<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://www.yanfly.moe/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Yanfly</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=Yanfly"/>
	<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/Special:Contributions/Yanfly"/>
	<updated>2026-04-17T14:14:53Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.32.2</generator>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestUpdates&amp;diff=17633</id>
		<title>Template:MainPageLatestUpdates</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestUpdates&amp;diff=17633"/>
		<updated>2026-03-12T20:46:15Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &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 March 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://discord.gg/UaquhXUa Librarium announcements discord!]&lt;br /&gt;
; by Aekashics Librarium&lt;br /&gt;
; Follow all the latest Librarium updates, releases and news in a single hub!&lt;br /&gt;
: [[File:aiasannnouncementsthumb.png |300px|link=https://discord.gg/UaquhXUa]]&lt;br /&gt;
&amp;lt;!-- : &amp;lt;html&amp;gt;&amp;lt;a href='https://discord.gg/UaquhXUa' target='_blank'&amp;gt;&amp;lt;img src='https://www.akashics.moe/wp-content/uploads/2026/03/annnouncementsthumb.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt; --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2026 January 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.10.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:RMMZ_1100.png|228px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: RPG Maker MZ has updated to version 1.10.0. Mostly, things have changed with the client editor than the base code so the majority of plugins should work just fine this update.&lt;br /&gt;
: [https://store.steampowered.com/news/app/1096900/view/527586104606458309?l=english View the Steam update page here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 July 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIyMDcxMTYwLmdpZg==/original/%2Bgmwl0.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 July 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxOTk3NjIxLmdpZg==/original/Gmbzeh.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 June 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxODM1ODUyLmdpZg==/original/Wkf%2BPI.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 June 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Animated Title Screen Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxNzE1NjAxLmdpZg==/original/%2FaUNNH.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 May 11&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxMTM4NDY4LmdpZg==/original/qJV9Al.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&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;
{{NewsEntry&lt;br /&gt;
|date = 2025 April 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwODExNDUzLmdpZg==/original/7tHgIs.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 April 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwNzEzOTYxLmdpZg==/original/3Vtx4R.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 31&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwNTE0MTAwLmdpZg==/original/GesK2O.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMzkyMzQzLmdpZg==/original/Z9q5Zf.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Animated Title Screen Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMzI2MTYwLmdpZg==/original/1Qo79V.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMjg2NzgyLmdpZg==/original/c7iqSr.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMjQ0MjIyLmdpZg==/original/1o1BWv.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMjEzMTE2LmdpZg==/original/iU4I7g.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 5&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMTUwNTEyLmdpZg==/original/Z0kQKq.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Animated Title Screen Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMDUwOTU1LmdpZg==/original/9pSwAR.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Animated Title Screen Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMDAzNzQzLmdpZg==/original/x7jQnN.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Nexus Message Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5OTgyOTE5LmdpZg==/original/hN0gRK.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5OTI2ODc1LmdpZg==/original/UbTVBG.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.9.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:RMMZ_190.png|228px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: RPG Maker MZ has updated to version 1.9.0. Things look stable so far from what I can see. Obviously, some things like the Icon Size and Face Size changes won't work with plugins until we've updated them, but everything else should work as long as those two things aren't changed up.&lt;br /&gt;
: [https://store.steampowered.com/news/app/1096900/view/527586104606458309?l=english View the Steam update page here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYzODc2LmdpZg==/original/wB%2FGeA.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODM4NTMyLmdpZg==/original/sjIh2W.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODE1NjkwLmdpZg==/original/yAXuyg.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 8&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5NzM2NDUyLmdpZg==/original/IvBzU0.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5NzM2NjEwLmdpZg==/original/NfGbR6.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5NzM2MjkzLmdpZg==/original/urps9T.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Animated title screen plugins!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = Sacred Earth - Reverie Demo!&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [https://miragev.itch.io/sacred-earth-reverie Sacred Earth - Reverie Demo Link]&lt;br /&gt;
; MirageV&lt;br /&gt;
: [[File:KannaSERDemo.png|300px|center|link=https://miragev.itch.io/sacred-earth-reverie]]&lt;br /&gt;
: [https://miragev.itch.io/sacred-earth-reverie Sacred Earth - Reverie]'s demo is up!&lt;br /&gt;
: Remember to also [https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/ wishlist Sacred Earth - Reverie on Steam]!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = Wishlist on Steam!&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/ Sacred Earth - Reverie]&lt;br /&gt;
; MirageV&lt;br /&gt;
: [[File:SacredEarthRev.jpg|300px|center|link=https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/]]&lt;br /&gt;
: [https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/ Sacred Earth - Reverie]'s Steam page is finally up! Be sure to add it to your wishlists! Made by our very own MirageV, one of the few VisuStella artists who have been making the thumbnails for the MZ library! His lovely art is all over the game! It'll be out in November 2024!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [[Yanfly's Life Hacks for RPG Maker Devs]]&lt;br /&gt;
; Yanfly&lt;br /&gt;
: [[File:LifeHackEmoji1.png|300px|center|link=Yanfly's Life Hacks for RPG Maker Devs]]&lt;br /&gt;
: Yanfly gives some life hacks that can improve your RPG Maker experience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [[Yanfly's Advice for RPG Maker Plugin Developers]]&lt;br /&gt;
; Yanfly&lt;br /&gt;
: [[File:YanflyAdvice.png|300px|center|link=Yanfly's Advice for RPG Maker Plugin Developers]]&lt;br /&gt;
: Yanfly gives some advice for future aspiring plugin developers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [[Virus Detected on Plugins]]&lt;br /&gt;
; Irina&lt;br /&gt;
: [[File:VirusDetected.png|300px|center|link=Virus Detected on Plugins]]&lt;br /&gt;
: Windows' recent update has started picking up VisuStella MZ and other RPG Maker MZ plugins as viruses due to its new machine learning algorithm. Read this article to see how you can resolve it and how to check if the files are actually filled with viruses or not.&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;
; [[Inspiration Behind Grande]]&lt;br /&gt;
; by Yanfly&lt;br /&gt;
: [[File:Grande.jpg|300px|center|link=Inspiration Behind Grande]]&lt;br /&gt;
: This series, the '''Grande''' plugins, is the grand finale for [[VisuStella MZ]]. Its main focus is to provide the extra customization options for actors and battles while being compatible with everything else in the library. In a way, it's not far off to say that it's more of a &amp;quot;wrap up&amp;quot; series than a cohesively themed one, but nonetheless, that's what '''Grande''' is.&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;
; [[Inspiration Behind Wanderlust Volume 2]]&lt;br /&gt;
; by Team VisuStella MZ&lt;br /&gt;
: [[File:WanderlustVol2.jpg|300px|center|link=Inspiration Behind Wanderlust Volume 2]]&lt;br /&gt;
: We did not expect to make another Wanderlust volume, but here we are. We decided there's more ways to add wonder and emotion to the game through these plugins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Timed Hits with Action Sequences]]&lt;br /&gt;
; by [[Arisu]]&lt;br /&gt;
: [[File:VisuMZ.142.jpg|300px|center|link=Timed Hits with Action Sequences]]&lt;br /&gt;
: Here's how you can create '''Timed Hits''' using the VisuStella MZ [[Battle Core VisuStella MZ|Battle Core]] and [[QTE and Trigger System VisuStella MZ|QTE and Trigger System]] plugins through '''Action Sequences'''! Includes ways for both the player to attack enemies with and to defend from enemies with.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.8.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:RMMZ_Update_180.png|228px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: RPG Maker MZ has updated to version 1.8.0. Things look stable so far from what I can see (haven't checked TileD). You should be good to go to update your corescripts from 1.7.0 to 1.8.0.&lt;br /&gt;
: [https://steamcommunity.com/app/1096900/eventcomments/7119694909426620627 View the Steam update page here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [http://www.akashics.moe/uncategorized/how-librarium-will-work-and-operate-in-2024-and-onwards/ Librarium's Operation in 2024 and onwards!!]&lt;br /&gt;
; by [[Ækashics_Librarium]]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;http://www.akashics.moe/uncategorized/how-librarium-will-work-and-operate-in-2024-and-onwards/&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i.gyazo.com/75017046a68b0842ac76094255f9c0ea.png&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A consie explanation in how Librarium will be releasing new assets during 2024 and how its patreon will deliver this content!&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;
; [[Inspiration Behind Custom Construct Volume 4]]&lt;br /&gt;
; by [[Irina]]&lt;br /&gt;
: [[File:CustomConstructVol4.jpg|300px|center|link=Inspiration Behind Custom Construct Volume 4]]&lt;br /&gt;
: '''Custom Construct''' Volume 4 closes out the '''Custom Construct''' series, a series about creating your own custom systems for your game(s) in creative ways. '''QTE &amp;amp; Trigger System''' allow for more gameplay aspects to utilize, '''Event Signals''' adds new ways to proc event actions, and '''Dice Rolls &amp;amp; RNG Seeds''' allow your players and you to have control over the random nature of your games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 December 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Event Popup Tips and Tricks]]&lt;br /&gt;
; by [[Arisu]]&lt;br /&gt;
: [[File:EventPopupTut_4.gif|300px|center|link=Event Popup Tips and Tricks]]&lt;br /&gt;
: Since the version 1.55 update of [[Events and Movement Core VisuStella MZ|Events and Movement Core]], you can use the new Plugin Command called &amp;quot;Event Popup&amp;quot;, which creates text above specific targets like the player character or an event, and move it. This feature is made by none other than yours truly, [[Arisu]]! There's many applications in which this can be used, but only if you change the way it's used. Let's take a look at them! This article will show you how to use popups to display Quick Messages, indicate Obtained Items, giving gifts to NPC's, and throwing items across the map.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Most Popular VisuStella MZ Plugins]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:MostPopular.png|300px|link=Most Popular VisuStella MZ Plugins]]&lt;br /&gt;
: Ever wondered which plugins are VisuStella MZ's most popular 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;
; [[Inspiration Behind Merchant Manager Volume 4]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:MerchantManagerVol4.jpg|300px|center|link=Inspiration Behind Merchant Manager Volume 4]]&lt;br /&gt;
: '''Merchant Manager Volume 4''' is the final volume of the '''Merchant Manager''' series and is focused around adding new features and aesthetics for your game's shop keepers.&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;
; [[Inspiration Behind Combat Crusaders Volume 2]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:CombatCrusadersVol2.jpg|300px|center|link=Inspiration Behind Combat Crusaders Volume 2]]&lt;br /&gt;
: The '''Combat Crusaders''' Volume 2 plugins, like with volume 1, are centered around making combat more interactive! Only this time, we aim this interaction at using skills in conjunction with items! Item Throw Skills, Item Concoction Skills, and Item Amplify Skills all focus around having items interact with skills to produce new effects!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.patreon.com/aekashics/membership Dragon Tier pledge over at patreon receives another upgrade!]&lt;br /&gt;
; by [[Ækashics_Librarium]]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;https://www.patreon.com/aekashics/membership&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i.gyazo.com/5d1978f6352dce34fb0f1ddf2c8867c9.png&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Starting with [https://aekashics.itch.io/legendary-knight-michael Legendary Knight Michael's] release, Librarium Dragon Tier asset packs will now include Icon sets and weapon sheets directly related to the featured release! &lt;br /&gt;
: This comes at no cost increase in the pledge increase, but resulting in much more versatile packs! Thanks for your support!&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;
; [[Inspiration Behind Dungeon Divers Volume 2]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:DungeonDiversVol2.jpg|300px|center|link=Inspiration Behind Dungeon Divers Volume 2]]&lt;br /&gt;
: The '''Dungeon Divers Volume 2''' plugins, like with volume 1, are centered around dungeon diving. This time, we focus more on the more mechanical aspects alongside replayability. Replayability here means either subsequent playthroughs or even revisiting already completed content. Also, these focus on providing a different experience for each player, so that whether you're playing or watching someone else stream these games, the experience will be unique.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0 Librarium Full Release Master List now available!]&lt;br /&gt;
; by [[Ækashics_Librarium]]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i.gyazo.com/05e4eb432c37450ee26c170d5c250b37.png&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: The backlog master list of current era Librarium sets is now available!&lt;br /&gt;
: You can browse it [https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0 here]!&lt;br /&gt;
: Get every post-2021 release plus a continuous supply of high quality assets on a regular basis by joining Aekashics's [https://www.patreon.com/aekashics Librarium patreon community] or buy what you need individually on demand over at [https://aekashics.itch.io/ Aekashics's  itch.io]!&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;
; [[Inspiration Behind Visual Novel Volume 4]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:VisualNovelVol4.jpg|300px|center|link=Visual Novel Volume 4]]&lt;br /&gt;
: The fourth volume of the '''Visual Novel''' series focuses on adding voice acting to your games. These is via [[Voice Acting Control VisuStella MZ|Voice Acting Control]], [[Battle Voices VisuStella MZ|Battle Voices]], and [[Side Chatter VisuStella MZ|Side Chatter]] to add that extra audio layer of immersion.&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;
; [[Inspiration Behind Enchanted Explorers Volume 2]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:EnchantedExplorersVol2.jpg|300px|center|link=Inspiration Behind Enchanted Explorers Volume 2]]&lt;br /&gt;
: We wanted to do more plugins that add life to the adventurer and allow developers to express creativity through their maps, events, and characters. This lead to the creation of the plugins made for the Enchanted Explorers volume 2. Sometimes, being able to convey intent through passive means, either through visuals or text, can do a lot to bring out the wonders of a game's world.&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;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.7.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:rmmz_update_170.png|300px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: RPG Maker MZ has updated to version 1.7.0. As far as I can tell, everything should be working (haven't checked TileD). Therefore, if you are using TileD and it's a major part of your project (which it will be if you are using it), I suggest not updating the corescripts of that project.&lt;br /&gt;
: [https://steamcommunity.com/app/1096900 View the Steam update page here!]&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;
; [[Inspiration Behind Battle Technician Volume 4]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:BattleTechnicianVol4.jpg|300px|center|link=Inspiration Behind Battle Technician Volume 4]]&lt;br /&gt;
: Yanfly talks about the inspiration behind each of the plugins made for this plugin series.&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;
; [[The Future of VisuStella MZ Plugins]]&lt;br /&gt;
; by [[Irina]]&lt;br /&gt;
: [[File:FutureOfVisuMZ.png|300px|center|link=The Future of VisuStella MZ Plugins]]&lt;br /&gt;
: RPG Maker Unite has released a few weeks ago and many of you have questions and/or concerns about the future of VisuStella MZ. This article will answer some of those questions and concerns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RPG Maker Unite First Impressions Review]]&lt;br /&gt;
; by [[Irina]]&lt;br /&gt;
: [[File:RpgMakerUniteReview.jpg|300px|center|link=RPG Maker Unite First Impressions Review]]&lt;br /&gt;
: tl;dr RPG Maker Unite is not ready to be used as a tool. Treat it as an early-access release due to all the problems present.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 27&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
; [https://store.steampowered.com/app/1899060/Pocket_Mirror__GoldenerTraum/ Wishlist Pocket Mirror on Steam!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;https://store.steampowered.com/app/1899060/Pocket_Mirror__GoldenerTraum/&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://cdn.akamai.steamstatic.com/steam/apps/1899060/header.jpg?t=1682644650&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Delve into the enthralling world of Pocket Mirror ~ GoldenerTraum, the acclaimed RPG Maker gothic horror game that'll take you on a moving journey of self-discovery.&lt;br /&gt;
; '''Coming May 18, 2023'''&lt;br /&gt;
: Wishlist it on Steam today!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 March 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[YEP Freebies vs VisuMZ Freebies]]&lt;br /&gt;
: [[File:YEPvsVS-Freebies.png|300px|center|link=YEP Freebies vs VisuMZ Freebies]]&lt;br /&gt;
: To answer why [[Yanfly Engine Plugins]] offers 40 freebies while [[VisuStella MZ]] ''only'' offers 10.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 March 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RPG Developer Bakin Editor Early Access Review]]&lt;br /&gt;
; by [[Yanfly]] Score Change&lt;br /&gt;
: [[File:RpgDevBakinCover.png|300px|center|link=RPG Developer Bakin Editor Early Access Review]]&lt;br /&gt;
: Changed the initial score from 5.9/10 to 7.45/10 for me.&lt;br /&gt;
: Reasons listed inside.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 December 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://store.steampowered.com/news/app/1096900/view/3628242853592210482?l=english RPG Maker MZ Updated to V1.6.1!]&lt;br /&gt;
: [[File:RMMZ_Update_160.png|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: The problem with the version 1.6.0 update has now been fixed. The NodeJS version has been reverted to a previous version.&lt;br /&gt;
: However, in the event that an infinite loading screen occurs, follow the instructions on the [https://store.steampowered.com/news/app/1096900/view/3628242853592210482?l=english Steam page].&lt;br /&gt;
: Our recommended course of action is to wait until our next plugin batch update before seeing if updating to v1.6.1 is a wise move yet.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 December 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Do NOT Update to RMMZ 1.6.0 Yet!&lt;br /&gt;
: [[File:Warning.jpg|300px|center]]&lt;br /&gt;
: I repeat, do NOT Update to RMMZ 1.6.0 Yet!&lt;br /&gt;
: At the moment, there's a lot of mentions where games simply don't load anymore until they reverted back to a previous version.&lt;br /&gt;
: [https://forums.rpgmakerweb.com/index.php?threads/games-no-longer-load-as-of-just-now.153151/ Source 1] [https://steamcommunity.com/app/1096900/eventcomments/3719440592184958999/ Source 2] [https://store.steampowered.com/news/app/1096900/view/3628242785987748389 Source 3]&lt;br /&gt;
: Update: Upon further inspection, these errors aren't plugin related either. Playtest doesn't work even in vanilla projects for some devices. Once again, don't update to version 1.6.0 until they have everything fixed and squared away.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 November 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Updates Changing to Monthly]]&lt;br /&gt;
: [[File:VisuMZSupport.jpg|300px|center|link=Updates Changing to Monthly]]&lt;br /&gt;
: We'll be changing our update schedule from weekly updates to monthly.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 October 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RPG Developer Bakin Editor Early Access Review]] by [[Yanfly]]&lt;br /&gt;
: [[File:RpgDevBakinCover.png|300px|center|link=RPG Developer Bakin Editor Early Access Review]]&lt;br /&gt;
: These are Yanfly's thoughts on the Early Access for [https://store.steampowered.com/app/1036640/RPG_Developer_Bakin/ RPG Developer Bakin], the new game engine on the block.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 June 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [http://www.akashics.moe/librarium-animated/hello-again-everyone/ Hello Again everyone!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;http://www.akashics.moe/librarium-animated/hello-again-everyone/&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i0.wp.com/www.akashics.moe/wp-content/uploads/2022/07/36.gif?resize=276%2C173&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''1590+ Character and Monster designs, 288 of them Animated,  and counting''', Thanks for your support during a tough period! &lt;br /&gt;
: Read about the road ahead for Librarium and get ready for www.akashics.moe to update regularly again!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 June 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-5-0-patch-notes.148146/ RPG Maker MZ Updated to V1.5.0!]&lt;br /&gt;
: [[File:RMMZ_Update_150.png|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: From what we can tell at '''first glance''', it should be safe to update to 1.5.0 and not jeopardize plugin compatibility.&lt;br /&gt;
: We have not fully tested out the capabilities of different tile sizes yet, so experiment with those at your own risk.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 April 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.youtube.com/watch?v=ByaJYokU8L0 Making a Game in RPG Maker: How to Get Started]&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=ByaJYokU8L0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 April 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; [[Battle System Differences VisuStella MZ]]&lt;br /&gt;
: [[File:battlebegin.jpg|300px|center|link=Battle System Differences VisuStella MZ]]&lt;br /&gt;
: This is an article for the battle system nerds (like me) and want to see the differences among them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 March 13&lt;br /&gt;
|content =&lt;br /&gt;
; [https://cazwolf.itch.io/caz-pixel-1-20 Pixel Fantasy RPG Icons: Packs 1-20 can now be downloaded as one complete sheet!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;https://cazwolf.itch.io/caz-pixel-1-20&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://img.itch.zone/aW1nLzg0MDUxMTEucG5n/315x250%23c/ieFS1A.png&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 February 25&lt;br /&gt;
|content =&lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-4-patch-notes.145233/ RPG Maker MZ Updated to V1.4.4!]&lt;br /&gt;
: [[File:RMMZ_Update_144.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: From what I can see, it should be safe to update without having plugins break.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 January 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-3-patch-notes.144047/ RPG Maker MZ Updated to V1.4.3!]&lt;br /&gt;
: [[File:RMMZ_Update_143.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: One of the changes to the BattleManager may prove to be troublesome.&lt;br /&gt;
: VisuStella MZ should be fine due to our code structure, but we will still be on the lookout for any plugin incompatibilities.&lt;br /&gt;
: But from what I can see, there should be little to no compatibility issues from updating.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 December 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-0-update.142845/ RPG Maker MZ Updated to V1.4.0!]&lt;br /&gt;
: [[File:RMMZ_Update_140.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: We will be on the lookout for any plugin incompatibilities.&lt;br /&gt;
: But from what I can see, there should be little to no compatibility issues from updating.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 November 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[An Argument Against Requiring IIFEs]]&lt;br /&gt;
: [[File:Nah_IIFE.jpg|300px|center|link=An Argument Against Requiring IIFEs]]&lt;br /&gt;
: An article explaining why I don't agree with the RPG Maker Community saying that IIFE's are '''required''' for plugins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 September 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Why Extension Plugins Are Not Standalone]]&lt;br /&gt;
: [[File:ExtStandalone_Extension.jpg|300px|center|link=Why Extension Plugins Are Not Standalone]]&lt;br /&gt;
: Explanation of why we do Extension Plugins and not make them as Standalone Plugins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 September 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-3-update.140440/ RPG Maker MZ Updated to V1.3.3!]&lt;br /&gt;
: [[File:RMMZ_Update_133.png|300px|center]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]. There are some major changes done to how gauge sprites operate.&lt;br /&gt;
: These updates may cause some visual bugs for plugins in regards to gauge sprites.&lt;br /&gt;
: Plugin compatibility updates will be coming this Friday on September 17, 2021.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 September 3&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.youtube.com/watch?v=AVK-P1uatwM Should You Make A Game With RPG Maker?]&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=AVK-P1uatwM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 August 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
The free download for the Dragonbones library is now updated with the proper license terms.&lt;br /&gt;
&lt;br /&gt;
Please delete the old versions from your projects and use the new ones.&lt;br /&gt;
&lt;br /&gt;
Thank you!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 August 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Why Certain Plugins Wont Be Ported|Why Certain Plugins Won't Be Ported]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ_NoPort.png|center|link=Why Certain Plugins Wont Be Ported]]&lt;br /&gt;
: An explanation on why certain plugins don't have plans of being ported over from MV to MZ.&lt;br /&gt;
: Yes, I realize this thumbnail looks like a T-shirt.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 July 23&lt;br /&gt;
|content =&lt;br /&gt;
; [https://linktr.ee/rpg_maker_cola RPG Maker Cola Podcast Episode 19]&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;https://linktr.ee/rpg_maker_cola&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://cdn.discordapp.com/attachments/836747838658576431/868052766566809670/unknown.png&amp;quot; width=&amp;quot;300pix&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Guests featuring [[Archeia]], [[Caz Wolf]], and [[Yanfly]]!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 July 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;https://cazwolf.itch.io/pixel-fantasy-tiles-mz&amp;quot;&amp;gt;&lt;br /&gt;
PIXEL FANTASY TILES - RMMZ RTP Update! &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Outside and Inside tiles available to download for free on itch.io!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://img.itch.zone/aW1hZ2UvOTc3OTAzLzY0OTk0NzAucG5n/original/iDRkcD.png&amp;quot; width=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 June 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ RPG Maker MZ Updated to V1.3.1!]&lt;br /&gt;
[[File:RMMZ_130.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]. There aren't any changes made to the code base, but there are for the editor.&lt;br /&gt;
: The aforementioned bugs are now fixed and the lag is now gone. Hooray! Go wild, download, '''back up your game''', and update!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 June 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ RPG Maker MZ Updated to V1.3.0!]&lt;br /&gt;
[[File:RMMZ_130.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: '''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; '''[https://itch.io/s/49127/dragbun-item-icons-bundle-1 50% Sale on Dragonbun Asset Packs!!!]'''&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/957287?bg_color=1d2129&amp;amp;amp;fg_color=ffffff&amp;amp;amp;link_color=1ca852&amp;amp;amp;border_color=494d55&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons2&amp;quot;&amp;gt;DRAGONBUN ITEM ICONS - PACK 2 by Mimo, Caz&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons2&amp;quot;&amp;gt;Dragonbun Pack 2 free update, now with 319 beautiful 250x250 HD item icons! Includes Iconset for 32x32 icons compatible with RPG Maker MV/MZ! Half price sale on now! &amp;lt;3&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; '''[https://itch.io/s/49127/dragbun-item-icons-bundle-1 50% Sale on Dragonbun Asset Packs!!!]'''&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/915430?bg_color=1d2129&amp;amp;amp;fg_color=ffffff&amp;amp;amp;link_color=13a7f2&amp;amp;amp;border_color=494d55&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons1&amp;quot;&amp;gt;DRAGONBUN ITEM ICONS - PACK 1 by Mimo, Caz&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons1&amp;quot;&amp;gt;Dragonbun Pack 1 free update, now with 114 beautiful 250x250 HD item icons! Includes Iconset for 32x32 icons compatible with RPG Maker MV/MZ! Half price sale on now! &amp;lt;3&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
[[File:BunnyTeamBye.png|300px|center|link=A Change in Bunny Team]]&lt;br /&gt;
&lt;br /&gt;
[[A Change in Bunny Team]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 19&lt;br /&gt;
|content =&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.rpgmakerweb.com/blog/visustella-action-sequence-series-basic-skill-setup-target-all' target='_blank'&amp;gt;&amp;lt;img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/609346986fa738a6e6f7484c_BlogBanner3.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://www.rpgmakerweb.com/blog/visustella-action-sequence-series-basic-skill-setup-target-all VisuStella MZ Action Sequence Series: Basic Skill Setup &amp;amp; Target All]&lt;br /&gt;
&lt;br /&gt;
: A series of blog entries focused on showing just what users of Visustella's Battle Core, among other plugins, can do using the Action Sequences functions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 April 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.rpgmakerweb.com/blog/build-your-community-through-your-game-with-visustella' target='_blank'&amp;gt;&amp;lt;img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/606d31225d8bee4b49c1e094_BlogBanner2.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://www.rpgmakerweb.com/blog/build-your-community-through-your-game-with-visustella Build Your Community Through Your Game]&lt;br /&gt;
&lt;br /&gt;
: Give access to your community through your game's title screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 April 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:VisuStellaMZ_Cost.png|300px|center|link=Why does VisuStella MZ cost more than RPG Maker MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[Why does VisuStella MZ cost more than RPG Maker MZ]]?&lt;br /&gt;
&lt;br /&gt;
: I figured we'd touch base on this question since it's asked so often.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 April 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella' target='_blank'&amp;gt;&amp;lt;img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/606d2abfaac2512ae5a96a57_BlogBanner1.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella Play Test Common Event] with VisuStella&lt;br /&gt;
&lt;br /&gt;
: Ever get those times you wish it was easier to debug your game? What if there was a simpler way?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 March 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-2-0-update.134067/ RPG Maker MZ Updated to V1.2.0!]&lt;br /&gt;
[[File:RMMZ_120.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 February 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://rpgtkool.hatenablog.com/entry/2021/02/25/135545 Official Notice: Support for Older RPG Makers Will End]&lt;br /&gt;
&lt;br /&gt;
: Explanation:&lt;br /&gt;
: Starting March 31, 2021, support for the following RPG Maker titles will end:&lt;br /&gt;
: * RPG Maker 2000&lt;br /&gt;
: * RPG Maker XP&lt;br /&gt;
: * RPG Maker VX&lt;br /&gt;
: * RPG Maker VX Ace&lt;br /&gt;
: The [https://tkool.jp/support/index.html Terms of Use] will be updated at a later date.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 January 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:MechanicsInsideDamageFormulas_Example1_No.png|center|link=Stop Putting Mechanics in Damage Formulas]]&lt;br /&gt;
&lt;br /&gt;
; [[Stop Putting Mechanics in Damage Formulas]]&lt;br /&gt;
: article written by [[Yanfly]]&lt;br /&gt;
: &lt;br /&gt;
: Explains the problems and side effects of putting game mechanics inside damage formulas.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 December 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ RPG Maker MZ Updated to V1.1.1!]&lt;br /&gt;
: [[File:RMMZ_111.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 November 11&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/38865/1111-visustella-sale 11/11 VisuStella Sale]&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=X4GlUNKRTQs&amp;amp;feature=emb_title&amp;lt;/youtube&amp;gt;&lt;br /&gt;
: 20% OFF!&lt;br /&gt;
: Do you know that 11/11 is Singles' Day in Asia? Celebrate friendship with us, as we offer 20% off some of our favorite products this week! First up on show is the Stella Character Generator, down to only $15.99. :&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; [https://itch.io/s/38866/1111-visustella-sale 11/11 VisuStella Sale]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/38866/1111-visustella-sale'&amp;gt;&amp;lt;img src='https://pbs.twimg.com/media/EmnIk-wXcAIN1Z4?format=png&amp;amp;name=small' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: 20% OFF!&lt;br /&gt;
: Here's another great 11/11 offer for you all - 20% off VisuStella's Modern City and School Horror pack! We really don't shout enough about how beautiful these pixel assets are...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 October 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/access-key-visustella-mz VisuStella MZ All Waves Bundle is now available!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/733546&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/access-key-visustella-mz&amp;quot;&amp;gt;[Access Key] All Waves Collection VisuStella MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://twitter.com/Visustella/status/1299453513001562123 VisuStella Twitter]&lt;br /&gt;
&lt;br /&gt;
: 私たちのライセンス形態についてですが、GPLではございません。ただいま利用規約の日本語訳を用意しておりますので、少々お待ちください。&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Official Statement from Yanfly Regarding Porting of Plugins]]&lt;br /&gt;
 &lt;br /&gt;
: People outside of the VisuStella team are forbidden from porting over plugins from the Yanfly Engine Plugins library for RPG Maker MV to RPG Maker MZ. This is a direct violation of the [http://www.yanfly.moe/wiki/Category:Yanfly_Engine_Plugins#Terms_of_Use Terms of Service found here]. Read more in the article linked above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 November 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://store.steampowered.com/app/1096900/RPG_Maker_MZ/ RPG Maker MZ is 20% Off!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://store.steampowered.com/app/1096900/RPG_Maker_MZ/'&amp;gt;&amp;lt;img src='https://cdn.cloudflare.steamstatic.com/steam/apps/1096900/header.jpg?t=1605569976' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: RPG Maker MZ is 20% off until December 1st!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 October 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-0-update.129288/ RPG Maker MZ Updated to V1.1.0!]&lt;br /&gt;
: [[File:RMMZ_110.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = Notice!&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Yanfly Engine Plugins]] Terms of Use Update&lt;br /&gt;
: The following clause has been added to the Terms of Use&lt;br /&gt;
: &amp;lt;pre&amp;gt;For context on what is considered &amp;quot;the scope of game projects&amp;quot;, this means anything that is made with the intention of it being played by players for all sorts. If it is a &amp;quot;game template&amp;quot; made only for RPG Maker users to learn from, that does NOT qualify as a game project, and the plugins from the Yanfly Engine Plugins library cannot be redistributed as a result of that.&amp;lt;/pre&amp;gt;&lt;br /&gt;
: If you have a game template project for redistribution that currently contains the Yanfly Engine Plugin library's contents, remove the Yanfly Engine Plugins from that game template project.&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella MZ Terms of Use Article 4]]&lt;br /&gt;
: The above in-depth explanation is now linked from the VisuStella MZ Terms of Use.&lt;br /&gt;
&lt;br /&gt;
For those wondering why these updates have been added, it's because some users are attempting to breach the redistribution clause by creating a loophole with &amp;quot;game templates&amp;quot; when their main intent is the redistribution of the plugins themselves.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustella.itch.io/visumz-sample VisuStella Sample Project]&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=qqnL1kUQ-vo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[How to Install Plugins (RPG Maker MZ)|How to Install Plugins]]&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=2Pj9zyiTQcQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 June 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[MZ Plans for Plugins &amp;amp; Ports]]&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=qocdNMI9qHM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 June 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Itch.io plugin pages down&lt;br /&gt;
: Thanks for alerting us that some of the pages for the YEP plugins are down on itch.io.&lt;br /&gt;
: We'll be looking into the matter. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 June 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Dragonbones Map Sprites Plugin + Animactors Vol I Bundle!&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/517/dragonbones-battler-map-sprites'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzM1NjI3NjEuZ2lm/original/XFe51L.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/b/517/dragonbones-battler-map-sprites 20% off useful materials!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 May 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Stella Character Generator (Visustella)|Stella Character Generator]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='http://www.yanfly.moe/wiki/Stella_Character_Generator_(Visustella)'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI3MzI2ODkucG5n/original/Eb0sCx.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''[[Stella Character Generator (Visustella)|Stella Character Generator]] has been released!'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [https://forms.gle/s6FpQ2evPRiPoWu69 Application Questionnaire] --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 May 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Spring Sale&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/28209/spring-sale'&amp;gt;&amp;lt;img src='https://www.travelmarketingllc.com/wp-content/uploads/2020/01/Spring-Sale-3-Converted.jpg' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/s/30110/spring-sale Arisu's Dollhouse Plugin Library is 10% off!]''' or $20 for ''Everything''!&lt;br /&gt;
: '''[https://itch.io/s/28208/spring-sale Fallen Angel Olivia's Plugin Library is 20% off!]''' or $50 for ''Everything''!&lt;br /&gt;
: '''[https://itch.io/s/28209/spring-sale Atelier Irina's Plugin Library is 20% off!]''' or $50 for ''Everything''!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 April 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Chocolate Egg Day Sale&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/479/chocolate-egg-day-sale'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzMyMzYwMjAucG5n/original/%2BG62FR.png'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/b/479/chocolate-egg-day-sale Get 51% off beautiful graphics!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 April 5&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; RPG Maker New Horizons Bundle Sale&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/476/rpg-maker-new-horizons'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzMxOTQ4NjEucG5n/original/oA3Oby.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/b/476/rpg-maker-new-horizons Get 50% off a huge bundle of graphics and plugins!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 March 11&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Retro Nostalgia Bundle Sale&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/28511/retro-nostalgia'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI5MzA3NjIucG5n/180x143%23c/lQIia1.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/s/28511/retro-nostalgia Oceans Dream 20% to 30% off!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 February 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Wiki - Dark Mode&lt;br /&gt;
: The wiki theme is now dark mode.&lt;br /&gt;
: This is purely experimental and we are unsure if we'll keep it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Nov 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Black Friday 2019!&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle'&amp;gt;&amp;lt;img src='https://cdn.discordapp.com/attachments/513496301078315012/646727688064860190/VS_BlackFridaySale.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: It's that time of the year again! Time to empower your game making potential with these royalty free assets and plugins for your project! You won't see massive discounts like this for a long, long time!&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/b/399/black-friday-2019-rpg-maker-assets-silver-bundle Silver Bundle]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/399/black-friday-2019-rpg-maker-assets-silver-bundle'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI2OTU2NDYucG5n/original/Fk%2Bml5.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A bundle with content from Archeia, Arisu, Caz, Oceans Dream, Olivia!&lt;br /&gt;
: '''Buy 5 items for $40 Regularly $66.96 Save 40%!'''&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/b/400/black-friday-2019-rpg-maker-assets-gold-bundle Gold Bundle]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/400/black-friday-2019-rpg-maker-assets-gold-bundle'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI2OTU2NzgucG5n/original/xLlVzR.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A bundle with content from Aekashics, Archeia, Arisu, Caz, Irina, Oceans Dream, Olivia&lt;br /&gt;
: '''Buy 10 items for $60 Regularly $143.91 Save 58%!'''&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle Diamond Bundle]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI2OTU2OTUucG5n/original/WkVJ9r.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A bundle with content from Aekashics, Archeia, Arisu, Caz, Irina, Oceans Dream, Olivia&lt;br /&gt;
: '''Buy 15 items for $90 Regularly $252.86 Save 64%!'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 31&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.patreon.com/posts/retirement-and-31197644 Yanfly's Retirement Announcement and plans for the future]&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=KmFp9DkzjPY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.patreon.com/posts/decisions-on-of-31080063'&amp;gt;&amp;lt;img src='https://c10.patreonusercontent.com/3/eyJwIjoxfQ%3D%3D/patreon-media/p/post/31080063/f14ddf9141574a21946719bdccbc78a0/1.jpg?token-time=1573430400&amp;amp;token-hash=DRgVYPAWnPB4iUoBS9iAEE2ARkdsjAuHBZsMQBig7bs%3D' width='400'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; [https://www.patreon.com/posts/decisions-on-of-31080063 Regarding why the links to YEP Library Plugins are down, please click here to read.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Beware of Shady Plugin Seller/Thief]]&lt;br /&gt;
&lt;br /&gt;
: [[File:NoIsabella.png|400px|center|link=Beware of Shady Plugin Seller/Thief]]&lt;br /&gt;
: Avoid a &amp;quot;plugin dev&amp;quot; named Isabella Ava (aka master2015hp) who is highly suspected to be a code thief.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Humble Bundle Sale - RPG Maker Returns&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.humblebundle.com/software/rpg-maker-returns-software'&amp;gt;&amp;lt;img src='https://hb.imgix.net/04434620143b6b48347c2956790e9dc169199f8a.png?auto=compress,format&amp;amp;h=630&amp;amp;w=1200&amp;amp;s=04242c72b8964487fd32b8c19c4f642b' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Degica returns to Humble with a bundle of software, music packs, tilesets, and resource packs you can use you bring your game idea to life! Boot up RPG Maker MV or Visual Novel Maker + Live2D and let your imagination run wild.&lt;br /&gt;
: [https://www.humblebundle.com/software/rpg-maker-returns-software Check it out here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 8&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
: [[A Stranger's Tips: The Game Designer's Manifesto]] article added to the Wiki&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/20448/fall-sale'&amp;gt;&amp;lt;img src='https://dappered.com/wp-content/uploads/2018/11/nordstrom-fall-sale-2018-header.jpg' width='320'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/s/20448/fall-sale Fallen Angel Olivia's End of Summer Plugin Sale] is up! 10% off every item!&lt;br /&gt;
: [https://itch.io/s/20447/fall-sale Atelier Irina's End of Summer Plugin Sale] is up! 10% off every item!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Aug 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Luna Engine MV (Visustella)|Luna Engine MV]] Full Release by [[Visustella]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://archeia.itch.io/luna-engine-mv'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxNjQ5MTkuZ2lm/original/IGNDo7.gif' width='320'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [[Luna Engine MV (Visustella)|View it here]].&lt;br /&gt;
: [https://archeia.itch.io/luna-engine-mv Purchase it here].&lt;br /&gt;
: This plugin is a part of the [[Visustella]] library.&lt;br /&gt;
&lt;br /&gt;
; [https://itch.io/b/349/battle-enhancers-plugin-bundle Battle Enhancers Plugin Bundle]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: [[File:201908Bundle.png|360px]]&lt;br /&gt;
&lt;br /&gt;
[https://itch.io/b/349/battle-enhancers-plugin-bundle Buy 6 items for $49.99 Regularly $66.94 Save 25%!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/17576/pixel-fantasy-rpg-icons-discount-bundle Pixel Fantasy RPG Icons Bundle]&lt;br /&gt;
&lt;br /&gt;
: [[File:20190726Bundle.png|360px]]&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/s/17576/pixel-fantasy-rpg-icons-discount-bundle Buy everything for $59.99! Regularly $77.95 Save 23%!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Aug 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://archeia.itch.io/luna-engine-mv Luna Engine MV (Early Access)]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://archeia.itch.io/luna-engine-mv'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxMTk5ODYucG5n/original/32PInR.png' width='360px'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Luna Engine MV (Visustella)|Learn more about Luna Engine MV!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Story Writing Basics]] article added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Yanfly.moe has changed from WordPress to MediaWiki!]]&lt;br /&gt;
&lt;br /&gt;
: Hey, all!&lt;br /&gt;
: Yanfly.moe is now changing away from WordPress to MediaWiki!&lt;br /&gt;
: There's a number of reasons behind this change.&lt;br /&gt;
: [[Yanfly.moe has changed from WordPress to MediaWiki!|Click here to read more.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 1.2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/17735/june-sale Fallen Angel Olivia Summer Sale]&lt;br /&gt;
&lt;br /&gt;
: [[File:OctoPackBattlerBundleSale.png|360px]]&lt;br /&gt;
&lt;br /&gt;
: [[Fallen Angel Olivia]] is having a plugin sale for her [[OctoPack Battler (Olivia)|OctoPack Battler]] plugin bundle as well as her other plugins.&lt;br /&gt;
&lt;br /&gt;
: [https://fallenangelolivia.itch.io/ Check them out here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 1.1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/17736/june-sale Atelier Irina Summer Sale]&lt;br /&gt;
&lt;br /&gt;
: [[File:AtelierIrinaSummerSale.png|360px]]&lt;br /&gt;
&lt;br /&gt;
: [[Atelier Irina]] is having a plugin sale for her plugin collection.&lt;br /&gt;
&lt;br /&gt;
: [https://atelieririna.itch.io/ Check them out here!]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Display templates|MainPageLatestUpdates]]&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>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=File:Aiasannnouncementsthumb.png&amp;diff=17632</id>
		<title>File:Aiasannnouncementsthumb.png</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=File:Aiasannnouncementsthumb.png&amp;diff=17632"/>
		<updated>2026-03-12T20:46:09Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestPlugins&amp;diff=17610</id>
		<title>Template:MainPageLatestPlugins</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestPlugins&amp;diff=17610"/>
		<updated>2026-02-01T05:37:56Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &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;
&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 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>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestUpdates&amp;diff=17607</id>
		<title>Template:MainPageLatestUpdates</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestUpdates&amp;diff=17607"/>
		<updated>2026-01-30T12:36:21Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &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 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.10.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:RMMZ_1100.png|228px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: RPG Maker MZ has updated to version 1.10.0. Mostly, things have changed with the client editor than the base code so the majority of plugins should work just fine this update.&lt;br /&gt;
: [https://store.steampowered.com/news/app/1096900/view/527586104606458309?l=english View the Steam update page here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 July 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIyMDcxMTYwLmdpZg==/original/%2Bgmwl0.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 July 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxOTk3NjIxLmdpZg==/original/Gmbzeh.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 June 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxODM1ODUyLmdpZg==/original/Wkf%2BPI.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 June 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Animated Title Screen Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxNzE1NjAxLmdpZg==/original/%2FaUNNH.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 May 11&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxMTM4NDY4LmdpZg==/original/qJV9Al.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 April 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwODExNDUzLmdpZg==/original/7tHgIs.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&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 April 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwNzEzOTYxLmdpZg==/original/3Vtx4R.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 31&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwNTE0MTAwLmdpZg==/original/GesK2O.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMzkyMzQzLmdpZg==/original/Z9q5Zf.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Animated Title Screen Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMzI2MTYwLmdpZg==/original/1Qo79V.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMjg2NzgyLmdpZg==/original/c7iqSr.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMjQ0MjIyLmdpZg==/original/1o1BWv.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMjEzMTE2LmdpZg==/original/iU4I7g.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 5&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMTUwNTEyLmdpZg==/original/Z0kQKq.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Animated Title Screen Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMDUwOTU1LmdpZg==/original/9pSwAR.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Animated Title Screen Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMDAzNzQzLmdpZg==/original/x7jQnN.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Nexus Message Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5OTgyOTE5LmdpZg==/original/hN0gRK.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5OTI2ODc1LmdpZg==/original/UbTVBG.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.9.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:RMMZ_190.png|228px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: RPG Maker MZ has updated to version 1.9.0. Things look stable so far from what I can see. Obviously, some things like the Icon Size and Face Size changes won't work with plugins until we've updated them, but everything else should work as long as those two things aren't changed up.&lt;br /&gt;
: [https://store.steampowered.com/news/app/1096900/view/527586104606458309?l=english View the Steam update page here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYzODc2LmdpZg==/original/wB%2FGeA.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODM4NTMyLmdpZg==/original/sjIh2W.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODE1NjkwLmdpZg==/original/yAXuyg.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 8&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5NzM2NDUyLmdpZg==/original/IvBzU0.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5NzM2NjEwLmdpZg==/original/NfGbR6.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5NzM2MjkzLmdpZg==/original/urps9T.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Animated title screen plugins!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = Sacred Earth - Reverie Demo!&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [https://miragev.itch.io/sacred-earth-reverie Sacred Earth - Reverie Demo Link]&lt;br /&gt;
; MirageV&lt;br /&gt;
: [[File:KannaSERDemo.png|300px|center|link=https://miragev.itch.io/sacred-earth-reverie]]&lt;br /&gt;
: [https://miragev.itch.io/sacred-earth-reverie Sacred Earth - Reverie]'s demo is up!&lt;br /&gt;
: Remember to also [https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/ wishlist Sacred Earth - Reverie on Steam]!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = Wishlist on Steam!&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/ Sacred Earth - Reverie]&lt;br /&gt;
; MirageV&lt;br /&gt;
: [[File:SacredEarthRev.jpg|300px|center|link=https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/]]&lt;br /&gt;
: [https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/ Sacred Earth - Reverie]'s Steam page is finally up! Be sure to add it to your wishlists! Made by our very own MirageV, one of the few VisuStella artists who have been making the thumbnails for the MZ library! His lovely art is all over the game! It'll be out in November 2024!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [[Yanfly's Life Hacks for RPG Maker Devs]]&lt;br /&gt;
; Yanfly&lt;br /&gt;
: [[File:LifeHackEmoji1.png|300px|center|link=Yanfly's Life Hacks for RPG Maker Devs]]&lt;br /&gt;
: Yanfly gives some life hacks that can improve your RPG Maker experience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [[Yanfly's Advice for RPG Maker Plugin Developers]]&lt;br /&gt;
; Yanfly&lt;br /&gt;
: [[File:YanflyAdvice.png|300px|center|link=Yanfly's Advice for RPG Maker Plugin Developers]]&lt;br /&gt;
: Yanfly gives some advice for future aspiring plugin developers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [[Virus Detected on Plugins]]&lt;br /&gt;
; Irina&lt;br /&gt;
: [[File:VirusDetected.png|300px|center|link=Virus Detected on Plugins]]&lt;br /&gt;
: Windows' recent update has started picking up VisuStella MZ and other RPG Maker MZ plugins as viruses due to its new machine learning algorithm. Read this article to see how you can resolve it and how to check if the files are actually filled with viruses or not.&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;
; [[Inspiration Behind Grande]]&lt;br /&gt;
; by Yanfly&lt;br /&gt;
: [[File:Grande.jpg|300px|center|link=Inspiration Behind Grande]]&lt;br /&gt;
: This series, the '''Grande''' plugins, is the grand finale for [[VisuStella MZ]]. Its main focus is to provide the extra customization options for actors and battles while being compatible with everything else in the library. In a way, it's not far off to say that it's more of a &amp;quot;wrap up&amp;quot; series than a cohesively themed one, but nonetheless, that's what '''Grande''' is.&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;
; [[Inspiration Behind Wanderlust Volume 2]]&lt;br /&gt;
; by Team VisuStella MZ&lt;br /&gt;
: [[File:WanderlustVol2.jpg|300px|center|link=Inspiration Behind Wanderlust Volume 2]]&lt;br /&gt;
: We did not expect to make another Wanderlust volume, but here we are. We decided there's more ways to add wonder and emotion to the game through these plugins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Timed Hits with Action Sequences]]&lt;br /&gt;
; by [[Arisu]]&lt;br /&gt;
: [[File:VisuMZ.142.jpg|300px|center|link=Timed Hits with Action Sequences]]&lt;br /&gt;
: Here's how you can create '''Timed Hits''' using the VisuStella MZ [[Battle Core VisuStella MZ|Battle Core]] and [[QTE and Trigger System VisuStella MZ|QTE and Trigger System]] plugins through '''Action Sequences'''! Includes ways for both the player to attack enemies with and to defend from enemies with.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.8.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:RMMZ_Update_180.png|228px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: RPG Maker MZ has updated to version 1.8.0. Things look stable so far from what I can see (haven't checked TileD). You should be good to go to update your corescripts from 1.7.0 to 1.8.0.&lt;br /&gt;
: [https://steamcommunity.com/app/1096900/eventcomments/7119694909426620627 View the Steam update page here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [http://www.akashics.moe/uncategorized/how-librarium-will-work-and-operate-in-2024-and-onwards/ Librarium's Operation in 2024 and onwards!!]&lt;br /&gt;
; by [[Ækashics_Librarium]]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;http://www.akashics.moe/uncategorized/how-librarium-will-work-and-operate-in-2024-and-onwards/&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i.gyazo.com/75017046a68b0842ac76094255f9c0ea.png&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A consie explanation in how Librarium will be releasing new assets during 2024 and how its patreon will deliver this content!&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;
; [[Inspiration Behind Custom Construct Volume 4]]&lt;br /&gt;
; by [[Irina]]&lt;br /&gt;
: [[File:CustomConstructVol4.jpg|300px|center|link=Inspiration Behind Custom Construct Volume 4]]&lt;br /&gt;
: '''Custom Construct''' Volume 4 closes out the '''Custom Construct''' series, a series about creating your own custom systems for your game(s) in creative ways. '''QTE &amp;amp; Trigger System''' allow for more gameplay aspects to utilize, '''Event Signals''' adds new ways to proc event actions, and '''Dice Rolls &amp;amp; RNG Seeds''' allow your players and you to have control over the random nature of your games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 December 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Event Popup Tips and Tricks]]&lt;br /&gt;
; by [[Arisu]]&lt;br /&gt;
: [[File:EventPopupTut_4.gif|300px|center|link=Event Popup Tips and Tricks]]&lt;br /&gt;
: Since the version 1.55 update of [[Events and Movement Core VisuStella MZ|Events and Movement Core]], you can use the new Plugin Command called &amp;quot;Event Popup&amp;quot;, which creates text above specific targets like the player character or an event, and move it. This feature is made by none other than yours truly, [[Arisu]]! There's many applications in which this can be used, but only if you change the way it's used. Let's take a look at them! This article will show you how to use popups to display Quick Messages, indicate Obtained Items, giving gifts to NPC's, and throwing items across the map.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Most Popular VisuStella MZ Plugins]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:MostPopular.png|300px|link=Most Popular VisuStella MZ Plugins]]&lt;br /&gt;
: Ever wondered which plugins are VisuStella MZ's most popular 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;
; [[Inspiration Behind Merchant Manager Volume 4]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:MerchantManagerVol4.jpg|300px|center|link=Inspiration Behind Merchant Manager Volume 4]]&lt;br /&gt;
: '''Merchant Manager Volume 4''' is the final volume of the '''Merchant Manager''' series and is focused around adding new features and aesthetics for your game's shop keepers.&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;
; [[Inspiration Behind Combat Crusaders Volume 2]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:CombatCrusadersVol2.jpg|300px|center|link=Inspiration Behind Combat Crusaders Volume 2]]&lt;br /&gt;
: The '''Combat Crusaders''' Volume 2 plugins, like with volume 1, are centered around making combat more interactive! Only this time, we aim this interaction at using skills in conjunction with items! Item Throw Skills, Item Concoction Skills, and Item Amplify Skills all focus around having items interact with skills to produce new effects!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.patreon.com/aekashics/membership Dragon Tier pledge over at patreon receives another upgrade!]&lt;br /&gt;
; by [[Ækashics_Librarium]]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;https://www.patreon.com/aekashics/membership&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i.gyazo.com/5d1978f6352dce34fb0f1ddf2c8867c9.png&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Starting with [https://aekashics.itch.io/legendary-knight-michael Legendary Knight Michael's] release, Librarium Dragon Tier asset packs will now include Icon sets and weapon sheets directly related to the featured release! &lt;br /&gt;
: This comes at no cost increase in the pledge increase, but resulting in much more versatile packs! Thanks for your support!&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;
; [[Inspiration Behind Dungeon Divers Volume 2]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:DungeonDiversVol2.jpg|300px|center|link=Inspiration Behind Dungeon Divers Volume 2]]&lt;br /&gt;
