arisu and sponsored by Archeia!&lt;br /&gt;
*** &amp;lt;Remove Other x States&amp;gt;&lt;br /&gt;
**** When the state with this notetag is added, remove other 'x' category states from the battler (except for the state being added).&lt;br /&gt;
**** Useful for thing state types like stances and forms that there is usually only one active at a time.&lt;br /&gt;
&lt;br /&gt;
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Version 1.27: January 27, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Custom JS Slip Damage/Healing values should now be recalculated on demand. Fix made by Olivia.&lt;br /&gt;
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Version 1.26: January 20, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Conditional Passive Bypass check is now stronger to prevent even more infinite loops from happening. Update made by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; State Settings &amp;gt; General &amp;gt; Turn End on Map&lt;br /&gt;
**** Update any state and buff turns on the map after this many steps.&lt;br /&gt;
**** Use 0 to disable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Version 1.25: November 11, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Hidden skill notetags should no longer crash upon not detecting actors for learned skills. Fix made by Olivia.&lt;br /&gt;
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Version 1.24: November 4, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added section: &amp;quot;Slip Damage Popup Clarification&amp;quot;&lt;br /&gt;
*** Slip Damage popups only show one popup for HP, MP, and TP each and it is the grand total of all the states and effects combined regardless of the number of states and effects on a battler. This is how it is in vanilla RPG Maker MZ and this is how we intend for it to be with the VisuStella MZ library.&lt;br /&gt;
*** This is NOT a bug!&lt;br /&gt;
*** The reason we are not changing this is because it does not properly relay information to the player accurately. When multiple popups appear, players only have roughly a second and a half to calculate it all for any form of information takeaway. We feel it is better suited for the player's overall convenience to show a cummulative change and steer the experience towards a more positive one.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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&lt;br /&gt;
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Version 1.23: September 17, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** RPG Maker MZ 1.3.3 compatibility.&lt;br /&gt;
*** Updated how gauges are drawn.&lt;br /&gt;
*** Skill Cost Types Plugin Parameters need to be updated for those who want the updated gauges. This can be done easily with the following steps:&lt;br /&gt;
**** Step 1: Create a new project.&lt;br /&gt;
**** Step 2: Install Skills and States Core version 1.23 into it.&lt;br /&gt;
**** Step 3: Copy the Plugin Parameter Settings for &amp;quot;Skill Cost Types&amp;quot;.&lt;br /&gt;
**** Step 4: Return back to your original project.&lt;br /&gt;
**** Step 5: Paste Plugin Parameter Settings on top of &amp;quot;Skill Cost Types&amp;quot;.&lt;br /&gt;
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Version 1.22: August 6, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** &amp;quot;Action End Removal for States&amp;quot; under Major Updates is changed to:&lt;br /&gt;
*** If your Plugin Parameter settings for &amp;quot;Action End Update&amp;quot; are enabled, then &amp;quot;Action End&amp;quot; has been updated so that it actually applies per action used instead of just being at the start of a battler's action set.&lt;br /&gt;
*** However, there are side effects to this: if a state has the &amp;quot;Cannot Move&amp;quot; restriction along with the &amp;quot;Action End&amp;quot; removal timing, then unsurprisingly, the state will never wear off because it's now based on actual actions ending. To offset this and remove confusion, &amp;quot;Action End&amp;quot; auto-removal timings for states with &amp;quot;Cannot Move&amp;quot; restrictions will be turned into &amp;quot;Turn End&amp;quot; auto-removal timings while the &amp;quot;Action End Update&amp;quot; is enabled.&lt;br /&gt;
*** This automatic change won't make it behave like an &amp;quot;Action End&amp;quot; removal timing would, but it's better than completely softlocking a battler.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Those using &amp;quot;Cannot Move&amp;quot; states with &amp;quot;Action End&amp;quot; auto-removal will now have be automatically converted into &amp;quot;Turn End&amp;quot; auto-removal if the plugin parameter &amp;quot;Action End Update&amp;quot; is set to true. Update by Irina.&lt;br /&gt;
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Version 1.21: July 30, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Expanded &amp;quot;Action End Removal for States&amp;quot; section in Major Changes.&lt;br /&gt;