: The '''Dungeon Divers Volume 2''' plugins, like with volume 1, are centered around dungeon diving. This time, we focus more on the more mechanical aspects alongside replayability. Replayability here means either subsequent playthroughs or even revisiting already completed content. Also, these focus on providing a different experience for each player, so that whether you're playing or watching someone else stream these games, the experience will be unique.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0 Librarium Full Release Master List now available!]&lt;br /&gt;
; by [[Ækashics_Librarium]]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i.gyazo.com/05e4eb432c37450ee26c170d5c250b37.png&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: The backlog master list of current era Librarium sets is now available!&lt;br /&gt;
: You can browse it [https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0 here]!&lt;br /&gt;
: Get every post-2021 release plus a continuous supply of high quality assets on a regular basis by joining Aekashics's [https://www.patreon.com/aekashics Librarium patreon community] or buy what you need individually on demand over at [https://aekashics.itch.io/ Aekashics's  itch.io]!&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;
; [[Inspiration Behind Visual Novel Volume 4]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:VisualNovelVol4.jpg|300px|center|link=Visual Novel Volume 4]]&lt;br /&gt;
: The fourth volume of the '''Visual Novel''' series focuses on adding voice acting to your games. These is via [[Voice Acting Control VisuStella MZ|Voice Acting Control]], [[Battle Voices VisuStella MZ|Battle Voices]], and [[Side Chatter VisuStella MZ|Side Chatter]] to add that extra audio layer of immersion.&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;
; [[Inspiration Behind Enchanted Explorers Volume 2]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:EnchantedExplorersVol2.jpg|300px|center|link=Inspiration Behind Enchanted Explorers Volume 2]]&lt;br /&gt;
: We wanted to do more plugins that add life to the adventurer and allow developers to express creativity through their maps, events, and characters. This lead to the creation of the plugins made for the Enchanted Explorers volume 2. Sometimes, being able to convey intent through passive means, either through visuals or text, can do a lot to bring out the wonders of a game's world.&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;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.7.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:rmmz_update_170.png|300px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: RPG Maker MZ has updated to version 1.7.0. As far as I can tell, everything should be working (haven't checked TileD). Therefore, if you are using TileD and it's a major part of your project (which it will be if you are using it), I suggest not updating the corescripts of that project.&lt;br /&gt;
: [https://steamcommunity.com/app/1096900 View the Steam update page here!]&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;
; [[Inspiration Behind Battle Technician Volume 4]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:BattleTechnicianVol4.jpg|300px|center|link=Inspiration Behind Battle Technician Volume 4]]&lt;br /&gt;
: Yanfly talks about the inspiration behind each of the plugins made for this plugin series.&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;
; [[The Future of VisuStella MZ Plugins]]&lt;br /&gt;
; by [[Irina]]&lt;br /&gt;
: [[File:FutureOfVisuMZ.png|300px|center|link=The Future of VisuStella MZ Plugins]]&lt;br /&gt;
: RPG Maker Unite has released a few weeks ago and many of you have questions and/or concerns about the future of VisuStella MZ. This article will answer some of those questions and concerns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RPG Maker Unite First Impressions Review]]&lt;br /&gt;
; by [[Irina]]&lt;br /&gt;
: [[File:RpgMakerUniteReview.jpg|300px|center|link=RPG Maker Unite First Impressions Review]]&lt;br /&gt;
: tl;dr RPG Maker Unite is not ready to be used as a tool. Treat it as an early-access release due to all the problems present.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 27&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
; [https://store.steampowered.com/app/1899060/Pocket_Mirror__GoldenerTraum/ Wishlist Pocket Mirror on Steam!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;https://store.steampowered.com/app/1899060/Pocket_Mirror__GoldenerTraum/&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://cdn.akamai.steamstatic.com/steam/apps/1899060/header.jpg?t=1682644650&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Delve into the enthralling world of Pocket Mirror ~ GoldenerTraum, the acclaimed RPG Maker gothic horror game that'll take you on a moving journey of self-discovery.&lt;br /&gt;
; '''Coming May 18, 2023'''&lt;br /&gt;
: Wishlist it on Steam today!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 March 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[YEP Freebies vs VisuMZ Freebies]]&lt;br /&gt;
: [[File:YEPvsVS-Freebies.png|300px|center|link=YEP Freebies vs VisuMZ Freebies]]&lt;br /&gt;
: To answer why [[Yanfly Engine Plugins]] offers 40 freebies while [[VisuStella MZ]] ''only'' offers 10.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 March 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RPG Developer Bakin Editor Early Access Review]]&lt;br /&gt;
; by [[Yanfly]] Score Change&lt;br /&gt;
: [[File:RpgDevBakinCover.png|300px|center|link=RPG Developer Bakin Editor Early Access Review]]&lt;br /&gt;
: Changed the initial score from 5.9/10 to 7.45/10 for me.&lt;br /&gt;
: Reasons listed inside.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 December 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://store.steampowered.com/news/app/1096900/view/3628242853592210482?l=english RPG Maker MZ Updated to V1.6.1!]&lt;br /&gt;
: [[File:RMMZ_Update_160.png|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: The problem with the version 1.6.0 update has now been fixed. The NodeJS version has been reverted to a previous version.&lt;br /&gt;
: However, in the event that an infinite loading screen occurs, follow the instructions on the [https://store.steampowered.com/news/app/1096900/view/3628242853592210482?l=english Steam page].&lt;br /&gt;
: Our recommended course of action is to wait until our next plugin batch update before seeing if updating to v1.6.1 is a wise move yet.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 December 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Do NOT Update to RMMZ 1.6.0 Yet!&lt;br /&gt;
: [[File:Warning.jpg|300px|center]]&lt;br /&gt;
: I repeat, do NOT Update to RMMZ 1.6.0 Yet!&lt;br /&gt;
: At the moment, there's a lot of mentions where games simply don't load anymore until they reverted back to a previous version.&lt;br /&gt;
: [https://forums.rpgmakerweb.com/index.php?threads/games-no-longer-load-as-of-just-now.153151/ Source 1] [https://steamcommunity.com/app/1096900/eventcomments/3719440592184958999/ Source 2] [https://store.steampowered.com/news/app/1096900/view/3628242785987748389 Source 3]&lt;br /&gt;
: Update: Upon further inspection, these errors aren't plugin related either. Playtest doesn't work even in vanilla projects for some devices. Once again, don't update to version 1.6.0 until they have everything fixed and squared away.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 November 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Updates Changing to Monthly]]&lt;br /&gt;
: [[File:VisuMZSupport.jpg|300px|center|link=Updates Changing to Monthly]]&lt;br /&gt;
: We'll be changing our update schedule from weekly updates to monthly.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 October 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RPG Developer Bakin Editor Early Access Review]] by [[Yanfly]]&lt;br /&gt;
: [[File:RpgDevBakinCover.png|300px|center|link=RPG Developer Bakin Editor Early Access Review]]&lt;br /&gt;
: These are Yanfly's thoughts on the Early Access for [https://store.steampowered.com/app/1036640/RPG_Developer_Bakin/ RPG Developer Bakin], the new game engine on the block.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 June 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [http://www.akashics.moe/librarium-animated/hello-again-everyone/ Hello Again everyone!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;http://www.akashics.moe/librarium-animated/hello-again-everyone/&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i0.wp.com/www.akashics.moe/wp-content/uploads/2022/07/36.gif?resize=276%2C173&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''1590+ Character and Monster designs, 288 of them Animated,  and counting''', Thanks for your support during a tough period! &lt;br /&gt;
: Read about the road ahead for Librarium and get ready for www.akashics.moe to update regularly again!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 June 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-5-0-patch-notes.148146/ RPG Maker MZ Updated to V1.5.0!]&lt;br /&gt;
: [[File:RMMZ_Update_150.png|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: From what we can tell at '''first glance''', it should be safe to update to 1.5.0 and not jeopardize plugin compatibility.&lt;br /&gt;
: We have not fully tested out the capabilities of different tile sizes yet, so experiment with those at your own risk.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 April 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.youtube.com/watch?v=ByaJYokU8L0 Making a Game in RPG Maker: How to Get Started]&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=ByaJYokU8L0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 April 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; [[Battle System Differences VisuStella MZ]]&lt;br /&gt;
: [[File:battlebegin.jpg|300px|center|link=Battle System Differences VisuStella MZ]]&lt;br /&gt;
: This is an article for the battle system nerds (like me) and want to see the differences among them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 March 13&lt;br /&gt;
|content =&lt;br /&gt;
; [https://cazwolf.itch.io/caz-pixel-1-20 Pixel Fantasy RPG Icons: Packs 1-20 can now be downloaded as one complete sheet!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;https://cazwolf.itch.io/caz-pixel-1-20&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://img.itch.zone/aW1nLzg0MDUxMTEucG5n/315x250%23c/ieFS1A.png&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 February 25&lt;br /&gt;
|content =&lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-4-patch-notes.145233/ RPG Maker MZ Updated to V1.4.4!]&lt;br /&gt;
: [[File:RMMZ_Update_144.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: From what I can see, it should be safe to update without having plugins break.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 January 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-3-patch-notes.144047/ RPG Maker MZ Updated to V1.4.3!]&lt;br /&gt;
: [[File:RMMZ_Update_143.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: One of the changes to the BattleManager may prove to be troublesome.&lt;br /&gt;
: VisuStella MZ should be fine due to our code structure, but we will still be on the lookout for any plugin incompatibilities.&lt;br /&gt;
: But from what I can see, there should be little to no compatibility issues from updating.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 December 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-0-update.142845/ RPG Maker MZ Updated to V1.4.0!]&lt;br /&gt;
: [[File:RMMZ_Update_140.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: We will be on the lookout for any plugin incompatibilities.&lt;br /&gt;
: But from what I can see, there should be little to no compatibility issues from updating.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 November 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[An Argument Against Requiring IIFEs]]&lt;br /&gt;
: [[File:Nah_IIFE.jpg|300px|center|link=An Argument Against Requiring IIFEs]]&lt;br /&gt;
: An article explaining why I don't agree with the RPG Maker Community saying that IIFE's are '''required''' for plugins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 September 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Why Extension Plugins Are Not Standalone]]&lt;br /&gt;
: [[File:ExtStandalone_Extension.jpg|300px|center|link=Why Extension Plugins Are Not Standalone]]&lt;br /&gt;
: Explanation of why we do Extension Plugins and not make them as Standalone Plugins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 September 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-3-update.140440/ RPG Maker MZ Updated to V1.3.3!]&lt;br /&gt;
: [[File:RMMZ_Update_133.png|300px|center]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]. There are some major changes done to how gauge sprites operate.&lt;br /&gt;
: These updates may cause some visual bugs for plugins in regards to gauge sprites.&lt;br /&gt;
: Plugin compatibility updates will be coming this Friday on September 17, 2021.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 September 3&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.youtube.com/watch?v=AVK-P1uatwM Should You Make A Game With RPG Maker?]&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=AVK-P1uatwM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 August 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
The free download for the Dragonbones library is now updated with the proper license terms.&lt;br /&gt;
&lt;br /&gt;
Please delete the old versions from your projects and use the new ones.&lt;br /&gt;
&lt;br /&gt;
Thank you!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 August 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Why Certain Plugins Wont Be Ported|Why Certain Plugins Won't Be Ported]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ_NoPort.png|center|link=Why Certain Plugins Wont Be Ported]]&lt;br /&gt;
: An explanation on why certain plugins don't have plans of being ported over from MV to MZ.&lt;br /&gt;
: Yes, I realize this thumbnail looks like a T-shirt.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 July 23&lt;br /&gt;
|content =&lt;br /&gt;
; [https://linktr.ee/rpg_maker_cola RPG Maker Cola Podcast Episode 19]&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;https://linktr.ee/rpg_maker_cola&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://cdn.discordapp.com/attachments/836747838658576431/868052766566809670/unknown.png&amp;quot; width=&amp;quot;300pix&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Guests featuring [[Archeia]], [[Caz Wolf]], and [[Yanfly]]!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 July 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;https://cazwolf.itch.io/pixel-fantasy-tiles-mz&amp;quot;&amp;gt;&lt;br /&gt;
PIXEL FANTASY TILES - RMMZ RTP Update! &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Outside and Inside tiles available to download for free on itch.io!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://img.itch.zone/aW1hZ2UvOTc3OTAzLzY0OTk0NzAucG5n/original/iDRkcD.png&amp;quot; width=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 June 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ RPG Maker MZ Updated to V1.3.1!]&lt;br /&gt;
[[File:RMMZ_130.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]. There aren't any changes made to the code base, but there are for the editor.&lt;br /&gt;
: The aforementioned bugs are now fixed and the lag is now gone. Hooray! Go wild, download, '''back up your game''', and update!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 June 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ RPG Maker MZ Updated to V1.3.0!]&lt;br /&gt;
[[File:RMMZ_130.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: '''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; '''[https://itch.io/s/49127/dragbun-item-icons-bundle-1 50% Sale on Dragonbun Asset Packs!!!]'''&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/957287?bg_color=1d2129&amp;amp;amp;fg_color=ffffff&amp;amp;amp;link_color=1ca852&amp;amp;amp;border_color=494d55&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons2&amp;quot;&amp;gt;DRAGONBUN ITEM ICONS - PACK 2 by Mimo, Caz&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons2&amp;quot;&amp;gt;Dragonbun Pack 2 free update, now with 319 beautiful 250x250 HD item icons! Includes Iconset for 32x32 icons compatible with RPG Maker MV/MZ! Half price sale on now! &amp;lt;3&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; '''[https://itch.io/s/49127/dragbun-item-icons-bundle-1 50% Sale on Dragonbun Asset Packs!!!]'''&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/915430?bg_color=1d2129&amp;amp;amp;fg_color=ffffff&amp;amp;amp;link_color=13a7f2&amp;amp;amp;border_color=494d55&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons1&amp;quot;&amp;gt;DRAGONBUN ITEM ICONS - PACK 1 by Mimo, Caz&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons1&amp;quot;&amp;gt;Dragonbun Pack 1 free update, now with 114 beautiful 250x250 HD item icons! Includes Iconset for 32x32 icons compatible with RPG Maker MV/MZ! Half price sale on now! &amp;lt;3&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
[[File:BunnyTeamBye.png|300px|center|link=A Change in Bunny Team]]&lt;br /&gt;
&lt;br /&gt;
[[A Change in Bunny Team]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 19&lt;br /&gt;
|content =&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.rpgmakerweb.com/blog/visustella-action-sequence-series-basic-skill-setup-target-all' target='_blank'&amp;gt;&amp;lt;img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/609346986fa738a6e6f7484c_BlogBanner3.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://www.rpgmakerweb.com/blog/visustella-action-sequence-series-basic-skill-setup-target-all VisuStella MZ Action Sequence Series: Basic Skill Setup &amp;amp; Target All]&lt;br /&gt;
&lt;br /&gt;
: A series of blog entries focused on showing just what users of Visustella's Battle Core, among other plugins, can do using the Action Sequences functions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 April 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.rpgmakerweb.com/blog/build-your-community-through-your-game-with-visustella' target='_blank'&amp;gt;&amp;lt;img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/606d31225d8bee4b49c1e094_BlogBanner2.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://www.rpgmakerweb.com/blog/build-your-community-through-your-game-with-visustella Build Your Community Through Your Game]&lt;br /&gt;
&lt;br /&gt;
: Give access to your community through your game's title screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 April 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:VisuStellaMZ_Cost.png|300px|center|link=Why does VisuStella MZ cost more than RPG Maker MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[Why does VisuStella MZ cost more than RPG Maker MZ]]?&lt;br /&gt;
&lt;br /&gt;
: I figured we'd touch base on this question since it's asked so often.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 April 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella' target='_blank'&amp;gt;&amp;lt;img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/606d2abfaac2512ae5a96a57_BlogBanner1.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella Play Test Common Event] with VisuStella&lt;br /&gt;
&lt;br /&gt;
: Ever get those times you wish it was easier to debug your game? What if there was a simpler way?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 March 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-2-0-update.134067/ RPG Maker MZ Updated to V1.2.0!]&lt;br /&gt;
[[File:RMMZ_120.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 February 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://rpgtkool.hatenablog.com/entry/2021/02/25/135545 Official Notice: Support for Older RPG Makers Will End]&lt;br /&gt;
&lt;br /&gt;
: Explanation:&lt;br /&gt;
: Starting March 31, 2021, support for the following RPG Maker titles will end:&lt;br /&gt;
: * RPG Maker 2000&lt;br /&gt;
: * RPG Maker XP&lt;br /&gt;
: * RPG Maker VX&lt;br /&gt;
: * RPG Maker VX Ace&lt;br /&gt;
: The [https://tkool.jp/support/index.html Terms of Use] will be updated at a later date.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 January 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:MechanicsInsideDamageFormulas_Example1_No.png|center|link=Stop Putting Mechanics in Damage Formulas]]&lt;br /&gt;
&lt;br /&gt;
; [[Stop Putting Mechanics in Damage Formulas]]&lt;br /&gt;
: article written by [[Yanfly]]&lt;br /&gt;
: &lt;br /&gt;
: Explains the problems and side effects of putting game mechanics inside damage formulas.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 December 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ RPG Maker MZ Updated to V1.1.1!]&lt;br /&gt;
: [[File:RMMZ_111.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 November 11&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/38865/1111-visustella-sale 11/11 VisuStella Sale]&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=X4GlUNKRTQs&amp;amp;feature=emb_title&amp;lt;/youtube&amp;gt;&lt;br /&gt;
: 20% OFF!&lt;br /&gt;
: Do you know that 11/11 is Singles' Day in Asia? Celebrate friendship with us, as we offer 20% off some of our favorite products this week! First up on show is the Stella Character Generator, down to only $15.99. :&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; [https://itch.io/s/38866/1111-visustella-sale 11/11 VisuStella Sale]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/38866/1111-visustella-sale'&amp;gt;&amp;lt;img src='https://pbs.twimg.com/media/EmnIk-wXcAIN1Z4?format=png&amp;amp;name=small' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: 20% OFF!&lt;br /&gt;
: Here's another great 11/11 offer for you all - 20% off VisuStella's Modern City and School Horror pack! We really don't shout enough about how beautiful these pixel assets are...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 October 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/access-key-visustella-mz VisuStella MZ All Waves Bundle is now available!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/733546&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/access-key-visustella-mz&amp;quot;&amp;gt;[Access Key] All Waves Collection VisuStella MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://twitter.com/Visustella/status/1299453513001562123 VisuStella Twitter]&lt;br /&gt;
&lt;br /&gt;
: 私たちのライセンス形態についてですが、GPLではございません。ただいま利用規約の日本語訳を用意しておりますので、少々お待ちください。&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Official Statement from Yanfly Regarding Porting of Plugins]]&lt;br /&gt;
 &lt;br /&gt;
: People outside of the VisuStella team are forbidden from porting over plugins from the Yanfly Engine Plugins library for RPG Maker MV to RPG Maker MZ. This is a direct violation of the [http://www.yanfly.moe/wiki/Category:Yanfly_Engine_Plugins#Terms_of_Use Terms of Service found here]. Read more in the article linked above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 November 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://store.steampowered.com/app/1096900/RPG_Maker_MZ/ RPG Maker MZ is 20% Off!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://store.steampowered.com/app/1096900/RPG_Maker_MZ/'&amp;gt;&amp;lt;img src='https://cdn.cloudflare.steamstatic.com/steam/apps/1096900/header.jpg?t=1605569976' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: RPG Maker MZ is 20% off until December 1st!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 October 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-0-update.129288/ RPG Maker MZ Updated to V1.1.0!]&lt;br /&gt;
: [[File:RMMZ_110.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = Notice!&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Yanfly Engine Plugins]] Terms of Use Update&lt;br /&gt;
: The following clause has been added to the Terms of Use&lt;br /&gt;
: &amp;lt;pre&amp;gt;For context on what is considered &amp;quot;the scope of game projects&amp;quot;, this means anything that is made with the intention of it being played by players for all sorts. If it is a &amp;quot;game template&amp;quot; made only for RPG Maker users to learn from, that does NOT qualify as a game project, and the plugins from the Yanfly Engine Plugins library cannot be redistributed as a result of that.&amp;lt;/pre&amp;gt;&lt;br /&gt;
: If you have a game template project for redistribution that currently contains the Yanfly Engine Plugin library's contents, remove the Yanfly Engine Plugins from that game template project.&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella MZ Terms of Use Article 4]]&lt;br /&gt;
: The above in-depth explanation is now linked from the VisuStella MZ Terms of Use.&lt;br /&gt;
&lt;br /&gt;
For those wondering why these updates have been added, it's because some users are attempting to breach the redistribution clause by creating a loophole with &amp;quot;game templates&amp;quot; when their main intent is the redistribution of the plugins themselves.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustella.itch.io/visumz-sample VisuStella Sample Project]&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=qqnL1kUQ-vo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[How to Install Plugins (RPG Maker MZ)|How to Install Plugins]]&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=2Pj9zyiTQcQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 June 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[MZ Plans for Plugins &amp;amp; Ports]]&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=qocdNMI9qHM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 June 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Itch.io plugin pages down&lt;br /&gt;
: Thanks for alerting us that some of the pages for the YEP plugins are down on itch.io.&lt;br /&gt;
: We'll be looking into the matter. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 June 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Dragonbones Map Sprites Plugin + Animactors Vol I Bundle!&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/517/dragonbones-battler-map-sprites'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzM1NjI3NjEuZ2lm/original/XFe51L.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/b/517/dragonbones-battler-map-sprites 20% off useful materials!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 May 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Stella Character Generator (Visustella)|Stella Character Generator]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='http://www.yanfly.moe/wiki/Stella_Character_Generator_(Visustella)'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI3MzI2ODkucG5n/original/Eb0sCx.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''[[Stella Character Generator (Visustella)|Stella Character Generator]] has been released!'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [https://forms.gle/s6FpQ2evPRiPoWu69 Application Questionnaire] --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 May 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Spring Sale&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/28209/spring-sale'&amp;gt;&amp;lt;img src='https://www.travelmarketingllc.com/wp-content/uploads/2020/01/Spring-Sale-3-Converted.jpg' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/s/30110/spring-sale Arisu's Dollhouse Plugin Library is 10% off!]''' or $20 for ''Everything''!&lt;br /&gt;
: '''[https://itch.io/s/28208/spring-sale Fallen Angel Olivia's Plugin Library is 20% off!]''' or $50 for ''Everything''!&lt;br /&gt;
: '''[https://itch.io/s/28209/spring-sale Atelier Irina's Plugin Library is 20% off!]''' or $50 for ''Everything''!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 April 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Chocolate Egg Day Sale&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/479/chocolate-egg-day-sale'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzMyMzYwMjAucG5n/original/%2BG62FR.png'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/b/479/chocolate-egg-day-sale Get 51% off beautiful graphics!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 April 5&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; RPG Maker New Horizons Bundle Sale&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/476/rpg-maker-new-horizons'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzMxOTQ4NjEucG5n/original/oA3Oby.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/b/476/rpg-maker-new-horizons Get 50% off a huge bundle of graphics and plugins!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 March 11&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Retro Nostalgia Bundle Sale&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/28511/retro-nostalgia'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI5MzA3NjIucG5n/180x143%23c/lQIia1.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/s/28511/retro-nostalgia Oceans Dream 20% to 30% off!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 February 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Wiki - Dark Mode&lt;br /&gt;
: The wiki theme is now dark mode.&lt;br /&gt;
: This is purely experimental and we are unsure if we'll keep it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Nov 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Black Friday 2019!&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle'&amp;gt;&amp;lt;img src='https://cdn.discordapp.com/attachments/513496301078315012/646727688064860190/VS_BlackFridaySale.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: It's that time of the year again! Time to empower your game making potential with these royalty free assets and plugins for your project! You won't see massive discounts like this for a long, long time!&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/b/399/black-friday-2019-rpg-maker-assets-silver-bundle Silver Bundle]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/399/black-friday-2019-rpg-maker-assets-silver-bundle'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI2OTU2NDYucG5n/original/Fk%2Bml5.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A bundle with content from Archeia, Arisu, Caz, Oceans Dream, Olivia!&lt;br /&gt;
: '''Buy 5 items for $40 Regularly $66.96 Save 40%!'''&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/b/400/black-friday-2019-rpg-maker-assets-gold-bundle Gold Bundle]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/400/black-friday-2019-rpg-maker-assets-gold-bundle'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI2OTU2NzgucG5n/original/xLlVzR.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A bundle with content from Aekashics, Archeia, Arisu, Caz, Irina, Oceans Dream, Olivia&lt;br /&gt;
: '''Buy 10 items for $60 Regularly $143.91 Save 58%!'''&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle Diamond Bundle]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI2OTU2OTUucG5n/original/WkVJ9r.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A bundle with content from Aekashics, Archeia, Arisu, Caz, Irina, Oceans Dream, Olivia&lt;br /&gt;
: '''Buy 15 items for $90 Regularly $252.86 Save 64%!'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 31&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.patreon.com/posts/retirement-and-31197644 Yanfly's Retirement Announcement and plans for the future]&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=KmFp9DkzjPY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.patreon.com/posts/decisions-on-of-31080063'&amp;gt;&amp;lt;img src='https://c10.patreonusercontent.com/3/eyJwIjoxfQ%3D%3D/patreon-media/p/post/31080063/f14ddf9141574a21946719bdccbc78a0/1.jpg?token-time=1573430400&amp;amp;token-hash=DRgVYPAWnPB4iUoBS9iAEE2ARkdsjAuHBZsMQBig7bs%3D' width='400'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; [https://www.patreon.com/posts/decisions-on-of-31080063 Regarding why the links to YEP Library Plugins are down, please click here to read.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Beware of Shady Plugin Seller/Thief]]&lt;br /&gt;
&lt;br /&gt;
: [[File:NoIsabella.png|400px|center|link=Beware of Shady Plugin Seller/Thief]]&lt;br /&gt;
: Avoid a &amp;quot;plugin dev&amp;quot; named Isabella Ava (aka master2015hp) who is highly suspected to be a code thief.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Humble Bundle Sale - RPG Maker Returns&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.humblebundle.com/software/rpg-maker-returns-software'&amp;gt;&amp;lt;img src='https://hb.imgix.net/04434620143b6b48347c2956790e9dc169199f8a.png?auto=compress,format&amp;amp;h=630&amp;amp;w=1200&amp;amp;s=04242c72b8964487fd32b8c19c4f642b' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Degica returns to Humble with a bundle of software, music packs, tilesets, and resource packs you can use you bring your game idea to life! Boot up RPG Maker MV or Visual Novel Maker + Live2D and let your imagination run wild.&lt;br /&gt;
: [https://www.humblebundle.com/software/rpg-maker-returns-software Check it out here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 8&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
: [[A Stranger's Tips: The Game Designer's Manifesto]] article added to the Wiki&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/20448/fall-sale'&amp;gt;&amp;lt;img src='https://dappered.com/wp-content/uploads/2018/11/nordstrom-fall-sale-2018-header.jpg' width='320'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/s/20448/fall-sale Fallen Angel Olivia's End of Summer Plugin Sale] is up! 10% off every item!&lt;br /&gt;
: [https://itch.io/s/20447/fall-sale Atelier Irina's End of Summer Plugin Sale] is up! 10% off every item!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Aug 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Luna Engine MV (Visustella)|Luna Engine MV]] Full Release by [[Visustella]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://archeia.itch.io/luna-engine-mv'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxNjQ5MTkuZ2lm/original/IGNDo7.gif' width='320'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [[Luna Engine MV (Visustella)|View it here]].&lt;br /&gt;
: [https://archeia.itch.io/luna-engine-mv Purchase it here].&lt;br /&gt;
: This plugin is a part of the [[Visustella]] library.&lt;br /&gt;
&lt;br /&gt;
; [https://itch.io/b/349/battle-enhancers-plugin-bundle Battle Enhancers Plugin Bundle]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: [[File:201908Bundle.png|360px]]&lt;br /&gt;
&lt;br /&gt;
[https://itch.io/b/349/battle-enhancers-plugin-bundle Buy 6 items for $49.99 Regularly $66.94 Save 25%!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/17576/pixel-fantasy-rpg-icons-discount-bundle Pixel Fantasy RPG Icons Bundle]&lt;br /&gt;
&lt;br /&gt;
: [[File:20190726Bundle.png|360px]]&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/s/17576/pixel-fantasy-rpg-icons-discount-bundle Buy everything for $59.99! Regularly $77.95 Save 23%!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Aug 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://archeia.itch.io/luna-engine-mv Luna Engine MV (Early Access)]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://archeia.itch.io/luna-engine-mv'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxMTk5ODYucG5n/original/32PInR.png' width='360px'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Luna Engine MV (Visustella)|Learn more about Luna Engine MV!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Story Writing Basics]] article added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Yanfly.moe has changed from WordPress to MediaWiki!]]&lt;br /&gt;
&lt;br /&gt;
: Hey, all!&lt;br /&gt;
: Yanfly.moe is now changing away from WordPress to MediaWiki!&lt;br /&gt;
: There's a number of reasons behind this change.&lt;br /&gt;
: [[Yanfly.moe has changed from WordPress to MediaWiki!|Click here to read more.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 1.2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/17735/june-sale Fallen Angel Olivia Summer Sale]&lt;br /&gt;
&lt;br /&gt;
: [[File:OctoPackBattlerBundleSale.png|360px]]&lt;br /&gt;
&lt;br /&gt;
: [[Fallen Angel Olivia]] is having a plugin sale for her [[OctoPack Battler (Olivia)|OctoPack Battler]] plugin bundle as well as her other plugins.&lt;br /&gt;
&lt;br /&gt;
: [https://fallenangelolivia.itch.io/ Check them out here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 1.1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/17736/june-sale Atelier Irina Summer Sale]&lt;br /&gt;
&lt;br /&gt;
: [[File:AtelierIrinaSummerSale.png|360px]]&lt;br /&gt;
&lt;br /&gt;
: [[Atelier Irina]] is having a plugin sale for her plugin collection.&lt;br /&gt;
&lt;br /&gt;
: [https://atelieririna.itch.io/ Check them out here!]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Display templates|MainPageLatestUpdates]]&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>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=RMMZ_Changelog&amp;diff=17606</id>
		<title>RMMZ Changelog</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=RMMZ_Changelog&amp;diff=17606"/>
		<updated>2026-01-30T12:35:13Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&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;
[[File:RMMZ_CoreScript_Update.png]]&lt;br /&gt;
&lt;br /&gt;
This is the changelog for the version differences in the base code for RPG Maker MZ across the versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #16: 1.9.0 to 1.10.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_1100.png|228px]]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/news/app/1096900/view/520863048256192857?l=english Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** ImageManager.defaultIconWidth renamed to ImageManager.standardIconWidth&lt;br /&gt;
** ImageManager.defaultFaceWidth renamed to ImageManager.standardFaceWidth&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Shop.prototype.createSellWindow added line:&lt;br /&gt;
*** this._sellWindow.createContents();&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
== Update #15: 1.8.1 to 1.9.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_190.png]]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/news/app/1096900/view/527586104606458309?l=english Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** ImageManager&lt;br /&gt;
**** ImageManager.iconWidth can now be redefined by the editor&lt;br /&gt;
**** ImageManager.iconHeight can now be redefined by the editor&lt;br /&gt;
**** ImageManager.faceWidth can now be redefined by the editor&lt;br /&gt;
**** ImageManager.faceHeight can now be redefined by the editor&lt;br /&gt;
**** ImageManager.getIconSize new function added&lt;br /&gt;
**** ImageManager.getFaceSize new function added&lt;br /&gt;
*** BattleManager&lt;br /&gt;
**** BattleManager.applySubstitute function reverted to older variant&lt;br /&gt;
***** Substitution no longer checks if the target is no longer the substitute&lt;br /&gt;
***** The target check is now changed to the Game_Unit function&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Game_Screen&lt;br /&gt;
**** Game_Screen.maxPictures can now be redefined by the editor&lt;br /&gt;
**** Will default back to 100 if no such setting is found&lt;br /&gt;
*** Game_Unit&lt;br /&gt;
**** Game_Unit.substituteBattler updated&lt;br /&gt;
**** Added argument for 'target'&lt;br /&gt;
**** Checks to see if the substitute is not the target&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Scene_Name&lt;br /&gt;
**** Scene_Name.editWindowRect updated to use 'ImageManager.standardFaceHeight' instead of 'ImageManager.faceHeight'&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Window_Base&lt;br /&gt;
**** Window_Base.processDrawIcon updated&lt;br /&gt;
***** Now calculates difference change for the new icon width and icon height&lt;br /&gt;
**** Window_Base.drawFace updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardFaceWidth' instead of 'ImageManager.faceWidth'&lt;br /&gt;
***** Function updated for 'ImageManager.standardFaceHeight' instead of 'ImageManager.faceHeight'&lt;br /&gt;
**** Window_Base.drawItemName updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardIconWidth' instead of 'ImageManager.iconWidth'&lt;br /&gt;
*** Window_StatusBase&lt;br /&gt;
**** Window_StatusBase.drawActorIcons updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardIconWidth' instead of 'ImageManager.iconWidth'&lt;br /&gt;
*** Window_EquipStatus&lt;br /&gt;
**** Window_EquipStatus.paramY updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardFaceHeight' instead of 'ImageManager.faceHeight'&lt;br /&gt;
*** Window_Message&lt;br /&gt;
**** Window_Message.drawMessageFace updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardFaceWidth' instead of 'ImageManager.faceWidth'&lt;br /&gt;
*** Window_BattleStatus&lt;br /&gt;
**** Window_BattleStatus.stateIconX updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardIconWidth' instead of 'ImageManager.iconWidth'&lt;br /&gt;
**** Window_BattleStatus.stateIconY updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardIconHeight' instead of 'ImageManager.iconHeight'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #14: 1.8.0 to 1.8.1 ==&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/news/app/1096900/view/4597700312707856063?l=english Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_System.prototype.isMessageSkipEnabled function added&lt;br /&gt;
** Game_Unit.prototype.substituteBattler function updated&lt;br /&gt;
*** Substitute mechanic no longer prevents the target from substituting an attack for itself&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Equip.prototype.onSlotOk function updated&lt;br /&gt;
*** Equip Scene will forcefully select the first slot whenever player picks a slot to equip&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Message.prototype.cancelWait updated to acknowledge message skip feature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #13: 1.7.0 to 1.8.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_180.png|228px]]&lt;br /&gt;
&lt;br /&gt;
[https://steamcommunity.com/app/1096900/eventcomments/7119694909426620627 Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
'''Changelog'''&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** BattleManager.isActionForced function added extra conditions to make sure no win or lose conditions are fulfilled&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.startNormalGame function exchanged a SceneManager.goto from Scene_Title to Scene_Splash&lt;br /&gt;
** Scene_Splash added&lt;br /&gt;
** Scene_Message.prototype.cancelMessageWait added&lt;br /&gt;
*** Related to the new ability to fast forward the &amp;lt;nowiki&amp;gt;\|&amp;lt;/nowiki&amp;gt; wait timer&lt;br /&gt;
** Scene_Map.prototype.updateMainMultiply added cancelMessageWait() to its fastforward mode&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_EventItem.prototype.initialize added new flag for _canRepeat &lt;br /&gt;
** Window_Message.prototype.cancelWait added&lt;br /&gt;
*** Linked to the added Scene_Message.prototype.cancelMessageWait function&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #12: 1.6.1 to 1.7.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_170.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Tilemap.prototype._createLayers function updated to use Tilemap.CombinedLayer() instead of Tilemap.Layer()&lt;br /&gt;
** New Function: Tilemap.Layer.prototype.size&lt;br /&gt;
** New Class: Tilemap.CombinedLayer&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New Function: DataManager.isTitleSkip&lt;br /&gt;
** BattleManager.forceAction updated to check to see if there's existing actions before forcing the battler to perform a forced action&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.start updated to utilize the new Title Skip functionality&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_ScrollText.prototype.refresh updated to calculate the y position in reference to the scroll position of the window&lt;br /&gt;
** Window_ScrollText.prototype.contentsHeight updated to check if allTextHeight variable is larger than 1 before returning a value&lt;br /&gt;
** Window_ScrollText.prototype.updateMessage updated to utilize the new scrollY check&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #11: 1.6.0 to 1.6.1 ==&lt;br /&gt;
&lt;br /&gt;
The core scripts are identical to 1.6.0.&lt;br /&gt;
&lt;br /&gt;
Not even the version numbers are changed to v1.6.1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #10: 1.5.0 to 1.6.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_160.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics._updateErrorPrinter updated to show errors more relative to window scale&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.adjustWindow updated to utilize new ScreenScale calculation&lt;br /&gt;
** New function: Scene_Boot.prototype.screenScale&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.convertEscapeCharacters updated to fully convert all \v[x] variables even when embedded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-5-0-patch-notes.148146/ Update #9: 1.4.4 to 1.5.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_150.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** The following functions have _tileWidth and _tileHeight variables changed to tileWidth and tileHeight without the underscore _&lt;br /&gt;
*** Tilemap.prototype.initialize &lt;br /&gt;
*** Tilemap.prototype.updateTransform&lt;br /&gt;
*** Tilemap.prototype._addAllSpots&lt;br /&gt;
*** Tilemap.prototype._addSpot&lt;br /&gt;
*** Tilemap.prototype._addNormalTile&lt;br /&gt;
*** Tilemap.prototype._addAutotile&lt;br /&gt;
*** Tilemap.prototype._addTableEdge&lt;br /&gt;
*** Tilemap.prototype._addShadow&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** SceneManager.terminate now changed to detect if running a NodeJS client to close the app instead (just like what VisuMZ Core Engine does)&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Map.prototype.tileWidth updated to grab the new $dataSystem.tileSize property&lt;br /&gt;
** Game_Map.prototype.tileHeight now replicates Game_Map.prototype.tileWidth's result&lt;br /&gt;
** Game_Map.prototype.bushDepth new function added&lt;br /&gt;
** Game_CharacterBase.prototype.refreshBushDepth updated to utilize new bushDepth function&lt;br /&gt;
** Game_Interpreter.prototype.command109 added&lt;br /&gt;
*** Supposedly, this is for an Event Command that will be called &amp;quot;Skip&amp;quot; but I looked inside the RMMZ event editor and there's nothing there so it's probably not implemented yet.&lt;br /&gt;
*** Oh, this is what it is for:&lt;br /&gt;
*** [[File:RMMZ_Skip.png]]&lt;br /&gt;
*** You highlight the code you want to &amp;quot;comment out&amp;quot;, right click, and click Toggle Skip&lt;br /&gt;
*** This is good for testing purposes and streamlining your events during testing so that you don't have to go through entire cutscenes to see if a switch was properly turned on at the end.&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Map.prototype.create updated to no longer check for a non-existent $dataMap or a changed $gameMap.mapId() (since it's results in the same thing anyway)&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Character.prototype.updateFrame no longer checks to see if the sprite's bitmap is loaded and ready&lt;br /&gt;
*** Sprite_Enemy.prototype.initMembers updated the _battlerName variable to start with null instead of &amp;quot;&amp;quot; to avoid conflict&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-4-patch-notes.145233/ Update #8: 1.4.3 to 1.4.4] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Character.prototype.updateFrame updated&lt;br /&gt;
*** Now checks to see if the bitmap is loaded and ready before making changes to the tile frame, presumably to avoid updating into errors when there is either no bitmap or the bitmap is in the middle of transitioning into some other image.&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-3-patch-notes.144047 Update #7: 1.4.0 to 1.4.3] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** BattleManager.updateTurnEnd updated to remove '''this.startInput()''' and replaced it with '''this._phase = &amp;quot;start&amp;quot;'''&lt;br /&gt;
*** This might be potentially troublesome&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Spriteset_Map.prototype.updateParallax updated to scale better for mobile devices&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-0-update.142845/ Update #6: 1.3.3 to 1.4.0] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Bitmap.prototype.measureTextWidth returns width value, no longer rounded upwards&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** SceneManager.updateEffekseer will now only update if the game is currently active, too&lt;br /&gt;
** Function endAllBattlersTurn() is removed from BattleManager.endTurn and placed into BattleManager.updateTurnEnd&lt;br /&gt;
** BattleManager.checkAbort now checks if all party members are escaped before aborting to prevent a game over&lt;br /&gt;
** New Function added: BattleManager.processPartyEscape&lt;br /&gt;
** BattleManager.endBattle now clears any reserved common events&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New function added: Game_Temp.prototype.clearCommonEventReservation&lt;br /&gt;
** New function added: Game_Timer.prototype.frames&lt;br /&gt;
** Game_Party.prototype.battleMembers function updated to use new functions:&lt;br /&gt;
** New function added: Game_Party.prototype.hiddenBattleMembers&lt;br /&gt;
** New function added: Game_Party.prototype.allBattleMembers&lt;br /&gt;
** New function added: Game_Party.prototype.isEscaped&lt;br /&gt;
** Game_Interpreter.prototype.command111 (Conditional Branch) updated to utilize the Game Timer frames function&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Animation.prototype.shouldWaitForPrevious function is now completely disabled&lt;br /&gt;
** Sprite_Gauge.measureLabelWidth now rounds up the returned value&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-3-update.140440/ Update #5: 1.3.2 to 1.3.3] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_133.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New function added: Utils.extractFileName&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated functions:&lt;br /&gt;
*** ImageManager.isObjectCharacter&lt;br /&gt;
*** ImageManager.isBigCharacter&lt;br /&gt;
*** ImageManager.isZeroParallax&lt;br /&gt;
*** PluginManager.setup&lt;br /&gt;
**** To utilize the Utils.extractFileName for parsing extended filepaths&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated function:&lt;br /&gt;
*** Scene_Item.prototype.createItemWindow&lt;br /&gt;
**** Removed this._itemWindow.createContents()&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated functions:&lt;br /&gt;
*** Sprite_Animation.prototype.initMembers&lt;br /&gt;
**** Removed this._originalViewport = null&lt;br /&gt;
*** Sprite_Animation.prototype._render&lt;br /&gt;
**** Removed this.saveViewport(renderer)&lt;br /&gt;
*** Sprite_Animation.prototype.resetViewport&lt;br /&gt;
**** Updated code to renderer.gl.viewport(0, 0, renderer.view.width, renderer.view.height)&lt;br /&gt;
*** Sprite_Gauge.prototype.bitmapHeight&lt;br /&gt;
**** Changed value from 24 to 32&lt;br /&gt;
*** Sprite_Gauge.prototype.drawLabel&lt;br /&gt;
*** Sprite_Gauge.prototype.drawValue&lt;br /&gt;
**** Changed a line to const height = this.textHeight() from const height = this.bitmapHeight()&lt;br /&gt;
** Added function:&lt;br /&gt;
*** Sprite_Gauge.prototype.textHeight&lt;br /&gt;
**** With a value of 24&lt;br /&gt;
** Removed function:&lt;br /&gt;
*** Sprite_Animation.prototype.saveViewport&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-2-update.138130/ Update #4: 1.3.1 to 1.3.2] ==&lt;br /&gt;
&lt;br /&gt;
Changes will be included in the next update list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #3: 1.3.0 to 1.3.1] ==&lt;br /&gt;
&lt;br /&gt;
There aren't any changes made to the code base, but there are for the editor.&lt;br /&gt;
&lt;br /&gt;
The aforementioned bugs are now fixed and the lag is now gone. Hooray! Go wild, download, back up your game, and update!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #2: 1.2.0 to 1.3.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_130.png]]&lt;br /&gt;
&lt;br /&gt;
[https://dl.degica.com/rpgmakerweb/trial-download/RPGMZ_Setup_EN.exe Download Standalone Update Here]&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics.resize function updated with app.renderer.resize line added&lt;br /&gt;
** Tilemap.Renderer.prototype._createShader updated uSampler1 and uSampler2's values from 1 and 2 to 0 (both)&lt;br /&gt;
** Window.prototype._refreshBack calculations for tiling sprite are now different (and will most likely be fixed compared to before)&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_System.prototype.windowOpacity function added&lt;br /&gt;
** Game_Character.prototype.processRouteEnd updated to set forced movement success to false&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Actor.prototype.setBattler updated so that when no battler is set, the battler name cache is cleared, too&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.updateBackOpacity updated to now take in the new database entry&lt;br /&gt;
** Window_ChoiceList.prototype.start updated to automatically scroll back to the top&lt;br /&gt;
** Window_Message.prototype.updateMessage and Window_Message.prototype.shouldBreakHere updated to use the new function:&lt;br /&gt;
** Window_Message.prototype.isWaiting new function added to determine waiting&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #2: 1.1.1 to 1.2.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_120.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics._createEffekseerContext function updated with setRestorationOfStatesFlag function&lt;br /&gt;
** Window.prototype._refreshBack updated to use a value of 95 instead of 96 to avoid blurring edges&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Scene_Item.prototype.createItemWindow&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Sprite_Animation.prototype.onAfterRender removed contextChange function&lt;br /&gt;
*** Sprite_Gauge.prototype.measureLabelWidth updated to take global widths of HP, MP, and TP for visual consistency&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #1: 1.1.0 to 1.1.1] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_111.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Bitmap.prototype.measureTextWidth now returns a rounded value&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Interpreter.prototype.command119 aka Jump to Label now breaks upon finding a match instead of a return.&lt;br /&gt;
*** This results in saving a frame count.&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.drawFace now uses a rounded value for sx and sy&lt;br /&gt;
** Window_MenuStatus.prototype.drawItemStatus now uses a rounded value for y&lt;br /&gt;
** Window_ScrollText.prototype.startMessage checks if there is text first&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-0-update.129288/ Update #1: 1.0.0 to 1.1.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_110.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** StorageManager.saveToForage updated to arrow function&lt;br /&gt;
** StorageManager.removeForage updated to arrow function&lt;br /&gt;
** EffectManager.startLoading arguments added for onError&lt;br /&gt;
** BattleManager.startAction now cancels the subject's motion refresh&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Battler.prototype.cancelMotionRefresh function added&lt;br /&gt;
** Game_Actor.prototype.makeAutoBattleActions updated from Number.MIN_VALUE to -Number.MAX_VALUE&lt;br /&gt;
** Game_Map.prototype.screenTileX rounds to the nearest whole number&lt;br /&gt;
** Game_Map.prototype.screenTileY rounds to the nearest whole number&lt;br /&gt;
** Game_Player.prototype.centerX is now calculated using the $gameMap.screenTileX() function&lt;br /&gt;
** Game_Player.prototype.centerY is now calculated using the $gameMap.screenTileY() function&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Animation.prototype.targetSpritePosition can now align to bottom&lt;br /&gt;
** Sprite_Gauge.prototype.gaugeX is now calculated using measureLabelWidth function for generic gauges&lt;br /&gt;
** Sprite_Gauge.prototype.measureLabelWidth function added&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== End of Page ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;script type=&amp;quot;text/javascript&amp;quot; src=&amp;quot;https://www.free-counters.org/count/dnyy&amp;quot;&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;a href='https://www.easybooking.eu/produkte/julia-hotelsoftware'&amp;gt;Hotelsoftware mit Channelmanager&amp;lt;/a&amp;gt; &amp;lt;script type='text/javascript' src='https://www.whomania.com/ctr?id=cc28662c449788c1a0c958c86722e66b6ac782e9'&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=RMMZ_Changelog&amp;diff=17605</id>
		<title>RMMZ Changelog</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=RMMZ_Changelog&amp;diff=17605"/>
		<updated>2026-01-30T12:28:31Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&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;
[[File:RMMZ_CoreScript_Update.png]]&lt;br /&gt;
&lt;br /&gt;
This is the changelog for the version differences in the base code for RPG Maker MZ across the versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #16: 1.9.0 to 1.10.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_1100.png|228px]]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/news/app/1096900/view/520863048256192857?l=english Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
== Update #15: 1.8.1 to 1.9.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_190.png]]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/news/app/1096900/view/527586104606458309?l=english Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** ImageManager&lt;br /&gt;
**** ImageManager.iconWidth can now be redefined by the editor&lt;br /&gt;
**** ImageManager.iconHeight can now be redefined by the editor&lt;br /&gt;
**** ImageManager.faceWidth can now be redefined by the editor&lt;br /&gt;
**** ImageManager.faceHeight can now be redefined by the editor&lt;br /&gt;
**** ImageManager.getIconSize new function added&lt;br /&gt;
**** ImageManager.getFaceSize new function added&lt;br /&gt;
*** BattleManager&lt;br /&gt;
**** BattleManager.applySubstitute function reverted to older variant&lt;br /&gt;
***** Substitution no longer checks if the target is no longer the substitute&lt;br /&gt;
***** The target check is now changed to the Game_Unit function&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Game_Screen&lt;br /&gt;
**** Game_Screen.maxPictures can now be redefined by the editor&lt;br /&gt;
**** Will default back to 100 if no such setting is found&lt;br /&gt;
*** Game_Unit&lt;br /&gt;
**** Game_Unit.substituteBattler updated&lt;br /&gt;
**** Added argument for 'target'&lt;br /&gt;
**** Checks to see if the substitute is not the target&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Scene_Name&lt;br /&gt;
**** Scene_Name.editWindowRect updated to use 'ImageManager.standardFaceHeight' instead of 'ImageManager.faceHeight'&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Window_Base&lt;br /&gt;
**** Window_Base.processDrawIcon updated&lt;br /&gt;
***** Now calculates difference change for the new icon width and icon height&lt;br /&gt;
**** Window_Base.drawFace updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardFaceWidth' instead of 'ImageManager.faceWidth'&lt;br /&gt;
***** Function updated for 'ImageManager.standardFaceHeight' instead of 'ImageManager.faceHeight'&lt;br /&gt;
**** Window_Base.drawItemName updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardIconWidth' instead of 'ImageManager.iconWidth'&lt;br /&gt;
*** Window_StatusBase&lt;br /&gt;
**** Window_StatusBase.drawActorIcons updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardIconWidth' instead of 'ImageManager.iconWidth'&lt;br /&gt;
*** Window_EquipStatus&lt;br /&gt;
**** Window_EquipStatus.paramY updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardFaceHeight' instead of 'ImageManager.faceHeight'&lt;br /&gt;
*** Window_Message&lt;br /&gt;
**** Window_Message.drawMessageFace updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardFaceWidth' instead of 'ImageManager.faceWidth'&lt;br /&gt;
*** Window_BattleStatus&lt;br /&gt;
**** Window_BattleStatus.stateIconX updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardIconWidth' instead of 'ImageManager.iconWidth'&lt;br /&gt;
**** Window_BattleStatus.stateIconY updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardIconHeight' instead of 'ImageManager.iconHeight'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #14: 1.8.0 to 1.8.1 ==&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/news/app/1096900/view/4597700312707856063?l=english Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_System.prototype.isMessageSkipEnabled function added&lt;br /&gt;
** Game_Unit.prototype.substituteBattler function updated&lt;br /&gt;
*** Substitute mechanic no longer prevents the target from substituting an attack for itself&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Equip.prototype.onSlotOk function updated&lt;br /&gt;
*** Equip Scene will forcefully select the first slot whenever player picks a slot to equip&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Message.prototype.cancelWait updated to acknowledge message skip feature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #13: 1.7.0 to 1.8.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_180.png|228px]]&lt;br /&gt;
&lt;br /&gt;
[https://steamcommunity.com/app/1096900/eventcomments/7119694909426620627 Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
'''Changelog'''&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** BattleManager.isActionForced function added extra conditions to make sure no win or lose conditions are fulfilled&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.startNormalGame function exchanged a SceneManager.goto from Scene_Title to Scene_Splash&lt;br /&gt;
** Scene_Splash added&lt;br /&gt;
** Scene_Message.prototype.cancelMessageWait added&lt;br /&gt;
*** Related to the new ability to fast forward the &amp;lt;nowiki&amp;gt;\|&amp;lt;/nowiki&amp;gt; wait timer&lt;br /&gt;
** Scene_Map.prototype.updateMainMultiply added cancelMessageWait() to its fastforward mode&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_EventItem.prototype.initialize added new flag for _canRepeat &lt;br /&gt;
** Window_Message.prototype.cancelWait added&lt;br /&gt;
*** Linked to the added Scene_Message.prototype.cancelMessageWait function&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #12: 1.6.1 to 1.7.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_170.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Tilemap.prototype._createLayers function updated to use Tilemap.CombinedLayer() instead of Tilemap.Layer()&lt;br /&gt;
** New Function: Tilemap.Layer.prototype.size&lt;br /&gt;
** New Class: Tilemap.CombinedLayer&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New Function: DataManager.isTitleSkip&lt;br /&gt;
** BattleManager.forceAction updated to check to see if there's existing actions before forcing the battler to perform a forced action&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.start updated to utilize the new Title Skip functionality&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_ScrollText.prototype.refresh updated to calculate the y position in reference to the scroll position of the window&lt;br /&gt;
** Window_ScrollText.prototype.contentsHeight updated to check if allTextHeight variable is larger than 1 before returning a value&lt;br /&gt;
** Window_ScrollText.prototype.updateMessage updated to utilize the new scrollY check&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #11: 1.6.0 to 1.6.1 ==&lt;br /&gt;
&lt;br /&gt;
The core scripts are identical to 1.6.0.&lt;br /&gt;
&lt;br /&gt;
Not even the version numbers are changed to v1.6.1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #10: 1.5.0 to 1.6.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_160.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics._updateErrorPrinter updated to show errors more relative to window scale&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.adjustWindow updated to utilize new ScreenScale calculation&lt;br /&gt;
** New function: Scene_Boot.prototype.screenScale&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.convertEscapeCharacters updated to fully convert all \v[x] variables even when embedded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-5-0-patch-notes.148146/ Update #9: 1.4.4 to 1.5.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_150.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** The following functions have _tileWidth and _tileHeight variables changed to tileWidth and tileHeight without the underscore _&lt;br /&gt;
*** Tilemap.prototype.initialize &lt;br /&gt;
*** Tilemap.prototype.updateTransform&lt;br /&gt;
*** Tilemap.prototype._addAllSpots&lt;br /&gt;
*** Tilemap.prototype._addSpot&lt;br /&gt;
*** Tilemap.prototype._addNormalTile&lt;br /&gt;
*** Tilemap.prototype._addAutotile&lt;br /&gt;
*** Tilemap.prototype._addTableEdge&lt;br /&gt;
*** Tilemap.prototype._addShadow&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** SceneManager.terminate now changed to detect if running a NodeJS client to close the app instead (just like what VisuMZ Core Engine does)&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Map.prototype.tileWidth updated to grab the new $dataSystem.tileSize property&lt;br /&gt;
** Game_Map.prototype.tileHeight now replicates Game_Map.prototype.tileWidth's result&lt;br /&gt;
** Game_Map.prototype.bushDepth new function added&lt;br /&gt;
** Game_CharacterBase.prototype.refreshBushDepth updated to utilize new bushDepth function&lt;br /&gt;
** Game_Interpreter.prototype.command109 added&lt;br /&gt;
*** Supposedly, this is for an Event Command that will be called &amp;quot;Skip&amp;quot; but I looked inside the RMMZ event editor and there's nothing there so it's probably not implemented yet.&lt;br /&gt;
*** Oh, this is what it is for:&lt;br /&gt;
*** [[File:RMMZ_Skip.png]]&lt;br /&gt;
*** You highlight the code you want to &amp;quot;comment out&amp;quot;, right click, and click Toggle Skip&lt;br /&gt;
*** This is good for testing purposes and streamlining your events during testing so that you don't have to go through entire cutscenes to see if a switch was properly turned on at the end.&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Map.prototype.create updated to no longer check for a non-existent $dataMap or a changed $gameMap.mapId() (since it's results in the same thing anyway)&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Character.prototype.updateFrame no longer checks to see if the sprite's bitmap is loaded and ready&lt;br /&gt;
*** Sprite_Enemy.prototype.initMembers updated the _battlerName variable to start with null instead of &amp;quot;&amp;quot; to avoid conflict&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-4-patch-notes.145233/ Update #8: 1.4.3 to 1.4.4] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Character.prototype.updateFrame updated&lt;br /&gt;
*** Now checks to see if the bitmap is loaded and ready before making changes to the tile frame, presumably to avoid updating into errors when there is either no bitmap or the bitmap is in the middle of transitioning into some other image.&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-3-patch-notes.144047 Update #7: 1.4.0 to 1.4.3] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** BattleManager.updateTurnEnd updated to remove '''this.startInput()''' and replaced it with '''this._phase = &amp;quot;start&amp;quot;'''&lt;br /&gt;
*** This might be potentially troublesome&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Spriteset_Map.prototype.updateParallax updated to scale better for mobile devices&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-0-update.142845/ Update #6: 1.3.3 to 1.4.0] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Bitmap.prototype.measureTextWidth returns width value, no longer rounded upwards&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** SceneManager.updateEffekseer will now only update if the game is currently active, too&lt;br /&gt;
** Function endAllBattlersTurn() is removed from BattleManager.endTurn and placed into BattleManager.updateTurnEnd&lt;br /&gt;
** BattleManager.checkAbort now checks if all party members are escaped before aborting to prevent a game over&lt;br /&gt;
** New Function added: BattleManager.processPartyEscape&lt;br /&gt;
** BattleManager.endBattle now clears any reserved common events&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New function added: Game_Temp.prototype.clearCommonEventReservation&lt;br /&gt;
** New function added: Game_Timer.prototype.frames&lt;br /&gt;
** Game_Party.prototype.battleMembers function updated to use new functions:&lt;br /&gt;
** New function added: Game_Party.prototype.hiddenBattleMembers&lt;br /&gt;
** New function added: Game_Party.prototype.allBattleMembers&lt;br /&gt;
** New function added: Game_Party.prototype.isEscaped&lt;br /&gt;
** Game_Interpreter.prototype.command111 (Conditional Branch) updated to utilize the Game Timer frames function&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Animation.prototype.shouldWaitForPrevious function is now completely disabled&lt;br /&gt;
** Sprite_Gauge.measureLabelWidth now rounds up the returned value&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-3-update.140440/ Update #5: 1.3.2 to 1.3.3] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_133.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New function added: Utils.extractFileName&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated functions:&lt;br /&gt;
*** ImageManager.isObjectCharacter&lt;br /&gt;
*** ImageManager.isBigCharacter&lt;br /&gt;
*** ImageManager.isZeroParallax&lt;br /&gt;
*** PluginManager.setup&lt;br /&gt;
**** To utilize the Utils.extractFileName for parsing extended filepaths&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated function:&lt;br /&gt;
*** Scene_Item.prototype.createItemWindow&lt;br /&gt;
**** Removed this._itemWindow.createContents()&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated functions:&lt;br /&gt;
*** Sprite_Animation.prototype.initMembers&lt;br /&gt;
**** Removed this._originalViewport = null&lt;br /&gt;
*** Sprite_Animation.prototype._render&lt;br /&gt;
**** Removed this.saveViewport(renderer)&lt;br /&gt;
*** Sprite_Animation.prototype.resetViewport&lt;br /&gt;
**** Updated code to renderer.gl.viewport(0, 0, renderer.view.width, renderer.view.height)&lt;br /&gt;
*** Sprite_Gauge.prototype.bitmapHeight&lt;br /&gt;
**** Changed value from 24 to 32&lt;br /&gt;
*** Sprite_Gauge.prototype.drawLabel&lt;br /&gt;
*** Sprite_Gauge.prototype.drawValue&lt;br /&gt;
**** Changed a line to const height = this.textHeight() from const height = this.bitmapHeight()&lt;br /&gt;
** Added function:&lt;br /&gt;
*** Sprite_Gauge.prototype.textHeight&lt;br /&gt;
**** With a value of 24&lt;br /&gt;
** Removed function:&lt;br /&gt;
*** Sprite_Animation.prototype.saveViewport&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-2-update.138130/ Update #4: 1.3.1 to 1.3.2] ==&lt;br /&gt;
&lt;br /&gt;
Changes will be included in the next update list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #3: 1.3.0 to 1.3.1] ==&lt;br /&gt;
&lt;br /&gt;
There aren't any changes made to the code base, but there are for the editor.&lt;br /&gt;
&lt;br /&gt;
The aforementioned bugs are now fixed and the lag is now gone. Hooray! Go wild, download, back up your game, and update!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #2: 1.2.0 to 1.3.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_130.png]]&lt;br /&gt;
&lt;br /&gt;
[https://dl.degica.com/rpgmakerweb/trial-download/RPGMZ_Setup_EN.exe Download Standalone Update Here]&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics.resize function updated with app.renderer.resize line added&lt;br /&gt;
** Tilemap.Renderer.prototype._createShader updated uSampler1 and uSampler2's values from 1 and 2 to 0 (both)&lt;br /&gt;
** Window.prototype._refreshBack calculations for tiling sprite are now different (and will most likely be fixed compared to before)&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_System.prototype.windowOpacity function added&lt;br /&gt;
** Game_Character.prototype.processRouteEnd updated to set forced movement success to false&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Actor.prototype.setBattler updated so that when no battler is set, the battler name cache is cleared, too&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.updateBackOpacity updated to now take in the new database entry&lt;br /&gt;
** Window_ChoiceList.prototype.start updated to automatically scroll back to the top&lt;br /&gt;
** Window_Message.prototype.updateMessage and Window_Message.prototype.shouldBreakHere updated to use the new function:&lt;br /&gt;
** Window_Message.prototype.isWaiting new function added to determine waiting&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #2: 1.1.1 to 1.2.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_120.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics._createEffekseerContext function updated with setRestorationOfStatesFlag function&lt;br /&gt;
** Window.prototype._refreshBack updated to use a value of 95 instead of 96 to avoid blurring edges&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Scene_Item.prototype.createItemWindow&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Sprite_Animation.prototype.onAfterRender removed contextChange function&lt;br /&gt;
*** Sprite_Gauge.prototype.measureLabelWidth updated to take global widths of HP, MP, and TP for visual consistency&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #1: 1.1.0 to 1.1.1] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_111.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Bitmap.prototype.measureTextWidth now returns a rounded value&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Interpreter.prototype.command119 aka Jump to Label now breaks upon finding a match instead of a return.&lt;br /&gt;
*** This results in saving a frame count.&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.drawFace now uses a rounded value for sx and sy&lt;br /&gt;
** Window_MenuStatus.prototype.drawItemStatus now uses a rounded value for y&lt;br /&gt;
** Window_ScrollText.prototype.startMessage checks if there is text first&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-0-update.129288/ Update #1: 1.0.0 to 1.1.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_110.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** StorageManager.saveToForage updated to arrow function&lt;br /&gt;
** StorageManager.removeForage updated to arrow function&lt;br /&gt;
** EffectManager.startLoading arguments added for onError&lt;br /&gt;
** BattleManager.startAction now cancels the subject's motion refresh&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Battler.prototype.cancelMotionRefresh function added&lt;br /&gt;
** Game_Actor.prototype.makeAutoBattleActions updated from Number.MIN_VALUE to -Number.MAX_VALUE&lt;br /&gt;
** Game_Map.prototype.screenTileX rounds to the nearest whole number&lt;br /&gt;
** Game_Map.prototype.screenTileY rounds to the nearest whole number&lt;br /&gt;
** Game_Player.prototype.centerX is now calculated using the $gameMap.screenTileX() function&lt;br /&gt;
** Game_Player.prototype.centerY is now calculated using the $gameMap.screenTileY() function&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Animation.prototype.targetSpritePosition can now align to bottom&lt;br /&gt;
** Sprite_Gauge.prototype.gaugeX is now calculated using measureLabelWidth function for generic gauges&lt;br /&gt;
** Sprite_Gauge.prototype.measureLabelWidth function added&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== End of Page ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;script type=&amp;quot;text/javascript&amp;quot; src=&amp;quot;https://www.free-counters.org/count/dnyy&amp;quot;&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;a href='https://www.easybooking.eu/produkte/julia-hotelsoftware'&amp;gt;Hotelsoftware mit Channelmanager&amp;lt;/a&amp;gt; &amp;lt;script type='text/javascript' src='https://www.whomania.com/ctr?id=cc28662c449788c1a0c958c86722e66b6ac782e9'&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=RMMZ_Changelog&amp;diff=17604</id>
		<title>RMMZ Changelog</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=RMMZ_Changelog&amp;diff=17604"/>
		<updated>2026-01-30T12:28:18Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&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;
[[File:RMMZ_CoreScript_Update.png]]&lt;br /&gt;
&lt;br /&gt;
This is the changelog for the version differences in the base code for RPG Maker MZ across the versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #16: 1.9.0 to 1.10.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_1100.png]]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/news/app/1096900/view/520863048256192857?l=english Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
== Update #15: 1.8.1 to 1.9.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_190.png]]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/news/app/1096900/view/527586104606458309?l=english Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** ImageManager&lt;br /&gt;
**** ImageManager.iconWidth can now be redefined by the editor&lt;br /&gt;
**** ImageManager.iconHeight can now be redefined by the editor&lt;br /&gt;
**** ImageManager.faceWidth can now be redefined by the editor&lt;br /&gt;
**** ImageManager.faceHeight can now be redefined by the editor&lt;br /&gt;
**** ImageManager.getIconSize new function added&lt;br /&gt;
**** ImageManager.getFaceSize new function added&lt;br /&gt;
*** BattleManager&lt;br /&gt;
**** BattleManager.applySubstitute function reverted to older variant&lt;br /&gt;
***** Substitution no longer checks if the target is no longer the substitute&lt;br /&gt;
***** The target check is now changed to the Game_Unit function&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Game_Screen&lt;br /&gt;
**** Game_Screen.maxPictures can now be redefined by the editor&lt;br /&gt;
**** Will default back to 100 if no such setting is found&lt;br /&gt;
*** Game_Unit&lt;br /&gt;
**** Game_Unit.substituteBattler updated&lt;br /&gt;
**** Added argument for 'target'&lt;br /&gt;
**** Checks to see if the substitute is not the target&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Scene_Name&lt;br /&gt;
**** Scene_Name.editWindowRect updated to use 'ImageManager.standardFaceHeight' instead of 'ImageManager.faceHeight'&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Window_Base&lt;br /&gt;
**** Window_Base.processDrawIcon updated&lt;br /&gt;
***** Now calculates difference change for the new icon width and icon height&lt;br /&gt;
**** Window_Base.drawFace updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardFaceWidth' instead of 'ImageManager.faceWidth'&lt;br /&gt;
***** Function updated for 'ImageManager.standardFaceHeight' instead of 'ImageManager.faceHeight'&lt;br /&gt;
**** Window_Base.drawItemName updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardIconWidth' instead of 'ImageManager.iconWidth'&lt;br /&gt;
*** Window_StatusBase&lt;br /&gt;
**** Window_StatusBase.drawActorIcons updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardIconWidth' instead of 'ImageManager.iconWidth'&lt;br /&gt;
*** Window_EquipStatus&lt;br /&gt;
**** Window_EquipStatus.paramY updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardFaceHeight' instead of 'ImageManager.faceHeight'&lt;br /&gt;
*** Window_Message&lt;br /&gt;
**** Window_Message.drawMessageFace updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardFaceWidth' instead of 'ImageManager.faceWidth'&lt;br /&gt;
*** Window_BattleStatus&lt;br /&gt;
**** Window_BattleStatus.stateIconX updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardIconWidth' instead of 'ImageManager.iconWidth'&lt;br /&gt;
**** Window_BattleStatus.stateIconY updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardIconHeight' instead of 'ImageManager.iconHeight'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #14: 1.8.0 to 1.8.1 ==&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/news/app/1096900/view/4597700312707856063?l=english Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_System.prototype.isMessageSkipEnabled function added&lt;br /&gt;
** Game_Unit.prototype.substituteBattler function updated&lt;br /&gt;
*** Substitute mechanic no longer prevents the target from substituting an attack for itself&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Equip.prototype.onSlotOk function updated&lt;br /&gt;
*** Equip Scene will forcefully select the first slot whenever player picks a slot to equip&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Message.prototype.cancelWait updated to acknowledge message skip feature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #13: 1.7.0 to 1.8.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_180.png|228px]]&lt;br /&gt;
&lt;br /&gt;
[https://steamcommunity.com/app/1096900/eventcomments/7119694909426620627 Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
'''Changelog'''&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** BattleManager.isActionForced function added extra conditions to make sure no win or lose conditions are fulfilled&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.startNormalGame function exchanged a SceneManager.goto from Scene_Title to Scene_Splash&lt;br /&gt;
** Scene_Splash added&lt;br /&gt;
** Scene_Message.prototype.cancelMessageWait added&lt;br /&gt;
*** Related to the new ability to fast forward the &amp;lt;nowiki&amp;gt;\|&amp;lt;/nowiki&amp;gt; wait timer&lt;br /&gt;
** Scene_Map.prototype.updateMainMultiply added cancelMessageWait() to its fastforward mode&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_EventItem.prototype.initialize added new flag for _canRepeat &lt;br /&gt;
** Window_Message.prototype.cancelWait added&lt;br /&gt;
*** Linked to the added Scene_Message.prototype.cancelMessageWait function&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #12: 1.6.1 to 1.7.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_170.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Tilemap.prototype._createLayers function updated to use Tilemap.CombinedLayer() instead of Tilemap.Layer()&lt;br /&gt;
** New Function: Tilemap.Layer.prototype.size&lt;br /&gt;
** New Class: Tilemap.CombinedLayer&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New Function: DataManager.isTitleSkip&lt;br /&gt;
** BattleManager.forceAction updated to check to see if there's existing actions before forcing the battler to perform a forced action&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.start updated to utilize the new Title Skip functionality&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_ScrollText.prototype.refresh updated to calculate the y position in reference to the scroll position of the window&lt;br /&gt;
** Window_ScrollText.prototype.contentsHeight updated to check if allTextHeight variable is larger than 1 before returning a value&lt;br /&gt;
** Window_ScrollText.prototype.updateMessage updated to utilize the new scrollY check&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #11: 1.6.0 to 1.6.1 ==&lt;br /&gt;
&lt;br /&gt;
The core scripts are identical to 1.6.0.&lt;br /&gt;
&lt;br /&gt;
Not even the version numbers are changed to v1.6.1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #10: 1.5.0 to 1.6.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_160.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics._updateErrorPrinter updated to show errors more relative to window scale&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.adjustWindow updated to utilize new ScreenScale calculation&lt;br /&gt;
** New function: Scene_Boot.prototype.screenScale&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.convertEscapeCharacters updated to fully convert all \v[x] variables even when embedded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-5-0-patch-notes.148146/ Update #9: 1.4.4 to 1.5.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_150.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** The following functions have _tileWidth and _tileHeight variables changed to tileWidth and tileHeight without the underscore _&lt;br /&gt;
*** Tilemap.prototype.initialize &lt;br /&gt;
*** Tilemap.prototype.updateTransform&lt;br /&gt;
*** Tilemap.prototype._addAllSpots&lt;br /&gt;
*** Tilemap.prototype._addSpot&lt;br /&gt;
*** Tilemap.prototype._addNormalTile&lt;br /&gt;
*** Tilemap.prototype._addAutotile&lt;br /&gt;
*** Tilemap.prototype._addTableEdge&lt;br /&gt;
*** Tilemap.prototype._addShadow&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** SceneManager.terminate now changed to detect if running a NodeJS client to close the app instead (just like what VisuMZ Core Engine does)&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Map.prototype.tileWidth updated to grab the new $dataSystem.tileSize property&lt;br /&gt;
** Game_Map.prototype.tileHeight now replicates Game_Map.prototype.tileWidth's result&lt;br /&gt;
** Game_Map.prototype.bushDepth new function added&lt;br /&gt;
** Game_CharacterBase.prototype.refreshBushDepth updated to utilize new bushDepth function&lt;br /&gt;
** Game_Interpreter.prototype.command109 added&lt;br /&gt;
*** Supposedly, this is for an Event Command that will be called &amp;quot;Skip&amp;quot; but I looked inside the RMMZ event editor and there's nothing there so it's probably not implemented yet.&lt;br /&gt;
*** Oh, this is what it is for:&lt;br /&gt;
*** [[File:RMMZ_Skip.png]]&lt;br /&gt;
*** You highlight the code you want to &amp;quot;comment out&amp;quot;, right click, and click Toggle Skip&lt;br /&gt;
*** This is good for testing purposes and streamlining your events during testing so that you don't have to go through entire cutscenes to see if a switch was properly turned on at the end.&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Map.prototype.create updated to no longer check for a non-existent $dataMap or a changed $gameMap.mapId() (since it's results in the same thing anyway)&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Character.prototype.updateFrame no longer checks to see if the sprite's bitmap is loaded and ready&lt;br /&gt;
*** Sprite_Enemy.prototype.initMembers updated the _battlerName variable to start with null instead of &amp;quot;&amp;quot; to avoid conflict&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-4-patch-notes.145233/ Update #8: 1.4.3 to 1.4.4] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Character.prototype.updateFrame updated&lt;br /&gt;
*** Now checks to see if the bitmap is loaded and ready before making changes to the tile frame, presumably to avoid updating into errors when there is either no bitmap or the bitmap is in the middle of transitioning into some other image.&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-3-patch-notes.144047 Update #7: 1.4.0 to 1.4.3] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** BattleManager.updateTurnEnd updated to remove '''this.startInput()''' and replaced it with '''this._phase = &amp;quot;start&amp;quot;'''&lt;br /&gt;
*** This might be potentially troublesome&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Spriteset_Map.prototype.updateParallax updated to scale better for mobile devices&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-0-update.142845/ Update #6: 1.3.3 to 1.4.0] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Bitmap.prototype.measureTextWidth returns width value, no longer rounded upwards&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** SceneManager.updateEffekseer will now only update if the game is currently active, too&lt;br /&gt;
** Function endAllBattlersTurn() is removed from BattleManager.endTurn and placed into BattleManager.updateTurnEnd&lt;br /&gt;
** BattleManager.checkAbort now checks if all party members are escaped before aborting to prevent a game over&lt;br /&gt;
** New Function added: BattleManager.processPartyEscape&lt;br /&gt;
** BattleManager.endBattle now clears any reserved common events&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New function added: Game_Temp.prototype.clearCommonEventReservation&lt;br /&gt;
** New function added: Game_Timer.prototype.frames&lt;br /&gt;
** Game_Party.prototype.battleMembers function updated to use new functions:&lt;br /&gt;
** New function added: Game_Party.prototype.hiddenBattleMembers&lt;br /&gt;
** New function added: Game_Party.prototype.allBattleMembers&lt;br /&gt;
** New function added: Game_Party.prototype.isEscaped&lt;br /&gt;
** Game_Interpreter.prototype.command111 (Conditional Branch) updated to utilize the Game Timer frames function&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Animation.prototype.shouldWaitForPrevious function is now completely disabled&lt;br /&gt;
** Sprite_Gauge.measureLabelWidth now rounds up the returned value&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-3-update.140440/ Update #5: 1.3.2 to 1.3.3] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_133.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New function added: Utils.extractFileName&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated functions:&lt;br /&gt;
*** ImageManager.isObjectCharacter&lt;br /&gt;
*** ImageManager.isBigCharacter&lt;br /&gt;
*** ImageManager.isZeroParallax&lt;br /&gt;
*** PluginManager.setup&lt;br /&gt;
**** To utilize the Utils.extractFileName for parsing extended filepaths&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated function:&lt;br /&gt;
*** Scene_Item.prototype.createItemWindow&lt;br /&gt;
**** Removed this._itemWindow.createContents()&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated functions:&lt;br /&gt;
*** Sprite_Animation.prototype.initMembers&lt;br /&gt;
**** Removed this._originalViewport = null&lt;br /&gt;
*** Sprite_Animation.prototype._render&lt;br /&gt;
**** Removed this.saveViewport(renderer)&lt;br /&gt;
*** Sprite_Animation.prototype.resetViewport&lt;br /&gt;
**** Updated code to renderer.gl.viewport(0, 0, renderer.view.width, renderer.view.height)&lt;br /&gt;
*** Sprite_Gauge.prototype.bitmapHeight&lt;br /&gt;
**** Changed value from 24 to 32&lt;br /&gt;
*** Sprite_Gauge.prototype.drawLabel&lt;br /&gt;
*** Sprite_Gauge.prototype.drawValue&lt;br /&gt;
**** Changed a line to const height = this.textHeight() from const height = this.bitmapHeight()&lt;br /&gt;
** Added function:&lt;br /&gt;
*** Sprite_Gauge.prototype.textHeight&lt;br /&gt;
**** With a value of 24&lt;br /&gt;
** Removed function:&lt;br /&gt;
*** Sprite_Animation.prototype.saveViewport&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-2-update.138130/ Update #4: 1.3.1 to 1.3.2] ==&lt;br /&gt;
&lt;br /&gt;
Changes will be included in the next update list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #3: 1.3.0 to 1.3.1] ==&lt;br /&gt;
&lt;br /&gt;
There aren't any changes made to the code base, but there are for the editor.&lt;br /&gt;
&lt;br /&gt;
The aforementioned bugs are now fixed and the lag is now gone. Hooray! Go wild, download, back up your game, and update!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #2: 1.2.0 to 1.3.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_130.png]]&lt;br /&gt;
&lt;br /&gt;
[https://dl.degica.com/rpgmakerweb/trial-download/RPGMZ_Setup_EN.exe Download Standalone Update Here]&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics.resize function updated with app.renderer.resize line added&lt;br /&gt;
** Tilemap.Renderer.prototype._createShader updated uSampler1 and uSampler2's values from 1 and 2 to 0 (both)&lt;br /&gt;
** Window.prototype._refreshBack calculations for tiling sprite are now different (and will most likely be fixed compared to before)&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_System.prototype.windowOpacity function added&lt;br /&gt;
** Game_Character.prototype.processRouteEnd updated to set forced movement success to false&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Actor.prototype.setBattler updated so that when no battler is set, the battler name cache is cleared, too&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.updateBackOpacity updated to now take in the new database entry&lt;br /&gt;
** Window_ChoiceList.prototype.start updated to automatically scroll back to the top&lt;br /&gt;
** Window_Message.prototype.updateMessage and Window_Message.prototype.shouldBreakHere updated to use the new function:&lt;br /&gt;
** Window_Message.prototype.isWaiting new function added to determine waiting&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #2: 1.1.1 to 1.2.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_120.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics._createEffekseerContext function updated with setRestorationOfStatesFlag function&lt;br /&gt;
** Window.prototype._refreshBack updated to use a value of 95 instead of 96 to avoid blurring edges&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Scene_Item.prototype.createItemWindow&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Sprite_Animation.prototype.onAfterRender removed contextChange function&lt;br /&gt;
*** Sprite_Gauge.prototype.measureLabelWidth updated to take global widths of HP, MP, and TP for visual consistency&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #1: 1.1.0 to 1.1.1] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_111.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Bitmap.prototype.measureTextWidth now returns a rounded value&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Interpreter.prototype.command119 aka Jump to Label now breaks upon finding a match instead of a return.&lt;br /&gt;
*** This results in saving a frame count.&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.drawFace now uses a rounded value for sx and sy&lt;br /&gt;
** Window_MenuStatus.prototype.drawItemStatus now uses a rounded value for y&lt;br /&gt;
** Window_ScrollText.prototype.startMessage checks if there is text first&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-0-update.129288/ Update #1: 1.0.0 to 1.1.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_110.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** StorageManager.saveToForage updated to arrow function&lt;br /&gt;
** StorageManager.removeForage updated to arrow function&lt;br /&gt;
** EffectManager.startLoading arguments added for onError&lt;br /&gt;
** BattleManager.startAction now cancels the subject's motion refresh&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Battler.prototype.cancelMotionRefresh function added&lt;br /&gt;
** Game_Actor.prototype.makeAutoBattleActions updated from Number.MIN_VALUE to -Number.MAX_VALUE&lt;br /&gt;
** Game_Map.prototype.screenTileX rounds to the nearest whole number&lt;br /&gt;
** Game_Map.prototype.screenTileY rounds to the nearest whole number&lt;br /&gt;
** Game_Player.prototype.centerX is now calculated using the $gameMap.screenTileX() function&lt;br /&gt;
** Game_Player.prototype.centerY is now calculated using the $gameMap.screenTileY() function&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Animation.prototype.targetSpritePosition can now align to bottom&lt;br /&gt;
** Sprite_Gauge.prototype.gaugeX is now calculated using measureLabelWidth function for generic gauges&lt;br /&gt;
** Sprite_Gauge.prototype.measureLabelWidth function added&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== End of Page ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;script type=&amp;quot;text/javascript&amp;quot; src=&amp;quot;https://www.free-counters.org/count/dnyy&amp;quot;&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;a href='https://www.easybooking.eu/produkte/julia-hotelsoftware'&amp;gt;Hotelsoftware mit Channelmanager&amp;lt;/a&amp;gt; &amp;lt;script type='text/javascript' src='https://www.whomania.com/ctr?id=cc28662c449788c1a0c958c86722e66b6ac782e9'&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=File:RMMZ_1100.png&amp;diff=17603</id>
		<title>File:RMMZ 1100.png</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=File:RMMZ_1100.png&amp;diff=17603"/>
		<updated>2026-01-30T12:26:42Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestUpdates&amp;diff=17602</id>
		<title>Template:MainPageLatestUpdates</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestUpdates&amp;diff=17602"/>
		<updated>2026-01-30T12:26:22Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &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 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.10.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:RMMZ_1100.png|228px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: [https://store.steampowered.com/news/app/1096900/view/527586104606458309?l=english View the Steam update page here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 July 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIyMDcxMTYwLmdpZg==/original/%2Bgmwl0.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 July 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxOTk3NjIxLmdpZg==/original/Gmbzeh.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 June 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxODM1ODUyLmdpZg==/original/Wkf%2BPI.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 June 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Animated Title Screen Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxNzE1NjAxLmdpZg==/original/%2FaUNNH.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 May 11&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxMTM4NDY4LmdpZg==/original/qJV9Al.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 April 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwODExNDUzLmdpZg==/original/7tHgIs.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&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 April 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwNzEzOTYxLmdpZg==/original/3Vtx4R.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 31&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwNTE0MTAwLmdpZg==/original/GesK2O.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMzkyMzQzLmdpZg==/original/Z9q5Zf.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Animated Title Screen Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMzI2MTYwLmdpZg==/original/1Qo79V.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMjg2NzgyLmdpZg==/original/c7iqSr.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMjQ0MjIyLmdpZg==/original/1o1BWv.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMjEzMTE2LmdpZg==/original/iU4I7g.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 5&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMTUwNTEyLmdpZg==/original/Z0kQKq.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Animated Title Screen Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMDUwOTU1LmdpZg==/original/9pSwAR.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Animated Title Screen Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMDAzNzQzLmdpZg==/original/x7jQnN.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Nexus Message Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5OTgyOTE5LmdpZg==/original/hN0gRK.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5OTI2ODc1LmdpZg==/original/UbTVBG.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.9.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:RMMZ_190.png|228px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: RPG Maker MZ has updated to version 1.9.0. Things look stable so far from what I can see. Obviously, some things like the Icon Size and Face Size changes won't work with plugins until we've updated them, but everything else should work as long as those two things aren't changed up.&lt;br /&gt;
: [https://store.steampowered.com/news/app/1096900/view/527586104606458309?l=english View the Steam update page here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYzODc2LmdpZg==/original/wB%2FGeA.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODM4NTMyLmdpZg==/original/sjIh2W.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODE1NjkwLmdpZg==/original/yAXuyg.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 8&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5NzM2NDUyLmdpZg==/original/IvBzU0.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5NzM2NjEwLmdpZg==/original/NfGbR6.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5NzM2MjkzLmdpZg==/original/urps9T.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Animated title screen plugins!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = Sacred Earth - Reverie Demo!&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [https://miragev.itch.io/sacred-earth-reverie Sacred Earth - Reverie Demo Link]&lt;br /&gt;
; MirageV&lt;br /&gt;
: [[File:KannaSERDemo.png|300px|center|link=https://miragev.itch.io/sacred-earth-reverie]]&lt;br /&gt;
: [https://miragev.itch.io/sacred-earth-reverie Sacred Earth - Reverie]'s demo is up!&lt;br /&gt;
: Remember to also [https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/ wishlist Sacred Earth - Reverie on Steam]!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = Wishlist on Steam!&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/ Sacred Earth - Reverie]&lt;br /&gt;
; MirageV&lt;br /&gt;
: [[File:SacredEarthRev.jpg|300px|center|link=https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/]]&lt;br /&gt;
: [https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/ Sacred Earth - Reverie]'s Steam page is finally up! Be sure to add it to your wishlists! Made by our very own MirageV, one of the few VisuStella artists who have been making the thumbnails for the MZ library! His lovely art is all over the game! It'll be out in November 2024!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [[Yanfly's Life Hacks for RPG Maker Devs]]&lt;br /&gt;
; Yanfly&lt;br /&gt;
: [[File:LifeHackEmoji1.png|300px|center|link=Yanfly's Life Hacks for RPG Maker Devs]]&lt;br /&gt;
: Yanfly gives some life hacks that can improve your RPG Maker experience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [[Yanfly's Advice for RPG Maker Plugin Developers]]&lt;br /&gt;
; Yanfly&lt;br /&gt;
: [[File:YanflyAdvice.png|300px|center|link=Yanfly's Advice for RPG Maker Plugin Developers]]&lt;br /&gt;
: Yanfly gives some advice for future aspiring plugin developers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [[Virus Detected on Plugins]]&lt;br /&gt;
; Irina&lt;br /&gt;
: [[File:VirusDetected.png|300px|center|link=Virus Detected on Plugins]]&lt;br /&gt;
: Windows' recent update has started picking up VisuStella MZ and other RPG Maker MZ plugins as viruses due to its new machine learning algorithm. Read this article to see how you can resolve it and how to check if the files are actually filled with viruses or not.&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;
; [[Inspiration Behind Grande]]&lt;br /&gt;
; by Yanfly&lt;br /&gt;
: [[File:Grande.jpg|300px|center|link=Inspiration Behind Grande]]&lt;br /&gt;
: This series, the '''Grande''' plugins, is the grand finale for [[VisuStella MZ]]. Its main focus is to provide the extra customization options for actors and battles while being compatible with everything else in the library. In a way, it's not far off to say that it's more of a &amp;quot;wrap up&amp;quot; series than a cohesively themed one, but nonetheless, that's what '''Grande''' is.&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;
; [[Inspiration Behind Wanderlust Volume 2]]&lt;br /&gt;
; by Team VisuStella MZ&lt;br /&gt;
: [[File:WanderlustVol2.jpg|300px|center|link=Inspiration Behind Wanderlust Volume 2]]&lt;br /&gt;
: We did not expect to make another Wanderlust volume, but here we are. We decided there's more ways to add wonder and emotion to the game through these plugins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Timed Hits with Action Sequences]]&lt;br /&gt;
; by [[Arisu]]&lt;br /&gt;
: [[File:VisuMZ.142.jpg|300px|center|link=Timed Hits with Action Sequences]]&lt;br /&gt;
: Here's how you can create '''Timed Hits''' using the VisuStella MZ [[Battle Core VisuStella MZ|Battle Core]] and [[QTE and Trigger System VisuStella MZ|QTE and Trigger System]] plugins through '''Action Sequences'''! Includes ways for both the player to attack enemies with and to defend from enemies with.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.8.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:RMMZ_Update_180.png|228px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: RPG Maker MZ has updated to version 1.8.0. Things look stable so far from what I can see (haven't checked TileD). You should be good to go to update your corescripts from 1.7.0 to 1.8.0.&lt;br /&gt;
: [https://steamcommunity.com/app/1096900/eventcomments/7119694909426620627 View the Steam update page here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [http://www.akashics.moe/uncategorized/how-librarium-will-work-and-operate-in-2024-and-onwards/ Librarium's Operation in 2024 and onwards!!]&lt;br /&gt;
; by [[Ækashics_Librarium]]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;http://www.akashics.moe/uncategorized/how-librarium-will-work-and-operate-in-2024-and-onwards/&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i.gyazo.com/75017046a68b0842ac76094255f9c0ea.png&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A consie explanation in how Librarium will be releasing new assets during 2024 and how its patreon will deliver this content!&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;
; [[Inspiration Behind Custom Construct Volume 4]]&lt;br /&gt;
; by [[Irina]]&lt;br /&gt;
: [[File:CustomConstructVol4.jpg|300px|center|link=Inspiration Behind Custom Construct Volume 4]]&lt;br /&gt;
: '''Custom Construct''' Volume 4 closes out the '''Custom Construct''' series, a series about creating your own custom systems for your game(s) in creative ways. '''QTE &amp;amp; Trigger System''' allow for more gameplay aspects to utilize, '''Event Signals''' adds new ways to proc event actions, and '''Dice Rolls &amp;amp; RNG Seeds''' allow your players and you to have control over the random nature of your games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 December 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Event Popup Tips and Tricks]]&lt;br /&gt;
; by [[Arisu]]&lt;br /&gt;
: [[File:EventPopupTut_4.gif|300px|center|link=Event Popup Tips and Tricks]]&lt;br /&gt;
: Since the version 1.55 update of [[Events and Movement Core VisuStella MZ|Events and Movement Core]], you can use the new Plugin Command called &amp;quot;Event Popup&amp;quot;, which creates text above specific targets like the player character or an event, and move it. This feature is made by none other than yours truly, [[Arisu]]! There's many applications in which this can be used, but only if you change the way it's used. Let's take a look at them! This article will show you how to use popups to display Quick Messages, indicate Obtained Items, giving gifts to NPC's, and throwing items across the map.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Most Popular VisuStella MZ Plugins]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:MostPopular.png|300px|link=Most Popular VisuStella MZ Plugins]]&lt;br /&gt;
: Ever wondered which plugins are VisuStella MZ's most popular 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;
; [[Inspiration Behind Merchant Manager Volume 4]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:MerchantManagerVol4.jpg|300px|center|link=Inspiration Behind Merchant Manager Volume 4]]&lt;br /&gt;
: '''Merchant Manager Volume 4''' is the final volume of the '''Merchant Manager''' series and is focused around adding new features and aesthetics for your game's shop keepers.&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;
; [[Inspiration Behind Combat Crusaders Volume 2]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:CombatCrusadersVol2.jpg|300px|center|link=Inspiration Behind Combat Crusaders Volume 2]]&lt;br /&gt;
: The '''Combat Crusaders''' Volume 2 plugins, like with volume 1, are centered around making combat more interactive! Only this time, we aim this interaction at using skills in conjunction with items! Item Throw Skills, Item Concoction Skills, and Item Amplify Skills all focus around having items interact with skills to produce new effects!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.patreon.com/aekashics/membership Dragon Tier pledge over at patreon receives another upgrade!]&lt;br /&gt;
; by [[Ækashics_Librarium]]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;https://www.patreon.com/aekashics/membership&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i.gyazo.com/5d1978f6352dce34fb0f1ddf2c8867c9.png&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Starting with [https://aekashics.itch.io/legendary-knight-michael Legendary Knight Michael's] release, Librarium Dragon Tier asset packs will now include Icon sets and weapon sheets directly related to the featured release! &lt;br /&gt;
: This comes at no cost increase in the pledge increase, but resulting in much more versatile packs! Thanks for your support!&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;
; [[Inspiration Behind Dungeon Divers Volume 2]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:DungeonDiversVol2.jpg|300px|center|link=Inspiration Behind Dungeon Divers Volume 2]]&lt;br /&gt;
: The '''Dungeon Divers Volume 2''' plugins, like with volume 1, are centered around dungeon diving. This time, we focus more on the more mechanical aspects alongside replayability. Replayability here means either subsequent playthroughs or even revisiting already completed content. Also, these focus on providing a different experience for each player, so that whether you're playing or watching someone else stream these games, the experience will be unique.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0 Librarium Full Release Master List now available!]&lt;br /&gt;
; by [[Ækashics_Librarium]]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i.gyazo.com/05e4eb432c37450ee26c170d5c250b37.png&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: The backlog master list of current era Librarium sets is now available!&lt;br /&gt;
: You can browse it [https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0 here]!&lt;br /&gt;
: Get every post-2021 release plus a continuous supply of high quality assets on a regular basis by joining Aekashics's [https://www.patreon.com/aekashics Librarium patreon community] or buy what you need individually on demand over at [https://aekashics.itch.io/ Aekashics's  itch.io]!&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;
; [[Inspiration Behind Visual Novel Volume 4]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:VisualNovelVol4.jpg|300px|center|link=Visual Novel Volume 4]]&lt;br /&gt;
: The fourth volume of the '''Visual Novel''' series focuses on adding voice acting to your games. These is via [[Voice Acting Control VisuStella MZ|Voice Acting Control]], [[Battle Voices VisuStella MZ|Battle Voices]], and [[Side Chatter VisuStella MZ|Side Chatter]] to add that extra audio layer of immersion.&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;
; [[Inspiration Behind Enchanted Explorers Volume 2]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:EnchantedExplorersVol2.jpg|300px|center|link=Inspiration Behind Enchanted Explorers Volume 2]]&lt;br /&gt;
: We wanted to do more plugins that add life to the adventurer and allow developers to express creativity through their maps, events, and characters. This lead to the creation of the plugins made for the Enchanted Explorers volume 2. Sometimes, being able to convey intent through passive means, either through visuals or text, can do a lot to bring out the wonders of a game's world.&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;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.7.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:rmmz_update_170.png|300px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: RPG Maker MZ has updated to version 1.7.0. As far as I can tell, everything should be working (haven't checked TileD). Therefore, if you are using TileD and it's a major part of your project (which it will be if you are using it), I suggest not updating the corescripts of that project.&lt;br /&gt;
: [https://steamcommunity.com/app/1096900 View the Steam update page here!]&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;
; [[Inspiration Behind Battle Technician Volume 4]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:BattleTechnicianVol4.jpg|300px|center|link=Inspiration Behind Battle Technician Volume 4]]&lt;br /&gt;
: Yanfly talks about the inspiration behind each of the plugins made for this plugin series.&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;
; [[The Future of VisuStella MZ Plugins]]&lt;br /&gt;
; by [[Irina]]&lt;br /&gt;
: [[File:FutureOfVisuMZ.png|300px|center|link=The Future of VisuStella MZ Plugins]]&lt;br /&gt;
: RPG Maker Unite has released a few weeks ago and many of you have questions and/or concerns about the future of VisuStella MZ. This article will answer some of those questions and concerns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RPG Maker Unite First Impressions Review]]&lt;br /&gt;
; by [[Irina]]&lt;br /&gt;
: [[File:RpgMakerUniteReview.jpg|300px|center|link=RPG Maker Unite First Impressions Review]]&lt;br /&gt;
: tl;dr RPG Maker Unite is not ready to be used as a tool. Treat it as an early-access release due to all the problems present.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 27&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
; [https://store.steampowered.com/app/1899060/Pocket_Mirror__GoldenerTraum/ Wishlist Pocket Mirror on Steam!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;https://store.steampowered.com/app/1899060/Pocket_Mirror__GoldenerTraum/&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://cdn.akamai.steamstatic.com/steam/apps/1899060/header.jpg?t=1682644650&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Delve into the enthralling world of Pocket Mirror ~ GoldenerTraum, the acclaimed RPG Maker gothic horror game that'll take you on a moving journey of self-discovery.&lt;br /&gt;
; '''Coming May 18, 2023'''&lt;br /&gt;
: Wishlist it on Steam today!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 March 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[YEP Freebies vs VisuMZ Freebies]]&lt;br /&gt;
: [[File:YEPvsVS-Freebies.png|300px|center|link=YEP Freebies vs VisuMZ Freebies]]&lt;br /&gt;
: To answer why [[Yanfly Engine Plugins]] offers 40 freebies while [[VisuStella MZ]] ''only'' offers 10.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 March 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RPG Developer Bakin Editor Early Access Review]]&lt;br /&gt;
; by [[Yanfly]] Score Change&lt;br /&gt;
: [[File:RpgDevBakinCover.png|300px|center|link=RPG Developer Bakin Editor Early Access Review]]&lt;br /&gt;
: Changed the initial score from 5.9/10 to 7.45/10 for me.&lt;br /&gt;
: Reasons listed inside.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 December 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://store.steampowered.com/news/app/1096900/view/3628242853592210482?l=english RPG Maker MZ Updated to V1.6.1!]&lt;br /&gt;
: [[File:RMMZ_Update_160.png|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: The problem with the version 1.6.0 update has now been fixed. The NodeJS version has been reverted to a previous version.&lt;br /&gt;
: However, in the event that an infinite loading screen occurs, follow the instructions on the [https://store.steampowered.com/news/app/1096900/view/3628242853592210482?l=english Steam page].&lt;br /&gt;
: Our recommended course of action is to wait until our next plugin batch update before seeing if updating to v1.6.1 is a wise move yet.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 December 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Do NOT Update to RMMZ 1.6.0 Yet!&lt;br /&gt;
: [[File:Warning.jpg|300px|center]]&lt;br /&gt;
: I repeat, do NOT Update to RMMZ 1.6.0 Yet!&lt;br /&gt;
: At the moment, there's a lot of mentions where games simply don't load anymore until they reverted back to a previous version.&lt;br /&gt;
: [https://forums.rpgmakerweb.com/index.php?threads/games-no-longer-load-as-of-just-now.153151/ Source 1] [https://steamcommunity.com/app/1096900/eventcomments/3719440592184958999/ Source 2] [https://store.steampowered.com/news/app/1096900/view/3628242785987748389 Source 3]&lt;br /&gt;
: Update: Upon further inspection, these errors aren't plugin related either. Playtest doesn't work even in vanilla projects for some devices. Once again, don't update to version 1.6.0 until they have everything fixed and squared away.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 November 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Updates Changing to Monthly]]&lt;br /&gt;
: [[File:VisuMZSupport.jpg|300px|center|link=Updates Changing to Monthly]]&lt;br /&gt;
: We'll be changing our update schedule from weekly updates to monthly.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 October 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RPG Developer Bakin Editor Early Access Review]] by [[Yanfly]]&lt;br /&gt;
: [[File:RpgDevBakinCover.png|300px|center|link=RPG Developer Bakin Editor Early Access Review]]&lt;br /&gt;
: These are Yanfly's thoughts on the Early Access for [https://store.steampowered.com/app/1036640/RPG_Developer_Bakin/ RPG Developer Bakin], the new game engine on the block.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 June 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [http://www.akashics.moe/librarium-animated/hello-again-everyone/ Hello Again everyone!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;http://www.akashics.moe/librarium-animated/hello-again-everyone/&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i0.wp.com/www.akashics.moe/wp-content/uploads/2022/07/36.gif?resize=276%2C173&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''1590+ Character and Monster designs, 288 of them Animated,  and counting''', Thanks for your support during a tough period! &lt;br /&gt;
: Read about the road ahead for Librarium and get ready for www.akashics.moe to update regularly again!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 June 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-5-0-patch-notes.148146/ RPG Maker MZ Updated to V1.5.0!]&lt;br /&gt;
: [[File:RMMZ_Update_150.png|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: From what we can tell at '''first glance''', it should be safe to update to 1.5.0 and not jeopardize plugin compatibility.&lt;br /&gt;
: We have not fully tested out the capabilities of different tile sizes yet, so experiment with those at your own risk.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 April 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.youtube.com/watch?v=ByaJYokU8L0 Making a Game in RPG Maker: How to Get Started]&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=ByaJYokU8L0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 April 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; [[Battle System Differences VisuStella MZ]]&lt;br /&gt;
: [[File:battlebegin.jpg|300px|center|link=Battle System Differences VisuStella MZ]]&lt;br /&gt;
: This is an article for the battle system nerds (like me) and want to see the differences among them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 March 13&lt;br /&gt;
|content =&lt;br /&gt;
; [https://cazwolf.itch.io/caz-pixel-1-20 Pixel Fantasy RPG Icons: Packs 1-20 can now be downloaded as one complete sheet!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;https://cazwolf.itch.io/caz-pixel-1-20&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://img.itch.zone/aW1nLzg0MDUxMTEucG5n/315x250%23c/ieFS1A.png&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 February 25&lt;br /&gt;
|content =&lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-4-patch-notes.145233/ RPG Maker MZ Updated to V1.4.4!]&lt;br /&gt;
: [[File:RMMZ_Update_144.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: From what I can see, it should be safe to update without having plugins break.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 January 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-3-patch-notes.144047/ RPG Maker MZ Updated to V1.4.3!]&lt;br /&gt;
: [[File:RMMZ_Update_143.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: One of the changes to the BattleManager may prove to be troublesome.&lt;br /&gt;
: VisuStella MZ should be fine due to our code structure, but we will still be on the lookout for any plugin incompatibilities.&lt;br /&gt;
: But from what I can see, there should be little to no compatibility issues from updating.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 December 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-0-update.142845/ RPG Maker MZ Updated to V1.4.0!]&lt;br /&gt;
: [[File:RMMZ_Update_140.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: We will be on the lookout for any plugin incompatibilities.&lt;br /&gt;
: But from what I can see, there should be little to no compatibility issues from updating.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 November 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[An Argument Against Requiring IIFEs]]&lt;br /&gt;
: [[File:Nah_IIFE.jpg|300px|center|link=An Argument Against Requiring IIFEs]]&lt;br /&gt;
: An article explaining why I don't agree with the RPG Maker Community saying that IIFE's are '''required''' for plugins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 September 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Why Extension Plugins Are Not Standalone]]&lt;br /&gt;
: [[File:ExtStandalone_Extension.jpg|300px|center|link=Why Extension Plugins Are Not Standalone]]&lt;br /&gt;
: Explanation of why we do Extension Plugins and not make them as Standalone Plugins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 September 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-3-update.140440/ RPG Maker MZ Updated to V1.3.3!]&lt;br /&gt;
: [[File:RMMZ_Update_133.png|300px|center]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]. There are some major changes done to how gauge sprites operate.&lt;br /&gt;
: These updates may cause some visual bugs for plugins in regards to gauge sprites.&lt;br /&gt;
: Plugin compatibility updates will be coming this Friday on September 17, 2021.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 September 3&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.youtube.com/watch?v=AVK-P1uatwM Should You Make A Game With RPG Maker?]&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=AVK-P1uatwM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 August 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
The free download for the Dragonbones library is now updated with the proper license terms.&lt;br /&gt;
&lt;br /&gt;
Please delete the old versions from your projects and use the new ones.&lt;br /&gt;
&lt;br /&gt;
Thank you!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 August 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Why Certain Plugins Wont Be Ported|Why Certain Plugins Won't Be Ported]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ_NoPort.png|center|link=Why Certain Plugins Wont Be Ported]]&lt;br /&gt;
: An explanation on why certain plugins don't have plans of being ported over from MV to MZ.&lt;br /&gt;
: Yes, I realize this thumbnail looks like a T-shirt.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 July 23&lt;br /&gt;
|content =&lt;br /&gt;
; [https://linktr.ee/rpg_maker_cola RPG Maker Cola Podcast Episode 19]&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;https://linktr.ee/rpg_maker_cola&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://cdn.discordapp.com/attachments/836747838658576431/868052766566809670/unknown.png&amp;quot; width=&amp;quot;300pix&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Guests featuring [[Archeia]], [[Caz Wolf]], and [[Yanfly]]!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 July 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;https://cazwolf.itch.io/pixel-fantasy-tiles-mz&amp;quot;&amp;gt;&lt;br /&gt;
PIXEL FANTASY TILES - RMMZ RTP Update! &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Outside and Inside tiles available to download for free on itch.io!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://img.itch.zone/aW1hZ2UvOTc3OTAzLzY0OTk0NzAucG5n/original/iDRkcD.png&amp;quot; width=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 June 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ RPG Maker MZ Updated to V1.3.1!]&lt;br /&gt;
[[File:RMMZ_130.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]. There aren't any changes made to the code base, but there are for the editor.&lt;br /&gt;
: The aforementioned bugs are now fixed and the lag is now gone. Hooray! Go wild, download, '''back up your game''', and update!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 June 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ RPG Maker MZ Updated to V1.3.0!]&lt;br /&gt;
[[File:RMMZ_130.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: '''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; '''[https://itch.io/s/49127/dragbun-item-icons-bundle-1 50% Sale on Dragonbun Asset Packs!!!]'''&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/957287?bg_color=1d2129&amp;amp;amp;fg_color=ffffff&amp;amp;amp;link_color=1ca852&amp;amp;amp;border_color=494d55&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons2&amp;quot;&amp;gt;DRAGONBUN ITEM ICONS - PACK 2 by Mimo, Caz&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons2&amp;quot;&amp;gt;Dragonbun Pack 2 free update, now with 319 beautiful 250x250 HD item icons! Includes Iconset for 32x32 icons compatible with RPG Maker MV/MZ! Half price sale on now! &amp;lt;3&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; '''[https://itch.io/s/49127/dragbun-item-icons-bundle-1 50% Sale on Dragonbun Asset Packs!!!]'''&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/915430?bg_color=1d2129&amp;amp;amp;fg_color=ffffff&amp;amp;amp;link_color=13a7f2&amp;amp;amp;border_color=494d55&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons1&amp;quot;&amp;gt;DRAGONBUN ITEM ICONS - PACK 1 by Mimo, Caz&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons1&amp;quot;&amp;gt;Dragonbun Pack 1 free update, now with 114 beautiful 250x250 HD item icons! Includes Iconset for 32x32 icons compatible with RPG Maker MV/MZ! Half price sale on now! &amp;lt;3&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
[[File:BunnyTeamBye.png|300px|center|link=A Change in Bunny Team]]&lt;br /&gt;
&lt;br /&gt;
[[A Change in Bunny Team]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 19&lt;br /&gt;
|content =&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.rpgmakerweb.com/blog/visustella-action-sequence-series-basic-skill-setup-target-all' target='_blank'&amp;gt;&amp;lt;img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/609346986fa738a6e6f7484c_BlogBanner3.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://www.rpgmakerweb.com/blog/visustella-action-sequence-series-basic-skill-setup-target-all VisuStella MZ Action Sequence Series: Basic Skill Setup &amp;amp; Target All]&lt;br /&gt;
&lt;br /&gt;
: A series of blog entries focused on showing just what users of Visustella's Battle Core, among other plugins, can do using the Action Sequences functions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 April 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.rpgmakerweb.com/blog/build-your-community-through-your-game-with-visustella' target='_blank'&amp;gt;&amp;lt;img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/606d31225d8bee4b49c1e094_BlogBanner2.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://www.rpgmakerweb.com/blog/build-your-community-through-your-game-with-visustella Build Your Community Through Your Game]&lt;br /&gt;
&lt;br /&gt;
: Give access to your community through your game's title screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 April 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:VisuStellaMZ_Cost.png|300px|center|link=Why does VisuStella MZ cost more than RPG Maker MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[Why does VisuStella MZ cost more than RPG Maker MZ]]?&lt;br /&gt;
&lt;br /&gt;
: I figured we'd touch base on this question since it's asked so often.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 April 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella' target='_blank'&amp;gt;&amp;lt;img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/606d2abfaac2512ae5a96a57_BlogBanner1.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella Play Test Common Event] with VisuStella&lt;br /&gt;
&lt;br /&gt;
: Ever get those times you wish it was easier to debug your game? What if there was a simpler way?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 March 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-2-0-update.134067/ RPG Maker MZ Updated to V1.2.0!]&lt;br /&gt;
[[File:RMMZ_120.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 February 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://rpgtkool.hatenablog.com/entry/2021/02/25/135545 Official Notice: Support for Older RPG Makers Will End]&lt;br /&gt;
&lt;br /&gt;
: Explanation:&lt;br /&gt;
: Starting March 31, 2021, support for the following RPG Maker titles will end:&lt;br /&gt;
: * RPG Maker 2000&lt;br /&gt;
: * RPG Maker XP&lt;br /&gt;
: * RPG Maker VX&lt;br /&gt;
: * RPG Maker VX Ace&lt;br /&gt;
: The [https://tkool.jp/support/index.html Terms of Use] will be updated at a later date.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 January 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:MechanicsInsideDamageFormulas_Example1_No.png|center|link=Stop Putting Mechanics in Damage Formulas]]&lt;br /&gt;
&lt;br /&gt;
; [[Stop Putting Mechanics in Damage Formulas]]&lt;br /&gt;
: article written by [[Yanfly]]&lt;br /&gt;
: &lt;br /&gt;
: Explains the problems and side effects of putting game mechanics inside damage formulas.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 December 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ RPG Maker MZ Updated to V1.1.1!]&lt;br /&gt;
: [[File:RMMZ_111.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 November 11&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/38865/1111-visustella-sale 11/11 VisuStella Sale]&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=X4GlUNKRTQs&amp;amp;feature=emb_title&amp;lt;/youtube&amp;gt;&lt;br /&gt;
: 20% OFF!&lt;br /&gt;
: Do you know that 11/11 is Singles' Day in Asia? Celebrate friendship with us, as we offer 20% off some of our favorite products this week! First up on show is the Stella Character Generator, down to only $15.99. :&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; [https://itch.io/s/38866/1111-visustella-sale 11/11 VisuStella Sale]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/38866/1111-visustella-sale'&amp;gt;&amp;lt;img src='https://pbs.twimg.com/media/EmnIk-wXcAIN1Z4?format=png&amp;amp;name=small' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: 20% OFF!&lt;br /&gt;
: Here's another great 11/11 offer for you all - 20% off VisuStella's Modern City and School Horror pack! We really don't shout enough about how beautiful these pixel assets are...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 October 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/access-key-visustella-mz VisuStella MZ All Waves Bundle is now available!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/733546&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/access-key-visustella-mz&amp;quot;&amp;gt;[Access Key] All Waves Collection VisuStella MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://twitter.com/Visustella/status/1299453513001562123 VisuStella Twitter]&lt;br /&gt;