*** These changes have been in effect since Version 1.07 but have not been explained in excess detail in the documentation since.&lt;br /&gt;
**** Action End has been updated so that it actually applies per action used instead of just being at the start of a battler's action set. However, there are side effects to this: if a state has the &amp;quot;Cannot Move&amp;quot; restriction along with the &amp;quot;Action End&amp;quot; removal timing, then unsurprisingly, the state will never wear off because it's now based on actual actions ending. There are two solutions to this:&lt;br /&gt;
**** Don't make &amp;quot;Cannot Move&amp;quot; restriction states with &amp;quot;Action End&amp;quot;. This is not a workaround. This is how the state removal is intended to work under the new change.&lt;br /&gt;
**** Go to the Skills &amp;amp; States Core Plugin Parameters, go to State Setttings, look for &amp;quot;Action End Update&amp;quot;, and set it to false. You now reverted the removal timing system back to how it originally was in RPG Maker MZ's default battle system where it only updates based on an action set rather than per actual action ending.&lt;br /&gt;
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Version 1.20: June 18, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Updated automatic caching for conditional passive states to update more efficiently. Update made by Arisu.&lt;br /&gt;
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Version 1.19: June 4, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.18: May 21, 2021&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** Added &amp;quot;Passive State Clarification&amp;quot; section.&lt;br /&gt;
*** As there is a lot of confusion regarding how passive states work and how people still miss the explanations found in the &amp;quot;Passive State Notetags&amp;quot; section AND the &amp;quot;Plugin Parameters: Passive State Settings&amp;quot;, we are adding a third section to explain how they work.&lt;br /&gt;
*** All three sections will contain the full detailed explanation of how passive states work to clear common misconceptions about them.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Version 1.17: May 7, 2021&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** State category removal is now usable outside of battle. Fix by Irina.&lt;br /&gt;
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Version 1.16: April 30, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When states with step removal have the &amp;lt;No Recover All Clear&amp;gt; or &amp;lt;No Death Clear&amp;gt; notetags, their step counter is no longer reset either. Fix made by Irina.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu!&lt;br /&gt;
*** &amp;lt;List Name: name&amp;gt;&lt;br /&gt;
**** Makes the name of the skill appear different when show in the skill list. Using \V[x] as a part of the name will display that variable.&lt;br /&gt;
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Version 1.15: March 19, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
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Version 1.14: March 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Max HP Buff/Debuff should now display its turn counter. Fix by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** For the &amp;lt;JS Passive Condition&amp;gt;, we've added documentation on the limitations of passive conditions since they have been reported as bug reports, when in reality, they are failsafes to prevent infinite loops. Such limitations include the following:&lt;br /&gt;
*** A passive state that requires another passive state&lt;br /&gt;
*** A passive state that requires a trait effect from another state&lt;br /&gt;
*** A passive state that requires a parameter value altered by another state&lt;br /&gt;
*** A passive state that requires equipment to be worn but its equipment type access is provided by another state.&lt;br /&gt;
*** Anything else that is similar in style.&lt;br /&gt;
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Version 1.13: February 26, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** For &amp;lt;JS type Slip Damage&amp;gt; and &amp;lt;JS type Slip Heal&amp;gt; notetags, added the following notes:&lt;br /&gt;
*** When these states are applied via action effects, the slip calculations are one time calculations made upon applying and the damage is cached to be used for future on regeneration calculations.&lt;br /&gt;
*** For that reason, do not include game mechanics here such as adding states, buffs, debuffs, etc. as this notetag is meant for calculations only. Use the VisuStella Battle Core's &amp;lt;JS Pre-Regenerate&amp;gt; and &amp;lt;JS Post-Regenerate&amp;gt; notetags for game mechanics instead.&lt;br /&gt;
*** Passive states and states with the &amp;lt;JS Slip Refresh&amp;gt; notetag are exempt from the one time calculation and recalculated each regeneration phase.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Changed slip refresh requirements to entail &amp;lt;JS Slip Refresh&amp;gt; notetag for extra clarity. Update made by Olivia.&lt;br /&gt;
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Version 1.12: February 19, 2021&lt;br /&gt;
* Feature Update&lt;br /&gt;
** Changed the way passive state infinite stacking as a blanket coverage. Update made by Olivia.&lt;br /&gt;
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Version 1.11: February 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Added a check to prevent passive states from infinitely stacking. Fix made by Olivia.&lt;br /&gt;
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Version 1.10: January 15, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameters added&lt;br /&gt;
*** Plugin Parameters &amp;gt; Skill Settings &amp;gt; Background Type&lt;br /&gt;
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Version 1.09: January 1, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Custom JS TP slip damage and healing should now work properly. Fix made by Yanfly.&lt;br /&gt;