&lt;br /&gt;
: 私たちのライセンス形態についてですが、GPLではございません。ただいま利用規約の日本語訳を用意しておりますので、少々お待ちください。&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Official Statement from Yanfly Regarding Porting of Plugins]]&lt;br /&gt;
 &lt;br /&gt;
: People outside of the VisuStella team are forbidden from porting over plugins from the Yanfly Engine Plugins library for RPG Maker MV to RPG Maker MZ. This is a direct violation of the [http://www.yanfly.moe/wiki/Category:Yanfly_Engine_Plugins#Terms_of_Use Terms of Service found here]. Read more in the article linked above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 November 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://store.steampowered.com/app/1096900/RPG_Maker_MZ/ RPG Maker MZ is 20% Off!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://store.steampowered.com/app/1096900/RPG_Maker_MZ/'&amp;gt;&amp;lt;img src='https://cdn.cloudflare.steamstatic.com/steam/apps/1096900/header.jpg?t=1605569976' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: RPG Maker MZ is 20% off until December 1st!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 October 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-0-update.129288/ RPG Maker MZ Updated to V1.1.0!]&lt;br /&gt;
: [[File:RMMZ_110.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = Notice!&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Yanfly Engine Plugins]] Terms of Use Update&lt;br /&gt;
: The following clause has been added to the Terms of Use&lt;br /&gt;
: &amp;lt;pre&amp;gt;For context on what is considered &amp;quot;the scope of game projects&amp;quot;, this means anything that is made with the intention of it being played by players for all sorts. If it is a &amp;quot;game template&amp;quot; made only for RPG Maker users to learn from, that does NOT qualify as a game project, and the plugins from the Yanfly Engine Plugins library cannot be redistributed as a result of that.&amp;lt;/pre&amp;gt;&lt;br /&gt;
: If you have a game template project for redistribution that currently contains the Yanfly Engine Plugin library's contents, remove the Yanfly Engine Plugins from that game template project.&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella MZ Terms of Use Article 4]]&lt;br /&gt;
: The above in-depth explanation is now linked from the VisuStella MZ Terms of Use.&lt;br /&gt;
&lt;br /&gt;
For those wondering why these updates have been added, it's because some users are attempting to breach the redistribution clause by creating a loophole with &amp;quot;game templates&amp;quot; when their main intent is the redistribution of the plugins themselves.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustella.itch.io/visumz-sample VisuStella Sample Project]&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=qqnL1kUQ-vo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[How to Install Plugins (RPG Maker MZ)|How to Install Plugins]]&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=2Pj9zyiTQcQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 June 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[MZ Plans for Plugins &amp;amp; Ports]]&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=qocdNMI9qHM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 June 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Itch.io plugin pages down&lt;br /&gt;
: Thanks for alerting us that some of the pages for the YEP plugins are down on itch.io.&lt;br /&gt;
: We'll be looking into the matter. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 June 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Dragonbones Map Sprites Plugin + Animactors Vol I Bundle!&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/517/dragonbones-battler-map-sprites'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzM1NjI3NjEuZ2lm/original/XFe51L.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/b/517/dragonbones-battler-map-sprites 20% off useful materials!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 May 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Stella Character Generator (Visustella)|Stella Character Generator]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='http://www.yanfly.moe/wiki/Stella_Character_Generator_(Visustella)'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI3MzI2ODkucG5n/original/Eb0sCx.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''[[Stella Character Generator (Visustella)|Stella Character Generator]] has been released!'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [https://forms.gle/s6FpQ2evPRiPoWu69 Application Questionnaire] --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 May 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Spring Sale&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/28209/spring-sale'&amp;gt;&amp;lt;img src='https://www.travelmarketingllc.com/wp-content/uploads/2020/01/Spring-Sale-3-Converted.jpg' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/s/30110/spring-sale Arisu's Dollhouse Plugin Library is 10% off!]''' or $20 for ''Everything''!&lt;br /&gt;
: '''[https://itch.io/s/28208/spring-sale Fallen Angel Olivia's Plugin Library is 20% off!]''' or $50 for ''Everything''!&lt;br /&gt;
: '''[https://itch.io/s/28209/spring-sale Atelier Irina's Plugin Library is 20% off!]''' or $50 for ''Everything''!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 April 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Chocolate Egg Day Sale&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/479/chocolate-egg-day-sale'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzMyMzYwMjAucG5n/original/%2BG62FR.png'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/b/479/chocolate-egg-day-sale Get 51% off beautiful graphics!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 April 5&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; RPG Maker New Horizons Bundle Sale&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/476/rpg-maker-new-horizons'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzMxOTQ4NjEucG5n/original/oA3Oby.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/b/476/rpg-maker-new-horizons Get 50% off a huge bundle of graphics and plugins!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 March 11&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Retro Nostalgia Bundle Sale&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/28511/retro-nostalgia'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI5MzA3NjIucG5n/180x143%23c/lQIia1.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/s/28511/retro-nostalgia Oceans Dream 20% to 30% off!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 February 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Wiki - Dark Mode&lt;br /&gt;
: The wiki theme is now dark mode.&lt;br /&gt;
: This is purely experimental and we are unsure if we'll keep it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Nov 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Black Friday 2019!&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle'&amp;gt;&amp;lt;img src='https://cdn.discordapp.com/attachments/513496301078315012/646727688064860190/VS_BlackFridaySale.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: It's that time of the year again! Time to empower your game making potential with these royalty free assets and plugins for your project! You won't see massive discounts like this for a long, long time!&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/b/399/black-friday-2019-rpg-maker-assets-silver-bundle Silver Bundle]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/399/black-friday-2019-rpg-maker-assets-silver-bundle'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI2OTU2NDYucG5n/original/Fk%2Bml5.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A bundle with content from Archeia, Arisu, Caz, Oceans Dream, Olivia!&lt;br /&gt;
: '''Buy 5 items for $40 Regularly $66.96 Save 40%!'''&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/b/400/black-friday-2019-rpg-maker-assets-gold-bundle Gold Bundle]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/400/black-friday-2019-rpg-maker-assets-gold-bundle'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI2OTU2NzgucG5n/original/xLlVzR.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A bundle with content from Aekashics, Archeia, Arisu, Caz, Irina, Oceans Dream, Olivia&lt;br /&gt;
: '''Buy 10 items for $60 Regularly $143.91 Save 58%!'''&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle Diamond Bundle]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI2OTU2OTUucG5n/original/WkVJ9r.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A bundle with content from Aekashics, Archeia, Arisu, Caz, Irina, Oceans Dream, Olivia&lt;br /&gt;
: '''Buy 15 items for $90 Regularly $252.86 Save 64%!'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 31&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.patreon.com/posts/retirement-and-31197644 Yanfly's Retirement Announcement and plans for the future]&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=KmFp9DkzjPY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.patreon.com/posts/decisions-on-of-31080063'&amp;gt;&amp;lt;img src='https://c10.patreonusercontent.com/3/eyJwIjoxfQ%3D%3D/patreon-media/p/post/31080063/f14ddf9141574a21946719bdccbc78a0/1.jpg?token-time=1573430400&amp;amp;token-hash=DRgVYPAWnPB4iUoBS9iAEE2ARkdsjAuHBZsMQBig7bs%3D' width='400'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; [https://www.patreon.com/posts/decisions-on-of-31080063 Regarding why the links to YEP Library Plugins are down, please click here to read.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Beware of Shady Plugin Seller/Thief]]&lt;br /&gt;
&lt;br /&gt;
: [[File:NoIsabella.png|400px|center|link=Beware of Shady Plugin Seller/Thief]]&lt;br /&gt;
: Avoid a &amp;quot;plugin dev&amp;quot; named Isabella Ava (aka master2015hp) who is highly suspected to be a code thief.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Humble Bundle Sale - RPG Maker Returns&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.humblebundle.com/software/rpg-maker-returns-software'&amp;gt;&amp;lt;img src='https://hb.imgix.net/04434620143b6b48347c2956790e9dc169199f8a.png?auto=compress,format&amp;amp;h=630&amp;amp;w=1200&amp;amp;s=04242c72b8964487fd32b8c19c4f642b' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Degica returns to Humble with a bundle of software, music packs, tilesets, and resource packs you can use you bring your game idea to life! Boot up RPG Maker MV or Visual Novel Maker + Live2D and let your imagination run wild.&lt;br /&gt;
: [https://www.humblebundle.com/software/rpg-maker-returns-software Check it out here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 8&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
: [[A Stranger's Tips: The Game Designer's Manifesto]] article added to the Wiki&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/20448/fall-sale'&amp;gt;&amp;lt;img src='https://dappered.com/wp-content/uploads/2018/11/nordstrom-fall-sale-2018-header.jpg' width='320'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/s/20448/fall-sale Fallen Angel Olivia's End of Summer Plugin Sale] is up! 10% off every item!&lt;br /&gt;
: [https://itch.io/s/20447/fall-sale Atelier Irina's End of Summer Plugin Sale] is up! 10% off every item!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Aug 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Luna Engine MV (Visustella)|Luna Engine MV]] Full Release by [[Visustella]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://archeia.itch.io/luna-engine-mv'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxNjQ5MTkuZ2lm/original/IGNDo7.gif' width='320'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [[Luna Engine MV (Visustella)|View it here]].&lt;br /&gt;
: [https://archeia.itch.io/luna-engine-mv Purchase it here].&lt;br /&gt;
: This plugin is a part of the [[Visustella]] library.&lt;br /&gt;
&lt;br /&gt;
; [https://itch.io/b/349/battle-enhancers-plugin-bundle Battle Enhancers Plugin Bundle]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: [[File:201908Bundle.png|360px]]&lt;br /&gt;
&lt;br /&gt;
[https://itch.io/b/349/battle-enhancers-plugin-bundle Buy 6 items for $49.99 Regularly $66.94 Save 25%!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/17576/pixel-fantasy-rpg-icons-discount-bundle Pixel Fantasy RPG Icons Bundle]&lt;br /&gt;
&lt;br /&gt;
: [[File:20190726Bundle.png|360px]]&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/s/17576/pixel-fantasy-rpg-icons-discount-bundle Buy everything for $59.99! Regularly $77.95 Save 23%!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Aug 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://archeia.itch.io/luna-engine-mv Luna Engine MV (Early Access)]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://archeia.itch.io/luna-engine-mv'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxMTk5ODYucG5n/original/32PInR.png' width='360px'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Luna Engine MV (Visustella)|Learn more about Luna Engine MV!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Story Writing Basics]] article added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Yanfly.moe has changed from WordPress to MediaWiki!]]&lt;br /&gt;
&lt;br /&gt;
: Hey, all!&lt;br /&gt;
: Yanfly.moe is now changing away from WordPress to MediaWiki!&lt;br /&gt;
: There's a number of reasons behind this change.&lt;br /&gt;
: [[Yanfly.moe has changed from WordPress to MediaWiki!|Click here to read more.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 1.2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/17735/june-sale Fallen Angel Olivia Summer Sale]&lt;br /&gt;
&lt;br /&gt;
: [[File:OctoPackBattlerBundleSale.png|360px]]&lt;br /&gt;
&lt;br /&gt;
: [[Fallen Angel Olivia]] is having a plugin sale for her [[OctoPack Battler (Olivia)|OctoPack Battler]] plugin bundle as well as her other plugins.&lt;br /&gt;
&lt;br /&gt;
: [https://fallenangelolivia.itch.io/ Check them out here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 1.1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/17736/june-sale Atelier Irina Summer Sale]&lt;br /&gt;
&lt;br /&gt;
: [[File:AtelierIrinaSummerSale.png|360px]]&lt;br /&gt;
&lt;br /&gt;
: [[Atelier Irina]] is having a plugin sale for her plugin collection.&lt;br /&gt;
&lt;br /&gt;
: [https://atelieririna.itch.io/ Check them out here!]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Display templates|MainPageLatestUpdates]]&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>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestUpdates&amp;diff=17601</id>
		<title>Template:MainPageLatestUpdates</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestUpdates&amp;diff=17601"/>
		<updated>2026-01-30T12:24:29Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &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 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.10.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:RMMZ_190.png|228px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: RPG Maker MZ has updated to version 1.9.0. Things look stable so far from what I can see. Obviously, some things like the Icon Size and Face Size changes won't work with plugins until we've updated them, but everything else should work as long as those two things aren't changed up.&lt;br /&gt;
: [https://store.steampowered.com/news/app/1096900/view/527586104606458309?l=english View the Steam update page here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 July 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIyMDcxMTYwLmdpZg==/original/%2Bgmwl0.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 July 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxOTk3NjIxLmdpZg==/original/Gmbzeh.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 June 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxODM1ODUyLmdpZg==/original/Wkf%2BPI.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 June 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Animated Title Screen Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxNzE1NjAxLmdpZg==/original/%2FaUNNH.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 May 11&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxMTM4NDY4LmdpZg==/original/qJV9Al.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 April 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwODExNDUzLmdpZg==/original/7tHgIs.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&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 April 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwNzEzOTYxLmdpZg==/original/3Vtx4R.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 31&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]]&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwNTE0MTAwLmdpZg==/original/GesK2O.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMzkyMzQzLmdpZg==/original/Z9q5Zf.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Animated Title Screen Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMzI2MTYwLmdpZg==/original/1Qo79V.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMjg2NzgyLmdpZg==/original/c7iqSr.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMjQ0MjIyLmdpZg==/original/1o1BWv.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMjEzMTE2LmdpZg==/original/iU4I7g.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 5&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Shop Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMTUwNTEyLmdpZg==/original/Z0kQKq.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Animated Title Screen Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMDUwOTU1LmdpZg==/original/9pSwAR.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ New Animated Title Screen Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIwMDAzNzQzLmdpZg==/original/x7jQnN.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Nexus Message Theme Plugin!]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
&amp;lt;!-- : [[File:Artrix_Nexus_Msg1.gif|300px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5OTgyOTE5LmdpZg==/original/hN0gRK.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5OTI2ODc1LmdpZg==/original/UbTVBG.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.9.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:RMMZ_190.png|228px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: RPG Maker MZ has updated to version 1.9.0. Things look stable so far from what I can see. Obviously, some things like the Icon Size and Face Size changes won't work with plugins until we've updated them, but everything else should work as long as those two things aren't changed up.&lt;br /&gt;
: [https://store.steampowered.com/news/app/1096900/view/527586104606458309?l=english View the Steam update page here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYzODc2LmdpZg==/original/wB%2FGeA.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODM4NTMyLmdpZg==/original/sjIh2W.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODE1NjkwLmdpZg==/original/yAXuyg.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 8&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5NzM2NDUyLmdpZg==/original/IvBzU0.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5NzM2NjEwLmdpZg==/original/NfGbR6.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5NzM2MjkzLmdpZg==/original/urps9T.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Animated title screen plugins!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = Sacred Earth - Reverie Demo!&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [https://miragev.itch.io/sacred-earth-reverie Sacred Earth - Reverie Demo Link]&lt;br /&gt;
; MirageV&lt;br /&gt;
: [[File:KannaSERDemo.png|300px|center|link=https://miragev.itch.io/sacred-earth-reverie]]&lt;br /&gt;
: [https://miragev.itch.io/sacred-earth-reverie Sacred Earth - Reverie]'s demo is up!&lt;br /&gt;
: Remember to also [https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/ wishlist Sacred Earth - Reverie on Steam]!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = Wishlist on Steam!&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/ Sacred Earth - Reverie]&lt;br /&gt;
; MirageV&lt;br /&gt;
: [[File:SacredEarthRev.jpg|300px|center|link=https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/]]&lt;br /&gt;
: [https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/ Sacred Earth - Reverie]'s Steam page is finally up! Be sure to add it to your wishlists! Made by our very own MirageV, one of the few VisuStella artists who have been making the thumbnails for the MZ library! His lovely art is all over the game! It'll be out in November 2024!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [[Yanfly's Life Hacks for RPG Maker Devs]]&lt;br /&gt;
; Yanfly&lt;br /&gt;
: [[File:LifeHackEmoji1.png|300px|center|link=Yanfly's Life Hacks for RPG Maker Devs]]&lt;br /&gt;
: Yanfly gives some life hacks that can improve your RPG Maker experience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [[Yanfly's Advice for RPG Maker Plugin Developers]]&lt;br /&gt;
; Yanfly&lt;br /&gt;
: [[File:YanflyAdvice.png|300px|center|link=Yanfly's Advice for RPG Maker Plugin Developers]]&lt;br /&gt;
: Yanfly gives some advice for future aspiring plugin developers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [[Virus Detected on Plugins]]&lt;br /&gt;
; Irina&lt;br /&gt;
: [[File:VirusDetected.png|300px|center|link=Virus Detected on Plugins]]&lt;br /&gt;
: Windows' recent update has started picking up VisuStella MZ and other RPG Maker MZ plugins as viruses due to its new machine learning algorithm. Read this article to see how you can resolve it and how to check if the files are actually filled with viruses or not.&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;
; [[Inspiration Behind Grande]]&lt;br /&gt;
; by Yanfly&lt;br /&gt;
: [[File:Grande.jpg|300px|center|link=Inspiration Behind Grande]]&lt;br /&gt;
: This series, the '''Grande''' plugins, is the grand finale for [[VisuStella MZ]]. Its main focus is to provide the extra customization options for actors and battles while being compatible with everything else in the library. In a way, it's not far off to say that it's more of a &amp;quot;wrap up&amp;quot; series than a cohesively themed one, but nonetheless, that's what '''Grande''' is.&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;
; [[Inspiration Behind Wanderlust Volume 2]]&lt;br /&gt;
; by Team VisuStella MZ&lt;br /&gt;
: [[File:WanderlustVol2.jpg|300px|center|link=Inspiration Behind Wanderlust Volume 2]]&lt;br /&gt;
: We did not expect to make another Wanderlust volume, but here we are. We decided there's more ways to add wonder and emotion to the game through these plugins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Timed Hits with Action Sequences]]&lt;br /&gt;
; by [[Arisu]]&lt;br /&gt;
: [[File:VisuMZ.142.jpg|300px|center|link=Timed Hits with Action Sequences]]&lt;br /&gt;
: Here's how you can create '''Timed Hits''' using the VisuStella MZ [[Battle Core VisuStella MZ|Battle Core]] and [[QTE and Trigger System VisuStella MZ|QTE and Trigger System]] plugins through '''Action Sequences'''! Includes ways for both the player to attack enemies with and to defend from enemies with.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.8.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:RMMZ_Update_180.png|228px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: RPG Maker MZ has updated to version 1.8.0. Things look stable so far from what I can see (haven't checked TileD). You should be good to go to update your corescripts from 1.7.0 to 1.8.0.&lt;br /&gt;
: [https://steamcommunity.com/app/1096900/eventcomments/7119694909426620627 View the Steam update page here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [http://www.akashics.moe/uncategorized/how-librarium-will-work-and-operate-in-2024-and-onwards/ Librarium's Operation in 2024 and onwards!!]&lt;br /&gt;
; by [[Ækashics_Librarium]]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;http://www.akashics.moe/uncategorized/how-librarium-will-work-and-operate-in-2024-and-onwards/&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i.gyazo.com/75017046a68b0842ac76094255f9c0ea.png&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A consie explanation in how Librarium will be releasing new assets during 2024 and how its patreon will deliver this content!&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;
; [[Inspiration Behind Custom Construct Volume 4]]&lt;br /&gt;
; by [[Irina]]&lt;br /&gt;
: [[File:CustomConstructVol4.jpg|300px|center|link=Inspiration Behind Custom Construct Volume 4]]&lt;br /&gt;
: '''Custom Construct''' Volume 4 closes out the '''Custom Construct''' series, a series about creating your own custom systems for your game(s) in creative ways. '''QTE &amp;amp; Trigger System''' allow for more gameplay aspects to utilize, '''Event Signals''' adds new ways to proc event actions, and '''Dice Rolls &amp;amp; RNG Seeds''' allow your players and you to have control over the random nature of your games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 December 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Event Popup Tips and Tricks]]&lt;br /&gt;
; by [[Arisu]]&lt;br /&gt;
: [[File:EventPopupTut_4.gif|300px|center|link=Event Popup Tips and Tricks]]&lt;br /&gt;
: Since the version 1.55 update of [[Events and Movement Core VisuStella MZ|Events and Movement Core]], you can use the new Plugin Command called &amp;quot;Event Popup&amp;quot;, which creates text above specific targets like the player character or an event, and move it. This feature is made by none other than yours truly, [[Arisu]]! There's many applications in which this can be used, but only if you change the way it's used. Let's take a look at them! This article will show you how to use popups to display Quick Messages, indicate Obtained Items, giving gifts to NPC's, and throwing items across the map.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Most Popular VisuStella MZ Plugins]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:MostPopular.png|300px|link=Most Popular VisuStella MZ Plugins]]&lt;br /&gt;
: Ever wondered which plugins are VisuStella MZ's most popular 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;
; [[Inspiration Behind Merchant Manager Volume 4]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:MerchantManagerVol4.jpg|300px|center|link=Inspiration Behind Merchant Manager Volume 4]]&lt;br /&gt;
: '''Merchant Manager Volume 4''' is the final volume of the '''Merchant Manager''' series and is focused around adding new features and aesthetics for your game's shop keepers.&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;
; [[Inspiration Behind Combat Crusaders Volume 2]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:CombatCrusadersVol2.jpg|300px|center|link=Inspiration Behind Combat Crusaders Volume 2]]&lt;br /&gt;
: The '''Combat Crusaders''' Volume 2 plugins, like with volume 1, are centered around making combat more interactive! Only this time, we aim this interaction at using skills in conjunction with items! Item Throw Skills, Item Concoction Skills, and Item Amplify Skills all focus around having items interact with skills to produce new effects!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.patreon.com/aekashics/membership Dragon Tier pledge over at patreon receives another upgrade!]&lt;br /&gt;
; by [[Ækashics_Librarium]]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;https://www.patreon.com/aekashics/membership&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i.gyazo.com/5d1978f6352dce34fb0f1ddf2c8867c9.png&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Starting with [https://aekashics.itch.io/legendary-knight-michael Legendary Knight Michael's] release, Librarium Dragon Tier asset packs will now include Icon sets and weapon sheets directly related to the featured release! &lt;br /&gt;
: This comes at no cost increase in the pledge increase, but resulting in much more versatile packs! Thanks for your support!&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;
; [[Inspiration Behind Dungeon Divers Volume 2]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:DungeonDiversVol2.jpg|300px|center|link=Inspiration Behind Dungeon Divers Volume 2]]&lt;br /&gt;
: The '''Dungeon Divers Volume 2''' plugins, like with volume 1, are centered around dungeon diving. This time, we focus more on the more mechanical aspects alongside replayability. Replayability here means either subsequent playthroughs or even revisiting already completed content. Also, these focus on providing a different experience for each player, so that whether you're playing or watching someone else stream these games, the experience will be unique.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0 Librarium Full Release Master List now available!]&lt;br /&gt;
; by [[Ækashics_Librarium]]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i.gyazo.com/05e4eb432c37450ee26c170d5c250b37.png&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: The backlog master list of current era Librarium sets is now available!&lt;br /&gt;
: You can browse it [https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0 here]!&lt;br /&gt;
: Get every post-2021 release plus a continuous supply of high quality assets on a regular basis by joining Aekashics's [https://www.patreon.com/aekashics Librarium patreon community] or buy what you need individually on demand over at [https://aekashics.itch.io/ Aekashics's  itch.io]!&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;
; [[Inspiration Behind Visual Novel Volume 4]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:VisualNovelVol4.jpg|300px|center|link=Visual Novel Volume 4]]&lt;br /&gt;
: The fourth volume of the '''Visual Novel''' series focuses on adding voice acting to your games. These is via [[Voice Acting Control VisuStella MZ|Voice Acting Control]], [[Battle Voices VisuStella MZ|Battle Voices]], and [[Side Chatter VisuStella MZ|Side Chatter]] to add that extra audio layer of immersion.&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;
; [[Inspiration Behind Enchanted Explorers Volume 2]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:EnchantedExplorersVol2.jpg|300px|center|link=Inspiration Behind Enchanted Explorers Volume 2]]&lt;br /&gt;
: We wanted to do more plugins that add life to the adventurer and allow developers to express creativity through their maps, events, and characters. This lead to the creation of the plugins made for the Enchanted Explorers volume 2. Sometimes, being able to convey intent through passive means, either through visuals or text, can do a lot to bring out the wonders of a game's world.&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;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.7.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:rmmz_update_170.png|300px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: RPG Maker MZ has updated to version 1.7.0. As far as I can tell, everything should be working (haven't checked TileD). Therefore, if you are using TileD and it's a major part of your project (which it will be if you are using it), I suggest not updating the corescripts of that project.&lt;br /&gt;
: [https://steamcommunity.com/app/1096900 View the Steam update page here!]&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;
; [[Inspiration Behind Battle Technician Volume 4]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:BattleTechnicianVol4.jpg|300px|center|link=Inspiration Behind Battle Technician Volume 4]]&lt;br /&gt;
: Yanfly talks about the inspiration behind each of the plugins made for this plugin series.&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;
; [[The Future of VisuStella MZ Plugins]]&lt;br /&gt;
; by [[Irina]]&lt;br /&gt;
: [[File:FutureOfVisuMZ.png|300px|center|link=The Future of VisuStella MZ Plugins]]&lt;br /&gt;
: RPG Maker Unite has released a few weeks ago and many of you have questions and/or concerns about the future of VisuStella MZ. This article will answer some of those questions and concerns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RPG Maker Unite First Impressions Review]]&lt;br /&gt;
; by [[Irina]]&lt;br /&gt;
: [[File:RpgMakerUniteReview.jpg|300px|center|link=RPG Maker Unite First Impressions Review]]&lt;br /&gt;
: tl;dr RPG Maker Unite is not ready to be used as a tool. Treat it as an early-access release due to all the problems present.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 27&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
; [https://store.steampowered.com/app/1899060/Pocket_Mirror__GoldenerTraum/ Wishlist Pocket Mirror on Steam!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;https://store.steampowered.com/app/1899060/Pocket_Mirror__GoldenerTraum/&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://cdn.akamai.steamstatic.com/steam/apps/1899060/header.jpg?t=1682644650&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Delve into the enthralling world of Pocket Mirror ~ GoldenerTraum, the acclaimed RPG Maker gothic horror game that'll take you on a moving journey of self-discovery.&lt;br /&gt;
; '''Coming May 18, 2023'''&lt;br /&gt;
: Wishlist it on Steam today!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 March 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[YEP Freebies vs VisuMZ Freebies]]&lt;br /&gt;
: [[File:YEPvsVS-Freebies.png|300px|center|link=YEP Freebies vs VisuMZ Freebies]]&lt;br /&gt;
: To answer why [[Yanfly Engine Plugins]] offers 40 freebies while [[VisuStella MZ]] ''only'' offers 10.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 March 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RPG Developer Bakin Editor Early Access Review]]&lt;br /&gt;
; by [[Yanfly]] Score Change&lt;br /&gt;
: [[File:RpgDevBakinCover.png|300px|center|link=RPG Developer Bakin Editor Early Access Review]]&lt;br /&gt;
: Changed the initial score from 5.9/10 to 7.45/10 for me.&lt;br /&gt;
: Reasons listed inside.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 December 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://store.steampowered.com/news/app/1096900/view/3628242853592210482?l=english RPG Maker MZ Updated to V1.6.1!]&lt;br /&gt;
: [[File:RMMZ_Update_160.png|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: The problem with the version 1.6.0 update has now been fixed. The NodeJS version has been reverted to a previous version.&lt;br /&gt;
: However, in the event that an infinite loading screen occurs, follow the instructions on the [https://store.steampowered.com/news/app/1096900/view/3628242853592210482?l=english Steam page].&lt;br /&gt;
: Our recommended course of action is to wait until our next plugin batch update before seeing if updating to v1.6.1 is a wise move yet.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 December 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Do NOT Update to RMMZ 1.6.0 Yet!&lt;br /&gt;
: [[File:Warning.jpg|300px|center]]&lt;br /&gt;
: I repeat, do NOT Update to RMMZ 1.6.0 Yet!&lt;br /&gt;
: At the moment, there's a lot of mentions where games simply don't load anymore until they reverted back to a previous version.&lt;br /&gt;
: [https://forums.rpgmakerweb.com/index.php?threads/games-no-longer-load-as-of-just-now.153151/ Source 1] [https://steamcommunity.com/app/1096900/eventcomments/3719440592184958999/ Source 2] [https://store.steampowered.com/news/app/1096900/view/3628242785987748389 Source 3]&lt;br /&gt;
: Update: Upon further inspection, these errors aren't plugin related either. Playtest doesn't work even in vanilla projects for some devices. Once again, don't update to version 1.6.0 until they have everything fixed and squared away.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 November 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Updates Changing to Monthly]]&lt;br /&gt;
: [[File:VisuMZSupport.jpg|300px|center|link=Updates Changing to Monthly]]&lt;br /&gt;
: We'll be changing our update schedule from weekly updates to monthly.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 October 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RPG Developer Bakin Editor Early Access Review]] by [[Yanfly]]&lt;br /&gt;
: [[File:RpgDevBakinCover.png|300px|center|link=RPG Developer Bakin Editor Early Access Review]]&lt;br /&gt;
: These are Yanfly's thoughts on the Early Access for [https://store.steampowered.com/app/1036640/RPG_Developer_Bakin/ RPG Developer Bakin], the new game engine on the block.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 June 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [http://www.akashics.moe/librarium-animated/hello-again-everyone/ Hello Again everyone!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;http://www.akashics.moe/librarium-animated/hello-again-everyone/&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i0.wp.com/www.akashics.moe/wp-content/uploads/2022/07/36.gif?resize=276%2C173&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''1590+ Character and Monster designs, 288 of them Animated,  and counting''', Thanks for your support during a tough period! &lt;br /&gt;
: Read about the road ahead for Librarium and get ready for www.akashics.moe to update regularly again!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 June 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-5-0-patch-notes.148146/ RPG Maker MZ Updated to V1.5.0!]&lt;br /&gt;
: [[File:RMMZ_Update_150.png|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: From what we can tell at '''first glance''', it should be safe to update to 1.5.0 and not jeopardize plugin compatibility.&lt;br /&gt;
: We have not fully tested out the capabilities of different tile sizes yet, so experiment with those at your own risk.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 April 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.youtube.com/watch?v=ByaJYokU8L0 Making a Game in RPG Maker: How to Get Started]&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=ByaJYokU8L0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 April 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; [[Battle System Differences VisuStella MZ]]&lt;br /&gt;
: [[File:battlebegin.jpg|300px|center|link=Battle System Differences VisuStella MZ]]&lt;br /&gt;
: This is an article for the battle system nerds (like me) and want to see the differences among them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 March 13&lt;br /&gt;
|content =&lt;br /&gt;
; [https://cazwolf.itch.io/caz-pixel-1-20 Pixel Fantasy RPG Icons: Packs 1-20 can now be downloaded as one complete sheet!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;https://cazwolf.itch.io/caz-pixel-1-20&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://img.itch.zone/aW1nLzg0MDUxMTEucG5n/315x250%23c/ieFS1A.png&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 February 25&lt;br /&gt;
|content =&lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-4-patch-notes.145233/ RPG Maker MZ Updated to V1.4.4!]&lt;br /&gt;
: [[File:RMMZ_Update_144.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: From what I can see, it should be safe to update without having plugins break.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 January 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-3-patch-notes.144047/ RPG Maker MZ Updated to V1.4.3!]&lt;br /&gt;
: [[File:RMMZ_Update_143.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: One of the changes to the BattleManager may prove to be troublesome.&lt;br /&gt;
: VisuStella MZ should be fine due to our code structure, but we will still be on the lookout for any plugin incompatibilities.&lt;br /&gt;
: But from what I can see, there should be little to no compatibility issues from updating.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 December 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-0-update.142845/ RPG Maker MZ Updated to V1.4.0!]&lt;br /&gt;
: [[File:RMMZ_Update_140.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: We will be on the lookout for any plugin incompatibilities.&lt;br /&gt;
: But from what I can see, there should be little to no compatibility issues from updating.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 November 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[An Argument Against Requiring IIFEs]]&lt;br /&gt;
: [[File:Nah_IIFE.jpg|300px|center|link=An Argument Against Requiring IIFEs]]&lt;br /&gt;
: An article explaining why I don't agree with the RPG Maker Community saying that IIFE's are '''required''' for plugins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 September 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Why Extension Plugins Are Not Standalone]]&lt;br /&gt;
: [[File:ExtStandalone_Extension.jpg|300px|center|link=Why Extension Plugins Are Not Standalone]]&lt;br /&gt;
: Explanation of why we do Extension Plugins and not make them as Standalone Plugins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 September 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-3-update.140440/ RPG Maker MZ Updated to V1.3.3!]&lt;br /&gt;
: [[File:RMMZ_Update_133.png|300px|center]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]. There are some major changes done to how gauge sprites operate.&lt;br /&gt;
: These updates may cause some visual bugs for plugins in regards to gauge sprites.&lt;br /&gt;
: Plugin compatibility updates will be coming this Friday on September 17, 2021.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 September 3&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.youtube.com/watch?v=AVK-P1uatwM Should You Make A Game With RPG Maker?]&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=AVK-P1uatwM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 August 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
The free download for the Dragonbones library is now updated with the proper license terms.&lt;br /&gt;
&lt;br /&gt;
Please delete the old versions from your projects and use the new ones.&lt;br /&gt;
&lt;br /&gt;
Thank you!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 August 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Why Certain Plugins Wont Be Ported|Why Certain Plugins Won't Be Ported]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ_NoPort.png|center|link=Why Certain Plugins Wont Be Ported]]&lt;br /&gt;
: An explanation on why certain plugins don't have plans of being ported over from MV to MZ.&lt;br /&gt;
: Yes, I realize this thumbnail looks like a T-shirt.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 July 23&lt;br /&gt;
|content =&lt;br /&gt;
; [https://linktr.ee/rpg_maker_cola RPG Maker Cola Podcast Episode 19]&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;https://linktr.ee/rpg_maker_cola&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://cdn.discordapp.com/attachments/836747838658576431/868052766566809670/unknown.png&amp;quot; width=&amp;quot;300pix&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Guests featuring [[Archeia]], [[Caz Wolf]], and [[Yanfly]]!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 July 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;https://cazwolf.itch.io/pixel-fantasy-tiles-mz&amp;quot;&amp;gt;&lt;br /&gt;
PIXEL FANTASY TILES - RMMZ RTP Update! &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Outside and Inside tiles available to download for free on itch.io!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://img.itch.zone/aW1hZ2UvOTc3OTAzLzY0OTk0NzAucG5n/original/iDRkcD.png&amp;quot; width=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 June 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ RPG Maker MZ Updated to V1.3.1!]&lt;br /&gt;
[[File:RMMZ_130.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]. There aren't any changes made to the code base, but there are for the editor.&lt;br /&gt;
: The aforementioned bugs are now fixed and the lag is now gone. Hooray! Go wild, download, '''back up your game''', and update!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 June 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ RPG Maker MZ Updated to V1.3.0!]&lt;br /&gt;
[[File:RMMZ_130.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: '''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; '''[https://itch.io/s/49127/dragbun-item-icons-bundle-1 50% Sale on Dragonbun Asset Packs!!!]'''&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/957287?bg_color=1d2129&amp;amp;amp;fg_color=ffffff&amp;amp;amp;link_color=1ca852&amp;amp;amp;border_color=494d55&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons2&amp;quot;&amp;gt;DRAGONBUN ITEM ICONS - PACK 2 by Mimo, Caz&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons2&amp;quot;&amp;gt;Dragonbun Pack 2 free update, now with 319 beautiful 250x250 HD item icons! Includes Iconset for 32x32 icons compatible with RPG Maker MV/MZ! Half price sale on now! &amp;lt;3&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; '''[https://itch.io/s/49127/dragbun-item-icons-bundle-1 50% Sale on Dragonbun Asset Packs!!!]'''&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/915430?bg_color=1d2129&amp;amp;amp;fg_color=ffffff&amp;amp;amp;link_color=13a7f2&amp;amp;amp;border_color=494d55&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons1&amp;quot;&amp;gt;DRAGONBUN ITEM ICONS - PACK 1 by Mimo, Caz&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons1&amp;quot;&amp;gt;Dragonbun Pack 1 free update, now with 114 beautiful 250x250 HD item icons! Includes Iconset for 32x32 icons compatible with RPG Maker MV/MZ! Half price sale on now! &amp;lt;3&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
[[File:BunnyTeamBye.png|300px|center|link=A Change in Bunny Team]]&lt;br /&gt;
&lt;br /&gt;
[[A Change in Bunny Team]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 19&lt;br /&gt;
|content =&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.rpgmakerweb.com/blog/visustella-action-sequence-series-basic-skill-setup-target-all' target='_blank'&amp;gt;&amp;lt;img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/609346986fa738a6e6f7484c_BlogBanner3.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://www.rpgmakerweb.com/blog/visustella-action-sequence-series-basic-skill-setup-target-all VisuStella MZ Action Sequence Series: Basic Skill Setup &amp;amp; Target All]&lt;br /&gt;
&lt;br /&gt;
: A series of blog entries focused on showing just what users of Visustella's Battle Core, among other plugins, can do using the Action Sequences functions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 April 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.rpgmakerweb.com/blog/build-your-community-through-your-game-with-visustella' target='_blank'&amp;gt;&amp;lt;img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/606d31225d8bee4b49c1e094_BlogBanner2.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://www.rpgmakerweb.com/blog/build-your-community-through-your-game-with-visustella Build Your Community Through Your Game]&lt;br /&gt;
&lt;br /&gt;
: Give access to your community through your game's title screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 April 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:VisuStellaMZ_Cost.png|300px|center|link=Why does VisuStella MZ cost more than RPG Maker MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[Why does VisuStella MZ cost more than RPG Maker MZ]]?&lt;br /&gt;
&lt;br /&gt;
: I figured we'd touch base on this question since it's asked so often.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 April 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella' target='_blank'&amp;gt;&amp;lt;img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/606d2abfaac2512ae5a96a57_BlogBanner1.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella Play Test Common Event] with VisuStella&lt;br /&gt;
&lt;br /&gt;
: Ever get those times you wish it was easier to debug your game? What if there was a simpler way?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 March 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-2-0-update.134067/ RPG Maker MZ Updated to V1.2.0!]&lt;br /&gt;
[[File:RMMZ_120.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 February 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://rpgtkool.hatenablog.com/entry/2021/02/25/135545 Official Notice: Support for Older RPG Makers Will End]&lt;br /&gt;
&lt;br /&gt;
: Explanation:&lt;br /&gt;
: Starting March 31, 2021, support for the following RPG Maker titles will end:&lt;br /&gt;
: * RPG Maker 2000&lt;br /&gt;
: * RPG Maker XP&lt;br /&gt;
: * RPG Maker VX&lt;br /&gt;
: * RPG Maker VX Ace&lt;br /&gt;
: The [https://tkool.jp/support/index.html Terms of Use] will be updated at a later date.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 January 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:MechanicsInsideDamageFormulas_Example1_No.png|center|link=Stop Putting Mechanics in Damage Formulas]]&lt;br /&gt;
&lt;br /&gt;
; [[Stop Putting Mechanics in Damage Formulas]]&lt;br /&gt;
: article written by [[Yanfly]]&lt;br /&gt;
: &lt;br /&gt;
: Explains the problems and side effects of putting game mechanics inside damage formulas.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 December 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ RPG Maker MZ Updated to V1.1.1!]&lt;br /&gt;
: [[File:RMMZ_111.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 November 11&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/38865/1111-visustella-sale 11/11 VisuStella Sale]&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=X4GlUNKRTQs&amp;amp;feature=emb_title&amp;lt;/youtube&amp;gt;&lt;br /&gt;
: 20% OFF!&lt;br /&gt;
: Do you know that 11/11 is Singles' Day in Asia? Celebrate friendship with us, as we offer 20% off some of our favorite products this week! First up on show is the Stella Character Generator, down to only $15.99. :&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; [https://itch.io/s/38866/1111-visustella-sale 11/11 VisuStella Sale]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/38866/1111-visustella-sale'&amp;gt;&amp;lt;img src='https://pbs.twimg.com/media/EmnIk-wXcAIN1Z4?format=png&amp;amp;name=small' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: 20% OFF!&lt;br /&gt;
: Here's another great 11/11 offer for you all - 20% off VisuStella's Modern City and School Horror pack! We really don't shout enough about how beautiful these pixel assets are...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 October 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/access-key-visustella-mz VisuStella MZ All Waves Bundle is now available!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/733546&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/access-key-visustella-mz&amp;quot;&amp;gt;[Access Key] All Waves Collection VisuStella MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://twitter.com/Visustella/status/1299453513001562123 VisuStella Twitter]&lt;br /&gt;
&lt;br /&gt;
: 私たちのライセンス形態についてですが、GPLではございません。ただいま利用規約の日本語訳を用意しておりますので、少々お待ちください。&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Official Statement from Yanfly Regarding Porting of Plugins]]&lt;br /&gt;
 &lt;br /&gt;
: People outside of the VisuStella team are forbidden from porting over plugins from the Yanfly Engine Plugins library for RPG Maker MV to RPG Maker MZ. This is a direct violation of the [http://www.yanfly.moe/wiki/Category:Yanfly_Engine_Plugins#Terms_of_Use Terms of Service found here]. Read more in the article linked above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 November 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://store.steampowered.com/app/1096900/RPG_Maker_MZ/ RPG Maker MZ is 20% Off!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://store.steampowered.com/app/1096900/RPG_Maker_MZ/'&amp;gt;&amp;lt;img src='https://cdn.cloudflare.steamstatic.com/steam/apps/1096900/header.jpg?t=1605569976' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: RPG Maker MZ is 20% off until December 1st!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 October 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-0-update.129288/ RPG Maker MZ Updated to V1.1.0!]&lt;br /&gt;
: [[File:RMMZ_110.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = Notice!&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Yanfly Engine Plugins]] Terms of Use Update&lt;br /&gt;
: The following clause has been added to the Terms of Use&lt;br /&gt;
: &amp;lt;pre&amp;gt;For context on what is considered &amp;quot;the scope of game projects&amp;quot;, this means anything that is made with the intention of it being played by players for all sorts. If it is a &amp;quot;game template&amp;quot; made only for RPG Maker users to learn from, that does NOT qualify as a game project, and the plugins from the Yanfly Engine Plugins library cannot be redistributed as a result of that.&amp;lt;/pre&amp;gt;&lt;br /&gt;
: If you have a game template project for redistribution that currently contains the Yanfly Engine Plugin library's contents, remove the Yanfly Engine Plugins from that game template project.&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella MZ Terms of Use Article 4]]&lt;br /&gt;
: The above in-depth explanation is now linked from the VisuStella MZ Terms of Use.&lt;br /&gt;
&lt;br /&gt;
For those wondering why these updates have been added, it's because some users are attempting to breach the redistribution clause by creating a loophole with &amp;quot;game templates&amp;quot; when their main intent is the redistribution of the plugins themselves.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustella.itch.io/visumz-sample VisuStella Sample Project]&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=qqnL1kUQ-vo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[How to Install Plugins (RPG Maker MZ)|How to Install Plugins]]&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=2Pj9zyiTQcQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 June 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[MZ Plans for Plugins &amp;amp; Ports]]&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=qocdNMI9qHM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 June 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Itch.io plugin pages down&lt;br /&gt;
: Thanks for alerting us that some of the pages for the YEP plugins are down on itch.io.&lt;br /&gt;
: We'll be looking into the matter. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 June 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Dragonbones Map Sprites Plugin + Animactors Vol I Bundle!&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/517/dragonbones-battler-map-sprites'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzM1NjI3NjEuZ2lm/original/XFe51L.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/b/517/dragonbones-battler-map-sprites 20% off useful materials!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 May 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Stella Character Generator (Visustella)|Stella Character Generator]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='http://www.yanfly.moe/wiki/Stella_Character_Generator_(Visustella)'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI3MzI2ODkucG5n/original/Eb0sCx.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''[[Stella Character Generator (Visustella)|Stella Character Generator]] has been released!'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [https://forms.gle/s6FpQ2evPRiPoWu69 Application Questionnaire] --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 May 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Spring Sale&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/28209/spring-sale'&amp;gt;&amp;lt;img src='https://www.travelmarketingllc.com/wp-content/uploads/2020/01/Spring-Sale-3-Converted.jpg' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/s/30110/spring-sale Arisu's Dollhouse Plugin Library is 10% off!]''' or $20 for ''Everything''!&lt;br /&gt;
: '''[https://itch.io/s/28208/spring-sale Fallen Angel Olivia's Plugin Library is 20% off!]''' or $50 for ''Everything''!&lt;br /&gt;
: '''[https://itch.io/s/28209/spring-sale Atelier Irina's Plugin Library is 20% off!]''' or $50 for ''Everything''!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 April 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Chocolate Egg Day Sale&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/479/chocolate-egg-day-sale'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzMyMzYwMjAucG5n/original/%2BG62FR.png'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/b/479/chocolate-egg-day-sale Get 51% off beautiful graphics!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 April 5&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; RPG Maker New Horizons Bundle Sale&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/476/rpg-maker-new-horizons'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzMxOTQ4NjEucG5n/original/oA3Oby.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/b/476/rpg-maker-new-horizons Get 50% off a huge bundle of graphics and plugins!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 March 11&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Retro Nostalgia Bundle Sale&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/28511/retro-nostalgia'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI5MzA3NjIucG5n/180x143%23c/lQIia1.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/s/28511/retro-nostalgia Oceans Dream 20% to 30% off!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 February 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Wiki - Dark Mode&lt;br /&gt;
: The wiki theme is now dark mode.&lt;br /&gt;
: This is purely experimental and we are unsure if we'll keep it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Nov 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Black Friday 2019!&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle'&amp;gt;&amp;lt;img src='https://cdn.discordapp.com/attachments/513496301078315012/646727688064860190/VS_BlackFridaySale.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: It's that time of the year again! Time to empower your game making potential with these royalty free assets and plugins for your project! You won't see massive discounts like this for a long, long time!&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/b/399/black-friday-2019-rpg-maker-assets-silver-bundle Silver Bundle]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/399/black-friday-2019-rpg-maker-assets-silver-bundle'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI2OTU2NDYucG5n/original/Fk%2Bml5.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A bundle with content from Archeia, Arisu, Caz, Oceans Dream, Olivia!&lt;br /&gt;
: '''Buy 5 items for $40 Regularly $66.96 Save 40%!'''&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/b/400/black-friday-2019-rpg-maker-assets-gold-bundle Gold Bundle]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/400/black-friday-2019-rpg-maker-assets-gold-bundle'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI2OTU2NzgucG5n/original/xLlVzR.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A bundle with content from Aekashics, Archeia, Arisu, Caz, Irina, Oceans Dream, Olivia&lt;br /&gt;
: '''Buy 10 items for $60 Regularly $143.91 Save 58%!'''&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle Diamond Bundle]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI2OTU2OTUucG5n/original/WkVJ9r.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A bundle with content from Aekashics, Archeia, Arisu, Caz, Irina, Oceans Dream, Olivia&lt;br /&gt;
: '''Buy 15 items for $90 Regularly $252.86 Save 64%!'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 31&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.patreon.com/posts/retirement-and-31197644 Yanfly's Retirement Announcement and plans for the future]&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=KmFp9DkzjPY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.patreon.com/posts/decisions-on-of-31080063'&amp;gt;&amp;lt;img src='https://c10.patreonusercontent.com/3/eyJwIjoxfQ%3D%3D/patreon-media/p/post/31080063/f14ddf9141574a21946719bdccbc78a0/1.jpg?token-time=1573430400&amp;amp;token-hash=DRgVYPAWnPB4iUoBS9iAEE2ARkdsjAuHBZsMQBig7bs%3D' width='400'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; [https://www.patreon.com/posts/decisions-on-of-31080063 Regarding why the links to YEP Library Plugins are down, please click here to read.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Beware of Shady Plugin Seller/Thief]]&lt;br /&gt;
&lt;br /&gt;
: [[File:NoIsabella.png|400px|center|link=Beware of Shady Plugin Seller/Thief]]&lt;br /&gt;
: Avoid a &amp;quot;plugin dev&amp;quot; named Isabella Ava (aka master2015hp) who is highly suspected to be a code thief.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Humble Bundle Sale - RPG Maker Returns&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.humblebundle.com/software/rpg-maker-returns-software'&amp;gt;&amp;lt;img src='https://hb.imgix.net/04434620143b6b48347c2956790e9dc169199f8a.png?auto=compress,format&amp;amp;h=630&amp;amp;w=1200&amp;amp;s=04242c72b8964487fd32b8c19c4f642b' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Degica returns to Humble with a bundle of software, music packs, tilesets, and resource packs you can use you bring your game idea to life! Boot up RPG Maker MV or Visual Novel Maker + Live2D and let your imagination run wild.&lt;br /&gt;
: [https://www.humblebundle.com/software/rpg-maker-returns-software Check it out here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 8&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
: [[A Stranger's Tips: The Game Designer's Manifesto]] article added to the Wiki&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/20448/fall-sale'&amp;gt;&amp;lt;img src='https://dappered.com/wp-content/uploads/2018/11/nordstrom-fall-sale-2018-header.jpg' width='320'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/s/20448/fall-sale Fallen Angel Olivia's End of Summer Plugin Sale] is up! 10% off every item!&lt;br /&gt;
: [https://itch.io/s/20447/fall-sale Atelier Irina's End of Summer Plugin Sale] is up! 10% off every item!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Aug 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Luna Engine MV (Visustella)|Luna Engine MV]] Full Release by [[Visustella]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://archeia.itch.io/luna-engine-mv'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxNjQ5MTkuZ2lm/original/IGNDo7.gif' width='320'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [[Luna Engine MV (Visustella)|View it here]].&lt;br /&gt;
: [https://archeia.itch.io/luna-engine-mv Purchase it here].&lt;br /&gt;
: This plugin is a part of the [[Visustella]] library.&lt;br /&gt;
&lt;br /&gt;
; [https://itch.io/b/349/battle-enhancers-plugin-bundle Battle Enhancers Plugin Bundle]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: [[File:201908Bundle.png|360px]]&lt;br /&gt;
&lt;br /&gt;
[https://itch.io/b/349/battle-enhancers-plugin-bundle Buy 6 items for $49.99 Regularly $66.94 Save 25%!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/17576/pixel-fantasy-rpg-icons-discount-bundle Pixel Fantasy RPG Icons Bundle]&lt;br /&gt;
&lt;br /&gt;
: [[File:20190726Bundle.png|360px]]&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/s/17576/pixel-fantasy-rpg-icons-discount-bundle Buy everything for $59.99! Regularly $77.95 Save 23%!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Aug 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://archeia.itch.io/luna-engine-mv Luna Engine MV (Early Access)]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://archeia.itch.io/luna-engine-mv'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxMTk5ODYucG5n/original/32PInR.png' width='360px'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Luna Engine MV (Visustella)|Learn more about Luna Engine MV!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Story Writing Basics]] article added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Yanfly.moe has changed from WordPress to MediaWiki!]]&lt;br /&gt;
&lt;br /&gt;
: Hey, all!&lt;br /&gt;
: Yanfly.moe is now changing away from WordPress to MediaWiki!&lt;br /&gt;
: There's a number of reasons behind this change.&lt;br /&gt;
: [[Yanfly.moe has changed from WordPress to MediaWiki!|Click here to read more.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 1.2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/17735/june-sale Fallen Angel Olivia Summer Sale]&lt;br /&gt;
&lt;br /&gt;
: [[File:OctoPackBattlerBundleSale.png|360px]]&lt;br /&gt;
&lt;br /&gt;
: [[Fallen Angel Olivia]] is having a plugin sale for her [[OctoPack Battler (Olivia)|OctoPack Battler]] plugin bundle as well as her other plugins.&lt;br /&gt;
&lt;br /&gt;
: [https://fallenangelolivia.itch.io/ Check them out here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 1.1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/17736/june-sale Atelier Irina Summer Sale]&lt;br /&gt;
&lt;br /&gt;
: [[File:AtelierIrinaSummerSale.png|360px]]&lt;br /&gt;
&lt;br /&gt;
: [[Atelier Irina]] is having a plugin sale for her plugin collection.&lt;br /&gt;
&lt;br /&gt;
: [https://atelieririna.itch.io/ Check them out here!]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Display templates|MainPageLatestUpdates]]&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>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Skill_Learn_System_VisuStella_MZ&amp;diff=17546</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=17546"/>
		<updated>2025-11-22T16:01:12Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &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 1.17: 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>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Class_Change_System_VisuStella_MZ&amp;diff=17545</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=17545"/>
		<updated>2025-11-22T16:00:49Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &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 1.18: 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>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Events_and_Movement_Core_VisuStella_MZ&amp;diff=17543</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=17543"/>
		<updated>2025-11-15T12:42:38Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &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;
&amp;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 1.60: 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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.31: January 6, 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 1.30: 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>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:TopBanner&amp;diff=17310</id>
		<title>Template:TopBanner</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:TopBanner&amp;diff=17310"/>
		<updated>2025-04-25T15:28:42Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span class=&amp;quot;nomobile&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%; margin: 5px auto; text-align: center; border: none;&amp;quot;&lt;br /&gt;
| &amp;lt;html&amp;gt;&lt;br /&gt;
&amp;lt;a href='http://www.yanfly.moe/wiki/Category:Yanfly_Engine_Plugins'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5NzI3NzYucG5n/original/wpb0Ze.png' width='170'&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;a href='https://visustellamz.itch.io/'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzQwMzg4MjYucG5n/315x250%23c/sBmlSn.png' width='170'&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;a href='https://visustellamz.itch.io/access-key-visustella-mz'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzY3MjkyODMucG5n/original/2Cr5JK.png' width='170'&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;a href='http://www.yanfly.moe/wiki/Category:%C3%86kashics_Librarium'&amp;gt;&amp;lt;img src='http://yanfly.moe/wp-content/uploads/2019/05/pdrbanner.gif' width='170'&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;!-- &amp;lt;a href='http://www.yanfly.moe/wiki/Category:Caz_Wolf'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzMxMjExMTYuZ2lm/180x143%23c/bqW0Kd.gif' width='170'&amp;gt;&amp;lt;/a&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;a href='https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/'&amp;gt;&amp;lt;img src='http://www.yanfly.moe/wiki/images/0/0b/SacredEarthRevGif.gif' width='170'&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;a href='https://teamartrix.itch.io/'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5NzM2MjkzLmdpZg==/original/urps9T.gif' width='170'&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;!-- &amp;lt;a href='http://www.yanfly.moe/wiki/Luna_Engine_MV_(Visustella)'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxNjQ5MTkuZ2lm/original/IGNDo7.gif' width='170'&amp;gt;&amp;lt;/a&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;a href='https://pixelodyssey.itch.io/2500-fantasy-rpg-icons'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1hZ2UvNjM0OTU1LzMzOTM3MTIuZ2lm/250x600/4ggWwH.gif' width='170'&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;a href='http://www.yanfly.moe/wiki/Fallen_Angel_Olivia'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1hZ2UvMzA1ODMzLzIwODkwMDE0LmdpZg==/original/WGDv4U.gif' width='170'&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;!-- &amp;lt;a href='http://www.yanfly.moe/wiki/Category:Atelier_Irina'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI5MjM1MTguZ2lm/original/y1jQXb.gif' width='170'&amp;gt;&amp;lt;/a&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &amp;lt;a href='http://www.yanfly.moe/wiki/Visual_Item_Inventory_(Arisu)'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1hZ2UvNDg1OTQwLzI1MDgzODIucG5n/original/9tfprF.png' width='170'&amp;gt;&amp;lt;/a&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- | style=&amp;quot;width: 12%;&amp;quot;| &amp;lt;html&amp;gt;&amp;lt;a href='http://www.yanfly.moe/wiki/Category:Yanfly_Engine_Plugins'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5NzI3NzYucG5n/original/wpb0Ze.png' width='170'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 12%;&amp;quot;| &amp;lt;html&amp;gt;&amp;lt;a href='http://www.yanfly.moe/wiki/Category:%C3%86kashics_Librarium'&amp;gt;&amp;lt;img src='http://yanfly.moe/wp-content/uploads/2019/05/pdrbanner.gif' width='170'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 12%;&amp;quot;| &amp;lt;html&amp;gt;&amp;lt;a href='http://www.yanfly.moe/wiki/Category:Caz_Wolf'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzMxMjExMTYuZ2lm/180x143%23c/bqW0Kd.gif' width='170'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 12%;&amp;quot;| &amp;lt;html&amp;gt;&amp;lt;a href='http://www.yanfly.moe/wiki/Luna_Engine_MV_(Visustella)'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxNjQ5MTkuZ2lm/original/IGNDo7.gif' width='170'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 12%;&amp;quot;| &amp;lt;html&amp;gt;&amp;lt;a href='https://pixelodyssey.itch.io/2500-fantasy-rpg-icons'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1hZ2UvNjM0OTU1LzMzOTM3MTIuZ2lm/250x600/4ggWwH.gif' width='170'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 12%;&amp;quot;| &amp;lt;html&amp;gt;&amp;lt;a href='http://www.yanfly.moe/wiki/Fallen_Angel_Olivia'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1hZ2UvMzA1ODMzLzIwODkwMDE0LmdpZg==/original/WGDv4U.gif' width='170'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 12%;&amp;quot;| &amp;lt;html&amp;gt;&amp;lt;a href='http://www.yanfly.moe/wiki/Category:Atelier_Irina'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI5MjM1MTguZ2lm/original/y1jQXb.gif' width='170'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 12%;&amp;quot;| &amp;lt;html&amp;gt;&amp;lt;a href='http://www.yanfly.moe/wiki/Visual_Item_Inventory_(Arisu)'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1hZ2UvNDg1OTQwLzI1MDgzODIucG5n/original/9tfprF.png' width='170'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt; --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 75%; margin: auto; background: #161616; border: 1px solid #111;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #252525; border: 1px solid #252525; padding: 5px; margin: 3px; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Welcome to the wiki! This is where you can find resources from [http://www.yanfly.moe Yanfly.moe], [https://aekashics.itch.io/ Ækashics.moe], &amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.visustella.com/ VisuStella], [https://cazwolf.itch.io/ Caz Wolf], [https://fallenangelolivia.itch.io/ Fallen Angel Olivia], [https://atelieririna.itch.io/ Atelier Irina], and other affiliated content creators.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;pre style=&amp;quot;width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
{{TopBanner}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Added to the top of every page through [[Template:TOCright|TOCright]] template.&lt;br /&gt;
&lt;br /&gt;
[[Category:Display templates|TopBanner]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Skills_and_States_Core_Notetags&amp;diff=17278</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=17278"/>
		<updated>2025-03-20T02:00:46Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &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;
&amp;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;
  - Even non-consumable items will be consumed.&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;
&amp;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;
=== 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>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestUpdates&amp;diff=17184</id>
		<title>Template:MainPageLatestUpdates</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestUpdates&amp;diff=17184"/>
		<updated>2025-02-18T00:29:05Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &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 = 2024 February 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.9.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:RMMZ_190.png|228px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: RPG Maker MZ has updated to version 1.9.0. Things look stable so far from what I can see. Obviously, some things like the Icon Size and Face Size changes won't work with plugins until we've updated them, but everything else should work as long as those two things aren't changed up.&lt;br /&gt;
: [https://store.steampowered.com/news/app/1096900/view/527586104606458309?l=english View the Steam update page here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYzODc2LmdpZg==/original/wB%2FGeA.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODM4NTMyLmdpZg==/original/sjIh2W.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODE1NjkwLmdpZg==/original/yAXuyg.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 8&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5NzM2NDUyLmdpZg==/original/IvBzU0.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5NzM2NjEwLmdpZg==/original/NfGbR6.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5NzM2MjkzLmdpZg==/original/urps9T.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Animated title screen plugins!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = Sacred Earth - Reverie Demo!&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [https://miragev.itch.io/sacred-earth-reverie Sacred Earth - Reverie Demo Link]&lt;br /&gt;
; MirageV&lt;br /&gt;
: [[File:KannaSERDemo.png|300px|center|link=https://miragev.itch.io/sacred-earth-reverie]]&lt;br /&gt;
: [https://miragev.itch.io/sacred-earth-reverie Sacred Earth - Reverie]'s demo is up!&lt;br /&gt;
: Remember to also [https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/ wishlist Sacred Earth - Reverie on Steam]!&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 = Wishlist on Steam!&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/ Sacred Earth - Reverie]&lt;br /&gt;
; MirageV&lt;br /&gt;
: [[File:SacredEarthRev.jpg|300px|center|link=https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/]]&lt;br /&gt;
: [https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/ Sacred Earth - Reverie]'s Steam page is finally up! Be sure to add it to your wishlists! Made by our very own MirageV, one of the few VisuStella artists who have been making the thumbnails for the MZ library! His lovely art is all over the game! It'll be out in November 2024!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [[Yanfly's Life Hacks for RPG Maker Devs]]&lt;br /&gt;
; Yanfly&lt;br /&gt;
: [[File:LifeHackEmoji1.png|300px|center|link=Yanfly's Life Hacks for RPG Maker Devs]]&lt;br /&gt;
: Yanfly gives some life hacks that can improve your RPG Maker experience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [[Yanfly's Advice for RPG Maker Plugin Developers]]&lt;br /&gt;
; Yanfly&lt;br /&gt;
: [[File:YanflyAdvice.png|300px|center|link=Yanfly's Advice for RPG Maker Plugin Developers]]&lt;br /&gt;
: Yanfly gives some advice for future aspiring plugin developers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [[Virus Detected on Plugins]]&lt;br /&gt;
; Irina&lt;br /&gt;
: [[File:VirusDetected.png|300px|center|link=Virus Detected on Plugins]]&lt;br /&gt;
: Windows' recent update has started picking up VisuStella MZ and other RPG Maker MZ plugins as viruses due to its new machine learning algorithm. Read this article to see how you can resolve it and how to check if the files are actually filled with viruses or not.&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;
; [[Inspiration Behind Grande]]&lt;br /&gt;
; by Yanfly&lt;br /&gt;
: [[File:Grande.jpg|300px|center|link=Inspiration Behind Grande]]&lt;br /&gt;
: This series, the '''Grande''' plugins, is the grand finale for [[VisuStella MZ]]. Its main focus is to provide the extra customization options for actors and battles while being compatible with everything else in the library. In a way, it's not far off to say that it's more of a &amp;quot;wrap up&amp;quot; series than a cohesively themed one, but nonetheless, that's what '''Grande''' is.&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;
; [[Inspiration Behind Wanderlust Volume 2]]&lt;br /&gt;
; by Team VisuStella MZ&lt;br /&gt;
: [[File:WanderlustVol2.jpg|300px|center|link=Inspiration Behind Wanderlust Volume 2]]&lt;br /&gt;
: We did not expect to make another Wanderlust volume, but here we are. We decided there's more ways to add wonder and emotion to the game through these plugins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Timed Hits with Action Sequences]]&lt;br /&gt;
; by [[Arisu]]&lt;br /&gt;
: [[File:VisuMZ.142.jpg|300px|center|link=Timed Hits with Action Sequences]]&lt;br /&gt;
: Here's how you can create '''Timed Hits''' using the VisuStella MZ [[Battle Core VisuStella MZ|Battle Core]] and [[QTE and Trigger System VisuStella MZ|QTE and Trigger System]] plugins through '''Action Sequences'''! Includes ways for both the player to attack enemies with and to defend from enemies with.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.8.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:RMMZ_Update_180.png|228px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: RPG Maker MZ has updated to version 1.8.0. Things look stable so far from what I can see (haven't checked TileD). You should be good to go to update your corescripts from 1.7.0 to 1.8.0.&lt;br /&gt;
: [https://steamcommunity.com/app/1096900/eventcomments/7119694909426620627 View the Steam update page here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [http://www.akashics.moe/uncategorized/how-librarium-will-work-and-operate-in-2024-and-onwards/ Librarium's Operation in 2024 and onwards!!]&lt;br /&gt;
; by [[Ækashics_Librarium]]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;http://www.akashics.moe/uncategorized/how-librarium-will-work-and-operate-in-2024-and-onwards/&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i.gyazo.com/75017046a68b0842ac76094255f9c0ea.png&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A consie explanation in how Librarium will be releasing new assets during 2024 and how its patreon will deliver this content!&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;
; [[Inspiration Behind Custom Construct Volume 4]]&lt;br /&gt;
; by [[Irina]]&lt;br /&gt;
: [[File:CustomConstructVol4.jpg|300px|center|link=Inspiration Behind Custom Construct Volume 4]]&lt;br /&gt;
: '''Custom Construct''' Volume 4 closes out the '''Custom Construct''' series, a series about creating your own custom systems for your game(s) in creative ways. '''QTE &amp;amp; Trigger System''' allow for more gameplay aspects to utilize, '''Event Signals''' adds new ways to proc event actions, and '''Dice Rolls &amp;amp; RNG Seeds''' allow your players and you to have control over the random nature of your games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 December 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Event Popup Tips and Tricks]]&lt;br /&gt;
; by [[Arisu]]&lt;br /&gt;
: [[File:EventPopupTut_4.gif|300px|center|link=Event Popup Tips and Tricks]]&lt;br /&gt;
: Since the version 1.55 update of [[Events and Movement Core VisuStella MZ|Events and Movement Core]], you can use the new Plugin Command called &amp;quot;Event Popup&amp;quot;, which creates text above specific targets like the player character or an event, and move it. This feature is made by none other than yours truly, [[Arisu]]! There's many applications in which this can be used, but only if you change the way it's used. Let's take a look at them! This article will show you how to use popups to display Quick Messages, indicate Obtained Items, giving gifts to NPC's, and throwing items across the map.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Most Popular VisuStella MZ Plugins]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:MostPopular.png|300px|link=Most Popular VisuStella MZ Plugins]]&lt;br /&gt;
: Ever wondered which plugins are VisuStella MZ's most popular 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;
; [[Inspiration Behind Merchant Manager Volume 4]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:MerchantManagerVol4.jpg|300px|center|link=Inspiration Behind Merchant Manager Volume 4]]&lt;br /&gt;
: '''Merchant Manager Volume 4''' is the final volume of the '''Merchant Manager''' series and is focused around adding new features and aesthetics for your game's shop keepers.&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;
; [[Inspiration Behind Combat Crusaders Volume 2]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:CombatCrusadersVol2.jpg|300px|center|link=Inspiration Behind Combat Crusaders Volume 2]]&lt;br /&gt;
: The '''Combat Crusaders''' Volume 2 plugins, like with volume 1, are centered around making combat more interactive! Only this time, we aim this interaction at using skills in conjunction with items! Item Throw Skills, Item Concoction Skills, and Item Amplify Skills all focus around having items interact with skills to produce new effects!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.patreon.com/aekashics/membership Dragon Tier pledge over at patreon receives another upgrade!]&lt;br /&gt;
; by [[Ækashics_Librarium]]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;https://www.patreon.com/aekashics/membership&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i.gyazo.com/5d1978f6352dce34fb0f1ddf2c8867c9.png&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Starting with [https://aekashics.itch.io/legendary-knight-michael Legendary Knight Michael's] release, Librarium Dragon Tier asset packs will now include Icon sets and weapon sheets directly related to the featured release! &lt;br /&gt;
: This comes at no cost increase in the pledge increase, but resulting in much more versatile packs! Thanks for your support!&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;
; [[Inspiration Behind Dungeon Divers Volume 2]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:DungeonDiversVol2.jpg|300px|center|link=Inspiration Behind Dungeon Divers Volume 2]]&lt;br /&gt;
: The '''Dungeon Divers Volume 2''' plugins, like with volume 1, are centered around dungeon diving. This time, we focus more on the more mechanical aspects alongside replayability. Replayability here means either subsequent playthroughs or even revisiting already completed content. Also, these focus on providing a different experience for each player, so that whether you're playing or watching someone else stream these games, the experience will be unique.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0 Librarium Full Release Master List now available!]&lt;br /&gt;
; by [[Ækashics_Librarium]]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i.gyazo.com/05e4eb432c37450ee26c170d5c250b37.png&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: The backlog master list of current era Librarium sets is now available!&lt;br /&gt;
: You can browse it [https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0 here]!&lt;br /&gt;
: Get every post-2021 release plus a continuous supply of high quality assets on a regular basis by joining Aekashics's [https://www.patreon.com/aekashics Librarium patreon community] or buy what you need individually on demand over at [https://aekashics.itch.io/ Aekashics's  itch.io]!&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;
; [[Inspiration Behind Visual Novel Volume 4]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:VisualNovelVol4.jpg|300px|center|link=Visual Novel Volume 4]]&lt;br /&gt;
: The fourth volume of the '''Visual Novel''' series focuses on adding voice acting to your games. These is via [[Voice Acting Control VisuStella MZ|Voice Acting Control]], [[Battle Voices VisuStella MZ|Battle Voices]], and [[Side Chatter VisuStella MZ|Side Chatter]] to add that extra audio layer of immersion.&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;
; [[Inspiration Behind Enchanted Explorers Volume 2]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:EnchantedExplorersVol2.jpg|300px|center|link=Inspiration Behind Enchanted Explorers Volume 2]]&lt;br /&gt;
: We wanted to do more plugins that add life to the adventurer and allow developers to express creativity through their maps, events, and characters. This lead to the creation of the plugins made for the Enchanted Explorers volume 2. Sometimes, being able to convey intent through passive means, either through visuals or text, can do a lot to bring out the wonders of a game's world.&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;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.7.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:rmmz_update_170.png|300px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: RPG Maker MZ has updated to version 1.7.0. As far as I can tell, everything should be working (haven't checked TileD). Therefore, if you are using TileD and it's a major part of your project (which it will be if you are using it), I suggest not updating the corescripts of that project.&lt;br /&gt;
: [https://steamcommunity.com/app/1096900 View the Steam update page here!]&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;
; [[Inspiration Behind Battle Technician Volume 4]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:BattleTechnicianVol4.jpg|300px|center|link=Inspiration Behind Battle Technician Volume 4]]&lt;br /&gt;
: Yanfly talks about the inspiration behind each of the plugins made for this plugin series.&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;
; [[The Future of VisuStella MZ Plugins]]&lt;br /&gt;
; by [[Irina]]&lt;br /&gt;
: [[File:FutureOfVisuMZ.png|300px|center|link=The Future of VisuStella MZ Plugins]]&lt;br /&gt;
: RPG Maker Unite has released a few weeks ago and many of you have questions and/or concerns about the future of VisuStella MZ. This article will answer some of those questions and concerns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RPG Maker Unite First Impressions Review]]&lt;br /&gt;
; by [[Irina]]&lt;br /&gt;
: [[File:RpgMakerUniteReview.jpg|300px|center|link=RPG Maker Unite First Impressions Review]]&lt;br /&gt;
: tl;dr RPG Maker Unite is not ready to be used as a tool. Treat it as an early-access release due to all the problems present.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 27&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
; [https://store.steampowered.com/app/1899060/Pocket_Mirror__GoldenerTraum/ Wishlist Pocket Mirror on Steam!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;https://store.steampowered.com/app/1899060/Pocket_Mirror__GoldenerTraum/&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://cdn.akamai.steamstatic.com/steam/apps/1899060/header.jpg?t=1682644650&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Delve into the enthralling world of Pocket Mirror ~ GoldenerTraum, the acclaimed RPG Maker gothic horror game that'll take you on a moving journey of self-discovery.&lt;br /&gt;
; '''Coming May 18, 2023'''&lt;br /&gt;
: Wishlist it on Steam today!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 March 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[YEP Freebies vs VisuMZ Freebies]]&lt;br /&gt;
: [[File:YEPvsVS-Freebies.png|300px|center|link=YEP Freebies vs VisuMZ Freebies]]&lt;br /&gt;
: To answer why [[Yanfly Engine Plugins]] offers 40 freebies while [[VisuStella MZ]] ''only'' offers 10.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 March 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RPG Developer Bakin Editor Early Access Review]]&lt;br /&gt;
; by [[Yanfly]] Score Change&lt;br /&gt;
: [[File:RpgDevBakinCover.png|300px|center|link=RPG Developer Bakin Editor Early Access Review]]&lt;br /&gt;
: Changed the initial score from 5.9/10 to 7.45/10 for me.&lt;br /&gt;
: Reasons listed inside.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 December 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://store.steampowered.com/news/app/1096900/view/3628242853592210482?l=english RPG Maker MZ Updated to V1.6.1!]&lt;br /&gt;
: [[File:RMMZ_Update_160.png|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: The problem with the version 1.6.0 update has now been fixed. The NodeJS version has been reverted to a previous version.&lt;br /&gt;
: However, in the event that an infinite loading screen occurs, follow the instructions on the [https://store.steampowered.com/news/app/1096900/view/3628242853592210482?l=english Steam page].&lt;br /&gt;
: Our recommended course of action is to wait until our next plugin batch update before seeing if updating to v1.6.1 is a wise move yet.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 December 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Do NOT Update to RMMZ 1.6.0 Yet!&lt;br /&gt;
: [[File:Warning.jpg|300px|center]]&lt;br /&gt;
: I repeat, do NOT Update to RMMZ 1.6.0 Yet!&lt;br /&gt;
: At the moment, there's a lot of mentions where games simply don't load anymore until they reverted back to a previous version.&lt;br /&gt;
: [https://forums.rpgmakerweb.com/index.php?threads/games-no-longer-load-as-of-just-now.153151/ Source 1] [https://steamcommunity.com/app/1096900/eventcomments/3719440592184958999/ Source 2] [https://store.steampowered.com/news/app/1096900/view/3628242785987748389 Source 3]&lt;br /&gt;
: Update: Upon further inspection, these errors aren't plugin related either. Playtest doesn't work even in vanilla projects for some devices. Once again, don't update to version 1.6.0 until they have everything fixed and squared away.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 November 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Updates Changing to Monthly]]&lt;br /&gt;
: [[File:VisuMZSupport.jpg|300px|center|link=Updates Changing to Monthly]]&lt;br /&gt;
: We'll be changing our update schedule from weekly updates to monthly.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 October 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RPG Developer Bakin Editor Early Access Review]] by [[Yanfly]]&lt;br /&gt;
: [[File:RpgDevBakinCover.png|300px|center|link=RPG Developer Bakin Editor Early Access Review]]&lt;br /&gt;
: These are Yanfly's thoughts on the Early Access for [https://store.steampowered.com/app/1036640/RPG_Developer_Bakin/ RPG Developer Bakin], the new game engine on the block.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 June 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [http://www.akashics.moe/librarium-animated/hello-again-everyone/ Hello Again everyone!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;http://www.akashics.moe/librarium-animated/hello-again-everyone/&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i0.wp.com/www.akashics.moe/wp-content/uploads/2022/07/36.gif?resize=276%2C173&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''1590+ Character and Monster designs, 288 of them Animated,  and counting''', Thanks for your support during a tough period! &lt;br /&gt;
: Read about the road ahead for Librarium and get ready for www.akashics.moe to update regularly again!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 June 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-5-0-patch-notes.148146/ RPG Maker MZ Updated to V1.5.0!]&lt;br /&gt;
: [[File:RMMZ_Update_150.png|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: From what we can tell at '''first glance''', it should be safe to update to 1.5.0 and not jeopardize plugin compatibility.&lt;br /&gt;
: We have not fully tested out the capabilities of different tile sizes yet, so experiment with those at your own risk.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 April 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.youtube.com/watch?v=ByaJYokU8L0 Making a Game in RPG Maker: How to Get Started]&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=ByaJYokU8L0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 April 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; [[Battle System Differences VisuStella MZ]]&lt;br /&gt;
: [[File:battlebegin.jpg|300px|center|link=Battle System Differences VisuStella MZ]]&lt;br /&gt;
: This is an article for the battle system nerds (like me) and want to see the differences among them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 March 13&lt;br /&gt;
|content =&lt;br /&gt;
; [https://cazwolf.itch.io/caz-pixel-1-20 Pixel Fantasy RPG Icons: Packs 1-20 can now be downloaded as one complete sheet!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;https://cazwolf.itch.io/caz-pixel-1-20&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://img.itch.zone/aW1nLzg0MDUxMTEucG5n/315x250%23c/ieFS1A.png&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 February 25&lt;br /&gt;
|content =&lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-4-patch-notes.145233/ RPG Maker MZ Updated to V1.4.4!]&lt;br /&gt;
: [[File:RMMZ_Update_144.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: From what I can see, it should be safe to update without having plugins break.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 January 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-3-patch-notes.144047/ RPG Maker MZ Updated to V1.4.3!]&lt;br /&gt;
: [[File:RMMZ_Update_143.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: One of the changes to the BattleManager may prove to be troublesome.&lt;br /&gt;
: VisuStella MZ should be fine due to our code structure, but we will still be on the lookout for any plugin incompatibilities.&lt;br /&gt;
: But from what I can see, there should be little to no compatibility issues from updating.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 December 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-0-update.142845/ RPG Maker MZ Updated to V1.4.0!]&lt;br /&gt;
: [[File:RMMZ_Update_140.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: We will be on the lookout for any plugin incompatibilities.&lt;br /&gt;
: But from what I can see, there should be little to no compatibility issues from updating.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 November 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[An Argument Against Requiring IIFEs]]&lt;br /&gt;
: [[File:Nah_IIFE.jpg|300px|center|link=An Argument Against Requiring IIFEs]]&lt;br /&gt;
: An article explaining why I don't agree with the RPG Maker Community saying that IIFE's are '''required''' for plugins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 September 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Why Extension Plugins Are Not Standalone]]&lt;br /&gt;
: [[File:ExtStandalone_Extension.jpg|300px|center|link=Why Extension Plugins Are Not Standalone]]&lt;br /&gt;
: Explanation of why we do Extension Plugins and not make them as Standalone Plugins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 September 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-3-update.140440/ RPG Maker MZ Updated to V1.3.3!]&lt;br /&gt;
: [[File:RMMZ_Update_133.png|300px|center]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]. There are some major changes done to how gauge sprites operate.&lt;br /&gt;
: These updates may cause some visual bugs for plugins in regards to gauge sprites.&lt;br /&gt;
: Plugin compatibility updates will be coming this Friday on September 17, 2021.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 September 3&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.youtube.com/watch?v=AVK-P1uatwM Should You Make A Game With RPG Maker?]&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=AVK-P1uatwM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 August 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
The free download for the Dragonbones library is now updated with the proper license terms.&lt;br /&gt;
&lt;br /&gt;
Please delete the old versions from your projects and use the new ones.&lt;br /&gt;
&lt;br /&gt;
Thank you!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 August 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Why Certain Plugins Wont Be Ported|Why Certain Plugins Won't Be Ported]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ_NoPort.png|center|link=Why Certain Plugins Wont Be Ported]]&lt;br /&gt;
: An explanation on why certain plugins don't have plans of being ported over from MV to MZ.&lt;br /&gt;
: Yes, I realize this thumbnail looks like a T-shirt.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 July 23&lt;br /&gt;
|content =&lt;br /&gt;
; [https://linktr.ee/rpg_maker_cola RPG Maker Cola Podcast Episode 19]&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;https://linktr.ee/rpg_maker_cola&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://cdn.discordapp.com/attachments/836747838658576431/868052766566809670/unknown.png&amp;quot; width=&amp;quot;300pix&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Guests featuring [[Archeia]], [[Caz Wolf]], and [[Yanfly]]!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 July 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;https://cazwolf.itch.io/pixel-fantasy-tiles-mz&amp;quot;&amp;gt;&lt;br /&gt;
PIXEL FANTASY TILES - RMMZ RTP Update! &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Outside and Inside tiles available to download for free on itch.io!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://img.itch.zone/aW1hZ2UvOTc3OTAzLzY0OTk0NzAucG5n/original/iDRkcD.png&amp;quot; width=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 June 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ RPG Maker MZ Updated to V1.3.1!]&lt;br /&gt;
[[File:RMMZ_130.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]. There aren't any changes made to the code base, but there are for the editor.&lt;br /&gt;
: The aforementioned bugs are now fixed and the lag is now gone. Hooray! Go wild, download, '''back up your game''', and update!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 June 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ RPG Maker MZ Updated to V1.3.0!]&lt;br /&gt;
[[File:RMMZ_130.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: '''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; '''[https://itch.io/s/49127/dragbun-item-icons-bundle-1 50% Sale on Dragonbun Asset Packs!!!]'''&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/957287?bg_color=1d2129&amp;amp;amp;fg_color=ffffff&amp;amp;amp;link_color=1ca852&amp;amp;amp;border_color=494d55&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons2&amp;quot;&amp;gt;DRAGONBUN ITEM ICONS - PACK 2 by Mimo, Caz&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons2&amp;quot;&amp;gt;Dragonbun Pack 2 free update, now with 319 beautiful 250x250 HD item icons! Includes Iconset for 32x32 icons compatible with RPG Maker MV/MZ! Half price sale on now! &amp;lt;3&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; '''[https://itch.io/s/49127/dragbun-item-icons-bundle-1 50% Sale on Dragonbun Asset Packs!!!]'''&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/915430?bg_color=1d2129&amp;amp;amp;fg_color=ffffff&amp;amp;amp;link_color=13a7f2&amp;amp;amp;border_color=494d55&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons1&amp;quot;&amp;gt;DRAGONBUN ITEM ICONS - PACK 1 by Mimo, Caz&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons1&amp;quot;&amp;gt;Dragonbun Pack 1 free update, now with 114 beautiful 250x250 HD item icons! Includes Iconset for 32x32 icons compatible with RPG Maker MV/MZ! Half price sale on now! &amp;lt;3&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
[[File:BunnyTeamBye.png|300px|center|link=A Change in Bunny Team]]&lt;br /&gt;
&lt;br /&gt;
[[A Change in Bunny Team]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 19&lt;br /&gt;
|content =&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.rpgmakerweb.com/blog/visustella-action-sequence-series-basic-skill-setup-target-all' target='_blank'&amp;gt;&amp;lt;img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/609346986fa738a6e6f7484c_BlogBanner3.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://www.rpgmakerweb.com/blog/visustella-action-sequence-series-basic-skill-setup-target-all VisuStella MZ Action Sequence Series: Basic Skill Setup &amp;amp; Target All]&lt;br /&gt;
&lt;br /&gt;
: A series of blog entries focused on showing just what users of Visustella's Battle Core, among other plugins, can do using the Action Sequences functions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 April 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.rpgmakerweb.com/blog/build-your-community-through-your-game-with-visustella' target='_blank'&amp;gt;&amp;lt;img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/606d31225d8bee4b49c1e094_BlogBanner2.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://www.rpgmakerweb.com/blog/build-your-community-through-your-game-with-visustella Build Your Community Through Your Game]&lt;br /&gt;
&lt;br /&gt;
: Give access to your community through your game's title screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 April 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:VisuStellaMZ_Cost.png|300px|center|link=Why does VisuStella MZ cost more than RPG Maker MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[Why does VisuStella MZ cost more than RPG Maker MZ]]?&lt;br /&gt;
&lt;br /&gt;
: I figured we'd touch base on this question since it's asked so often.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 April 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella' target='_blank'&amp;gt;&amp;lt;img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/606d2abfaac2512ae5a96a57_BlogBanner1.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella Play Test Common Event] with VisuStella&lt;br /&gt;
&lt;br /&gt;
: Ever get those times you wish it was easier to debug your game? What if there was a simpler way?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 March 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-2-0-update.134067/ RPG Maker MZ Updated to V1.2.0!]&lt;br /&gt;
[[File:RMMZ_120.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 February 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://rpgtkool.hatenablog.com/entry/2021/02/25/135545 Official Notice: Support for Older RPG Makers Will End]&lt;br /&gt;
&lt;br /&gt;
: Explanation:&lt;br /&gt;
: Starting March 31, 2021, support for the following RPG Maker titles will end:&lt;br /&gt;
: * RPG Maker 2000&lt;br /&gt;
: * RPG Maker XP&lt;br /&gt;
: * RPG Maker VX&lt;br /&gt;
: * RPG Maker VX Ace&lt;br /&gt;
: The [https://tkool.jp/support/index.html Terms of Use] will be updated at a later date.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 January 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:MechanicsInsideDamageFormulas_Example1_No.png|center|link=Stop Putting Mechanics in Damage Formulas]]&lt;br /&gt;
&lt;br /&gt;
; [[Stop Putting Mechanics in Damage Formulas]]&lt;br /&gt;
: article written by [[Yanfly]]&lt;br /&gt;
: &lt;br /&gt;
: Explains the problems and side effects of putting game mechanics inside damage formulas.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 December 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ RPG Maker MZ Updated to V1.1.1!]&lt;br /&gt;
: [[File:RMMZ_111.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 November 11&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/38865/1111-visustella-sale 11/11 VisuStella Sale]&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=X4GlUNKRTQs&amp;amp;feature=emb_title&amp;lt;/youtube&amp;gt;&lt;br /&gt;
: 20% OFF!&lt;br /&gt;
: Do you know that 11/11 is Singles' Day in Asia? Celebrate friendship with us, as we offer 20% off some of our favorite products this week! First up on show is the Stella Character Generator, down to only $15.99. :&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; [https://itch.io/s/38866/1111-visustella-sale 11/11 VisuStella Sale]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/38866/1111-visustella-sale'&amp;gt;&amp;lt;img src='https://pbs.twimg.com/media/EmnIk-wXcAIN1Z4?format=png&amp;amp;name=small' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: 20% OFF!&lt;br /&gt;
: Here's another great 11/11 offer for you all - 20% off VisuStella's Modern City and School Horror pack! We really don't shout enough about how beautiful these pixel assets are...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 October 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/access-key-visustella-mz VisuStella MZ All Waves Bundle is now available!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/733546&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/access-key-visustella-mz&amp;quot;&amp;gt;[Access Key] All Waves Collection VisuStella MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://twitter.com/Visustella/status/1299453513001562123 VisuStella Twitter]&lt;br /&gt;
&lt;br /&gt;
: 私たちのライセンス形態についてですが、GPLではございません。ただいま利用規約の日本語訳を用意しておりますので、少々お待ちください。&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Official Statement from Yanfly Regarding Porting of Plugins]]&lt;br /&gt;
 &lt;br /&gt;
: People outside of the VisuStella team are forbidden from porting over plugins from the Yanfly Engine Plugins library for RPG Maker MV to RPG Maker MZ. This is a direct violation of the [http://www.yanfly.moe/wiki/Category:Yanfly_Engine_Plugins#Terms_of_Use Terms of Service found here]. Read more in the article linked above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 November 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://store.steampowered.com/app/1096900/RPG_Maker_MZ/ RPG Maker MZ is 20% Off!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://store.steampowered.com/app/1096900/RPG_Maker_MZ/'&amp;gt;&amp;lt;img src='https://cdn.cloudflare.steamstatic.com/steam/apps/1096900/header.jpg?t=1605569976' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: RPG Maker MZ is 20% off until December 1st!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 October 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-0-update.129288/ RPG Maker MZ Updated to V1.1.0!]&lt;br /&gt;
: [[File:RMMZ_110.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = Notice!&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Yanfly Engine Plugins]] Terms of Use Update&lt;br /&gt;
: The following clause has been added to the Terms of Use&lt;br /&gt;
: &amp;lt;pre&amp;gt;For context on what is considered &amp;quot;the scope of game projects&amp;quot;, this means anything that is made with the intention of it being played by players for all sorts. If it is a &amp;quot;game template&amp;quot; made only for RPG Maker users to learn from, that does NOT qualify as a game project, and the plugins from the Yanfly Engine Plugins library cannot be redistributed as a result of that.&amp;lt;/pre&amp;gt;&lt;br /&gt;
: If you have a game template project for redistribution that currently contains the Yanfly Engine Plugin library's contents, remove the Yanfly Engine Plugins from that game template project.&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella MZ Terms of Use Article 4]]&lt;br /&gt;
: The above in-depth explanation is now linked from the VisuStella MZ Terms of Use.&lt;br /&gt;
&lt;br /&gt;
For those wondering why these updates have been added, it's because some users are attempting to breach the redistribution clause by creating a loophole with &amp;quot;game templates&amp;quot; when their main intent is the redistribution of the plugins themselves.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustella.itch.io/visumz-sample VisuStella Sample Project]&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=qqnL1kUQ-vo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[How to Install Plugins (RPG Maker MZ)|How to Install Plugins]]&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=2Pj9zyiTQcQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 June 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[MZ Plans for Plugins &amp;amp; Ports]]&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=qocdNMI9qHM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 June 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Itch.io plugin pages down&lt;br /&gt;
: Thanks for alerting us that some of the pages for the YEP plugins are down on itch.io.&lt;br /&gt;
: We'll be looking into the matter. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 June 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Dragonbones Map Sprites Plugin + Animactors Vol I Bundle!&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/517/dragonbones-battler-map-sprites'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzM1NjI3NjEuZ2lm/original/XFe51L.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/b/517/dragonbones-battler-map-sprites 20% off useful materials!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 May 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Stella Character Generator (Visustella)|Stella Character Generator]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='http://www.yanfly.moe/wiki/Stella_Character_Generator_(Visustella)'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI3MzI2ODkucG5n/original/Eb0sCx.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''[[Stella Character Generator (Visustella)|Stella Character Generator]] has been released!'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [https://forms.gle/s6FpQ2evPRiPoWu69 Application Questionnaire] --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 May 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Spring Sale&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/28209/spring-sale'&amp;gt;&amp;lt;img src='https://www.travelmarketingllc.com/wp-content/uploads/2020/01/Spring-Sale-3-Converted.jpg' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/s/30110/spring-sale Arisu's Dollhouse Plugin Library is 10% off!]''' or $20 for ''Everything''!&lt;br /&gt;
: '''[https://itch.io/s/28208/spring-sale Fallen Angel Olivia's Plugin Library is 20% off!]''' or $50 for ''Everything''!&lt;br /&gt;
: '''[https://itch.io/s/28209/spring-sale Atelier Irina's Plugin Library is 20% off!]''' or $50 for ''Everything''!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 April 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Chocolate Egg Day Sale&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/479/chocolate-egg-day-sale'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzMyMzYwMjAucG5n/original/%2BG62FR.png'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/b/479/chocolate-egg-day-sale Get 51% off beautiful graphics!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 April 5&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; RPG Maker New Horizons Bundle Sale&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/476/rpg-maker-new-horizons'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzMxOTQ4NjEucG5n/original/oA3Oby.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/b/476/rpg-maker-new-horizons Get 50% off a huge bundle of graphics and plugins!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 March 11&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Retro Nostalgia Bundle Sale&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/28511/retro-nostalgia'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI5MzA3NjIucG5n/180x143%23c/lQIia1.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/s/28511/retro-nostalgia Oceans Dream 20% to 30% off!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 February 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Wiki - Dark Mode&lt;br /&gt;
: The wiki theme is now dark mode.&lt;br /&gt;
: This is purely experimental and we are unsure if we'll keep it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Nov 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Black Friday 2019!&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle'&amp;gt;&amp;lt;img src='https://cdn.discordapp.com/attachments/513496301078315012/646727688064860190/VS_BlackFridaySale.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: It's that time of the year again! Time to empower your game making potential with these royalty free assets and plugins for your project! You won't see massive discounts like this for a long, long time!&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/b/399/black-friday-2019-rpg-maker-assets-silver-bundle Silver Bundle]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/399/black-friday-2019-rpg-maker-assets-silver-bundle'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI2OTU2NDYucG5n/original/Fk%2Bml5.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A bundle with content from Archeia, Arisu, Caz, Oceans Dream, Olivia!&lt;br /&gt;
: '''Buy 5 items for $40 Regularly $66.96 Save 40%!'''&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/b/400/black-friday-2019-rpg-maker-assets-gold-bundle Gold Bundle]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/400/black-friday-2019-rpg-maker-assets-gold-bundle'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI2OTU2NzgucG5n/original/xLlVzR.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A bundle with content from Aekashics, Archeia, Arisu, Caz, Irina, Oceans Dream, Olivia&lt;br /&gt;
: '''Buy 10 items for $60 Regularly $143.91 Save 58%!'''&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle Diamond Bundle]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI2OTU2OTUucG5n/original/WkVJ9r.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A bundle with content from Aekashics, Archeia, Arisu, Caz, Irina, Oceans Dream, Olivia&lt;br /&gt;
: '''Buy 15 items for $90 Regularly $252.86 Save 64%!'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 31&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.patreon.com/posts/retirement-and-31197644 Yanfly's Retirement Announcement and plans for the future]&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=KmFp9DkzjPY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.patreon.com/posts/decisions-on-of-31080063'&amp;gt;&amp;lt;img src='https://c10.patreonusercontent.com/3/eyJwIjoxfQ%3D%3D/patreon-media/p/post/31080063/f14ddf9141574a21946719bdccbc78a0/1.jpg?token-time=1573430400&amp;amp;token-hash=DRgVYPAWnPB4iUoBS9iAEE2ARkdsjAuHBZsMQBig7bs%3D' width='400'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; [https://www.patreon.com/posts/decisions-on-of-31080063 Regarding why the links to YEP Library Plugins are down, please click here to read.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Beware of Shady Plugin Seller/Thief]]&lt;br /&gt;
&lt;br /&gt;
: [[File:NoIsabella.png|400px|center|link=Beware of Shady Plugin Seller/Thief]]&lt;br /&gt;
: Avoid a &amp;quot;plugin dev&amp;quot; named Isabella Ava (aka master2015hp) who is highly suspected to be a code thief.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Humble Bundle Sale - RPG Maker Returns&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.humblebundle.com/software/rpg-maker-returns-software'&amp;gt;&amp;lt;img src='https://hb.imgix.net/04434620143b6b48347c2956790e9dc169199f8a.png?auto=compress,format&amp;amp;h=630&amp;amp;w=1200&amp;amp;s=04242c72b8964487fd32b8c19c4f642b' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Degica returns to Humble with a bundle of software, music packs, tilesets, and resource packs you can use you bring your game idea to life! Boot up RPG Maker MV or Visual Novel Maker + Live2D and let your imagination run wild.&lt;br /&gt;
: [https://www.humblebundle.com/software/rpg-maker-returns-software Check it out here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 8&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
: [[A Stranger's Tips: The Game Designer's Manifesto]] article added to the Wiki&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/20448/fall-sale'&amp;gt;&amp;lt;img src='https://dappered.com/wp-content/uploads/2018/11/nordstrom-fall-sale-2018-header.jpg' width='320'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/s/20448/fall-sale Fallen Angel Olivia's End of Summer Plugin Sale] is up! 10% off every item!&lt;br /&gt;
: [https://itch.io/s/20447/fall-sale Atelier Irina's End of Summer Plugin Sale] is up! 10% off every item!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Aug 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Luna Engine MV (Visustella)|Luna Engine MV]] Full Release by [[Visustella]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://archeia.itch.io/luna-engine-mv'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxNjQ5MTkuZ2lm/original/IGNDo7.gif' width='320'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [[Luna Engine MV (Visustella)|View it here]].&lt;br /&gt;
: [https://archeia.itch.io/luna-engine-mv Purchase it here].&lt;br /&gt;
: This plugin is a part of the [[Visustella]] library.&lt;br /&gt;
&lt;br /&gt;
; [https://itch.io/b/349/battle-enhancers-plugin-bundle Battle Enhancers Plugin Bundle]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: [[File:201908Bundle.png|360px]]&lt;br /&gt;
&lt;br /&gt;
[https://itch.io/b/349/battle-enhancers-plugin-bundle Buy 6 items for $49.99 Regularly $66.94 Save 25%!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/17576/pixel-fantasy-rpg-icons-discount-bundle Pixel Fantasy RPG Icons Bundle]&lt;br /&gt;
&lt;br /&gt;
: [[File:20190726Bundle.png|360px]]&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/s/17576/pixel-fantasy-rpg-icons-discount-bundle Buy everything for $59.99! Regularly $77.95 Save 23%!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Aug 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://archeia.itch.io/luna-engine-mv Luna Engine MV (Early Access)]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://archeia.itch.io/luna-engine-mv'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxMTk5ODYucG5n/original/32PInR.png' width='360px'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Luna Engine MV (Visustella)|Learn more about Luna Engine MV!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Story Writing Basics]] article added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Yanfly.moe has changed from WordPress to MediaWiki!]]&lt;br /&gt;
&lt;br /&gt;
: Hey, all!&lt;br /&gt;
: Yanfly.moe is now changing away from WordPress to MediaWiki!&lt;br /&gt;
: There's a number of reasons behind this change.&lt;br /&gt;
: [[Yanfly.moe has changed from WordPress to MediaWiki!|Click here to read more.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 1.2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/17735/june-sale Fallen Angel Olivia Summer Sale]&lt;br /&gt;
&lt;br /&gt;
: [[File:OctoPackBattlerBundleSale.png|360px]]&lt;br /&gt;
&lt;br /&gt;
: [[Fallen Angel Olivia]] is having a plugin sale for her [[OctoPack Battler (Olivia)|OctoPack Battler]] plugin bundle as well as her other plugins.&lt;br /&gt;
&lt;br /&gt;
: [https://fallenangelolivia.itch.io/ Check them out here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 1.1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/17736/june-sale Atelier Irina Summer Sale]&lt;br /&gt;
&lt;br /&gt;
: [[File:AtelierIrinaSummerSale.png|360px]]&lt;br /&gt;
&lt;br /&gt;
: [[Atelier Irina]] is having a plugin sale for her plugin collection.&lt;br /&gt;
&lt;br /&gt;
: [https://atelieririna.itch.io/ Check them out here!]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Display templates|MainPageLatestUpdates]]&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>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestUpdates&amp;diff=17183</id>
		<title>Template:MainPageLatestUpdates</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestUpdates&amp;diff=17183"/>
		<updated>2025-02-18T00:28:50Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &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 = 2024 February 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.9.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:RMMZ_Update_190.png|228px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: RPG Maker MZ has updated to version 1.9.0. Things look stable so far from what I can see. Obviously, some things like the Icon Size and Face Size changes won't work with plugins until we've updated them, but everything else should work as long as those two things aren't changed up.&lt;br /&gt;
: [https://store.steampowered.com/news/app/1096900/view/527586104606458309?l=english View the Steam update page here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODYzODc2LmdpZg==/original/wB%2FGeA.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODM4NTMyLmdpZg==/original/sjIh2W.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5ODE1NjkwLmdpZg==/original/yAXuyg.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 8&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;!-- ; [[File:ArtrixDiscount.png|150px|link=https://teamartrix.itch.io/]] --&amp;gt;&lt;br /&gt;
; [https://teamartrix.itch.io/ Animated Title Screen Plugins]&lt;br /&gt;
; by Team Artrix&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5NzM2NDUyLmdpZg==/original/IvBzU0.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5NzM2NjEwLmdpZg==/original/NfGbR6.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;a href='https://teamartrix.itch.io/' target='_blank'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzE5NzM2MjkzLmdpZg==/original/urps9T.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Animated title screen plugins!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = Sacred Earth - Reverie Demo!&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [https://miragev.itch.io/sacred-earth-reverie Sacred Earth - Reverie Demo Link]&lt;br /&gt;
; MirageV&lt;br /&gt;
: [[File:KannaSERDemo.png|300px|center|link=https://miragev.itch.io/sacred-earth-reverie]]&lt;br /&gt;
: [https://miragev.itch.io/sacred-earth-reverie Sacred Earth - Reverie]'s demo is up!&lt;br /&gt;
: Remember to also [https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/ wishlist Sacred Earth - Reverie on Steam]!&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 = Wishlist on Steam!&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/ Sacred Earth - Reverie]&lt;br /&gt;
; MirageV&lt;br /&gt;
: [[File:SacredEarthRev.jpg|300px|center|link=https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/]]&lt;br /&gt;
: [https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/ Sacred Earth - Reverie]'s Steam page is finally up! Be sure to add it to your wishlists! Made by our very own MirageV, one of the few VisuStella artists who have been making the thumbnails for the MZ library! His lovely art is all over the game! It'll be out in November 2024!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [[Yanfly's Life Hacks for RPG Maker Devs]]&lt;br /&gt;
; Yanfly&lt;br /&gt;
: [[File:LifeHackEmoji1.png|300px|center|link=Yanfly's Life Hacks for RPG Maker Devs]]&lt;br /&gt;
: Yanfly gives some life hacks that can improve your RPG Maker experience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [[Yanfly's Advice for RPG Maker Plugin Developers]]&lt;br /&gt;
; Yanfly&lt;br /&gt;
: [[File:YanflyAdvice.png|300px|center|link=Yanfly's Advice for RPG Maker Plugin Developers]]&lt;br /&gt;
: Yanfly gives some advice for future aspiring plugin developers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [[Virus Detected on Plugins]]&lt;br /&gt;
; Irina&lt;br /&gt;
: [[File:VirusDetected.png|300px|center|link=Virus Detected on Plugins]]&lt;br /&gt;
: Windows' recent update has started picking up VisuStella MZ and other RPG Maker MZ plugins as viruses due to its new machine learning algorithm. Read this article to see how you can resolve it and how to check if the files are actually filled with viruses or not.&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;
; [[Inspiration Behind Grande]]&lt;br /&gt;
; by Yanfly&lt;br /&gt;
: [[File:Grande.jpg|300px|center|link=Inspiration Behind Grande]]&lt;br /&gt;
: This series, the '''Grande''' plugins, is the grand finale for [[VisuStella MZ]]. Its main focus is to provide the extra customization options for actors and battles while being compatible with everything else in the library. In a way, it's not far off to say that it's more of a &amp;quot;wrap up&amp;quot; series than a cohesively themed one, but nonetheless, that's what '''Grande''' is.&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;
; [[Inspiration Behind Wanderlust Volume 2]]&lt;br /&gt;
; by Team VisuStella MZ&lt;br /&gt;
: [[File:WanderlustVol2.jpg|300px|center|link=Inspiration Behind Wanderlust Volume 2]]&lt;br /&gt;
: We did not expect to make another Wanderlust volume, but here we are. We decided there's more ways to add wonder and emotion to the game through these plugins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Timed Hits with Action Sequences]]&lt;br /&gt;
; by [[Arisu]]&lt;br /&gt;
: [[File:VisuMZ.142.jpg|300px|center|link=Timed Hits with Action Sequences]]&lt;br /&gt;
: Here's how you can create '''Timed Hits''' using the VisuStella MZ [[Battle Core VisuStella MZ|Battle Core]] and [[QTE and Trigger System VisuStella MZ|QTE and Trigger System]] plugins through '''Action Sequences'''! Includes ways for both the player to attack enemies with and to defend from enemies with.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.8.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:RMMZ_Update_180.png|228px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: RPG Maker MZ has updated to version 1.8.0. Things look stable so far from what I can see (haven't checked TileD). You should be good to go to update your corescripts from 1.7.0 to 1.8.0.&lt;br /&gt;
: [https://steamcommunity.com/app/1096900/eventcomments/7119694909426620627 View the Steam update page here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [http://www.akashics.moe/uncategorized/how-librarium-will-work-and-operate-in-2024-and-onwards/ Librarium's Operation in 2024 and onwards!!]&lt;br /&gt;
; by [[Ækashics_Librarium]]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;http://www.akashics.moe/uncategorized/how-librarium-will-work-and-operate-in-2024-and-onwards/&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i.gyazo.com/75017046a68b0842ac76094255f9c0ea.png&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A consie explanation in how Librarium will be releasing new assets during 2024 and how its patreon will deliver this content!&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;
; [[Inspiration Behind Custom Construct Volume 4]]&lt;br /&gt;
; by [[Irina]]&lt;br /&gt;
: [[File:CustomConstructVol4.jpg|300px|center|link=Inspiration Behind Custom Construct Volume 4]]&lt;br /&gt;
: '''Custom Construct''' Volume 4 closes out the '''Custom Construct''' series, a series about creating your own custom systems for your game(s) in creative ways. '''QTE &amp;amp; Trigger System''' allow for more gameplay aspects to utilize, '''Event Signals''' adds new ways to proc event actions, and '''Dice Rolls &amp;amp; RNG Seeds''' allow your players and you to have control over the random nature of your games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 December 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Event Popup Tips and Tricks]]&lt;br /&gt;
; by [[Arisu]]&lt;br /&gt;
: [[File:EventPopupTut_4.gif|300px|center|link=Event Popup Tips and Tricks]]&lt;br /&gt;
: Since the version 1.55 update of [[Events and Movement Core VisuStella MZ|Events and Movement Core]], you can use the new Plugin Command called &amp;quot;Event Popup&amp;quot;, which creates text above specific targets like the player character or an event, and move it. This feature is made by none other than yours truly, [[Arisu]]! There's many applications in which this can be used, but only if you change the way it's used. Let's take a look at them! This article will show you how to use popups to display Quick Messages, indicate Obtained Items, giving gifts to NPC's, and throwing items across the map.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Most Popular VisuStella MZ Plugins]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:MostPopular.png|300px|link=Most Popular VisuStella MZ Plugins]]&lt;br /&gt;
: Ever wondered which plugins are VisuStella MZ's most popular 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;
; [[Inspiration Behind Merchant Manager Volume 4]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:MerchantManagerVol4.jpg|300px|center|link=Inspiration Behind Merchant Manager Volume 4]]&lt;br /&gt;
: '''Merchant Manager Volume 4''' is the final volume of the '''Merchant Manager''' series and is focused around adding new features and aesthetics for your game's shop keepers.&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;
; [[Inspiration Behind Combat Crusaders Volume 2]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:CombatCrusadersVol2.jpg|300px|center|link=Inspiration Behind Combat Crusaders Volume 2]]&lt;br /&gt;
: The '''Combat Crusaders''' Volume 2 plugins, like with volume 1, are centered around making combat more interactive! Only this time, we aim this interaction at using skills in conjunction with items! Item Throw Skills, Item Concoction Skills, and Item Amplify Skills all focus around having items interact with skills to produce new effects!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.patreon.com/aekashics/membership Dragon Tier pledge over at patreon receives another upgrade!]&lt;br /&gt;
; by [[Ækashics_Librarium]]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;https://www.patreon.com/aekashics/membership&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i.gyazo.com/5d1978f6352dce34fb0f1ddf2c8867c9.png&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Starting with [https://aekashics.itch.io/legendary-knight-michael Legendary Knight Michael's] release, Librarium Dragon Tier asset packs will now include Icon sets and weapon sheets directly related to the featured release! &lt;br /&gt;