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Version 1.08: December 25, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;JS On Add State&amp;gt; should no longer trigger multiple times for the death state. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for updated feature(s)!&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;No Death Clear&amp;gt; can now allow the affected state to be added to an already dead battler. Update made by Yanfly.&lt;br /&gt;
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Version 1.07: December 18, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Yanfly:&lt;br /&gt;
*** &amp;lt;Passive Condition Multiclass: id&amp;gt;&lt;br /&gt;
*** &amp;lt;Passive Condition Multiclass: id, id, id&amp;gt;&lt;br /&gt;
*** &amp;lt;Passive Condition Multiclass: name&amp;gt;&lt;br /&gt;
*** &amp;lt;Passive Condition Multiclass: name, name, name&amp;gt;&lt;br /&gt;
** New Plugin Parameter added by Yanfly.&lt;br /&gt;
*** Plugin Parameters &amp;gt; States &amp;gt; General &amp;gt; Action End Update&lt;br /&gt;
**** States with &amp;quot;Action End&amp;quot; auto-removal will also update turns at the end of each action instead of all actions.&lt;br /&gt;
***** Turn this off if you wish for state turn updates to function like they do by default for &amp;quot;Action End&amp;quot;.&lt;br /&gt;
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Version 1.06: December 4, 2020&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.05: November 15, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** The alignment of the Skill Type Window is now fixed and will reflect upon the default settings. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* New Features!&lt;br /&gt;
** &amp;lt;State x Category Remove: All&amp;gt; notetag added by Yanfly.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: September 27, 2020&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** &amp;quot;Use Updated Layout&amp;quot; plugin parameters now have the added clause: &amp;quot;This will override the Core Engine windows settings.&amp;quot; to reduce confusion. Added by Irina.&lt;br /&gt;
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Version 1.03: September 13, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;JS type Slip Damage&amp;gt; custom notetags now work for passive states. Fix made by Olivia.&lt;br /&gt;
** Setting the Command Window style to &amp;quot;Text Only&amp;quot; will no longer add in the icon text codes. Bug fixed by Yanfly.&lt;br /&gt;
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Version 1.02: August 30, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** The JS Notetags for Add, Erase, and Expire states are now fixed. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** &amp;lt;Show if learned Skill: x&amp;gt; and &amp;lt;Hide if learned Skill: x&amp;gt; notetags have the following added to their descriptions:&lt;br /&gt;
*** This does not apply to skills added by traits on actors, classes, any equipment, or states. These are not considered learned skills. They are considered temporary skills.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Notetags added by Yanfly:&lt;br /&gt;
*** &amp;lt;Show if has Skill: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Show if have All Skills: x,x,x&amp;gt;&lt;br /&gt;
*** &amp;lt;Show if have Any Skills: x,x,x&amp;gt;&lt;br /&gt;
*** &amp;lt;Show if has Skill: name&amp;gt;&lt;br /&gt;
*** &amp;lt;Show if have All Skills: name, name, name&amp;gt;&lt;br /&gt;
*** &amp;lt;Show if have Any Skills: name, name, name&amp;gt;&lt;br /&gt;
*** &amp;lt;Hide if has Skill: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Hide if have All Skills: x,x,x&amp;gt;&lt;br /&gt;
*** &amp;lt;Hide if have Any Skills: x,x,x&amp;gt;&lt;br /&gt;
*** &amp;lt;Hide if has Skill: name&amp;gt;&lt;br /&gt;
*** &amp;lt;Hide if have All Skills: name, name, name&amp;gt;&lt;br /&gt;
*** &amp;lt;Hide if have Any Skills: name, name, name&amp;gt;&lt;br /&gt;
*** These have been added to remove the confusion regarding learned skills as skills added through trait effects are not considered learned skills by RPG Maker MZ.&lt;br /&gt;
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Version 1.01: August 23, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Passive states from Elements &amp;amp; Status Menu Core are now functional. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Extended functions to allow for better compatibility.&lt;br /&gt;
* Updated documentation&lt;br /&gt;
** Explains that passive states are not directly applied and are therefore not affected by code such as &amp;quot;a.isStateAffected(10)&amp;quot;.&lt;br /&gt;
** Instead, use &amp;quot;a.states().includes($dataStates[10])&amp;quot;&lt;br /&gt;
** &amp;quot;Use #rrggbb for a hex color.&amp;quot; lines now replaced with &amp;quot;For a hex color, use #rrggbb with VisuMZ_1_MessageCore&amp;quot;&lt;br /&gt;
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Version 1.00: August 20, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
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== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 1]]&lt;br /&gt;
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== End of File ==&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Core Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Skill Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
</feed>