: This comes at no cost increase in the pledge increase, but resulting in much more versatile packs! Thanks for your support!&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;
; [[Inspiration Behind Dungeon Divers Volume 2]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:DungeonDiversVol2.jpg|300px|center|link=Inspiration Behind Dungeon Divers Volume 2]]&lt;br /&gt;
: The '''Dungeon Divers Volume 2''' plugins, like with volume 1, are centered around dungeon diving. This time, we focus more on the more mechanical aspects alongside replayability. Replayability here means either subsequent playthroughs or even revisiting already completed content. Also, these focus on providing a different experience for each player, so that whether you're playing or watching someone else stream these games, the experience will be unique.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0 Librarium Full Release Master List now available!]&lt;br /&gt;
; by [[Ækashics_Librarium]]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i.gyazo.com/05e4eb432c37450ee26c170d5c250b37.png&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: The backlog master list of current era Librarium sets is now available!&lt;br /&gt;
: You can browse it [https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0 here]!&lt;br /&gt;
: Get every post-2021 release plus a continuous supply of high quality assets on a regular basis by joining Aekashics's [https://www.patreon.com/aekashics Librarium patreon community] or buy what you need individually on demand over at [https://aekashics.itch.io/ Aekashics's  itch.io]!&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;
; [[Inspiration Behind Visual Novel Volume 4]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:VisualNovelVol4.jpg|300px|center|link=Visual Novel Volume 4]]&lt;br /&gt;
: The fourth volume of the '''Visual Novel''' series focuses on adding voice acting to your games. These is via [[Voice Acting Control VisuStella MZ|Voice Acting Control]], [[Battle Voices VisuStella MZ|Battle Voices]], and [[Side Chatter VisuStella MZ|Side Chatter]] to add that extra audio layer of immersion.&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;
; [[Inspiration Behind Enchanted Explorers Volume 2]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:EnchantedExplorersVol2.jpg|300px|center|link=Inspiration Behind Enchanted Explorers Volume 2]]&lt;br /&gt;
: We wanted to do more plugins that add life to the adventurer and allow developers to express creativity through their maps, events, and characters. This lead to the creation of the plugins made for the Enchanted Explorers volume 2. Sometimes, being able to convey intent through passive means, either through visuals or text, can do a lot to bring out the wonders of a game's world.&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;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.7.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:rmmz_update_170.png|300px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: RPG Maker MZ has updated to version 1.7.0. As far as I can tell, everything should be working (haven't checked TileD). Therefore, if you are using TileD and it's a major part of your project (which it will be if you are using it), I suggest not updating the corescripts of that project.&lt;br /&gt;
: [https://steamcommunity.com/app/1096900 View the Steam update page here!]&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;
; [[Inspiration Behind Battle Technician Volume 4]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:BattleTechnicianVol4.jpg|300px|center|link=Inspiration Behind Battle Technician Volume 4]]&lt;br /&gt;
: Yanfly talks about the inspiration behind each of the plugins made for this plugin series.&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;
; [[The Future of VisuStella MZ Plugins]]&lt;br /&gt;
; by [[Irina]]&lt;br /&gt;
: [[File:FutureOfVisuMZ.png|300px|center|link=The Future of VisuStella MZ Plugins]]&lt;br /&gt;
: RPG Maker Unite has released a few weeks ago and many of you have questions and/or concerns about the future of VisuStella MZ. This article will answer some of those questions and concerns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RPG Maker Unite First Impressions Review]]&lt;br /&gt;
; by [[Irina]]&lt;br /&gt;
: [[File:RpgMakerUniteReview.jpg|300px|center|link=RPG Maker Unite First Impressions Review]]&lt;br /&gt;
: tl;dr RPG Maker Unite is not ready to be used as a tool. Treat it as an early-access release due to all the problems present.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 27&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
; [https://store.steampowered.com/app/1899060/Pocket_Mirror__GoldenerTraum/ Wishlist Pocket Mirror on Steam!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;https://store.steampowered.com/app/1899060/Pocket_Mirror__GoldenerTraum/&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://cdn.akamai.steamstatic.com/steam/apps/1899060/header.jpg?t=1682644650&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Delve into the enthralling world of Pocket Mirror ~ GoldenerTraum, the acclaimed RPG Maker gothic horror game that'll take you on a moving journey of self-discovery.&lt;br /&gt;
; '''Coming May 18, 2023'''&lt;br /&gt;
: Wishlist it on Steam today!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 March 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[YEP Freebies vs VisuMZ Freebies]]&lt;br /&gt;
: [[File:YEPvsVS-Freebies.png|300px|center|link=YEP Freebies vs VisuMZ Freebies]]&lt;br /&gt;
: To answer why [[Yanfly Engine Plugins]] offers 40 freebies while [[VisuStella MZ]] ''only'' offers 10.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 March 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RPG Developer Bakin Editor Early Access Review]]&lt;br /&gt;
; by [[Yanfly]] Score Change&lt;br /&gt;
: [[File:RpgDevBakinCover.png|300px|center|link=RPG Developer Bakin Editor Early Access Review]]&lt;br /&gt;
: Changed the initial score from 5.9/10 to 7.45/10 for me.&lt;br /&gt;
: Reasons listed inside.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 December 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://store.steampowered.com/news/app/1096900/view/3628242853592210482?l=english RPG Maker MZ Updated to V1.6.1!]&lt;br /&gt;
: [[File:RMMZ_Update_160.png|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: The problem with the version 1.6.0 update has now been fixed. The NodeJS version has been reverted to a previous version.&lt;br /&gt;
: However, in the event that an infinite loading screen occurs, follow the instructions on the [https://store.steampowered.com/news/app/1096900/view/3628242853592210482?l=english Steam page].&lt;br /&gt;
: Our recommended course of action is to wait until our next plugin batch update before seeing if updating to v1.6.1 is a wise move yet.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 December 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Do NOT Update to RMMZ 1.6.0 Yet!&lt;br /&gt;
: [[File:Warning.jpg|300px|center]]&lt;br /&gt;
: I repeat, do NOT Update to RMMZ 1.6.0 Yet!&lt;br /&gt;
: At the moment, there's a lot of mentions where games simply don't load anymore until they reverted back to a previous version.&lt;br /&gt;
: [https://forums.rpgmakerweb.com/index.php?threads/games-no-longer-load-as-of-just-now.153151/ Source 1] [https://steamcommunity.com/app/1096900/eventcomments/3719440592184958999/ Source 2] [https://store.steampowered.com/news/app/1096900/view/3628242785987748389 Source 3]&lt;br /&gt;
: Update: Upon further inspection, these errors aren't plugin related either. Playtest doesn't work even in vanilla projects for some devices. Once again, don't update to version 1.6.0 until they have everything fixed and squared away.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 November 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Updates Changing to Monthly]]&lt;br /&gt;
: [[File:VisuMZSupport.jpg|300px|center|link=Updates Changing to Monthly]]&lt;br /&gt;
: We'll be changing our update schedule from weekly updates to monthly.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 October 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RPG Developer Bakin Editor Early Access Review]] by [[Yanfly]]&lt;br /&gt;
: [[File:RpgDevBakinCover.png|300px|center|link=RPG Developer Bakin Editor Early Access Review]]&lt;br /&gt;
: These are Yanfly's thoughts on the Early Access for [https://store.steampowered.com/app/1036640/RPG_Developer_Bakin/ RPG Developer Bakin], the new game engine on the block.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 June 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [http://www.akashics.moe/librarium-animated/hello-again-everyone/ Hello Again everyone!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;http://www.akashics.moe/librarium-animated/hello-again-everyone/&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i0.wp.com/www.akashics.moe/wp-content/uploads/2022/07/36.gif?resize=276%2C173&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''1590+ Character and Monster designs, 288 of them Animated,  and counting''', Thanks for your support during a tough period! &lt;br /&gt;
: Read about the road ahead for Librarium and get ready for www.akashics.moe to update regularly again!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 June 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-5-0-patch-notes.148146/ RPG Maker MZ Updated to V1.5.0!]&lt;br /&gt;
: [[File:RMMZ_Update_150.png|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: From what we can tell at '''first glance''', it should be safe to update to 1.5.0 and not jeopardize plugin compatibility.&lt;br /&gt;
: We have not fully tested out the capabilities of different tile sizes yet, so experiment with those at your own risk.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 April 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.youtube.com/watch?v=ByaJYokU8L0 Making a Game in RPG Maker: How to Get Started]&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=ByaJYokU8L0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 April 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; [[Battle System Differences VisuStella MZ]]&lt;br /&gt;
: [[File:battlebegin.jpg|300px|center|link=Battle System Differences VisuStella MZ]]&lt;br /&gt;
: This is an article for the battle system nerds (like me) and want to see the differences among them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 March 13&lt;br /&gt;
|content =&lt;br /&gt;
; [https://cazwolf.itch.io/caz-pixel-1-20 Pixel Fantasy RPG Icons: Packs 1-20 can now be downloaded as one complete sheet!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;https://cazwolf.itch.io/caz-pixel-1-20&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://img.itch.zone/aW1nLzg0MDUxMTEucG5n/315x250%23c/ieFS1A.png&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 February 25&lt;br /&gt;
|content =&lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-4-patch-notes.145233/ RPG Maker MZ Updated to V1.4.4!]&lt;br /&gt;
: [[File:RMMZ_Update_144.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: From what I can see, it should be safe to update without having plugins break.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 January 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-3-patch-notes.144047/ RPG Maker MZ Updated to V1.4.3!]&lt;br /&gt;
: [[File:RMMZ_Update_143.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: One of the changes to the BattleManager may prove to be troublesome.&lt;br /&gt;
: VisuStella MZ should be fine due to our code structure, but we will still be on the lookout for any plugin incompatibilities.&lt;br /&gt;
: But from what I can see, there should be little to no compatibility issues from updating.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 December 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-0-update.142845/ RPG Maker MZ Updated to V1.4.0!]&lt;br /&gt;
: [[File:RMMZ_Update_140.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: We will be on the lookout for any plugin incompatibilities.&lt;br /&gt;
: But from what I can see, there should be little to no compatibility issues from updating.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 November 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[An Argument Against Requiring IIFEs]]&lt;br /&gt;
: [[File:Nah_IIFE.jpg|300px|center|link=An Argument Against Requiring IIFEs]]&lt;br /&gt;
: An article explaining why I don't agree with the RPG Maker Community saying that IIFE's are '''required''' for plugins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 September 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Why Extension Plugins Are Not Standalone]]&lt;br /&gt;
: [[File:ExtStandalone_Extension.jpg|300px|center|link=Why Extension Plugins Are Not Standalone]]&lt;br /&gt;
: Explanation of why we do Extension Plugins and not make them as Standalone Plugins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 September 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-3-update.140440/ RPG Maker MZ Updated to V1.3.3!]&lt;br /&gt;
: [[File:RMMZ_Update_133.png|300px|center]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]. There are some major changes done to how gauge sprites operate.&lt;br /&gt;
: These updates may cause some visual bugs for plugins in regards to gauge sprites.&lt;br /&gt;
: Plugin compatibility updates will be coming this Friday on September 17, 2021.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 September 3&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.youtube.com/watch?v=AVK-P1uatwM Should You Make A Game With RPG Maker?]&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=AVK-P1uatwM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 August 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
The free download for the Dragonbones library is now updated with the proper license terms.&lt;br /&gt;
&lt;br /&gt;
Please delete the old versions from your projects and use the new ones.&lt;br /&gt;
&lt;br /&gt;
Thank you!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 August 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Why Certain Plugins Wont Be Ported|Why Certain Plugins Won't Be Ported]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ_NoPort.png|center|link=Why Certain Plugins Wont Be Ported]]&lt;br /&gt;
: An explanation on why certain plugins don't have plans of being ported over from MV to MZ.&lt;br /&gt;
: Yes, I realize this thumbnail looks like a T-shirt.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 July 23&lt;br /&gt;
|content =&lt;br /&gt;
; [https://linktr.ee/rpg_maker_cola RPG Maker Cola Podcast Episode 19]&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;https://linktr.ee/rpg_maker_cola&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://cdn.discordapp.com/attachments/836747838658576431/868052766566809670/unknown.png&amp;quot; width=&amp;quot;300pix&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Guests featuring [[Archeia]], [[Caz Wolf]], and [[Yanfly]]!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 July 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;https://cazwolf.itch.io/pixel-fantasy-tiles-mz&amp;quot;&amp;gt;&lt;br /&gt;
PIXEL FANTASY TILES - RMMZ RTP Update! &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Outside and Inside tiles available to download for free on itch.io!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://img.itch.zone/aW1hZ2UvOTc3OTAzLzY0OTk0NzAucG5n/original/iDRkcD.png&amp;quot; width=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 June 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ RPG Maker MZ Updated to V1.3.1!]&lt;br /&gt;
[[File:RMMZ_130.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]. There aren't any changes made to the code base, but there are for the editor.&lt;br /&gt;
: The aforementioned bugs are now fixed and the lag is now gone. Hooray! Go wild, download, '''back up your game''', and update!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 June 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ RPG Maker MZ Updated to V1.3.0!]&lt;br /&gt;
[[File:RMMZ_130.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: '''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; '''[https://itch.io/s/49127/dragbun-item-icons-bundle-1 50% Sale on Dragonbun Asset Packs!!!]'''&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/957287?bg_color=1d2129&amp;amp;amp;fg_color=ffffff&amp;amp;amp;link_color=1ca852&amp;amp;amp;border_color=494d55&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons2&amp;quot;&amp;gt;DRAGONBUN ITEM ICONS - PACK 2 by Mimo, Caz&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons2&amp;quot;&amp;gt;Dragonbun Pack 2 free update, now with 319 beautiful 250x250 HD item icons! Includes Iconset for 32x32 icons compatible with RPG Maker MV/MZ! Half price sale on now! &amp;lt;3&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; '''[https://itch.io/s/49127/dragbun-item-icons-bundle-1 50% Sale on Dragonbun Asset Packs!!!]'''&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/915430?bg_color=1d2129&amp;amp;amp;fg_color=ffffff&amp;amp;amp;link_color=13a7f2&amp;amp;amp;border_color=494d55&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons1&amp;quot;&amp;gt;DRAGONBUN ITEM ICONS - PACK 1 by Mimo, Caz&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons1&amp;quot;&amp;gt;Dragonbun Pack 1 free update, now with 114 beautiful 250x250 HD item icons! Includes Iconset for 32x32 icons compatible with RPG Maker MV/MZ! Half price sale on now! &amp;lt;3&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
[[File:BunnyTeamBye.png|300px|center|link=A Change in Bunny Team]]&lt;br /&gt;
&lt;br /&gt;
[[A Change in Bunny Team]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 19&lt;br /&gt;
|content =&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.rpgmakerweb.com/blog/visustella-action-sequence-series-basic-skill-setup-target-all' target='_blank'&amp;gt;&amp;lt;img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/609346986fa738a6e6f7484c_BlogBanner3.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://www.rpgmakerweb.com/blog/visustella-action-sequence-series-basic-skill-setup-target-all VisuStella MZ Action Sequence Series: Basic Skill Setup &amp;amp; Target All]&lt;br /&gt;
&lt;br /&gt;
: A series of blog entries focused on showing just what users of Visustella's Battle Core, among other plugins, can do using the Action Sequences functions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 April 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.rpgmakerweb.com/blog/build-your-community-through-your-game-with-visustella' target='_blank'&amp;gt;&amp;lt;img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/606d31225d8bee4b49c1e094_BlogBanner2.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://www.rpgmakerweb.com/blog/build-your-community-through-your-game-with-visustella Build Your Community Through Your Game]&lt;br /&gt;
&lt;br /&gt;
: Give access to your community through your game's title screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 April 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:VisuStellaMZ_Cost.png|300px|center|link=Why does VisuStella MZ cost more than RPG Maker MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[Why does VisuStella MZ cost more than RPG Maker MZ]]?&lt;br /&gt;
&lt;br /&gt;
: I figured we'd touch base on this question since it's asked so often.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 April 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella' target='_blank'&amp;gt;&amp;lt;img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/606d2abfaac2512ae5a96a57_BlogBanner1.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella Play Test Common Event] with VisuStella&lt;br /&gt;
&lt;br /&gt;
: Ever get those times you wish it was easier to debug your game? What if there was a simpler way?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 March 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-2-0-update.134067/ RPG Maker MZ Updated to V1.2.0!]&lt;br /&gt;
[[File:RMMZ_120.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 February 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://rpgtkool.hatenablog.com/entry/2021/02/25/135545 Official Notice: Support for Older RPG Makers Will End]&lt;br /&gt;
&lt;br /&gt;
: Explanation:&lt;br /&gt;
: Starting March 31, 2021, support for the following RPG Maker titles will end:&lt;br /&gt;
: * RPG Maker 2000&lt;br /&gt;
: * RPG Maker XP&lt;br /&gt;
: * RPG Maker VX&lt;br /&gt;
: * RPG Maker VX Ace&lt;br /&gt;
: The [https://tkool.jp/support/index.html Terms of Use] will be updated at a later date.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 January 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:MechanicsInsideDamageFormulas_Example1_No.png|center|link=Stop Putting Mechanics in Damage Formulas]]&lt;br /&gt;
&lt;br /&gt;
; [[Stop Putting Mechanics in Damage Formulas]]&lt;br /&gt;
: article written by [[Yanfly]]&lt;br /&gt;
: &lt;br /&gt;
: Explains the problems and side effects of putting game mechanics inside damage formulas.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 December 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ RPG Maker MZ Updated to V1.1.1!]&lt;br /&gt;
: [[File:RMMZ_111.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 November 11&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/38865/1111-visustella-sale 11/11 VisuStella Sale]&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=X4GlUNKRTQs&amp;amp;feature=emb_title&amp;lt;/youtube&amp;gt;&lt;br /&gt;
: 20% OFF!&lt;br /&gt;
: Do you know that 11/11 is Singles' Day in Asia? Celebrate friendship with us, as we offer 20% off some of our favorite products this week! First up on show is the Stella Character Generator, down to only $15.99. :&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; [https://itch.io/s/38866/1111-visustella-sale 11/11 VisuStella Sale]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/38866/1111-visustella-sale'&amp;gt;&amp;lt;img src='https://pbs.twimg.com/media/EmnIk-wXcAIN1Z4?format=png&amp;amp;name=small' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: 20% OFF!&lt;br /&gt;
: Here's another great 11/11 offer for you all - 20% off VisuStella's Modern City and School Horror pack! We really don't shout enough about how beautiful these pixel assets are...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 October 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/access-key-visustella-mz VisuStella MZ All Waves Bundle is now available!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/733546&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/access-key-visustella-mz&amp;quot;&amp;gt;[Access Key] All Waves Collection VisuStella MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://twitter.com/Visustella/status/1299453513001562123 VisuStella Twitter]&lt;br /&gt;
&lt;br /&gt;
: 私たちのライセンス形態についてですが、GPLではございません。ただいま利用規約の日本語訳を用意しておりますので、少々お待ちください。&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Official Statement from Yanfly Regarding Porting of Plugins]]&lt;br /&gt;
 &lt;br /&gt;
: People outside of the VisuStella team are forbidden from porting over plugins from the Yanfly Engine Plugins library for RPG Maker MV to RPG Maker MZ. This is a direct violation of the [http://www.yanfly.moe/wiki/Category:Yanfly_Engine_Plugins#Terms_of_Use Terms of Service found here]. Read more in the article linked above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 November 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://store.steampowered.com/app/1096900/RPG_Maker_MZ/ RPG Maker MZ is 20% Off!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://store.steampowered.com/app/1096900/RPG_Maker_MZ/'&amp;gt;&amp;lt;img src='https://cdn.cloudflare.steamstatic.com/steam/apps/1096900/header.jpg?t=1605569976' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: RPG Maker MZ is 20% off until December 1st!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 October 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-0-update.129288/ RPG Maker MZ Updated to V1.1.0!]&lt;br /&gt;
: [[File:RMMZ_110.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = Notice!&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Yanfly Engine Plugins]] Terms of Use Update&lt;br /&gt;
: The following clause has been added to the Terms of Use&lt;br /&gt;
: &amp;lt;pre&amp;gt;For context on what is considered &amp;quot;the scope of game projects&amp;quot;, this means anything that is made with the intention of it being played by players for all sorts. If it is a &amp;quot;game template&amp;quot; made only for RPG Maker users to learn from, that does NOT qualify as a game project, and the plugins from the Yanfly Engine Plugins library cannot be redistributed as a result of that.&amp;lt;/pre&amp;gt;&lt;br /&gt;
: If you have a game template project for redistribution that currently contains the Yanfly Engine Plugin library's contents, remove the Yanfly Engine Plugins from that game template project.&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella MZ Terms of Use Article 4]]&lt;br /&gt;
: The above in-depth explanation is now linked from the VisuStella MZ Terms of Use.&lt;br /&gt;
&lt;br /&gt;
For those wondering why these updates have been added, it's because some users are attempting to breach the redistribution clause by creating a loophole with &amp;quot;game templates&amp;quot; when their main intent is the redistribution of the plugins themselves.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustella.itch.io/visumz-sample VisuStella Sample Project]&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=qqnL1kUQ-vo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[How to Install Plugins (RPG Maker MZ)|How to Install Plugins]]&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=2Pj9zyiTQcQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 June 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[MZ Plans for Plugins &amp;amp; Ports]]&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=qocdNMI9qHM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 June 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Itch.io plugin pages down&lt;br /&gt;
: Thanks for alerting us that some of the pages for the YEP plugins are down on itch.io.&lt;br /&gt;
: We'll be looking into the matter. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 June 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Dragonbones Map Sprites Plugin + Animactors Vol I Bundle!&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/517/dragonbones-battler-map-sprites'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzM1NjI3NjEuZ2lm/original/XFe51L.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/b/517/dragonbones-battler-map-sprites 20% off useful materials!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 May 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Stella Character Generator (Visustella)|Stella Character Generator]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='http://www.yanfly.moe/wiki/Stella_Character_Generator_(Visustella)'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI3MzI2ODkucG5n/original/Eb0sCx.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''[[Stella Character Generator (Visustella)|Stella Character Generator]] has been released!'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [https://forms.gle/s6FpQ2evPRiPoWu69 Application Questionnaire] --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 May 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Spring Sale&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/28209/spring-sale'&amp;gt;&amp;lt;img src='https://www.travelmarketingllc.com/wp-content/uploads/2020/01/Spring-Sale-3-Converted.jpg' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/s/30110/spring-sale Arisu's Dollhouse Plugin Library is 10% off!]''' or $20 for ''Everything''!&lt;br /&gt;
: '''[https://itch.io/s/28208/spring-sale Fallen Angel Olivia's Plugin Library is 20% off!]''' or $50 for ''Everything''!&lt;br /&gt;
: '''[https://itch.io/s/28209/spring-sale Atelier Irina's Plugin Library is 20% off!]''' or $50 for ''Everything''!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 April 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Chocolate Egg Day Sale&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/479/chocolate-egg-day-sale'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzMyMzYwMjAucG5n/original/%2BG62FR.png'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/b/479/chocolate-egg-day-sale Get 51% off beautiful graphics!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 April 5&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; RPG Maker New Horizons Bundle Sale&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/476/rpg-maker-new-horizons'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzMxOTQ4NjEucG5n/original/oA3Oby.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/b/476/rpg-maker-new-horizons Get 50% off a huge bundle of graphics and plugins!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 March 11&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Retro Nostalgia Bundle Sale&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/28511/retro-nostalgia'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI5MzA3NjIucG5n/180x143%23c/lQIia1.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/s/28511/retro-nostalgia Oceans Dream 20% to 30% off!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 February 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Wiki - Dark Mode&lt;br /&gt;
: The wiki theme is now dark mode.&lt;br /&gt;
: This is purely experimental and we are unsure if we'll keep it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Nov 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Black Friday 2019!&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle'&amp;gt;&amp;lt;img src='https://cdn.discordapp.com/attachments/513496301078315012/646727688064860190/VS_BlackFridaySale.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: It's that time of the year again! Time to empower your game making potential with these royalty free assets and plugins for your project! You won't see massive discounts like this for a long, long time!&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/b/399/black-friday-2019-rpg-maker-assets-silver-bundle Silver Bundle]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/399/black-friday-2019-rpg-maker-assets-silver-bundle'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI2OTU2NDYucG5n/original/Fk%2Bml5.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A bundle with content from Archeia, Arisu, Caz, Oceans Dream, Olivia!&lt;br /&gt;
: '''Buy 5 items for $40 Regularly $66.96 Save 40%!'''&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/b/400/black-friday-2019-rpg-maker-assets-gold-bundle Gold Bundle]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/400/black-friday-2019-rpg-maker-assets-gold-bundle'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI2OTU2NzgucG5n/original/xLlVzR.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A bundle with content from Aekashics, Archeia, Arisu, Caz, Irina, Oceans Dream, Olivia&lt;br /&gt;
: '''Buy 10 items for $60 Regularly $143.91 Save 58%!'''&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle Diamond Bundle]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI2OTU2OTUucG5n/original/WkVJ9r.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A bundle with content from Aekashics, Archeia, Arisu, Caz, Irina, Oceans Dream, Olivia&lt;br /&gt;
: '''Buy 15 items for $90 Regularly $252.86 Save 64%!'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 31&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.patreon.com/posts/retirement-and-31197644 Yanfly's Retirement Announcement and plans for the future]&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=KmFp9DkzjPY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.patreon.com/posts/decisions-on-of-31080063'&amp;gt;&amp;lt;img src='https://c10.patreonusercontent.com/3/eyJwIjoxfQ%3D%3D/patreon-media/p/post/31080063/f14ddf9141574a21946719bdccbc78a0/1.jpg?token-time=1573430400&amp;amp;token-hash=DRgVYPAWnPB4iUoBS9iAEE2ARkdsjAuHBZsMQBig7bs%3D' width='400'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; [https://www.patreon.com/posts/decisions-on-of-31080063 Regarding why the links to YEP Library Plugins are down, please click here to read.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Beware of Shady Plugin Seller/Thief]]&lt;br /&gt;
&lt;br /&gt;
: [[File:NoIsabella.png|400px|center|link=Beware of Shady Plugin Seller/Thief]]&lt;br /&gt;
: Avoid a &amp;quot;plugin dev&amp;quot; named Isabella Ava (aka master2015hp) who is highly suspected to be a code thief.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Humble Bundle Sale - RPG Maker Returns&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.humblebundle.com/software/rpg-maker-returns-software'&amp;gt;&amp;lt;img src='https://hb.imgix.net/04434620143b6b48347c2956790e9dc169199f8a.png?auto=compress,format&amp;amp;h=630&amp;amp;w=1200&amp;amp;s=04242c72b8964487fd32b8c19c4f642b' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Degica returns to Humble with a bundle of software, music packs, tilesets, and resource packs you can use you bring your game idea to life! Boot up RPG Maker MV or Visual Novel Maker + Live2D and let your imagination run wild.&lt;br /&gt;
: [https://www.humblebundle.com/software/rpg-maker-returns-software Check it out here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 8&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
: [[A Stranger's Tips: The Game Designer's Manifesto]] article added to the Wiki&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/20448/fall-sale'&amp;gt;&amp;lt;img src='https://dappered.com/wp-content/uploads/2018/11/nordstrom-fall-sale-2018-header.jpg' width='320'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/s/20448/fall-sale Fallen Angel Olivia's End of Summer Plugin Sale] is up! 10% off every item!&lt;br /&gt;
: [https://itch.io/s/20447/fall-sale Atelier Irina's End of Summer Plugin Sale] is up! 10% off every item!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Aug 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Luna Engine MV (Visustella)|Luna Engine MV]] Full Release by [[Visustella]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://archeia.itch.io/luna-engine-mv'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxNjQ5MTkuZ2lm/original/IGNDo7.gif' width='320'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [[Luna Engine MV (Visustella)|View it here]].&lt;br /&gt;
: [https://archeia.itch.io/luna-engine-mv Purchase it here].&lt;br /&gt;
: This plugin is a part of the [[Visustella]] library.&lt;br /&gt;
&lt;br /&gt;
; [https://itch.io/b/349/battle-enhancers-plugin-bundle Battle Enhancers Plugin Bundle]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: [[File:201908Bundle.png|360px]]&lt;br /&gt;
&lt;br /&gt;
[https://itch.io/b/349/battle-enhancers-plugin-bundle Buy 6 items for $49.99 Regularly $66.94 Save 25%!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/17576/pixel-fantasy-rpg-icons-discount-bundle Pixel Fantasy RPG Icons Bundle]&lt;br /&gt;
&lt;br /&gt;
: [[File:20190726Bundle.png|360px]]&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/s/17576/pixel-fantasy-rpg-icons-discount-bundle Buy everything for $59.99! Regularly $77.95 Save 23%!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Aug 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://archeia.itch.io/luna-engine-mv Luna Engine MV (Early Access)]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://archeia.itch.io/luna-engine-mv'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxMTk5ODYucG5n/original/32PInR.png' width='360px'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Luna Engine MV (Visustella)|Learn more about Luna Engine MV!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Story Writing Basics]] article added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Yanfly.moe has changed from WordPress to MediaWiki!]]&lt;br /&gt;
&lt;br /&gt;
: Hey, all!&lt;br /&gt;
: Yanfly.moe is now changing away from WordPress to MediaWiki!&lt;br /&gt;
: There's a number of reasons behind this change.&lt;br /&gt;
: [[Yanfly.moe has changed from WordPress to MediaWiki!|Click here to read more.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 1.2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/17735/june-sale Fallen Angel Olivia Summer Sale]&lt;br /&gt;
&lt;br /&gt;
: [[File:OctoPackBattlerBundleSale.png|360px]]&lt;br /&gt;
&lt;br /&gt;
: [[Fallen Angel Olivia]] is having a plugin sale for her [[OctoPack Battler (Olivia)|OctoPack Battler]] plugin bundle as well as her other plugins.&lt;br /&gt;
&lt;br /&gt;
: [https://fallenangelolivia.itch.io/ Check them out here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 1.1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/17736/june-sale Atelier Irina Summer Sale]&lt;br /&gt;
&lt;br /&gt;
: [[File:AtelierIrinaSummerSale.png|360px]]&lt;br /&gt;
&lt;br /&gt;
: [[Atelier Irina]] is having a plugin sale for her plugin collection.&lt;br /&gt;
&lt;br /&gt;
: [https://atelieririna.itch.io/ Check them out here!]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Display templates|MainPageLatestUpdates]]&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>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=RMMZ_Changelog&amp;diff=17182</id>
		<title>RMMZ Changelog</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=RMMZ_Changelog&amp;diff=17182"/>
		<updated>2025-02-18T00:25:22Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&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;
[[File:RMMZ_CoreScript_Update.png]]&lt;br /&gt;
&lt;br /&gt;
This is the changelog for the version differences in the base code for RPG Maker MZ across the versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #15: 1.8.1 to 1.9.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_190.png]]&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/news/app/1096900/view/527586104606458309?l=english Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** ImageManager&lt;br /&gt;
**** ImageManager.iconWidth can now be redefined by the editor&lt;br /&gt;
**** ImageManager.iconHeight can now be redefined by the editor&lt;br /&gt;
**** ImageManager.faceWidth can now be redefined by the editor&lt;br /&gt;
**** ImageManager.faceHeight can now be redefined by the editor&lt;br /&gt;
**** ImageManager.getIconSize new function added&lt;br /&gt;
**** ImageManager.getFaceSize new function added&lt;br /&gt;
*** BattleManager&lt;br /&gt;
**** BattleManager.applySubstitute function reverted to older variant&lt;br /&gt;
***** Substitution no longer checks if the target is no longer the substitute&lt;br /&gt;
***** The target check is now changed to the Game_Unit function&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Game_Screen&lt;br /&gt;
**** Game_Screen.maxPictures can now be redefined by the editor&lt;br /&gt;
**** Will default back to 100 if no such setting is found&lt;br /&gt;
*** Game_Unit&lt;br /&gt;
**** Game_Unit.substituteBattler updated&lt;br /&gt;
**** Added argument for 'target'&lt;br /&gt;
**** Checks to see if the substitute is not the target&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Scene_Name&lt;br /&gt;
**** Scene_Name.editWindowRect updated to use 'ImageManager.standardFaceHeight' instead of 'ImageManager.faceHeight'&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Window_Base&lt;br /&gt;
**** Window_Base.processDrawIcon updated&lt;br /&gt;
***** Now calculates difference change for the new icon width and icon height&lt;br /&gt;
**** Window_Base.drawFace updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardFaceWidth' instead of 'ImageManager.faceWidth'&lt;br /&gt;
***** Function updated for 'ImageManager.standardFaceHeight' instead of 'ImageManager.faceHeight'&lt;br /&gt;
**** Window_Base.drawItemName updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardIconWidth' instead of 'ImageManager.iconWidth'&lt;br /&gt;
*** Window_StatusBase&lt;br /&gt;
**** Window_StatusBase.drawActorIcons updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardIconWidth' instead of 'ImageManager.iconWidth'&lt;br /&gt;
*** Window_EquipStatus&lt;br /&gt;
**** Window_EquipStatus.paramY updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardFaceHeight' instead of 'ImageManager.faceHeight'&lt;br /&gt;
*** Window_Message&lt;br /&gt;
**** Window_Message.drawMessageFace updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardFaceWidth' instead of 'ImageManager.faceWidth'&lt;br /&gt;
*** Window_BattleStatus&lt;br /&gt;
**** Window_BattleStatus.stateIconX updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardIconWidth' instead of 'ImageManager.iconWidth'&lt;br /&gt;
**** Window_BattleStatus.stateIconY updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardIconHeight' instead of 'ImageManager.iconHeight'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #14: 1.8.0 to 1.8.1 ==&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/news/app/1096900/view/4597700312707856063?l=english Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_System.prototype.isMessageSkipEnabled function added&lt;br /&gt;
** Game_Unit.prototype.substituteBattler function updated&lt;br /&gt;
*** Substitute mechanic no longer prevents the target from substituting an attack for itself&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Equip.prototype.onSlotOk function updated&lt;br /&gt;
*** Equip Scene will forcefully select the first slot whenever player picks a slot to equip&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Message.prototype.cancelWait updated to acknowledge message skip feature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #13: 1.7.0 to 1.8.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_180.png|228px]]&lt;br /&gt;
&lt;br /&gt;
[https://steamcommunity.com/app/1096900/eventcomments/7119694909426620627 Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
'''Changelog'''&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** BattleManager.isActionForced function added extra conditions to make sure no win or lose conditions are fulfilled&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.startNormalGame function exchanged a SceneManager.goto from Scene_Title to Scene_Splash&lt;br /&gt;
** Scene_Splash added&lt;br /&gt;
** Scene_Message.prototype.cancelMessageWait added&lt;br /&gt;
*** Related to the new ability to fast forward the &amp;lt;nowiki&amp;gt;\|&amp;lt;/nowiki&amp;gt; wait timer&lt;br /&gt;
** Scene_Map.prototype.updateMainMultiply added cancelMessageWait() to its fastforward mode&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_EventItem.prototype.initialize added new flag for _canRepeat &lt;br /&gt;
** Window_Message.prototype.cancelWait added&lt;br /&gt;
*** Linked to the added Scene_Message.prototype.cancelMessageWait function&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #12: 1.6.1 to 1.7.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_170.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Tilemap.prototype._createLayers function updated to use Tilemap.CombinedLayer() instead of Tilemap.Layer()&lt;br /&gt;
** New Function: Tilemap.Layer.prototype.size&lt;br /&gt;
** New Class: Tilemap.CombinedLayer&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New Function: DataManager.isTitleSkip&lt;br /&gt;
** BattleManager.forceAction updated to check to see if there's existing actions before forcing the battler to perform a forced action&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.start updated to utilize the new Title Skip functionality&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_ScrollText.prototype.refresh updated to calculate the y position in reference to the scroll position of the window&lt;br /&gt;
** Window_ScrollText.prototype.contentsHeight updated to check if allTextHeight variable is larger than 1 before returning a value&lt;br /&gt;
** Window_ScrollText.prototype.updateMessage updated to utilize the new scrollY check&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #11: 1.6.0 to 1.6.1 ==&lt;br /&gt;
&lt;br /&gt;
The core scripts are identical to 1.6.0.&lt;br /&gt;
&lt;br /&gt;
Not even the version numbers are changed to v1.6.1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #10: 1.5.0 to 1.6.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_160.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics._updateErrorPrinter updated to show errors more relative to window scale&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.adjustWindow updated to utilize new ScreenScale calculation&lt;br /&gt;
** New function: Scene_Boot.prototype.screenScale&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.convertEscapeCharacters updated to fully convert all \v[x] variables even when embedded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-5-0-patch-notes.148146/ Update #9: 1.4.4 to 1.5.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_150.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** The following functions have _tileWidth and _tileHeight variables changed to tileWidth and tileHeight without the underscore _&lt;br /&gt;
*** Tilemap.prototype.initialize &lt;br /&gt;
*** Tilemap.prototype.updateTransform&lt;br /&gt;
*** Tilemap.prototype._addAllSpots&lt;br /&gt;
*** Tilemap.prototype._addSpot&lt;br /&gt;
*** Tilemap.prototype._addNormalTile&lt;br /&gt;
*** Tilemap.prototype._addAutotile&lt;br /&gt;
*** Tilemap.prototype._addTableEdge&lt;br /&gt;
*** Tilemap.prototype._addShadow&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** SceneManager.terminate now changed to detect if running a NodeJS client to close the app instead (just like what VisuMZ Core Engine does)&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Map.prototype.tileWidth updated to grab the new $dataSystem.tileSize property&lt;br /&gt;
** Game_Map.prototype.tileHeight now replicates Game_Map.prototype.tileWidth's result&lt;br /&gt;
** Game_Map.prototype.bushDepth new function added&lt;br /&gt;
** Game_CharacterBase.prototype.refreshBushDepth updated to utilize new bushDepth function&lt;br /&gt;
** Game_Interpreter.prototype.command109 added&lt;br /&gt;
*** Supposedly, this is for an Event Command that will be called &amp;quot;Skip&amp;quot; but I looked inside the RMMZ event editor and there's nothing there so it's probably not implemented yet.&lt;br /&gt;
*** Oh, this is what it is for:&lt;br /&gt;
*** [[File:RMMZ_Skip.png]]&lt;br /&gt;
*** You highlight the code you want to &amp;quot;comment out&amp;quot;, right click, and click Toggle Skip&lt;br /&gt;
*** This is good for testing purposes and streamlining your events during testing so that you don't have to go through entire cutscenes to see if a switch was properly turned on at the end.&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Map.prototype.create updated to no longer check for a non-existent $dataMap or a changed $gameMap.mapId() (since it's results in the same thing anyway)&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Character.prototype.updateFrame no longer checks to see if the sprite's bitmap is loaded and ready&lt;br /&gt;
*** Sprite_Enemy.prototype.initMembers updated the _battlerName variable to start with null instead of &amp;quot;&amp;quot; to avoid conflict&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-4-patch-notes.145233/ Update #8: 1.4.3 to 1.4.4] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Character.prototype.updateFrame updated&lt;br /&gt;
*** Now checks to see if the bitmap is loaded and ready before making changes to the tile frame, presumably to avoid updating into errors when there is either no bitmap or the bitmap is in the middle of transitioning into some other image.&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-3-patch-notes.144047 Update #7: 1.4.0 to 1.4.3] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** BattleManager.updateTurnEnd updated to remove '''this.startInput()''' and replaced it with '''this._phase = &amp;quot;start&amp;quot;'''&lt;br /&gt;
*** This might be potentially troublesome&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Spriteset_Map.prototype.updateParallax updated to scale better for mobile devices&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-0-update.142845/ Update #6: 1.3.3 to 1.4.0] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Bitmap.prototype.measureTextWidth returns width value, no longer rounded upwards&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** SceneManager.updateEffekseer will now only update if the game is currently active, too&lt;br /&gt;
** Function endAllBattlersTurn() is removed from BattleManager.endTurn and placed into BattleManager.updateTurnEnd&lt;br /&gt;
** BattleManager.checkAbort now checks if all party members are escaped before aborting to prevent a game over&lt;br /&gt;
** New Function added: BattleManager.processPartyEscape&lt;br /&gt;
** BattleManager.endBattle now clears any reserved common events&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New function added: Game_Temp.prototype.clearCommonEventReservation&lt;br /&gt;
** New function added: Game_Timer.prototype.frames&lt;br /&gt;
** Game_Party.prototype.battleMembers function updated to use new functions:&lt;br /&gt;
** New function added: Game_Party.prototype.hiddenBattleMembers&lt;br /&gt;
** New function added: Game_Party.prototype.allBattleMembers&lt;br /&gt;
** New function added: Game_Party.prototype.isEscaped&lt;br /&gt;
** Game_Interpreter.prototype.command111 (Conditional Branch) updated to utilize the Game Timer frames function&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Animation.prototype.shouldWaitForPrevious function is now completely disabled&lt;br /&gt;
** Sprite_Gauge.measureLabelWidth now rounds up the returned value&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-3-update.140440/ Update #5: 1.3.2 to 1.3.3] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_133.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New function added: Utils.extractFileName&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated functions:&lt;br /&gt;
*** ImageManager.isObjectCharacter&lt;br /&gt;
*** ImageManager.isBigCharacter&lt;br /&gt;
*** ImageManager.isZeroParallax&lt;br /&gt;
*** PluginManager.setup&lt;br /&gt;
**** To utilize the Utils.extractFileName for parsing extended filepaths&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated function:&lt;br /&gt;
*** Scene_Item.prototype.createItemWindow&lt;br /&gt;
**** Removed this._itemWindow.createContents()&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated functions:&lt;br /&gt;
*** Sprite_Animation.prototype.initMembers&lt;br /&gt;
**** Removed this._originalViewport = null&lt;br /&gt;
*** Sprite_Animation.prototype._render&lt;br /&gt;
**** Removed this.saveViewport(renderer)&lt;br /&gt;
*** Sprite_Animation.prototype.resetViewport&lt;br /&gt;
**** Updated code to renderer.gl.viewport(0, 0, renderer.view.width, renderer.view.height)&lt;br /&gt;
*** Sprite_Gauge.prototype.bitmapHeight&lt;br /&gt;
**** Changed value from 24 to 32&lt;br /&gt;
*** Sprite_Gauge.prototype.drawLabel&lt;br /&gt;
*** Sprite_Gauge.prototype.drawValue&lt;br /&gt;
**** Changed a line to const height = this.textHeight() from const height = this.bitmapHeight()&lt;br /&gt;
** Added function:&lt;br /&gt;
*** Sprite_Gauge.prototype.textHeight&lt;br /&gt;
**** With a value of 24&lt;br /&gt;
** Removed function:&lt;br /&gt;
*** Sprite_Animation.prototype.saveViewport&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-2-update.138130/ Update #4: 1.3.1 to 1.3.2] ==&lt;br /&gt;
&lt;br /&gt;
Changes will be included in the next update list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #3: 1.3.0 to 1.3.1] ==&lt;br /&gt;
&lt;br /&gt;
There aren't any changes made to the code base, but there are for the editor.&lt;br /&gt;
&lt;br /&gt;
The aforementioned bugs are now fixed and the lag is now gone. Hooray! Go wild, download, back up your game, and update!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #2: 1.2.0 to 1.3.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_130.png]]&lt;br /&gt;
&lt;br /&gt;
[https://dl.degica.com/rpgmakerweb/trial-download/RPGMZ_Setup_EN.exe Download Standalone Update Here]&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics.resize function updated with app.renderer.resize line added&lt;br /&gt;
** Tilemap.Renderer.prototype._createShader updated uSampler1 and uSampler2's values from 1 and 2 to 0 (both)&lt;br /&gt;
** Window.prototype._refreshBack calculations for tiling sprite are now different (and will most likely be fixed compared to before)&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_System.prototype.windowOpacity function added&lt;br /&gt;
** Game_Character.prototype.processRouteEnd updated to set forced movement success to false&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Actor.prototype.setBattler updated so that when no battler is set, the battler name cache is cleared, too&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.updateBackOpacity updated to now take in the new database entry&lt;br /&gt;
** Window_ChoiceList.prototype.start updated to automatically scroll back to the top&lt;br /&gt;
** Window_Message.prototype.updateMessage and Window_Message.prototype.shouldBreakHere updated to use the new function:&lt;br /&gt;
** Window_Message.prototype.isWaiting new function added to determine waiting&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #2: 1.1.1 to 1.2.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_120.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics._createEffekseerContext function updated with setRestorationOfStatesFlag function&lt;br /&gt;
** Window.prototype._refreshBack updated to use a value of 95 instead of 96 to avoid blurring edges&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Scene_Item.prototype.createItemWindow&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Sprite_Animation.prototype.onAfterRender removed contextChange function&lt;br /&gt;
*** Sprite_Gauge.prototype.measureLabelWidth updated to take global widths of HP, MP, and TP for visual consistency&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #1: 1.1.0 to 1.1.1] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_111.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Bitmap.prototype.measureTextWidth now returns a rounded value&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Interpreter.prototype.command119 aka Jump to Label now breaks upon finding a match instead of a return.&lt;br /&gt;
*** This results in saving a frame count.&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.drawFace now uses a rounded value for sx and sy&lt;br /&gt;
** Window_MenuStatus.prototype.drawItemStatus now uses a rounded value for y&lt;br /&gt;
** Window_ScrollText.prototype.startMessage checks if there is text first&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-0-update.129288/ Update #1: 1.0.0 to 1.1.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_110.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** StorageManager.saveToForage updated to arrow function&lt;br /&gt;
** StorageManager.removeForage updated to arrow function&lt;br /&gt;
** EffectManager.startLoading arguments added for onError&lt;br /&gt;
** BattleManager.startAction now cancels the subject's motion refresh&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Battler.prototype.cancelMotionRefresh function added&lt;br /&gt;
** Game_Actor.prototype.makeAutoBattleActions updated from Number.MIN_VALUE to -Number.MAX_VALUE&lt;br /&gt;
** Game_Map.prototype.screenTileX rounds to the nearest whole number&lt;br /&gt;
** Game_Map.prototype.screenTileY rounds to the nearest whole number&lt;br /&gt;
** Game_Player.prototype.centerX is now calculated using the $gameMap.screenTileX() function&lt;br /&gt;
** Game_Player.prototype.centerY is now calculated using the $gameMap.screenTileY() function&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Animation.prototype.targetSpritePosition can now align to bottom&lt;br /&gt;
** Sprite_Gauge.prototype.gaugeX is now calculated using measureLabelWidth function for generic gauges&lt;br /&gt;
** Sprite_Gauge.prototype.measureLabelWidth function added&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== End of Page ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;script type=&amp;quot;text/javascript&amp;quot; src=&amp;quot;https://www.free-counters.org/count/dnyy&amp;quot;&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;a href='https://www.easybooking.eu/produkte/julia-hotelsoftware'&amp;gt;Hotelsoftware mit Channelmanager&amp;lt;/a&amp;gt; &amp;lt;script type='text/javascript' src='https://www.whomania.com/ctr?id=cc28662c449788c1a0c958c86722e66b6ac782e9'&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=File:RMMZ_190.png&amp;diff=17181</id>
		<title>File:RMMZ 190.png</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=File:RMMZ_190.png&amp;diff=17181"/>
		<updated>2025-02-18T00:25:12Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=RMMZ_Changelog&amp;diff=17180</id>
		<title>RMMZ Changelog</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=RMMZ_Changelog&amp;diff=17180"/>
		<updated>2025-02-18T00:24:43Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&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;
[[File:RMMZ_CoreScript_Update.png]]&lt;br /&gt;
&lt;br /&gt;
This is the changelog for the version differences in the base code for RPG Maker MZ across the versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #15: 1.8.1 to 1.9.0 ==&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/news/app/1096900/view/527586104606458309?l=english Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** ImageManager&lt;br /&gt;
**** ImageManager.iconWidth can now be redefined by the editor&lt;br /&gt;
**** ImageManager.iconHeight can now be redefined by the editor&lt;br /&gt;
**** ImageManager.faceWidth can now be redefined by the editor&lt;br /&gt;
**** ImageManager.faceHeight can now be redefined by the editor&lt;br /&gt;
**** ImageManager.getIconSize new function added&lt;br /&gt;
**** ImageManager.getFaceSize new function added&lt;br /&gt;
*** BattleManager&lt;br /&gt;
**** BattleManager.applySubstitute function reverted to older variant&lt;br /&gt;
***** Substitution no longer checks if the target is no longer the substitute&lt;br /&gt;
***** The target check is now changed to the Game_Unit function&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Game_Screen&lt;br /&gt;
**** Game_Screen.maxPictures can now be redefined by the editor&lt;br /&gt;
**** Will default back to 100 if no such setting is found&lt;br /&gt;
*** Game_Unit&lt;br /&gt;
**** Game_Unit.substituteBattler updated&lt;br /&gt;
**** Added argument for 'target'&lt;br /&gt;
**** Checks to see if the substitute is not the target&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Scene_Name&lt;br /&gt;
**** Scene_Name.editWindowRect updated to use 'ImageManager.standardFaceHeight' instead of 'ImageManager.faceHeight'&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Window_Base&lt;br /&gt;
**** Window_Base.processDrawIcon updated&lt;br /&gt;
***** Now calculates difference change for the new icon width and icon height&lt;br /&gt;
**** Window_Base.drawFace updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardFaceWidth' instead of 'ImageManager.faceWidth'&lt;br /&gt;
***** Function updated for 'ImageManager.standardFaceHeight' instead of 'ImageManager.faceHeight'&lt;br /&gt;
**** Window_Base.drawItemName updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardIconWidth' instead of 'ImageManager.iconWidth'&lt;br /&gt;
*** Window_StatusBase&lt;br /&gt;
**** Window_StatusBase.drawActorIcons updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardIconWidth' instead of 'ImageManager.iconWidth'&lt;br /&gt;
*** Window_EquipStatus&lt;br /&gt;
**** Window_EquipStatus.paramY updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardFaceHeight' instead of 'ImageManager.faceHeight'&lt;br /&gt;
*** Window_Message&lt;br /&gt;
**** Window_Message.drawMessageFace updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardFaceWidth' instead of 'ImageManager.faceWidth'&lt;br /&gt;
*** Window_BattleStatus&lt;br /&gt;
**** Window_BattleStatus.stateIconX updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardIconWidth' instead of 'ImageManager.iconWidth'&lt;br /&gt;
**** Window_BattleStatus.stateIconY updated&lt;br /&gt;
***** Function updated for 'ImageManager.standardIconHeight' instead of 'ImageManager.iconHeight'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #14: 1.8.0 to 1.8.1 ==&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/news/app/1096900/view/4597700312707856063?l=english Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_System.prototype.isMessageSkipEnabled function added&lt;br /&gt;
** Game_Unit.prototype.substituteBattler function updated&lt;br /&gt;
*** Substitute mechanic no longer prevents the target from substituting an attack for itself&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Equip.prototype.onSlotOk function updated&lt;br /&gt;
*** Equip Scene will forcefully select the first slot whenever player picks a slot to equip&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Message.prototype.cancelWait updated to acknowledge message skip feature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #13: 1.7.0 to 1.8.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_180.png|228px]]&lt;br /&gt;
&lt;br /&gt;
[https://steamcommunity.com/app/1096900/eventcomments/7119694909426620627 Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
'''Changelog'''&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** BattleManager.isActionForced function added extra conditions to make sure no win or lose conditions are fulfilled&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.startNormalGame function exchanged a SceneManager.goto from Scene_Title to Scene_Splash&lt;br /&gt;
** Scene_Splash added&lt;br /&gt;
** Scene_Message.prototype.cancelMessageWait added&lt;br /&gt;
*** Related to the new ability to fast forward the &amp;lt;nowiki&amp;gt;\|&amp;lt;/nowiki&amp;gt; wait timer&lt;br /&gt;
** Scene_Map.prototype.updateMainMultiply added cancelMessageWait() to its fastforward mode&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_EventItem.prototype.initialize added new flag for _canRepeat &lt;br /&gt;
** Window_Message.prototype.cancelWait added&lt;br /&gt;
*** Linked to the added Scene_Message.prototype.cancelMessageWait function&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #12: 1.6.1 to 1.7.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_170.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Tilemap.prototype._createLayers function updated to use Tilemap.CombinedLayer() instead of Tilemap.Layer()&lt;br /&gt;
** New Function: Tilemap.Layer.prototype.size&lt;br /&gt;
** New Class: Tilemap.CombinedLayer&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New Function: DataManager.isTitleSkip&lt;br /&gt;
** BattleManager.forceAction updated to check to see if there's existing actions before forcing the battler to perform a forced action&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.start updated to utilize the new Title Skip functionality&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_ScrollText.prototype.refresh updated to calculate the y position in reference to the scroll position of the window&lt;br /&gt;
** Window_ScrollText.prototype.contentsHeight updated to check if allTextHeight variable is larger than 1 before returning a value&lt;br /&gt;
** Window_ScrollText.prototype.updateMessage updated to utilize the new scrollY check&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #11: 1.6.0 to 1.6.1 ==&lt;br /&gt;
&lt;br /&gt;
The core scripts are identical to 1.6.0.&lt;br /&gt;
&lt;br /&gt;
Not even the version numbers are changed to v1.6.1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #10: 1.5.0 to 1.6.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_160.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics._updateErrorPrinter updated to show errors more relative to window scale&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.adjustWindow updated to utilize new ScreenScale calculation&lt;br /&gt;
** New function: Scene_Boot.prototype.screenScale&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.convertEscapeCharacters updated to fully convert all \v[x] variables even when embedded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-5-0-patch-notes.148146/ Update #9: 1.4.4 to 1.5.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_150.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** The following functions have _tileWidth and _tileHeight variables changed to tileWidth and tileHeight without the underscore _&lt;br /&gt;
*** Tilemap.prototype.initialize &lt;br /&gt;
*** Tilemap.prototype.updateTransform&lt;br /&gt;
*** Tilemap.prototype._addAllSpots&lt;br /&gt;
*** Tilemap.prototype._addSpot&lt;br /&gt;
*** Tilemap.prototype._addNormalTile&lt;br /&gt;
*** Tilemap.prototype._addAutotile&lt;br /&gt;
*** Tilemap.prototype._addTableEdge&lt;br /&gt;
*** Tilemap.prototype._addShadow&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** SceneManager.terminate now changed to detect if running a NodeJS client to close the app instead (just like what VisuMZ Core Engine does)&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Map.prototype.tileWidth updated to grab the new $dataSystem.tileSize property&lt;br /&gt;
** Game_Map.prototype.tileHeight now replicates Game_Map.prototype.tileWidth's result&lt;br /&gt;
** Game_Map.prototype.bushDepth new function added&lt;br /&gt;
** Game_CharacterBase.prototype.refreshBushDepth updated to utilize new bushDepth function&lt;br /&gt;
** Game_Interpreter.prototype.command109 added&lt;br /&gt;
*** Supposedly, this is for an Event Command that will be called &amp;quot;Skip&amp;quot; but I looked inside the RMMZ event editor and there's nothing there so it's probably not implemented yet.&lt;br /&gt;
*** Oh, this is what it is for:&lt;br /&gt;
*** [[File:RMMZ_Skip.png]]&lt;br /&gt;
*** You highlight the code you want to &amp;quot;comment out&amp;quot;, right click, and click Toggle Skip&lt;br /&gt;
*** This is good for testing purposes and streamlining your events during testing so that you don't have to go through entire cutscenes to see if a switch was properly turned on at the end.&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Map.prototype.create updated to no longer check for a non-existent $dataMap or a changed $gameMap.mapId() (since it's results in the same thing anyway)&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Character.prototype.updateFrame no longer checks to see if the sprite's bitmap is loaded and ready&lt;br /&gt;
*** Sprite_Enemy.prototype.initMembers updated the _battlerName variable to start with null instead of &amp;quot;&amp;quot; to avoid conflict&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-4-patch-notes.145233/ Update #8: 1.4.3 to 1.4.4] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Character.prototype.updateFrame updated&lt;br /&gt;
*** Now checks to see if the bitmap is loaded and ready before making changes to the tile frame, presumably to avoid updating into errors when there is either no bitmap or the bitmap is in the middle of transitioning into some other image.&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-3-patch-notes.144047 Update #7: 1.4.0 to 1.4.3] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** BattleManager.updateTurnEnd updated to remove '''this.startInput()''' and replaced it with '''this._phase = &amp;quot;start&amp;quot;'''&lt;br /&gt;
*** This might be potentially troublesome&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Spriteset_Map.prototype.updateParallax updated to scale better for mobile devices&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-0-update.142845/ Update #6: 1.3.3 to 1.4.0] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Bitmap.prototype.measureTextWidth returns width value, no longer rounded upwards&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** SceneManager.updateEffekseer will now only update if the game is currently active, too&lt;br /&gt;
** Function endAllBattlersTurn() is removed from BattleManager.endTurn and placed into BattleManager.updateTurnEnd&lt;br /&gt;
** BattleManager.checkAbort now checks if all party members are escaped before aborting to prevent a game over&lt;br /&gt;
** New Function added: BattleManager.processPartyEscape&lt;br /&gt;
** BattleManager.endBattle now clears any reserved common events&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New function added: Game_Temp.prototype.clearCommonEventReservation&lt;br /&gt;
** New function added: Game_Timer.prototype.frames&lt;br /&gt;
** Game_Party.prototype.battleMembers function updated to use new functions:&lt;br /&gt;
** New function added: Game_Party.prototype.hiddenBattleMembers&lt;br /&gt;
** New function added: Game_Party.prototype.allBattleMembers&lt;br /&gt;
** New function added: Game_Party.prototype.isEscaped&lt;br /&gt;
** Game_Interpreter.prototype.command111 (Conditional Branch) updated to utilize the Game Timer frames function&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Animation.prototype.shouldWaitForPrevious function is now completely disabled&lt;br /&gt;
** Sprite_Gauge.measureLabelWidth now rounds up the returned value&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-3-update.140440/ Update #5: 1.3.2 to 1.3.3] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_133.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New function added: Utils.extractFileName&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated functions:&lt;br /&gt;
*** ImageManager.isObjectCharacter&lt;br /&gt;
*** ImageManager.isBigCharacter&lt;br /&gt;
*** ImageManager.isZeroParallax&lt;br /&gt;
*** PluginManager.setup&lt;br /&gt;
**** To utilize the Utils.extractFileName for parsing extended filepaths&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated function:&lt;br /&gt;
*** Scene_Item.prototype.createItemWindow&lt;br /&gt;
**** Removed this._itemWindow.createContents()&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated functions:&lt;br /&gt;
*** Sprite_Animation.prototype.initMembers&lt;br /&gt;
**** Removed this._originalViewport = null&lt;br /&gt;
*** Sprite_Animation.prototype._render&lt;br /&gt;
**** Removed this.saveViewport(renderer)&lt;br /&gt;
*** Sprite_Animation.prototype.resetViewport&lt;br /&gt;
**** Updated code to renderer.gl.viewport(0, 0, renderer.view.width, renderer.view.height)&lt;br /&gt;
*** Sprite_Gauge.prototype.bitmapHeight&lt;br /&gt;
**** Changed value from 24 to 32&lt;br /&gt;
*** Sprite_Gauge.prototype.drawLabel&lt;br /&gt;
*** Sprite_Gauge.prototype.drawValue&lt;br /&gt;
**** Changed a line to const height = this.textHeight() from const height = this.bitmapHeight()&lt;br /&gt;
** Added function:&lt;br /&gt;
*** Sprite_Gauge.prototype.textHeight&lt;br /&gt;
**** With a value of 24&lt;br /&gt;
** Removed function:&lt;br /&gt;
*** Sprite_Animation.prototype.saveViewport&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-2-update.138130/ Update #4: 1.3.1 to 1.3.2] ==&lt;br /&gt;
&lt;br /&gt;
Changes will be included in the next update list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #3: 1.3.0 to 1.3.1] ==&lt;br /&gt;
&lt;br /&gt;
There aren't any changes made to the code base, but there are for the editor.&lt;br /&gt;
&lt;br /&gt;
The aforementioned bugs are now fixed and the lag is now gone. Hooray! Go wild, download, back up your game, and update!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #2: 1.2.0 to 1.3.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_130.png]]&lt;br /&gt;
&lt;br /&gt;
[https://dl.degica.com/rpgmakerweb/trial-download/RPGMZ_Setup_EN.exe Download Standalone Update Here]&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics.resize function updated with app.renderer.resize line added&lt;br /&gt;
** Tilemap.Renderer.prototype._createShader updated uSampler1 and uSampler2's values from 1 and 2 to 0 (both)&lt;br /&gt;
** Window.prototype._refreshBack calculations for tiling sprite are now different (and will most likely be fixed compared to before)&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_System.prototype.windowOpacity function added&lt;br /&gt;
** Game_Character.prototype.processRouteEnd updated to set forced movement success to false&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Actor.prototype.setBattler updated so that when no battler is set, the battler name cache is cleared, too&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.updateBackOpacity updated to now take in the new database entry&lt;br /&gt;
** Window_ChoiceList.prototype.start updated to automatically scroll back to the top&lt;br /&gt;
** Window_Message.prototype.updateMessage and Window_Message.prototype.shouldBreakHere updated to use the new function:&lt;br /&gt;
** Window_Message.prototype.isWaiting new function added to determine waiting&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #2: 1.1.1 to 1.2.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_120.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics._createEffekseerContext function updated with setRestorationOfStatesFlag function&lt;br /&gt;
** Window.prototype._refreshBack updated to use a value of 95 instead of 96 to avoid blurring edges&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Scene_Item.prototype.createItemWindow&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Sprite_Animation.prototype.onAfterRender removed contextChange function&lt;br /&gt;
*** Sprite_Gauge.prototype.measureLabelWidth updated to take global widths of HP, MP, and TP for visual consistency&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #1: 1.1.0 to 1.1.1] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_111.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Bitmap.prototype.measureTextWidth now returns a rounded value&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Interpreter.prototype.command119 aka Jump to Label now breaks upon finding a match instead of a return.&lt;br /&gt;
*** This results in saving a frame count.&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.drawFace now uses a rounded value for sx and sy&lt;br /&gt;
** Window_MenuStatus.prototype.drawItemStatus now uses a rounded value for y&lt;br /&gt;
** Window_ScrollText.prototype.startMessage checks if there is text first&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-0-update.129288/ Update #1: 1.0.0 to 1.1.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_110.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** StorageManager.saveToForage updated to arrow function&lt;br /&gt;
** StorageManager.removeForage updated to arrow function&lt;br /&gt;
** EffectManager.startLoading arguments added for onError&lt;br /&gt;
** BattleManager.startAction now cancels the subject's motion refresh&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Battler.prototype.cancelMotionRefresh function added&lt;br /&gt;
** Game_Actor.prototype.makeAutoBattleActions updated from Number.MIN_VALUE to -Number.MAX_VALUE&lt;br /&gt;
** Game_Map.prototype.screenTileX rounds to the nearest whole number&lt;br /&gt;
** Game_Map.prototype.screenTileY rounds to the nearest whole number&lt;br /&gt;
** Game_Player.prototype.centerX is now calculated using the $gameMap.screenTileX() function&lt;br /&gt;
** Game_Player.prototype.centerY is now calculated using the $gameMap.screenTileY() function&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Animation.prototype.targetSpritePosition can now align to bottom&lt;br /&gt;
** Sprite_Gauge.prototype.gaugeX is now calculated using measureLabelWidth function for generic gauges&lt;br /&gt;
** Sprite_Gauge.prototype.measureLabelWidth function added&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== End of Page ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;script type=&amp;quot;text/javascript&amp;quot; src=&amp;quot;https://www.free-counters.org/count/dnyy&amp;quot;&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;a href='https://www.easybooking.eu/produkte/julia-hotelsoftware'&amp;gt;Hotelsoftware mit Channelmanager&amp;lt;/a&amp;gt; &amp;lt;script type='text/javascript' src='https://www.whomania.com/ctr?id=cc28662c449788c1a0c958c86722e66b6ac782e9'&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Troubleshooting_Plugins_RPG_Maker_MZ&amp;diff=17149</id>
		<title>Troubleshooting Plugins RPG Maker MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Troubleshooting_Plugins_RPG_Maker_MZ&amp;diff=17149"/>
		<updated>2025-01-26T14:02:49Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&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;
[[File:Troubleshooting.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{Article by Yanfly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are you getting errors in your [[:Category:RPG Maker MZ Plugins|RPG Maker MZ plugins]] and you don't know why? &lt;br /&gt;
&lt;br /&gt;
First, see if your problem is something listed in the [[Common Problems]] page.&lt;br /&gt;
&lt;br /&gt;
If not, follow the steps below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting Steps ==&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Read and Reread through the plugin instructions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Read through the plugin's instructions to make sure you are using the plugin correctly.&lt;br /&gt;
&lt;br /&gt;
A lot of problems often come from thinking how a plugin should work versus how the plugin actually works.&lt;br /&gt;
&lt;br /&gt;
Some plugins will also list which plugins they're compatible with. &lt;br /&gt;
&lt;br /&gt;
If there's a list and a plugin is not listed there, chances are, there's a plugin incompatibility if it's a plugin from outside of the plugin library.&lt;br /&gt;
&lt;br /&gt;
; If you read the instructions and are still getting errors, continue onward to steps 2 through 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 2: Make an empty project and try only the plugin there. ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This step '''ONLY''' applies to you '''IF''' you are troubleshooting VisuStella MZ plugins.&lt;br /&gt;
&lt;br /&gt;
This step will '''REQUIRE''' you to send a bug report project. If you would rather send a screenshot or video, please '''VISIT THE [https://discord.com/invite/8a9RjBU DISCORD SERVER]''' and ask there instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:200%&amp;quot;&amp;gt;THIS IS NOT FOR YANFLY ENGINE PLUGINS NOR ANY MV RELATED PLUGINS!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Create an empty project in [[RPG Maker MZ]]. Do '''NOT''' add anything custom to it aside from the plugin and required plugin(s).&lt;br /&gt;
&lt;br /&gt;
Make sure the plugin and parent plugin(s) are updated as well!&lt;br /&gt;
&lt;br /&gt;
If it doesn't work there, report it to the plugin developer team by doing as such:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #595959; font-weight: bold; font-size: 120%&amp;quot; | &amp;lt;h2&amp;gt;Bug Report Step 1.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Create an empty RPG Maker MZ project or use the VisuStella MZ Sample Project'''&lt;br /&gt;
|-&lt;br /&gt;
| This means ''File &amp;gt; New Project'' or the ''VisuStella MZ Sample Project''. Why is this necessary? Because we need a controlled environment to make sure the bug occurs at the default level and not through a series of unintended event commands and/or script calls.&lt;br /&gt;
&lt;br /&gt;
If you ''DO NOT'' have a bug report project attached and all you're sending is just a screenshot or video, we will not be able to review the bug. Sending the bug report project is non-negotiable.&lt;br /&gt;
&lt;br /&gt;
[[File:Nonnegotiable.png]]&lt;br /&gt;
&lt;br /&gt;
'''WHY''' do we need a bug report project?&lt;br /&gt;
&lt;br /&gt;
Because it's to ensure that the bug we're fixing is ''your'' bug using ''your'' provided conditions. This is our way of personally working with ''you'' on the conditions ''you've'' set for the game, bug in a replicated and separated project. Sending us only a screenshot or video will result in the bug fix getting delayed and a return e-mail saying that we need a bug report project.&lt;br /&gt;
|-&lt;br /&gt;
| '''⠀'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #595959; font-weight: bold; font-size: 120%&amp;quot; | &amp;lt;h2&amp;gt;Bug Report Step 2.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the plugin and any of the required plugins inside of it.&amp;lt;br&amp;gt;'''REMOVE ALL NON-VISUSTELLA MZ PLUGINS!''' &lt;br /&gt;
|-&lt;br /&gt;
| VisuStella MZ is '''NOT''' responsible for plugin incompatibilities outside of the VisuStella MZ library as per our Terms of Use conditions.&lt;br /&gt;
|-&lt;br /&gt;
| '''⠀'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #595959; font-weight: bold; font-size: 120%&amp;quot; | &amp;lt;h2&amp;gt;Bug Report Step 3.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[How to Update Plugins RPG Maker MZ|MAKE SURE ALL INCLUDED PLUGINS ARE UPDATED TO THE LATEST VERSION!]]'''&lt;br /&gt;
|-&lt;br /&gt;
| If your plugin(s) is not the latest version and the latest version fixed the bug for you, you no longer need to get help for it.&lt;br /&gt;
|-&lt;br /&gt;
| '''⠀'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #595959; font-weight: bold; font-size: 120%&amp;quot; | &amp;lt;h2&amp;gt;Bug Report Step 4.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Exclude any other plugins that are unrelated to the problem.&lt;br /&gt;
|-&lt;br /&gt;
| This is to ensure that the bug is related to the plugin at hand and not caused by something else.&lt;br /&gt;
|-&lt;br /&gt;
| '''⠀'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #595959; font-weight: bold; font-size: 120%&amp;quot; | &amp;lt;h2&amp;gt;Bug Report Step 5.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recreate the problem for the plugin developer team.&amp;lt;br&amp;gt;MAKE SURE the project works.&amp;lt;br&amp;gt;If it doesn't work due to missing graphical or audio resources, put them in!&lt;br /&gt;
|-&lt;br /&gt;
| This is to ensure that we are working on ''your'' problem and not something else that we might ''think'' is your problem. The bug must be replicated inside the bug report project. &lt;br /&gt;
&lt;br /&gt;
Also, '''MAKE SURE''' the project is able to run. We've encountered a LOT of projects that are missing resources needed for it to run, which suggests to us that you didn't test the bug in the project and don't really care enough for it to be fixed.&lt;br /&gt;
|-&lt;br /&gt;
| '''⠀'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #595959; font-weight: bold; font-size: 120%&amp;quot; | &amp;lt;h2&amp;gt;Bug Report Step 6.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Write down the steps needed for the plugin developer team to reproduce the problem.&lt;br /&gt;
|-&lt;br /&gt;
| Just like above, this is to ensure that we are working on the bug that is affect ''your'' game project. If there are no instructions on how to replicate the problem, it will not help you get the bug fixed faster. If your bug requires a bunch of steps to get it replicated and if you do not include those steps, do not expect us to figure it out on our own.&lt;br /&gt;
|-&lt;br /&gt;
| '''⠀'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #595959; font-weight: bold; font-size: 120%&amp;quot; | &amp;lt;h2&amp;gt;Bug Report Step 7.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Zip up your project.&lt;br /&gt;
|-&lt;br /&gt;
| Use [https://www.7-zip.org/ 7zip], [https://www.winzip.com/en/ WinZip], or [https://www.rarlab.com/download.htm WinRar] to zip/archive the project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don't know how to do that, [https://www.youtube.com/results?search_query=how+to+zip+a+folder we recommend using YouTube to look up tutorials] as this will be '''vital''' knowledge to you in your game dev journey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If don't know how to find your game project folder to zip, just go to RPG Maker MZ, look at the top menu bar, click Game, and in the next menu that drops down, &amp;quot;Open Folder&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:FindGameFolder.png]]&lt;br /&gt;
&lt;br /&gt;
Make sure you can open the zipped file before sending it.&lt;br /&gt;
&lt;br /&gt;
If we cannot open it, we cannot help you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''⠀'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #595959; font-weight: bold; font-size: 120%&amp;quot; | &amp;lt;h2&amp;gt;Bug Report Step 8.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upload the project online to share with the plugin developer team. [[Visustella|VisuStella]] uses Google Drive to check projects.&lt;br /&gt;
|-&lt;br /&gt;
| Google Drive is the best way to share your project with us. Do not use other online uploaders.&lt;br /&gt;
|-&lt;br /&gt;
| '''⠀'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #595959; font-weight: bold; font-size: 120%&amp;quot; | &amp;lt;h2&amp;gt;Bug Report Step 9.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://forms.gle/E4aPfWdAf1WSWQnN7 Report it to the plugin developer team.]&lt;br /&gt;
|-&lt;br /&gt;
| Please fill out everything to the best of your ability.&lt;br /&gt;
|-&lt;br /&gt;
| '''⠀'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; If it works there, that means you are having a conflict in your own game. Continue onward to steps 3 through 6.&lt;br /&gt;
&lt;br /&gt;
=== Step 3: Make sure your plugins are placed in the proper order. ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=2Pj9zyiTQcQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Order matters! Lower Tier plugins toward the top, higher tiers toward the bottom. Watch the above video for more clarity.&lt;br /&gt;
&lt;br /&gt;
; If the problem persists, continue onward to steps 4 through 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 4: It's probably a compatibility problem. ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you're still having problems, it's probably a compatibility problem. &lt;br /&gt;
&lt;br /&gt;
Turn off your plugins one by one to find the problem's source.&lt;br /&gt;
&lt;br /&gt;
When things start working, after turning off a specific plugin, then that plugin is the trouble maker.&lt;br /&gt;
&lt;br /&gt;
; If none of the plugins are causing the problem, then continue onward to steps 5 and 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 5: It's probably related to the RPG Maker MZ version difference. ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's probably related to the RPG Maker MZ's base code version difference if you've turned off all but the one plugin.&lt;br /&gt;
&lt;br /&gt;
Follow these steps to update your project's base code:&lt;br /&gt;
&lt;br /&gt;
# Back up your project in case you have to revert it. THIS STEP IS EXTREMELY IMPORTANT!&lt;br /&gt;
# Open up your project in RPG Maker MZ.&lt;br /&gt;
# Select Game &amp;gt; Update Corescript &amp;gt; and select the most current version to update.&lt;br /&gt;
# Press OK.&lt;br /&gt;
&lt;br /&gt;
; If the latest version of [[RPG Maker MZ]] doesn't help, continue onward to step 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 6: Stop using the plugin. ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That's what we recommend because it just simply won't work with your game.&lt;br /&gt;
&lt;br /&gt;
Forcing it is pointless because your game survived without it before and can survive without it after.&lt;br /&gt;
&lt;br /&gt;
If it is a monetized plugin, you may ask the developer for a refund after providing proof that it does not work even in an empty project.&lt;br /&gt;
&lt;br /&gt;
Upon doing so, delete the plugin from your computer.&lt;br /&gt;
&lt;br /&gt;
If you have bought a plugin and want a refund, go to the [https://itch.io/docs/legal/terms#refunds refund section] to request itch.io to send you a refund.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of Page ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Troubleshooting_Plugins_RPG_Maker_MZ&amp;diff=17148</id>
		<title>Troubleshooting Plugins RPG Maker MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Troubleshooting_Plugins_RPG_Maker_MZ&amp;diff=17148"/>
		<updated>2025-01-26T14:02:25Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&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;
[[File:Troubleshooting.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{Article by Yanfly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are you getting errors in your [[:Category:RPG Maker MZ Plugins|RPG Maker MZ plugins]] and you don't know why? &lt;br /&gt;
&lt;br /&gt;
First, see if your problem is something listed in the [[Common Problems]] page.&lt;br /&gt;
&lt;br /&gt;
If not, follow the steps below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting Steps ==&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Read and Reread through the plugin instructions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Read through the plugin's instructions to make sure you are using the plugin correctly.&lt;br /&gt;
&lt;br /&gt;
A lot of problems often come from thinking how a plugin should work versus how the plugin actually works.&lt;br /&gt;
&lt;br /&gt;
Some plugins will also list which plugins they're compatible with. &lt;br /&gt;
&lt;br /&gt;
If there's a list and a plugin is not listed there, chances are, there's a plugin incompatibility if it's a plugin from outside of the plugin library.&lt;br /&gt;
&lt;br /&gt;
; If you read the instructions and are still getting errors, continue onward to steps 2 through 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 2: Make an empty project and try only the plugin there. ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This step '''ONLY''' applies to you '''IF''' you are troubleshooting VisuStella MZ plugins.&lt;br /&gt;
&lt;br /&gt;
This step will '''REQUIRE''' you to send a bug report project. If you would rather send a screenshot or video, please '''VISIT THE [https://discord.com/invite/8a9RjBU DISCORD SERVER]''' and ask there instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:200%&amp;quot;&amp;gt;THIS IS NOT FOR YANFLY ENGINE PLUGINS NOR ANY MV RELATED PLUGINS!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Create an empty project in [[RPG Maker MZ]]. Do '''NOT''' add anything custom to it aside from the plugin and required plugin(s).&lt;br /&gt;
&lt;br /&gt;
Make sure the plugin and parent plugin(s) are updated as well!&lt;br /&gt;
&lt;br /&gt;
If it doesn't work there, report it to the plugin developer team by doing as such:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #595959; font-weight: bold; font-size: 120%&amp;quot; | &amp;lt;h2&amp;gt;Bug Report Step 1.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Create an empty RPG Maker MZ project or use the VisuStella MZ Sample Project'''&lt;br /&gt;
|-&lt;br /&gt;
| This means ''File &amp;gt; New Project'' or the ''VisuStella MZ Sample Project''. Why is this necessary? Because we need a controlled environment to make sure the bug occurs at the default level and not through a series of unintended event commands and/or script calls.&lt;br /&gt;
&lt;br /&gt;
If you ''DO NOT'' have a bug report project attached and all you're sending is just a screenshot or video, we will not be able to review the bug. Sending the bug report project is non-negotiable.&lt;br /&gt;
&lt;br /&gt;
[[File:Nonnegotiable.png]]&lt;br /&gt;
&lt;br /&gt;
'''WHY''' do we need a bug report project?&lt;br /&gt;
&lt;br /&gt;
Because it's to ensure that the bug we're fixing is ''your'' bug using ''your'' provided conditions. This is our way of personally working with ''you'' on the conditions ''you've'' set for the game, bug in a replicated and separated project. Sending us only a screenshot or video will result in the bug fix getting delayed and a return e-mail saying that we need a bug report project.&lt;br /&gt;
|-&lt;br /&gt;
| '''⠀'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #595959; font-weight: bold; font-size: 120%&amp;quot; | &amp;lt;h2&amp;gt;Bug Report Step 2.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Include the plugin and any of the required plugins inside of it.&amp;lt;br&amp;gt;'''REMOVE ALL NON-VISUSTELLA MZ PLUGINS!''' &lt;br /&gt;
|-&lt;br /&gt;
| VisuStella MZ is '''NOT''' responsible for plugin incompatibilities outside of the VisuStella MZ library as per our Terms of Use conditions.&lt;br /&gt;
|-&lt;br /&gt;
| '''⠀'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #595959; font-weight: bold; font-size: 120%&amp;quot; | &amp;lt;h2&amp;gt;Bug Report Step 3.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[How to Update Plugins RPG Maker MZ|MAKE SURE ALL INCLUDED PLUGINS ARE UPDATED TO THE LATEST VERSION!]]'''&lt;br /&gt;
|-&lt;br /&gt;
| If your plugin(s) is not the latest version and the latest version fixed the bug for you, you no longer need to get help for it.&lt;br /&gt;
|-&lt;br /&gt;
| '''⠀'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #595959; font-weight: bold; font-size: 120%&amp;quot; | &amp;lt;h2&amp;gt;Bug Report Step 4.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Exclude any other plugins that are unrelated to the problem.&lt;br /&gt;
|-&lt;br /&gt;
| This is to ensure that the bug is related to the plugin at hand and not caused by something else.&lt;br /&gt;
|-&lt;br /&gt;
| '''⠀'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #595959; font-weight: bold; font-size: 120%&amp;quot; | &amp;lt;h2&amp;gt;Bug Report Step 5.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Recreate the problem for the plugin developer team.&amp;lt;br&amp;gt;MAKE SURE the project works.&amp;lt;br&amp;gt;If it doesn't work due to missing graphical or audio resources, put them in!&lt;br /&gt;
|-&lt;br /&gt;
| This is to ensure that we are working on ''your'' problem and not something else that we might ''think'' is your problem. The bug must be replicated inside the bug report project. &lt;br /&gt;
&lt;br /&gt;
Also, '''MAKE SURE''' the project is able to run. We've encountered a LOT of projects that are missing resources needed for it to run, which suggests to us that you didn't test the bug in the project and don't really care enough for it to be fixed.&lt;br /&gt;
|-&lt;br /&gt;
| '''⠀'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #595959; font-weight: bold; font-size: 120%&amp;quot; | &amp;lt;h2&amp;gt;Bug Report Step 6.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Write down the steps needed for the plugin developer team to reproduce the problem.&lt;br /&gt;
|-&lt;br /&gt;
| Just like above, this is to ensure that we are working on the bug that is affect ''your'' game project. If there are no instructions on how to replicate the problem, it will not help you get the bug fixed faster. If your bug requires a bunch of steps to get it replicated and if you do not include those steps, do not expect us to figure it out on our own.&lt;br /&gt;
|-&lt;br /&gt;
| '''⠀'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #595959; font-weight: bold; font-size: 120%&amp;quot; | &amp;lt;h2&amp;gt;Bug Report Step 7.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Zip up your project.&lt;br /&gt;
|-&lt;br /&gt;
| Use [https://www.7-zip.org/ 7zip], [https://www.winzip.com/en/ WinZip], or [https://www.rarlab.com/download.htm WinRar] to zip/archive the project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don't know how to do that, [https://www.youtube.com/results?search_query=how+to+zip+a+folder we recommend using YouTube to look up tutorials] as this will be '''vital''' knowledge to you in your game dev journey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If don't know how to find your game project folder to zip, just go to RPG Maker MZ, look at the top menu bar, click Game, and in the next menu that drops down, &amp;quot;Open Folder&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:FindGameFolder.png]]&lt;br /&gt;
&lt;br /&gt;
Make sure you can open the zipped file before sending it. If we cannot open it, we cannot help you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''⠀'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #595959; font-weight: bold; font-size: 120%&amp;quot; | &amp;lt;h2&amp;gt;Bug Report Step 8.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upload the project online to share with the plugin developer team. [[Visustella|VisuStella]] uses Google Drive to check projects.&lt;br /&gt;
|-&lt;br /&gt;
| Google Drive is the best way to share your project with us. Do not use other online uploaders.&lt;br /&gt;
|-&lt;br /&gt;
| '''⠀'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #595959; font-weight: bold; font-size: 120%&amp;quot; | &amp;lt;h2&amp;gt;Bug Report Step 9.&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://forms.gle/E4aPfWdAf1WSWQnN7 Report it to the plugin developer team.]&lt;br /&gt;
|-&lt;br /&gt;
| Please fill out everything to the best of your ability.&lt;br /&gt;
|-&lt;br /&gt;
| '''⠀'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; If it works there, that means you are having a conflict in your own game. Continue onward to steps 3 through 6.&lt;br /&gt;
&lt;br /&gt;
=== Step 3: Make sure your plugins are placed in the proper order. ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=2Pj9zyiTQcQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Order matters! Lower Tier plugins toward the top, higher tiers toward the bottom. Watch the above video for more clarity.&lt;br /&gt;
&lt;br /&gt;
; If the problem persists, continue onward to steps 4 through 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 4: It's probably a compatibility problem. ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you're still having problems, it's probably a compatibility problem. &lt;br /&gt;
&lt;br /&gt;
Turn off your plugins one by one to find the problem's source.&lt;br /&gt;
&lt;br /&gt;
When things start working, after turning off a specific plugin, then that plugin is the trouble maker.&lt;br /&gt;
&lt;br /&gt;
; If none of the plugins are causing the problem, then continue onward to steps 5 and 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 5: It's probably related to the RPG Maker MZ version difference. ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's probably related to the RPG Maker MZ's base code version difference if you've turned off all but the one plugin.&lt;br /&gt;
&lt;br /&gt;
Follow these steps to update your project's base code:&lt;br /&gt;
&lt;br /&gt;
# Back up your project in case you have to revert it. THIS STEP IS EXTREMELY IMPORTANT!&lt;br /&gt;
# Open up your project in RPG Maker MZ.&lt;br /&gt;
# Select Game &amp;gt; Update Corescript &amp;gt; and select the most current version to update.&lt;br /&gt;
# Press OK.&lt;br /&gt;
&lt;br /&gt;
; If the latest version of [[RPG Maker MZ]] doesn't help, continue onward to step 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 6: Stop using the plugin. ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That's what we recommend because it just simply won't work with your game.&lt;br /&gt;
&lt;br /&gt;
Forcing it is pointless because your game survived without it before and can survive without it after.&lt;br /&gt;
&lt;br /&gt;
If it is a monetized plugin, you may ask the developer for a refund after providing proof that it does not work even in an empty project.&lt;br /&gt;
&lt;br /&gt;
Upon doing so, delete the plugin from your computer.&lt;br /&gt;
&lt;br /&gt;
If you have bought a plugin and want a refund, go to the [https://itch.io/docs/legal/terms#refunds refund section] to request itch.io to send you a refund.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of Page ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=File:FindGameFolder.png&amp;diff=17147</id>
		<title>File:FindGameFolder.png</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=File:FindGameFolder.png&amp;diff=17147"/>
		<updated>2025-01-26T14:00:50Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Core_Engine_VisuStella_MZ&amp;diff=17146</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=17146"/>
		<updated>2025-01-24T16:57:18Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &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;
  - &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;
  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 1.86: 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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
[[File:CoreEngine_Update39_Command1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.23: January 22, 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 1.22: 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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.20: 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 1.19: 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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: 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 1.16: 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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&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;
* 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;
&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;
* Feature Update!&lt;br /&gt;
** Bitmap smoothing now takes into consideration for rounding coordinates. 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;
* 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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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;
&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;
* [[Useful Shortcuts for Playtesting]]&lt;br /&gt;
* [[WASD Movement]]&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;
&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>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Message_Core_Text_Codes&amp;diff=17143</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=17143"/>
		<updated>2025-01-20T13:03:31Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &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;
&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.&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;
---&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>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Most_Popular_VisuStella_MZ_Plugins&amp;diff=17099</id>
		<title>Most Popular VisuStella MZ Plugins</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Most_Popular_VisuStella_MZ_Plugins&amp;diff=17099"/>
		<updated>2024-12-18T23:53:28Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: /* Victory Aftermath */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&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;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:MostPopular.png|link=]]&lt;br /&gt;
&lt;br /&gt;
Have you ever wondered which plugins are [[VisuStella MZ]]'s most popular plugins?&lt;br /&gt;
And possibly, how this popularity changed from [[Yanfly Engine Plugins]]?&lt;br /&gt;
Well, I figured that since it's been years since [[RPG Maker MZ]]'s and [[VisuStella MZ]]'s launch, we can do some number comparisons.&lt;br /&gt;
&lt;br /&gt;
These numbers are based off of unique users based off website analytics.&lt;br /&gt;
There is likely to be some inaccuracies due to the timing of the plugin releases and such potentially skewing numbers.&lt;br /&gt;
Otherwise, I would find these numbers to be relatively accurate based off what I have seen.&lt;br /&gt;
&lt;br /&gt;
{{Article by Yanfly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Cores ==&lt;br /&gt;
&lt;br /&gt;
[[File:YEP.001.jpg|300px|link=]] [[File:VisuMZ.001.jpg|300px|link=]]&lt;br /&gt;
&lt;br /&gt;
It should come off as no surprise that the cores for both [[Yanfly Engine Plugins]] and [[VisuStella MZ]] are the most frequently downloaded plugins for each library.&lt;br /&gt;
But by how much?&lt;br /&gt;
Let's take a look.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ '''Yanfly Engine Plugins'''&lt;br /&gt;
|-&lt;br /&gt;
! Plugin !! Ratio&lt;br /&gt;
|-&lt;br /&gt;
| Core Plugins&lt;br /&gt;
| 85.68%&lt;br /&gt;
|-&lt;br /&gt;
| Remaining Library&lt;br /&gt;
| 14.32%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ '''VisuStella MZ'''&lt;br /&gt;
|-&lt;br /&gt;
! Plugin !! Ratio&lt;br /&gt;
|-&lt;br /&gt;
| Core Plugins&lt;br /&gt;
| 76.85%&lt;br /&gt;
|-&lt;br /&gt;
| Remaining Library&lt;br /&gt;
| 23.15%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
So why am I comparing the Cores to everything first?&lt;br /&gt;
&lt;br /&gt;
Well, I wanted to get them out of the way since they're the &amp;quot;boring&amp;quot; answer.&lt;br /&gt;
Core plugins are often seen as necessary plugins to have for each project because they bring in essential features that most people want for their games.&lt;br /&gt;
Other reasons may include that core plugins are also necessary for extension plugins to run.&lt;br /&gt;
&lt;br /&gt;
Either way, I know this isn't what you came here for so let's go onto the &amp;quot;fun&amp;quot; plugins that will exclude the cores.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Top 10 Non-Cores ==&lt;br /&gt;
&lt;br /&gt;
[[File:filename.png|300px|link=]]&lt;br /&gt;
&lt;br /&gt;
Now that the cores are excluded, let's take a look at which plugins are the most popular for each library.&lt;br /&gt;
This is what you most likely came here for: the &amp;quot;fun&amp;quot; plugins.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ '''Yanfly Engine Plugins'''&lt;br /&gt;
|-&lt;br /&gt;
! Plugin !! Ratio&lt;br /&gt;
|-&lt;br /&gt;
| '''[[ Quest Journal System (YEP)|Quest Journal System]]'''&lt;br /&gt;
| 24.33%&lt;br /&gt;
|-&lt;br /&gt;
| '''[[ Visual HP Gauges (YEP)|Visual HP Gauges]]'''&lt;br /&gt;
| 12.33%&lt;br /&gt;
|-&lt;br /&gt;
| '''[[ Party System (YEP)|Party System]]'''&lt;br /&gt;
| 10.58%&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Grid-Free Doodads (YEP)|Grid-Free Doodads]]'''&lt;br /&gt;
| 9.22%&lt;br /&gt;
|-&lt;br /&gt;
| '''[[ Weapon Animation (YEP)|Weapon Animation]]'''&lt;br /&gt;
| 8.64%&lt;br /&gt;
|-&lt;br /&gt;
| '''[[ Item Synthesis (YEP)|Item Synthesis]]'''&lt;br /&gt;
| 8.04%&lt;br /&gt;
|-&lt;br /&gt;
| '''[[ Extended Message Pack 1 (YEP)|Extended Message Pack 1]]'''&lt;br /&gt;
| 7.37%&lt;br /&gt;
|-&lt;br /&gt;
| '''[[ Victory Aftermath (YEP)|Victory Aftermath]]'''&lt;br /&gt;
| 7.19%&lt;br /&gt;
|-&lt;br /&gt;
| '''[[ Gab Window (YEP)|Gab Window]]'''&lt;br /&gt;
| 6.47%&lt;br /&gt;
|-&lt;br /&gt;
| '''[[ Battle Status Window (YEP)|Battle Status Window]]'''&lt;br /&gt;
| 5.82%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ '''VisuStella MZ'''&lt;br /&gt;
|-&lt;br /&gt;
! Plugin !! Ratio&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Quest Journal System VisuStella MZ]]'''&lt;br /&gt;
| 22.43%&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Party System VisuStella MZ]]'''&lt;br /&gt;
| 14.84%&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Victory Aftermath VisuStella MZ]]'''&lt;br /&gt;
| 10.23%&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Item Crafting System VisuStella MZ]]'''&lt;br /&gt;
| 8.79%&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Message Letter Sounds VisuStella MZ]]'''&lt;br /&gt;
| 8.30%&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Gab Window VisuStella MZ]]'''&lt;br /&gt;
| 8.04%&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Dragonbones Union VisuStella MZ]]'''&lt;br /&gt;
| 7.94%&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Weapon Animation VisuStella MZ]]'''&lt;br /&gt;
| 7.22%&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Lighting Effects VisuStella MZ]]'''&lt;br /&gt;
| 6.21%&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Sideview Battle UI VisuStella MZ]]'''&lt;br /&gt;
| 5.99%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Something interesting that you'll see here is that there are some very similar plugins ranked together here.&lt;br /&gt;
Some of them are in the same exact spot like the '''Quest Journal Systems''', while some others are close to each rank like '''Party System''' and '''Item Synthesis/Crafting'''.&lt;br /&gt;
Even the numeric distribution is very similar, in which they follow a [https://en.wikipedia.org/wiki/Pareto_distribution Pareto Distribution Curve] assuming that we factor in the cores, too.&lt;br /&gt;
&lt;br /&gt;
So what do these numbers mean?&lt;br /&gt;
I have some theories.&lt;br /&gt;
Let's take a closer look.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Quest Journal System ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YEP.152.jpg|300px|link=Quest Journal System (YEP)]] [[File:VisuMZ.016.jpg|300px|link=Quest Journal System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
'''Yanfly Engine Ranking:''' #1&lt;br /&gt;
&lt;br /&gt;
'''VisuStella MZ Ranking:''' #1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Quest Journal System''' for both libraries sit at Rank #1 (after the Cores).&lt;br /&gt;
This likely means that it's the undisputed biggest want from users across the board when it comes to features for their RPG Maker games.&lt;br /&gt;
And it's perfectly understandable why:&lt;br /&gt;
&lt;br /&gt;
Quests are a staple in RPGs, providing structure and goals for players.&lt;br /&gt;
Quest journals are also universally applicable across various game genres.&lt;br /&gt;
They keep players engaged by tracking quests and objectives, which is critical for maintaining player interest and satisfaction.&lt;br /&gt;
A quest journal system simplifies the management of multiple quests and objectives, making it easier for players to follow the game's storyline and side tasks.&lt;br /&gt;
Quest journals can enhance the gaming experience by offering a more organized and accessible way to view quests, often with added details and status updates.&lt;br /&gt;
The RPG genre, where quest systems are next to essential thus driving the demand for such a plugin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Visual HP Gauge ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YEP.030.jpg|300px|link=Visual HP Gauges (YEP)]]&lt;br /&gt;
&lt;br /&gt;
'''Yanfly Engine Ranking:''' #2&lt;br /&gt;
&lt;br /&gt;
'''VisuStella MZ Ranking:''' n/a&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Visual HP Gauge''' plugin ranks at #2 in the [[Yanfly Engine Plugins]] list.&lt;br /&gt;
It does not appear in the [[VisuStella MZ]] list since it's a base feature found in the [[Battle Core VisuStella MZ]] plugin.&lt;br /&gt;
However, what we should focus on here is the number of unique users it has in comparison to everything else.&lt;br /&gt;
It dwarfs the rest of the list outside of the '''Quest Journal System'''.&lt;br /&gt;
&lt;br /&gt;
This is not surprising given how battles play a major part of most RPGs.&lt;br /&gt;
Simply letting the player know how much HP an ally or enemy has, even with incomplete information, is massively important.&lt;br /&gt;
They provide instant feedback on a character's health status, improving the player's tactical decision-making.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Party System ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YEP.029.jpg|300px|link=Party System (YEP)]] [[File:VisuMZ.019.jpg|300px|link=Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
'''Yanfly Engine Ranking:''' #3&lt;br /&gt;
&lt;br /&gt;
'''VisuStella MZ Ranking:''' #2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[RPG Maker MV]] and [[RPG Maker MZ]] both come equipped with the ability for the player to change party positions.&lt;br /&gt;
However, the way both iterations handle it is ultra clunky at best and is far from the ideal way of doing so.&lt;br /&gt;
&lt;br /&gt;
Why is it clunky?&lt;br /&gt;
&lt;br /&gt;
Because it hinges on the default main menu setup, which only displays so many party members at the same time.&lt;br /&gt;
Not all RPG Maker games will have 4 battle members.&lt;br /&gt;
Some might have less, some might have more.&lt;br /&gt;
And not being able to see all of them at the same time is not ideal for the player's decision making process.&lt;br /&gt;
&lt;br /&gt;
Furthermore, there's a lot of lacking information about various actors to pick from on the main menu.&lt;br /&gt;
All you typically see is the name, the class, HP, MP, level, and that's it.&lt;br /&gt;
This makes it inefficient for the player to figure out which actor will best fill in what slots for the rest of the party.&lt;br /&gt;
&lt;br /&gt;
The '''Party System''' plugins remedy this by moving the player to a different scene altogether.&lt;br /&gt;
There, the whole group of battle members is seen lined across the top while information about the various actors to fill in the slots are displayed at the bottom.&lt;br /&gt;
Something as simple as this is enough to fulfill the needs of many RPG Maker game devs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Victory Aftermath ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YEP.007.jpg|300px|link=Victory Aftermath (YEP)]] [[File:VisuMZ.013a.jpg|300px|link=Victory Aftermath VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
'''Yanfly Engine Ranking:''' #8&lt;br /&gt;
&lt;br /&gt;
'''VisuStella MZ Ranking:''' #3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just like the '''Party System''', [[RPG Maker MV]] and [[RPG Maker MZ]] both have victory sequences by default.&lt;br /&gt;
However, those victory sequences are extremely lazily made and are just nothing but ongoing text that players are very likely to be unimpressed by.&lt;br /&gt;
They lack information given at first glance and require a lot of button presses to get through.&lt;br /&gt;
&lt;br /&gt;
The plugins provided by [[Yanfly Engine Plugins]] and [[VisuStella MZ]] consolidate the victory aftermath data into a few screens.&lt;br /&gt;
For [[Yanfly Engine Plugins]], where the '''Victory Aftermath''' plugin is designed by [[Yanfly]], the information is split into a few screens displaying the EXP gained, level ups, and items gained.&lt;br /&gt;
This is already miles above having to mash '''Z''' to get through potentially 10+ lines of text on a massively eventful battle.&lt;br /&gt;
In the [[VisuStella MZ]] library, where the '''Victory Aftermath''' plugin is designed by [[Olivia]], the information is consolidated even further onto even less screens.&lt;br /&gt;
&lt;br /&gt;
What does this tell us?&lt;br /&gt;
That game devs and players both value more compact information in less screens with less button mashing required to navigate through them.&lt;br /&gt;
In RPGs where there's a battle system involved, players will frequently see the victory sequence.&lt;br /&gt;
This makes it very important to streamline, make aesthetically pleasing, condensing information, and reducing button presses.&lt;br /&gt;
&lt;br /&gt;
The [[Yanfly Engine Plugins]] version reduces a lot of the clutter, allowing it to reach the top 10 plugins outside of the cores.&lt;br /&gt;
The [[VisuStella MZ]] version upgraded by [[Olivia]], further improves upon this by making it more condensed, better looking, and more streamlined, bumping it to rank #3 outside of the cores.&lt;br /&gt;
&lt;br /&gt;
=== Grid-Free Doodads ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YEP.116.jpg|300px|link=Grid-Free Doodads (YEP)]] [[File:VisuMZ.028.jpg|300px|link=Grid-Free Doodads VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
'''Yanfly Engine Ranking:''' #4&lt;br /&gt;
&lt;br /&gt;
'''VisuStella MZ Ranking:''' #12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Grid-Free Doodads''' didn't make it to the top #10 list for [[VisuStella MZ]], but it came close at #12.&lt;br /&gt;
The plugin allows game devs to freely place graphics across the map on different layers without being constrained by the tile grid.&lt;br /&gt;
This is a pretty big deal for most game devs since it allows them to break free of RPG Maker's limits and have more freedom of expression.&lt;br /&gt;
&lt;br /&gt;
'''Grid-Free Doodads''' also fixes another problem found in [[RPG Maker MV]].&lt;br /&gt;
[[RPG Maker MV]] has an inherent problem with the ability to let game devs place graphics in the layer where they want them, which is what '''Grid-Free Doodads''' allows.&lt;br /&gt;
[[RPG Maker MZ]] does allow ''some'' bit of layer control (though not much), which is a very possible explanation to why '''Grid-Free Doodads''' ranks lower on the top used plugins list in [[VisuStella MZ]] than for [[Yanfly Engine Plugins]].&lt;br /&gt;
&lt;br /&gt;
Either way, '''Grid-Free Doodads''' popularity goes to show that what RPG Maker needs is the ability to let game devs place graphics where they want them.&lt;br /&gt;
This can be in the form of lifting the tile-grid restrictions or letting them place the graphics onto various layers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Item Crafting ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YEP.058.jpg|300px|link=Item Synthesis (YEP)]] [[File:VisuMZ.037.jpg|300px|link=Item Crafting System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
'''Yanfly Engine Ranking:''' #6&lt;br /&gt;
&lt;br /&gt;
'''VisuStella MZ Ranking:''' #4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Say what you will about crafting being added to every game in an unnecessary way, game devs and players eat it up.&lt;br /&gt;
And why shouldn't they?&lt;br /&gt;
'''Item Crafting''' gives players a feeling of agency by allowing them to scale their item progress the way they want.&lt;br /&gt;
There's also the feeling of progression, too.&lt;br /&gt;
'''Item Crafting''' allows players to transform useless items into something useful.&lt;br /&gt;
Items that were less potent before become more potent after crafting.&lt;br /&gt;
&lt;br /&gt;
While '''Item Crafting''' is not a necessary part of every RPG, it's definitely a feature that enhances them.&lt;br /&gt;
It's also a great way for game devs to balance out the importance of gold versus other items.&lt;br /&gt;
Not everything can be or should be bought in a shop.&lt;br /&gt;
Some powerful items, weapons, or armors are better off unlocked through hard work, and that's where '''Item Crafting''' comes into play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapon Animation ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YEP.063.jpg|300px|link=Weapon Animation (YEP)]] [[File:VisuMZ.040.jpg|300px|link=Weapon Animation VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
'''Yanfly Engine Ranking:''' #5&lt;br /&gt;
&lt;br /&gt;
'''VisuStella MZ Ranking:''' #8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Weapon Animation''' has always ranked pretty high in both libraries.&lt;br /&gt;
The plugin is very popular for RPGs that have battles and for good reason.&lt;br /&gt;
If there's one thing that RPG Maker tends to lack, it's the ability to fully customize database objects and this includes weapons.&lt;br /&gt;
'''Weapon Animation''' essentially provides the ability to give weapons a custom skin.&lt;br /&gt;
Custom skins for weapons introduce visual variety, making each weapon distinct and memorable.&lt;br /&gt;
Game devs can create weapon skins that match certain themes, match the weapon name, and contribute to a cohesive visual design.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Message Letter Sounds ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YEP.065.jpg|300px|link=Extended Message Pack 1 (YEP)]] [[File:VisuMZ.049.jpg|300px|link=Message Letter Sounds VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
'''Yanfly Engine Ranking:''' #7&lt;br /&gt;
&lt;br /&gt;
'''VisuStella MZ Ranking:''' #5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The majority of the features found in '''Extended Message Pack 1''' are already a part of the [[VisuStella MZ]] [[Message Core VisuStella MZ|Message Core]], with only the message letter sounds remaining.&lt;br /&gt;
And amongst the many features, the message letter sounds are especially popular across users.&lt;br /&gt;
This is precisely what the '''Message Letter Sounds''' plugin is specialized to do.&lt;br /&gt;
&lt;br /&gt;
So why is this feature so popular?&lt;br /&gt;
Don't most players find these blips and bleeps from characters to be rather annoying?&lt;br /&gt;
Well, regardless of their annoyance, '''Message Letter Sounds''' give immediate auditory feedback as text appears on the screen, which can enhance player engagement and immersion.&lt;br /&gt;
Different sounds can be assigned to different characters, adding to their personality and making dialogue more memorable.&lt;br /&gt;
Sound effects can be tailored to match the mood of the dialogue or the setting, reinforcing the game's atmosphere.&lt;br /&gt;
You see this put into effect across various AAA games like some [https://en.wikipedia.org/wiki/The_Legend_of_Zelda Zelda] games and [https://en.wikipedia.org/wiki/Animal_Crossing Animal Crossing].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gab Window ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YEP.046.jpg|300px|link=Gab Window (YEP)]] [[File:VisuMZ.021.jpg|300px|link=Gab Window VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
'''Yanfly Engine Ranking:''' #9&lt;br /&gt;
&lt;br /&gt;
'''VisuStella MZ Ranking:''' #6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Gab Window''' allows text and/or dialogue to occur without having to stop player movement.&lt;br /&gt;
Such a concept seems really simple mechanically but is actually super useful and flexible in practice.&lt;br /&gt;
They can be used for open treasure chests messages.&lt;br /&gt;
They can be used for banter between party members.&lt;br /&gt;
They can be used for quick notifications.&lt;br /&gt;
&lt;br /&gt;
Allowing dialogue to occur while players maintain control over movement can create a seamless experience, reducing gameplay interruptions.&lt;br /&gt;
In real life, conversations happen on the go, and this feature mimics that reality, enhancing immersion.&lt;br /&gt;
&lt;br /&gt;
The potential is there for it to do a lot.&lt;br /&gt;
But the most important thing is that it does not interrupt gameplay by stopping player movement.&lt;br /&gt;
When players traverse from one point to another, stopping them really drains a lot of the momentum.&lt;br /&gt;
This adds to feelings of annoyance and makes it feel like the game is wasting the player's time.&lt;br /&gt;
Players who prefer a faster-paced game can progress through dialogue without being held back by static conversation screens.&lt;br /&gt;
Some players may find constant stopping for dialogue to be a barrier to enjoyment or flow, and this feature can make the game more accessible to them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dragonbones ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YEP.150.jpg|300px|link=Dragonbones Integration (YEP)]] [[File:VisuMZ.013.jpg|300px|link=Dragonbones Union VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
'''Yanfly Engine Ranking:''' #16&lt;br /&gt;
&lt;br /&gt;
'''VisuStella MZ Ranking:''' #7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dragonbones''' integration is one of those weird plugins that get used en masse when you least expect it to.&lt;br /&gt;
While it doesn't appear in the [[Yanfly Engine Plugins]]' top 10 list, it is ranked at #16 after the cores, which is real good considering the plugin library is 200 plugins large.&lt;br /&gt;
Even so, it taking the 7th rank in [[VisuStella MZ]] should also be a testament to its power.&lt;br /&gt;
&lt;br /&gt;
You see, one of the things that people have always wanted more of for RPG Maker is the ability to add more frames or to animate their sprites more vividly.&lt;br /&gt;
Plugin requests asking for more frames are dime a dozen.&lt;br /&gt;
However, there is a massive problem with those plugins and it has nothing to do with their code.&lt;br /&gt;
It's the fact that as sprite sheets get larger, their file sizes also expand considerably.&lt;br /&gt;
This is the very reason why [[RPG Maker MZ]] ditched spritesheet based battle animations from [[RPG Maker MV]] in favor of Effekseer.&lt;br /&gt;
After all, some of those battle animations reach a few megabytes in size.&lt;br /&gt;
&lt;br /&gt;
'''Dragonbones''' satiates that demand and solves the problem by providing unlimited animation potential for taking up much less file space.&lt;br /&gt;
There is more freedom involved, too.&lt;br /&gt;
Dragonbones does not have a sprite frame limit, which means animations can extend way past out of what sprites normally could.&lt;br /&gt;
And after learning how to use it, Dragonbones takes considerably less to work create animations with considering keyframes and animation control becomes the name of the game rather than creating individual pixels to transition between keyframes.&lt;br /&gt;
&lt;br /&gt;
The [[VisuStella MZ]] variant of the plugin is also more popular considerably compared to the [[Yanfly Engine Plugins]] counterpart.&lt;br /&gt;
A very likely reason for this is because the [[VisuStella MZ]] version also integrates [[Irina]]'s [[Dragonbones Event Pictures (Irina)|Dragonbones Event Pictures]] and [[Dragonbones Map Sprites (Irina)|Dragonbones Map Sprites]], which further expand '''Dragonbones'''' potential.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lighting Effects ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.099.jpg|300px|link=Lighting Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
'''Yanfly Engine Ranking:''' n/a&lt;br /&gt;
&lt;br /&gt;
'''VisuStella MZ Ranking:''' #8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Yanfly Engine Plugins]] does not have a '''Lighting Effects''' plugin.&lt;br /&gt;
&lt;br /&gt;
It should come off as no surprise to why '''Lighting Effects''' is a popular plugin and one that made it to top #10 outside of the cores.&lt;br /&gt;
There's no such feature for both [[RPG Maker MV]] and [[RPG Maker MZ]], and lighting scripts and plugins have been popular downloads in the RPG Maker community ever since '''RPG Maker XP'''.&lt;br /&gt;
&lt;br /&gt;
Why is that?&lt;br /&gt;
Lighting effects are crucial for setting the right mood and atmosphere in different game environments.&lt;br /&gt;
They add a layer of polish and sophistication to the game's graphics without needing to add completely new custom graphics, enhancing overall visual appeal.&lt;br /&gt;
The majority of lighting effects are created through in-game renders.&lt;br /&gt;
Proper lighting can give depth to the game world, making it feel more three-dimensional and realistic.&lt;br /&gt;
Lighting can guide players to objectives or points of interest, subtly influencing navigation and exploration.&lt;br /&gt;
Simulating natural light cycles can add immersion and impact how players interact with the game world.&lt;br /&gt;
&lt;br /&gt;
[[RPG Maker MV]] and [[RPG Maker MZ]] not adding their own lighting systems is just pure missed opportunity.&lt;br /&gt;
Lighting is a staple in modern game development across the board, not just for RPGs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Battle Status ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YEP.115.jpg|300px|link=In-Battle Status (YEP)]] [[File:VisuMZ.073.jpg|300px|link=Sideview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
'''Yanfly Engine Ranking:''' #10&lt;br /&gt;
&lt;br /&gt;
'''VisuStella MZ Ranking:''' #10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We'll end this section with the '''Battle Status'''-related plugins.&lt;br /&gt;
As we know, battles are a major part of most RPGs.&lt;br /&gt;
As game devs and players, we want information delivered to us fast and legible.&lt;br /&gt;
When presented well, players can make informed strategic decisions fast, too.&lt;br /&gt;
&lt;br /&gt;
A well-designed status window contributes to the overall user interface aesthetic, making the game more visually appealing.&lt;br /&gt;
This is why the '''Battle Status''' plugins are in the #10 spot after the cores for each library.&lt;br /&gt;
The default list format used in [[RPG Maker MV]] presents data that is hard to read and is difficult on the eyes.&lt;br /&gt;
While this is improved in [[RPG Maker MZ]], the next step forward is to make the battle scene more aesthetically pleasing.&lt;br /&gt;
The '''Sideview Battle UI''' accomplishes this.&lt;br /&gt;
This is also one of [[Olivia]]'s most popular plugins in [[RPG Maker MV]] as [[Side Battle Status UI (Olivia)|Side Battle Status UI]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conclusions to Draw ==&lt;br /&gt;
&lt;br /&gt;
So what can we learn from this information?&lt;br /&gt;
Quite a few things depending on who you are.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== To Game Developers ===&lt;br /&gt;
&lt;br /&gt;
It gives game devs a hint as to what other game devs find as necessary components to developing a '''RPG Maker''' game.&lt;br /&gt;
While each game is different, many of them contain overlapping similarities, and these similarities are things to consider.&lt;br /&gt;
A '''Quest Journal System''' can help out with many game genres.&lt;br /&gt;
While most battle plugins might not fit some horror games made with RPG Maker, '''Lighting Effects''' might.&lt;br /&gt;
And when it comes to dialogue, the '''Gab Window''' is also a strong contender.&lt;br /&gt;
&lt;br /&gt;
Sometimes just knowing what other game devs use in their games can help you consider different ways to tackle your own game development.&lt;br /&gt;
This is important to prevent your creation and game design from going stiff.&lt;br /&gt;
Maybe this can help you overcome a wall or break out of those annoying periods of procrastination.&lt;br /&gt;
&lt;br /&gt;
The list can also help game developers recognizes popular mechanics and features like the '''Item Crafting System''' favored by the gaming community.&lt;br /&gt;
Also, the list can help guide game developers to figure out what enables more player engagement like with ala '''Gab Window'''.&lt;br /&gt;
And if a game developer is on a budget, they can figure out which plugins to prioritize more than others based off of what other game developers might prioritize.&lt;br /&gt;
&lt;br /&gt;
=== To RPG Maker's Developers ===&lt;br /&gt;
&lt;br /&gt;
The list also details the kinds of things that game devs look for that the '''RPG Maker''' developers don't know or don't consider.&lt;br /&gt;
If a new iteration of '''RPG Maker''' is to be made, I would say to strongly consider these top 10 lists.&lt;br /&gt;
These features are highly sought after and for good reason.&lt;br /&gt;
They're things that '''RPG Maker''' inherently lacked for ages and it'd greatly benefit game devs as a whole if they were natively included.&lt;br /&gt;
&lt;br /&gt;
Native inclusion of these features would streamline the development process, as creators would not need to spend time searching for third-party plugins.&lt;br /&gt;
They are more accessible to new users who might find searching for, understanding, and implementing plugins daunting.&lt;br /&gt;
Features integrated into the core engine would be updated alongside it, ensuring consistency and compatibility with new versions, which might not happen with plugins.&lt;br /&gt;
Furthermore, the ease of use with native features could attract more users to RPG Maker, increasing its popularity and user base.&lt;br /&gt;
&lt;br /&gt;
Also, with common features standard, plugin developers could focus on developing more innovative plugins rather than reinventing the wheel.&lt;br /&gt;
A lot of [[Yanfly Engine Plugins]] and [[VisuStella MZ]]'s plugins focus around reinventing the wheel and this would allow us plugin developers to develop more fun things that the community might enjoy rather than need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ending Statements ===&lt;br /&gt;
&lt;br /&gt;
I thought that this was a neat exercise in seeing that trends from the past typically roll over to the future.&lt;br /&gt;
Even though the year difference between [[RPG Maker MV]] and [[RPG Maker MZ]] is only a mere 4-5 years, game dev meta typically shifts a lot in that amount of time.&lt;br /&gt;
Yet, for '''RPG Maker''', this meta doesn't really change all that much based off of what people want.&lt;br /&gt;
And it's also these features that '''RPG Maker''' as a whole need the most as they will also help the most users.&lt;br /&gt;
&lt;br /&gt;
I hope you had fun reading this article.&lt;br /&gt;
&lt;br /&gt;
Happy RPG Making!&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;html&amp;gt;&amp;lt;script type=&amp;quot;text/javascript&amp;quot; src=&amp;quot;https://www.free-counters.org/count/dafr&amp;quot;&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;a href='https://www.free-counters.org/'&amp;gt;... by Free-Counters.org&amp;lt;/a&amp;gt; &amp;lt;script type='text/javascript' src='https://www.whomania.com/ctr?id=2be44b18b56498fe739e0623ec8009197081008a'&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;/html&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Yanfly%27s_Advice_for_RPG_Maker_Plugin_Developers&amp;diff=17067</id>
		<title>Yanfly's Advice for RPG Maker Plugin Developers</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Yanfly%27s_Advice_for_RPG_Maker_Plugin_Developers&amp;diff=17067"/>
		<updated>2024-12-16T22:15:42Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&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;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:YanflyAdvice.png|600px|link=]]&lt;br /&gt;
&lt;br /&gt;
{{Article by Yanfly}}&lt;br /&gt;
&lt;br /&gt;
Hey, there.&lt;br /&gt;
Yanfly, here!&lt;br /&gt;
&lt;br /&gt;
I figured I'd drop some advice for various RPG Maker plugin developers in hopes that many will succeed.&lt;br /&gt;
Success by either making a name for themselves, making some cash, or even both!&lt;br /&gt;
Both is good.&lt;br /&gt;
&lt;br /&gt;
My credentials?&lt;br /&gt;
Well, I did make 200+ for RPG Maker MV.&lt;br /&gt;
100+ for RPG Maker VX Ace.&lt;br /&gt;
Around 200+ for RPG Maker VX.&lt;br /&gt;
And now, I lead a team to create another 150 for RPG Maker MZ.&lt;br /&gt;
Maybe I'm overstepping my bounds, but I consider myself pretty familiar with this process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1. Make Your Quest Journal Plugins ==&lt;br /&gt;
&lt;br /&gt;
[[File:YEP.152.jpg|300px|link=Quest Journal System (YEP)]] [[File:VisuMZ.016.jpg|300px|link=Quest Journal System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
I've probably seen over 500+ different projects during '''RPG Maker MV''' and about 200+ during '''RPG Maker MZ''' made by different users.&lt;br /&gt;
Even in projects that are filled to the brim with [[Yanfly Engine Plugins]] or [[VisuStella MZ]], I often see Quest Journal Plugins that are made by other plugin developers.&lt;br /&gt;
This doesn't bother me a single bit.&lt;br /&gt;
Instead, it does make me curious as to what they have to offer.&lt;br /&gt;
And what they have to offer is a variance in style.&lt;br /&gt;
The style matches the way the game feels and by itself, that's a very strong reason to use a plugin from a different plugin library.&lt;br /&gt;
&lt;br /&gt;
The other reason why I say to make your own Quest Journal plugins is that across [[Yanfly Engine Plugins]] or [[VisuStella MZ]]'s history, the [[Quest Journal System VisuStella MZ|Quest Journal System]] plugin is our best seller and most downloaded plugin that isn't a core plugin.&lt;br /&gt;
And by a long shot, too ([[Most Popular VisuStella MZ Plugins|as you can see here]]). Despite the fact there are free alternatives, this plugin still gets bought the most and downloaded the most. I feel like this would be the case for other plugin developers, too.&lt;br /&gt;
&lt;br /&gt;
This also applies to plugins other than the Quest Journal, but the Quest Journal is the most obvious one to me.&lt;br /&gt;
Other plugins that see a lot usage are UI plugins.&lt;br /&gt;
Don't be shy and make those!&lt;br /&gt;
&lt;br /&gt;
It's easy to fall into the trap of &amp;quot;But Yanfly/VisuStella already made it!&amp;quot; and not create a plugin that we've already made and done.&lt;br /&gt;
But here's the truth of it all:&lt;br /&gt;
Not all of our plugins work for every single game-type.&lt;br /&gt;
While we aim for in-library compatibility across the board when possible, some of our plugins just don't really fit certain users for a variety of reasons.&lt;br /&gt;
Help those users out by making your own versions of the plugin in question and see if it is a better fit for them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2. Package Your Plugins ==&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_Wave8.png|600px|link=]]&lt;br /&gt;
&lt;br /&gt;
If you have a lot of plugins that do individual features, package them!&lt;br /&gt;
This package can be in the form of a large bundle of plugins or even a consolidated plugin like VisuStella's super cores.&lt;br /&gt;
&lt;br /&gt;
Packaging was something originally noted by [[Olivia]] back when she made her [[OctoPack Battler (Olivia)|OctoPack Battler]] plugins.&lt;br /&gt;
The number of downloads and purchases complete outnumber the purchases and downloads for the individual plugins combined.&lt;br /&gt;
Plugin users like to see things that work together and when you present to them a bundle of plugins that work in immense harmony, like [[OctoPack Battler (Olivia)|OctoPack Battler]] plugins.&lt;br /&gt;
&lt;br /&gt;
This became the main driving force behind VisuStella's plugin bundle structure starting from [[Inspiration Behind The Waves Plugins|The Waves]] to the more specialized plugins like the [[Inspiration Behind Visual Novel Series|Visual Novel series]].&lt;br /&gt;
Just like with Olivia's [[OctoPack Battler (Olivia)|OctoPack Battler]], these bundles see more downloads and purchases than the individual plugins combined.&lt;br /&gt;
&lt;br /&gt;
Another method of packaging came in the form of VisuStella MZ's &amp;quot;super cores&amp;quot; and how many of these plugins put together bunches of YEP's plugins together.&lt;br /&gt;
We frequently get statements about &amp;quot;I didn't know I needed this feature until I tried it&amp;quot;.&lt;br /&gt;
The other benefit of putting a bunch of features together is that it's easier to ensure compatibility between them all.&lt;br /&gt;
In the case of [[Unique Tile Effects VisuStella MZ|Unique Tile Effects]], we were able to make sure each new unique tile effect worked with each other and didn't clash in general.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 3. Create a Bug Report System ==&lt;br /&gt;
&lt;br /&gt;
[[File:Troubleshooting.jpg|600px|link=]]&lt;br /&gt;
&lt;br /&gt;
I know it's super convenient and easy to just take bug reports from comments, forum threads, and/or Patreon replies.&lt;br /&gt;
That's what I did for a while during YEP and the problems eventually piled upon themselves.&lt;br /&gt;
&lt;br /&gt;
So what problems did I face from just taking bug reports and comments?&lt;br /&gt;
&lt;br /&gt;
The biggest problem was replicating these problems.&lt;br /&gt;
It's hard to tell if a problem was created by my own plugins or if there was an external factor.&lt;br /&gt;
External factors ranging from user-created problems, external plugin conflicts, unintended usage, and the like.&lt;br /&gt;
From comments alone, I can safely say a lot of these problems came from external factors.&lt;br /&gt;
Sometimes, I was unable to replicate the problem at all and instead, spent a few hours of my time on a wild goose chase not knowing what I was looking for.&lt;br /&gt;
&lt;br /&gt;
So the solution we've found?&lt;br /&gt;
&lt;br /&gt;
Have users submit [[Troubleshooting Plugins RPG Maker MZ|bug reports with isolated projects]] reproducing the problem/bug.&lt;br /&gt;
Because of the isolated environment, we get rid of external plugin conflicts.&lt;br /&gt;
We are also able to see the bug replicated before our eyes instead of having to chase it down.&lt;br /&gt;
By also having the problem reproduced through an isolated project, users can sometimes pin-point that it's a user-related error and actually learn from it, too.&lt;br /&gt;
&lt;br /&gt;
The best part though?&lt;br /&gt;
It's making sure that the bug the user is experiencing is fixed, rather than fixing some other bug that the user isn't experiencing.&lt;br /&gt;
&lt;br /&gt;
This benefits both parties, the plugin dev and the bug reporter.&lt;br /&gt;
It's no perfect solution, but it's one that makes sure the job gets done.&lt;br /&gt;
Most of the time anyway.&lt;br /&gt;
&lt;br /&gt;
== 4. Specialize Your Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://forums.rpgmakerweb.com/data/attachments/44/44744-476acc7f6bf1816b37de2ae2460a2acc.jpg&amp;quot; width=&amp;quot;600px&amp;quot;&amp;gt;&amp;lt;/img&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Learn how to make Plugin Parameters specialized for certain types of inputs.&lt;br /&gt;
Things like making sure certain Plugin Parameters only take in numbers while others take in strings.&lt;br /&gt;
Other Plugin Parameters will be booleans.&lt;br /&gt;
There's [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-plugin-creation-tutorial.128486/ documentation online] on how to do this.&lt;br /&gt;
&lt;br /&gt;
This will reduce user error and save you from having bug reports all around centered around incorrect Plugin Parameter usage.&lt;br /&gt;
[https://forums.rpgmakerweb.com/index.php?threads/introduction-to-the-new-plugin-manager-in-rpg-maker-mv-1-5-0.79764/ Before this update was made in RPG Maker MV], Yanfly Engine Plugins suffered greatly from bug reports due to user-error from Plugin Parameters.&lt;br /&gt;
Sometimes, even typing in &amp;quot;True&amp;quot; instead of &amp;quot;true&amp;quot; into a Plugin Parameter would yield an error and specializing that plugin parameter to be a boolean would avoid that problem altogether.&lt;br /&gt;
While it's still very possible to get errors from Plugin Parameters if you specialize your Plugin Parameters, the chances are greatly reduced.&lt;br /&gt;
&lt;br /&gt;
== 5. Regular Expressions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://user-images.githubusercontent.com/695638/192731283-82db8798-d9b9-4f3f-8f13-7a90fb581810.gif&amp;quot; width=&amp;quot;600px&amp;quot;&amp;gt;&amp;lt;/img&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lots of RPG Maker plugin developers prefer to use the automatic notetag meta data parsing system found in RPG Maker MV/MZ.&lt;br /&gt;
It's not hard to see why because the alternative is to [https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide/Regular_expressions learn Regular Expressions].&lt;br /&gt;
This is a difficult mountain to climb for many plugin developers because Regular Expressions are hieroglyphics for programmers.&lt;br /&gt;
&lt;br /&gt;
So what are some disadvantages with the automatic meta data parsing system found in RPG Maker MV/MZ?&lt;br /&gt;
&lt;br /&gt;
# The notetag types they can parse are extremely basic (limits the data types accepted).&lt;br /&gt;
# The notetags are extremely case sensitive and space sensitive (more prone to user error).&lt;br /&gt;
# Multiple copies of a notetag cannot be used together for compounding data (ie, you can't add multiple &amp;lt;Item Drop: x&amp;gt; to add more item drops for defeated enemies).&lt;br /&gt;
# Certain notetag formats are impossible to create and store data with (like VisuStella MZ's JS notetags).&lt;br /&gt;
# Upon extracting the meta data, you still need to parse the stored data anyway (you still gotta do work regardless).&lt;br /&gt;
&lt;br /&gt;
By using Regular Expressions instead of the automatic meta data parsing system for your notetags, you retain more control with how data is handled and what types of data inputs are accepted.&lt;br /&gt;
The control you get is often underappreciated by plugin developers and it often limits how far they can go with expanding their plugins' capabilities.&lt;br /&gt;
Things like being able to create things such as VisuStella MZ's JS notetags are either impossible or extremely limited.&lt;br /&gt;
&lt;br /&gt;
Beyond notetags, there are also other advantages when using Regular Expressions.&lt;br /&gt;
Regular Expressions are extremely helpful in parsing text codes for message windows.&lt;br /&gt;
They're also extremely helpful in determining what information a batch of text might have.&lt;br /&gt;
Pattern recognition and filtering also becomes possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 6. Custom Image Requirements ==&lt;br /&gt;
&lt;br /&gt;
[[File:LightingEffects_RadialLight.png|600px|link=]]&lt;br /&gt;
&lt;br /&gt;
Don't make custom images a requirement for your plugin to be used.&lt;br /&gt;
Instead, they should be optional!&lt;br /&gt;
I often see this very often for UI plugins or plugins that produce special effects.&lt;br /&gt;
&lt;br /&gt;
Let me explain.&lt;br /&gt;
&lt;br /&gt;
When users first install a plugin that does this, there are two things they're concerned with:&lt;br /&gt;
# Does the plugin work?&lt;br /&gt;
# Does the image work?&lt;br /&gt;
&lt;br /&gt;
When a custom image is '''required''' and they have to create or download said image, in the likely chance that something doesn't work right (and first time users typically botch something) (it happens to all of us), the user will be unsure if it's the plugin not working properly or the image not working properly.&lt;br /&gt;
&lt;br /&gt;
Remove this uncertainty by removing the requirement for a custom image.&lt;br /&gt;
Make it so that if no custom image is detected, either because the filename is blank or something, then the plugin will produce a backup graphic to fill in for it.&lt;br /&gt;
Plugin developers can produce custom graphics through the various Bitmap draw functions.&lt;br /&gt;
Even something like a white circle is enough to provide a visual feedback to the user that it is the plugin that's working and not the graphic.&lt;br /&gt;
This way, the user is able to pinpoint where the problem lies.&lt;br /&gt;
&lt;br /&gt;
== 7. Avoid the Mini-game Trap ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://static1.cbrimages.com/wordpress/wp-content/uploads/2023/06/a-split-image-of-minecart-yoshi-race-and-midas-river-mini-games-from-super-mario-rpg.jpg&amp;quot; width=&amp;quot;600px&amp;quot;&amp;gt;&amp;lt;/img&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A common pattern I see from plugin developers is that the ones who eventually sit down and create a mini-game plugin will either quit plugin development altogether or only solely develop for that mini-game plugin for the rest of their remaining time until they inevitably leave.&lt;br /&gt;
Now, this is no slight against those plugin developers.&lt;br /&gt;
Far from it.&lt;br /&gt;
Instead, it is more of a concern.&lt;br /&gt;
The fact this has happened to many prominent plugin developers already is an indicator that mini-game plugins just aren't great for a plugin library if they're going to be the ones who put a stop to the creation of everything else.&lt;br /&gt;
&lt;br /&gt;
I see two reasons this happens:&lt;br /&gt;
&lt;br /&gt;
The first reason is that the plugin developer claims they have ran out of ideas and decided to make mini-games from their favorite RPGs.&lt;br /&gt;
After all, if they enjoyed those mini-games from those RPGs, maybe others will, too.&lt;br /&gt;
And whether or not the plugin developer succeeds in making the mini-game successfully is irrelevant.&lt;br /&gt;
Instead, the part that rings the loudest to me is that the plugin developer claims they've ran out of ideas and a mini-game is all they've got left.&lt;br /&gt;
I don't think they've really ran out of ideas, but instead, have gotten too stiff in the things they're creating plugins for and want to change things up.&lt;br /&gt;
&lt;br /&gt;
The second reason is that the plugin developer really wants to add in a popular mini-game, like say, [https://finalfantasy.fandom.com/wiki/Triple_Triad Triple Triad].&lt;br /&gt;
This is a super popular mini-game and for good reason (it's mega addicting).&lt;br /&gt;
The problem: the integration aspect will take too long to incorporate everything or things just start falling apart.&lt;br /&gt;
Eventually, the plugin developer is either stuck fixing the mini-game nonstop or is making non-stop add-ons for this mini-game.&lt;br /&gt;
Now if this is what they want, all the more power to them, but when the usual pattern is that the mini-game bids the end of a plugin developer's career, it's usually not a good sign.&lt;br /&gt;
&lt;br /&gt;
So what can we do as plugin developers?&lt;br /&gt;
&lt;br /&gt;
My advice is to not make mini-game plugins in the first place.&lt;br /&gt;
You might want to because, let's be real, some mini-games are super fun.&lt;br /&gt;
Instead, create ways for plugins to enable the creation of mini-games.&lt;br /&gt;
This is what I did with the various eventing systems made possible through YEP.&lt;br /&gt;
This is what VisuStella MZ did with its [[QTE]] plugin.&lt;br /&gt;
Come up with the tools to make it possible instead and let the users expand the mini-game the way they want through their own accord.&lt;br /&gt;
&lt;br /&gt;
== 8. Improve Things Little By Little ==&lt;br /&gt;
&lt;br /&gt;
[[File:CustomConstructVol1.jpg|600px|link=]]&lt;br /&gt;
&lt;br /&gt;
Improve your plugins little by little.&lt;br /&gt;
Add new features here and there.&lt;br /&gt;
Add some Quality of Life upgrades, too.&lt;br /&gt;
Add some new ways to use your plugin's functions.&lt;br /&gt;
When you create a plugin, don't expect it to be that plugin's final state.&lt;br /&gt;
There's always something to be improved and it can take some time to discover what can be done.&lt;br /&gt;
&lt;br /&gt;
Make it a goal to improve something small on a regular basis.&lt;br /&gt;
By spending a few hours to improve something today, all of your tomorrows become better.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of Article ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;script type=&amp;quot;text/javascript&amp;quot; src=&amp;quot;https://www.free-counters.org/count/f7rr&amp;quot;&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;a href='https://www.easybooking.eu/produkte/julia-hotelsoftware'&amp;gt;Hotelprogramm easybooking&amp;lt;/a&amp;gt; &amp;lt;script type='text/javascript' src='https://www.whomania.com/ctr?id=817085ece42d4f9f4f94e77b9adffcc4cd6c00eb'&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Talk:Main_Page&amp;diff=17066</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Talk:Main_Page&amp;diff=17066"/>
		<updated>2024-12-16T22:08:50Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OP Games:&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/ Sacred Earth - Reverie]&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Skills_and_States_Core_Notetags&amp;diff=17057</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=17057"/>
		<updated>2024-11-21T15:59:47Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: /* Passive State Notetags */&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;
&amp;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;
  - Even non-consumable items will be consumed.&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;
&amp;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;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Battle_System_Differences_VisuStella_MZ&amp;diff=17056</id>
		<title>Battle System Differences VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Battle_System_Differences_VisuStella_MZ&amp;diff=17056"/>
		<updated>2024-11-21T03:34:09Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&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;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:battlebegin.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
Some of you may have been wondering about which battle system to use for your [[RPG Maker MZ]] game. After all, if you're going to design your game's battle system, you'll want to pick the right foundation for it from the start or else the problems will compound upon one another as the game project develops further. This article will highlight the key aspects to take into consideration when picking the battle system suited for your game.&lt;br /&gt;
&lt;br /&gt;
{{Article by Yanfly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Difference Chart ==&lt;br /&gt;
&lt;br /&gt;
Since this is probably what many of you are looking for, I'll go ahead and include it towards the top of this article so that there's less need to search around.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px; text-align: center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;99&amp;quot; | &amp;lt;hr&amp;gt;Battle System Comparison Chart&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Category&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | DTB&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | TPB&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - ATB VisuStella MZ|ATB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - BTB VisuStella MZ|BTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - CTB VisuStella MZ|CTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - ETB VisuStella MZ|ETB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - FTB VisuStella MZ|FTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - OTB VisuStella MZ|OTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - PTB VisuStella MZ|PTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - STB VisuStella MZ|STB]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Stands For&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; Default Turn Battle&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; Time Progress Battle&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; [[Battle System - ATB VisuStella MZ|Active Turn Battle]]&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; [[Battle System - BTB VisuStella MZ|Brave Turn Battle]]&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; [[Battle System - CTB VisuStella MZ|Charge Turn Battle]]&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; [[Battle System - ETB VisuStella MZ|Energy Turn Battle]]&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; [[Battle System - FTB VisuStella MZ|Free Turn Battle]]&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; [[Battle System - OTB VisuStella MZ|Order Turn Battle]]&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; [[Battle System - PTB VisuStella MZ|Press Turn Battle]]&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; [[Battle System - STB VisuStella MZ|Standard Turn Battle]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;99&amp;quot; | &amp;lt;hr&amp;gt;General Data&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Category&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | DTB&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | TPB&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - ATB VisuStella MZ|ATB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - BTB VisuStella MZ|BTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - CTB VisuStella MZ|CTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - ETB VisuStella MZ|ETB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - FTB VisuStella MZ|FTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - OTB VisuStella MZ|OTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - PTB VisuStella MZ|PTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - STB VisuStella MZ|STB]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Turn-based&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Tick-based&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Team-based&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Proactive Playstyle&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Reactive Playstyle&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | DTB Base&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | TPB Base&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plugin&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;99&amp;quot; | &amp;lt;hr&amp;gt;Actions &amp;amp; Turn Order Handling&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Category&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | DTB&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | TPB&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - ATB VisuStella MZ|ATB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - BTB VisuStella MZ|BTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - CTB VisuStella MZ|CTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - ETB VisuStella MZ|ETB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - FTB VisuStella MZ|FTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - OTB VisuStella MZ|OTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - PTB VisuStella MZ|PTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - STB VisuStella MZ|STB]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Immediate Action&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Delayed Action&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Team-Based Actions&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Multi-Action Queue&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Positive Action Speed&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Negative Action Speed&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Action Speed Carryover&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Turn Lapping&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Time Gauge&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Battle-Wide Turn Order&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Action Count Display&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Action Growth&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Action Stability&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;99&amp;quot; | &amp;lt;hr&amp;gt;Mechanics and Gimmicks&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Category&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | DTB&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | TPB&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - ATB VisuStella MZ|ATB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - BTB VisuStella MZ|BTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - CTB VisuStella MZ|CTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - ETB VisuStella MZ|ETB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - FTB VisuStella MZ|FTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - OTB VisuStella MZ|OTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - PTB VisuStella MZ|PTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - STB VisuStella MZ|STB]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Action Count System&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Action Fusion System&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Brave System&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Exploit System&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Free Switching&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Instant Action&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Interruption&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Speed Manipulation&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Turn Order Manipulation&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;99&amp;quot; | &amp;lt;hr&amp;gt;End of Chart&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Category&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | DTB&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | TPB&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - ATB VisuStella MZ|ATB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - BTB VisuStella MZ|BTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - CTB VisuStella MZ|CTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - ETB VisuStella MZ|ETB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - FTB VisuStella MZ|FTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - OTB VisuStella MZ|OTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - PTB VisuStella MZ|PTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - STB VisuStella MZ|STB]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | -&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;99&amp;quot; | &amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''NOTE*''': The battle systems in the chart above do not show which battle systems are &amp;quot;better&amp;quot; than others by having more ✅check marks. The number of ✅check marks is irrelevant to whether or not a battle system is fit for your game. Instead, you should be looking at where those ✅checkmarks are in order to determine which battle systems best suits your game design style.&lt;br /&gt;
&lt;br /&gt;
== Structure: Action Economy and Turn Advantage ==&lt;br /&gt;
&lt;br /&gt;
[[File:TurnAdvantageComic.png|800px]]&lt;br /&gt;
&lt;br /&gt;
In traditional JRPG's, '''Action Economy''' refers to the quantity and frequency of how often a battler, an actor or an enemy, can perform during the scope of battle. The flow of battle determines the frequency of a traditional JRPG's action economy. This is extremely important to understand because the more actions a battler has, the more often he or she is able to apply pressure to the opposite team and move his or her own team towards victory.&lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage''' refers to describing the advantage a participating battler has based on turn-order. Depending on the battle flow, most of the time, those that act more quicker and more often have a better turn advantage than their opponents. Those with more turn advantage are also more likely to win the battle provided both sides are relatively balanced.&lt;br /&gt;
&lt;br /&gt;
There is overlap between Action Economy and Turn Advantage but they are '''NOT''' the same. Action economy refers to the quantity of actions a battler can produce in a given time while Turn Advantage relates to the speed and priority of actions a battler can produce over time. Understanding both of these will help you understand the flow and structure of battle.&lt;br /&gt;
&lt;br /&gt;
There are four types of battle flows that determine the frequency of when battlers get actions: Real-Time, Tick-Based, Turn-Based, Team-Based&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Real-Time Battle Structure ===&lt;br /&gt;
&lt;br /&gt;
Real-time battles are seen in games like [https://en.wikipedia.org/wiki/Star_Ocean Star Ocean], [https://en.wikipedia.org/wiki/Tales_(video_game_series) Tales of series], and [https://en.wikipedia.org/wiki/Kingdom_Hearts Kingdom Hearts] just to name a few examples. Their battles have all participants performing actions on demand as long as they're not in the middle of an action and have enough resources to commit to that action.&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' The Action Economy in a real-time battle system is next to unlimited, only limited by the unit's resources, action's frequency of use, and unit's current state of being able to perform an action or not.&lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Turn Advantage in a real-time battle system almost does not exist. All units are able to move and act whenever they player or AI needs them to.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing these types of battles can be a real challenge.&lt;br /&gt;
&lt;br /&gt;
'''VisuStella MZ Plugins:''' There are no VisuStella MZ plugins for this type of battle flow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tick-Based Battle Structure ===&lt;br /&gt;
&lt;br /&gt;
Tick-based battles are seen in games like many of the [https://en.wikipedia.org/wiki/Final_Fantasy_IV Final] [https://en.wikipedia.org/wiki/Final_Fantasy_V Fantasy] [https://en.wikipedia.org/wiki/Final_Fantasy_VI games], [https://en.wikipedia.org/wiki/Grandia_(video_game) Grandia], and the more recent [https://en.wikipedia.org/wiki/Atelier_Ryza:_Ever_Darkness_%26_the_Secret_Hideout Atelier Ryza]. The battle flow is entirely dependent on each battle participant's AGI (or speed). AGI becomes the most important parameter in most tick-based battle systems.&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Battle participants typically only have one action each time they have a turn to perform an action. This is balanced for the most part. However, due to the nature of turn advantage in a tick-based battle system, anyone who can perform multiple actions per turn will usually and drastically outperform any other battle participant.&lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Turns are determined by each participant's AGI. The more AGI a battler has, the more often their turn comes up. There is no limit to how many turns a battler can acquire in a set amount of time. Battlers with high enough AGI can overlap battlers with less AGI.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing a tick-based battle system is extremely tricky. Most games that utilize them keep AGI levels around a similar range without letting them grow too much over time and without letting them vary by too much either. Status effects like Haste and Slow are far more potent than status effects that raise damage dealt or reduce damage taken. This is to avoid giving any battler too much Turn Advantage.&lt;br /&gt;
&lt;br /&gt;
'''VisuStella MZ Plugins:''' [[Battle System - ATB VisuStella MZ|ATB]], [[Battle System - CTB VisuStella MZ|CTB]], TPB&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Turn-Based Battle Structure ===&lt;br /&gt;
&lt;br /&gt;
Turn-based battle systems are seen in most [https://en.wikipedia.org/wiki/Dragon_Quest Dragon Quest] games, some of the spin off [https://en.wikipedia.org/wiki/Megami_Tensei Shin Megami Tensei] games, some of the [https://en.wikipedia.org/wiki/Persona_(series) Persona] games, and even the [https://en.wikipedia.org/wiki/Pok%C3%A9mon_(video_game_series) Pokémon] games. Battle flow revolves around (usually) giving an equal amount of turns and (usually) actions to perform to each battle participant in a balanced manner.&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Battle participants usually have one action they can perform each turn. However, in the scenarios where they can perform multiple actions a turn, the advantages given here are not as skewed as they would be in a tick-based battle system since every battle participant is guaranteed a turn within a set time frame (as long as they're able to act). Some games, like the SMT series, even allow performing multiple actions a turn without disrupting the balance and battle flow too much.&lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Turns are granted to each battle participant evenly. Instead of AGI determining how frequent the battlers acquire turns, AGI instead determines how fast the battlers go in a given turn set. The faster the AGI, the earlier the battler can perform for that round. Battlers cannot overlap each other for turn advantage through AGI. A battler with 999 AGI will not have more turns than a battler with 20 AGI during a single battle round.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing a turn-based battle system is far easier than balancing one for a tick-based battle system. AGI values can vary drastically without giving one participant too much turn advantage. Characters with high action economies are also easier to manage for this reason, too.&lt;br /&gt;
&lt;br /&gt;
'''VisuStella MZ Plugins:''' [[Battle System - BTB VisuStella MZ|BTB]], DTB, [[Battle System - OTB VisuStella MZ|OTB]], [[Battle System - STB VisuStella MZ|STB]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Team-Based Battle Structure ===&lt;br /&gt;
&lt;br /&gt;
Team-based battle systems revolve their turns around their teams than the individual battle participants. You see this in games like many of the [https://en.wikipedia.org/wiki/Fire_Emblem Fire Emblem] games, [https://en.wikipedia.org/wiki/Disgaea Disgaea] games, the main line [https://en.wikipedia.org/wiki/Megami_Tensei Shin Megami Tensei] games, and even some mobile games like [https://en.wikipedia.org/wiki/Granblue_Fantasy Granblue Fantasy]. Teams take turn performing for all of their battle participants at a time or as long sa there's enough actions to perform. AGI hass little influence in this battle system as it no longer determines the frequency of turns for each battle member.&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Depending on the battle system, units usually have one or two actions to perform at a time, or as many as the team allows before the team's turn is considered over. &lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Instead of turn advantage going to participants with more frequent turns or participants with faster speed, turn advantage, instead, goes to the team that goes first. In most cases, the team that goes first is almost always leading the battle system, though counterbalancing the advantage for the team going second is a common practice to be seen, too.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing for this type of battle flow can be tricky. It can be easier or harder than either tick-based or turn-based depending on how the battle is designed. Strategies also shift from having the key participant perform more frequently to making the most optimal team play for each turn as the norm.&lt;br /&gt;
&lt;br /&gt;
'''VisuStella MZ Plugins:''' [[Battle System - ETB VisuStella MZ|ETB]], [[Battle System - FTB VisuStella MZ|FTB]], [[Battle System - PTB VisuStella MZ|PTB]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Individual Battle Systems ==&lt;br /&gt;
&lt;br /&gt;
In this section, we'll take a look at each individual battle system and address the various aspects that make it unique.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Default Turn Battle ===&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_DTB.png|300px]]&lt;br /&gt;
&lt;br /&gt;
This is the default battle system found in RPG Maker MZ. It's also the default battle system for RPG Maker 2000, XP, VX, VX Ace, and MV. Players will input their actions for each party member that can act, then the turn starts, playing out the action order based on the speed of the individual actors and enemies.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Battle participants usually have one action they can perform each turn. However, in the scenarios where they can perform multiple actions a turn, the advantages given here are not as skewed as they would be in a tick-based battle system since every battle participant is guaranteed a turn within a set time frame (as long as they're able to act). Some games, like the SMT series, even allow performing multiple actions a turn without disrupting the balance and battle flow too much.&lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Turns are granted to each battle participant evenly. Instead of AGI determining how frequent the battlers acquire turns, AGI instead determines how fast the battlers go in a given turn set. The faster the AGI, the earlier the battler can perform for that round. Battlers cannot overlap each other for turn advantage through AGI. A battler with 999 AGI will not have more turns than a battler with 20 AGI during a single battle round.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing a turn-based battle system is far easier than balancing one for a tick-based battle system. AGI values can vary drastically without giving one participant too much turn advantage. Characters with high action economies are also easier to manage for this reason, too.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
A very vanilla and basic battle system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Time Progress Battle ===&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_TPB.png|300px]]&lt;br /&gt;
&lt;br /&gt;
This is a new battle system found in RPG Maker MZ. It wasn't present for the past iterations of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Battle participants typically only have one action each time they have a turn to perform an action. This is balanced for the most part. However, due to the nature of turn advantage in a tick-based battle system, anyone who can perform multiple actions per turn will usually and drastically outperform any other battle participant.&lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Turns are determined by each participant's AGI. The more AGI a battler has, the more often their turn comes up. There is no limit to how many turns a battler can acquire in a set amount of time. Battlers with high enough AGI can overlap battlers with less AGI.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing a tick-based battle system is extremely tricky. Most games that utilize them keep AGI levels around a similar range without letting them grow too much over time and without letting them vary by too much either. Status effects like Haste and Slow are far more potent than status effects that raise damage dealt or reduce damage taken. This is to avoid giving any battler too much Turn Advantage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
There's really not much else going for it other than breaking free of the turn-based structure of the DTB. Waiting times inbetween actions are dead and don't contribute much else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - ATB VisuStella MZ|Active Turn Battle]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.022.jpg|300px|link=Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
The RPG Maker MZ Time Progress Battle (TPB) system is only a few steps away from the acclaimed Active Turn Battle (ATB) system. This plugin will grant 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 from penalties to calculations, to actions that can manipulate the ATB gauge of battlers. Battlers that are in the middle of casting a spell can also be 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 full access to the current battle state. The ATB Gauges are also improved, showing different colors for different states and showing a new gauge for the casting state.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Battle participants typically only have one action each time they have a turn to perform an action. This is balanced for the most part. However, due to the nature of turn advantage in a tick-based battle system, anyone who can perform multiple actions per turn will usually and drastically outperform any other battle participant.&lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Turns are determined by each participant's AGI. The more AGI a battler has, the more often their turn comes up. There is no limit to how many turns a battler can acquire in a set amount of time. Battlers with high enough AGI can overlap battlers with less AGI.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing a tick-based battle system is extremely tricky. Most games that utilize them keep AGI levels around a similar range without letting them grow too much over time and without letting them vary by too much either. Status effects like Haste and Slow are far more potent than status effects that raise damage dealt or reduce damage taken. This is to avoid giving any battler too much Turn Advantage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Interruption:''' This mechanic allows actors and enemies to interrupt any battlers who happen to be casting/preparing a skill, causing them to lose progress and sending them back to having to ready up again. This takes advantage of the semi-real time nature of the battle system, which no turn-based battle system has.&lt;br /&gt;
&lt;br /&gt;
'''Speed Manipulation:''' Speed manipulation allows the &amp;quot;Speed&amp;quot; stat of an action to influence the turn frequency/delay of future turns. This can be used strategically by the player to get in an extra action before an enemy can in the following turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - BTB VisuStella MZ|Brave Turn Battle]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.048.jpg|300px|link=Battle System - BTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
The Brave Turn Battle (BTB) system plays off RPG Maker MZ's default battle system with a twist of allowing actors (and enemies) to use up actions from the future or save up for later. These actions will be queued and delivered all in one go! Any borrowed actions from the future will result in following turns without any actions to use. Should a player decide to save up their actions instead through Guarding, they can charge actions with less repercussions. Players will have to be brave about how to go about the battle system strategically.&lt;br /&gt;
&lt;br /&gt;
Because multiple actions can be queued up all at once, they can result in the creation of an action fusion. Some skills (and items) can appear instead of the originally queued actions to result in stronger, better, and more awesome effects, all of which, can be defined by the game dev.&lt;br /&gt;
&lt;br /&gt;
A Turn Order Display will also appear on the screen to show the order the battlers will take their turns in. This lets the player plan in advance on how to go about the rest of the turn.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Battle participants usually have one action they can perform each turn. However, in the scenarios where they can perform multiple actions a turn, the advantages given here are not as skewed as they would be in a tick-based battle system since every battle participant is guaranteed a turn within a set time frame (as long as they're able to act). Some games, like the SMT series, even allow performing multiple actions a turn without disrupting the balance and battle flow too much.&lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Turns are granted to each battle participant evenly. Instead of AGI determining how frequent the battlers acquire turns, AGI instead determines how fast the battlers go in a given turn set. The faster the AGI, the earlier the battler can perform for that round. Battlers cannot overlap each other for turn advantage through AGI. A battler with 999 AGI will not have more turns than a battler with 20 AGI during a single battle round.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing a turn-based battle system is far easier than balancing one for a tick-based battle system. AGI values can vary drastically without giving one participant too much turn advantage. Characters with high action economies are also easier to manage for this reason, too.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Fusion System:''' As a battle system that lets you queue up multiple actions at a time before heading off into battle, special action combinations can be created and checked to create new attacks. If &amp;quot;Attack&amp;quot; is queued up twice, it can result in &amp;quot;Dual Attack&amp;quot;. If &amp;quot;Attack&amp;quot; is queued up four times, perhaps you can let the actor perform a &amp;quot;Quadra Attack&amp;quot;. If &amp;quot;Attack&amp;quot; and &amp;quot;Fireball&amp;quot; is queued up together in any order, the actor can perform a &amp;quot;Fire Strike&amp;quot;. The combinations are all up to you.&lt;br /&gt;
&lt;br /&gt;
'''Brave System:''' While queuing up actions is possible with DTB, it has to be done through items in a more permanent sense. The Brave System allows the actor to access extra actions during the current turn by borrowing them from a future turn in which the actor wouldn't have any actions to utilize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - CTB VisuStella MZ|Charge Turn Battle]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.031.jpg|300px|link=Battle System - CTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin creates a Charge Turn Battle (CTB) system using RPG Maker MZ's TPB as a base. CTB functions by calculating the speed of every battler and balancing them relative to one another. When it's a battler's turn, the battler will either choose an action to perform immediately or charge it 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 progress of battle where higher agility values give battlers more advantage and additional turns over lower agility values, which give battlers less advantage and less turns.&lt;br /&gt;
&lt;br /&gt;
A turn order display will appear to compensate for the removal of gauges. The turn order display will show a preview of what the turn order could possibly be like. This turn order display is variable and can be changed due to player and enemy influence by using different action speeds, effects provided by this plugin that alter the turn order, and more!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Battle participants typically only have one action each time they have a turn to perform an action. This is balanced for the most part. However, due to the nature of turn advantage in a tick-based battle system, anyone who can perform multiple actions per turn will usually and drastically outperform any other battle participant.&lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Turns are determined by each participant's AGI. The more AGI a battler has, the more often their turn comes up. There is no limit to how many turns a battler can acquire in a set amount of time. Battlers with high enough AGI can overlap battlers with less AGI.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing a tick-based battle system is extremely tricky. Most games that utilize them keep AGI levels around a similar range without letting them grow too much over time and without letting them vary by too much either. Status effects like Haste and Slow are far more potent than status effects that raise damage dealt or reduce damage taken. This is to avoid giving any battler too much Turn Advantage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Speed Manipulation:''' Speed manipulation allows the &amp;quot;Speed&amp;quot; stat of an action to influence the turn frequency/delay of future turns. This can be used strategically by the player to get in an extra action before an enemy can in the following turns.&lt;br /&gt;
&lt;br /&gt;
'''Turn Order Manipulation:''' Battlers can delay enemy turns and hasten ally turns through direct manipulation instead of through AGI. This opens up lots of potential strategies that can be utilized to bring the tides of battle into one's favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - ETB VisuStella MZ|Energy Turn Battle]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.080.jpg|300px|link=Battle System - ETB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Energy Turn Battle (ETB) is a type of battle system made for RPG Maker MZ, where the teams for actors and enemies take turns attacking one another as a whole. Energy is accumulated as turns pass on, allowing each team to perform more actions each turn. Each team can freely perform actions among their teammates as wanted. When the energy count is depleted or if one team ran out of battler's that can act, the other team begins their turn and so forth.&lt;br /&gt;
&lt;br /&gt;
Similar to how [https://playhearthstone.com/ Hearthstone] plays, energy count starts at 1, then climbs up by 1 each turn up to a maximum of 10. This lets battle progression scale linearly from slow paced to fast paced. This energy scaling can be altered through the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Depending on the battle system, units usually have one or two actions to perform at a time, or as many as the team allows before the team's turn is considered over. &lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Instead of turn advantage going to participants with more frequent turns or participants with faster speed, turn advantage, instead, goes to the team that goes first. In most cases, the team that goes first is almost always leading the battle system, though counterbalancing the advantage for the team going second is a common practice to be seen, too.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing for this type of battle flow can be tricky. It can be easier or harder than either tick-based or turn-based depending on how the battle is designed. Strategies also shift from having the key participant perform more frequently to making the most optimal team play for each turn as the norm.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Count System:''' The Action Count System makes it possible for either party or troop to perform actions with various team members any way they want. If a team wants one member to act multiple times, then as long as the action counts permit it, they can. Also with this, some actions can consume multiple action costs if they happen to be stronger.&lt;br /&gt;
&lt;br /&gt;
'''Free Switching:''' The player can (optionally) pick who they want to perform an action in battle as long as all other conditions are met (alive, enough action counts, not stunned, etc). This gives players more freedom and range for potential strategies. If a player wants the Warrior to act 4 times, that's possible. If the player wants each party member to act once each, that's also possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - FTB VisuStella MZ|Free Turn Battle]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.057.jpg|300px|link=Battle System - FTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Free Turn Battle (FTB) is a type of battle system made for RPG Maker MZ, where the teams for actors and enemies take turns attacking one another as a whole. During each team's turns, an action count is given to them and they can freely perform actions among their teammates as wanted (or if turned off by the Plugin Parameters, in a cycle). When the action count is depleted or if one team ran out of battler's that can act, the other team begins their turn and so forth.&lt;br /&gt;
&lt;br /&gt;
Unlike ETB, there are set amounts of actions each turn available based on the number of members for each group (party and troop). Usually, the more party members, the more actions. AGI buffs can also affect this. The action count can be modified via the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Depending on the battle system, units usually have one or two actions to perform at a time, or as many as the team allows before the team's turn is considered over. &lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Instead of turn advantage going to participants with more frequent turns or participants with faster speed, turn advantage, instead, goes to the team that goes first. In most cases, the team that goes first is almost always leading the battle system, though counterbalancing the advantage for the team going second is a common practice to be seen, too.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing for this type of battle flow can be tricky. It can be easier or harder than either tick-based or turn-based depending on how the battle is designed. Strategies also shift from having the key participant perform more frequently to making the most optimal team play for each turn as the norm.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Count System:''' The Action Count System makes it possible for either party or troop to perform actions with various team members any way they want. If a team wants one member to act multiple times, then as long as the action counts permit it, they can. Also with this, some actions can consume multiple action costs if they happen to be stronger.&lt;br /&gt;
&lt;br /&gt;
'''Free Switching:''' The player can (optionally) pick who they want to perform an action in battle as long as all other conditions are met (alive, enough action counts, not stunned, etc). This gives players more freedom and range for potential strategies. If a player wants the Warrior to act 4 times, that's possible. If the player wants each party member to act once each, that's also possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - OTB VisuStella MZ|Order Turn Battle]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.066.jpg|300px|link=Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin changes the RPG Maker MZ battle system to &amp;quot;Order Turn Battle&amp;quot;, a turn-based battle system where actions are executed immediately and the orders for both the current and next turn are not only visible, but also malleable. New mechanics are introduced where the player can manipulate the 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 give the player a clear understanding of who's turn it will be when it becomes time to act, making it easier and viable for the player to formulate strategies and adapt to the situation in battle.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Battle participants usually have one action they can perform each turn. However, in the scenarios where they can perform multiple actions a turn, the advantages given here are not as skewed as they would be in a tick-based battle system since every battle participant is guaranteed a turn within a set time frame (as long as they're able to act). Some games, like the SMT series, even allow performing multiple actions a turn without disrupting the balance and battle flow too much.&lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Turns are granted to each battle participant evenly. Instead of AGI determining how frequent the battlers acquire turns, AGI instead determines how fast the battlers go in a given turn set. The faster the AGI, the earlier the battler can perform for that round. Battlers cannot overlap each other for turn advantage through AGI. A battler with 999 AGI will not have more turns than a battler with 20 AGI during a single battle round.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing a turn-based battle system is far easier than balancing one for a tick-based battle system. AGI values can vary drastically without giving one participant too much turn advantage. Characters with high action economies are also easier to manage for this reason, too.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Instant Action:''' Instant actions allow the battler to perform a skill without consuming the current action. This is great for things like small spells that would otherwise never be a good pick in a highly competitive action economy. Examples would be stance changes, state toggles, and miniature self buffs.&lt;br /&gt;
&lt;br /&gt;
'''Speed Manipulation:''' Speed manipulation allows the &amp;quot;Speed&amp;quot; stat of an action to influence the turn frequency/delay of future turns. This can be used strategically by the player to get in an extra action before an enemy can in the following turns.&lt;br /&gt;
&lt;br /&gt;
'''Turn Order Manipulation:''' Battlers can delay enemy turns and hasten ally turns through direct manipulation instead of through AGI. This opens up lots of potential strategies that can be utilized to bring the tides of battle into one's favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - PTB VisuStella MZ|Press Turn Battle]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.086.jpg|300px|link=Battle System - PTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Press Turn Battle (PTB) is a team-based battle system made for RPG Maker MZ where the teams for actors and enemies take turns attacking one another as a whole, consuming press actions in the process. When press actions have been emptied, the turn switches over to the opposite team and it repeats. Depending on the results of actions, Press Actions may consume a full action or be converted into a half action, allowing for more actions per turn. This is a battle system that rewards skillful play and punishes bad strategies.&lt;br /&gt;
&lt;br /&gt;
Unlike ETB and FTB, more actions can be acquired based on better gameplay. Instead of favoring battle longevity or party member counts, this battle system focuses on player skill.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Depending on the battle system, units usually have one or two actions to perform at a time, or as many as the team allows before the team's turn is considered over. &lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Instead of turn advantage going to participants with more frequent turns or participants with faster speed, turn advantage, instead, goes to the team that goes first. In most cases, the team that goes first is almost always leading the battle system, though counterbalancing the advantage for the team going second is a common practice to be seen, too.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing for this type of battle flow can be tricky. It can be easier or harder than either tick-based or turn-based depending on how the battle is designed. Strategies also shift from having the key participant perform more frequently to making the most optimal team play for each turn as the norm.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Count System:''' The Action Count System makes it possible for either party or troop to perform actions with various team members any way they want. If a team wants one member to act multiple times, then as long as the action counts permit it, they can. Also with this, some actions can consume multiple action costs if they happen to be stronger.&lt;br /&gt;
&lt;br /&gt;
'''Exploit System:''' The exploit system (optionally) grants teams extra advantages when hitting an opponent's weakness or landing a critical hit. These extra advantages often come in the form of extra turns or actions. This rewards good gameplay and makes lucky hits have even more impact.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - STB VisuStella MZ|Standard Turn Battle]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.039.jpg|300px|link=Battle System - STB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
The Standard Turn Battle (STB) system uses RPG Maker MZ's default non-TPB battle system as a base. Action orders are determined by the battler's AGI values and they go from highest to lowest. However, actions are not selected at the start of the turn. Instead, as the turn progresses, actions are then 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. When landing an elemental weakness or critical hit against a foe, the battler can gain bonuses as well as an extra turn while the foe will become stunned or gain any desired state(s). When all enemies are exploited in a 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 battlers will take their turns in. This lets the player plan in advance on how to go about the rest of the turn.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Battle participants usually have one action they can perform each turn. However, in the scenarios where they can perform multiple actions a turn, the advantages given here are not as skewed as they would be in a tick-based battle system since every battle participant is guaranteed a turn within a set time frame (as long as they're able to act). Some games, like the SMT series, even allow performing multiple actions a turn without disrupting the balance and battle flow too much.&lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Turns are granted to each battle participant evenly. Instead of AGI determining how frequent the battlers acquire turns, AGI instead determines how fast the battlers go in a given turn set. The faster the AGI, the earlier the battler can perform for that round. Battlers cannot overlap each other for turn advantage through AGI. A battler with 999 AGI will not have more turns than a battler with 20 AGI during a single battle round.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing a turn-based battle system is far easier than balancing one for a tick-based battle system. AGI values can vary drastically without giving one participant too much turn advantage. Characters with high action economies are also easier to manage for this reason, too.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Instant Action:''' Instant actions allow the battler to perform a skill without consuming the current action. This is great for things like small spells that would otherwise never be a good pick in a highly competitive action economy. Examples would be stance changes, state toggles, and miniature self buffs.&lt;br /&gt;
&lt;br /&gt;
'''Exploit System:''' The exploit system (optionally) grants teams extra advantages when hitting an opponent's weakness or landing a critical hit. These extra advantages often come in the form of extra turns or actions. This rewards good gameplay and makes lucky hits have even more impact.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Why Battle Systems Can't Have Everything ==&lt;br /&gt;
&lt;br /&gt;
[[File:ThanosEverything.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why can't you put x mechanic into y battle system?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why can't you make everything mechanical available for all battle systems?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These are common questions we receive as a team. We can understand how desirable certain mechanics are as they tend to make those battle systems unique. However, not all of them are possible to transplant over into different battle systems without lots of design issues and complications.&lt;br /&gt;
&lt;br /&gt;
For example, the '''Action Count System''' would make very little sense in a battle system like [[Battle System - BTB VisuStella MZ|BTB]], where you can freely queue up actions already. Which ones take priority? Which ones shouldn't? Speed and Turn Order manipulation also doesn't really work well with team-based battle systems like [[Battle System - FTB VisuStella MZ|FTB]] and [[Battle System - PTB VisuStella MZ|PTB]]. '''Free Switching''' would also render turn orders meaningless for battle systems like [[Battle System - OTB VisuStella MZ|OTB]] and [[Battle System - STB VisuStella MZ|STB]]. &lt;br /&gt;
&lt;br /&gt;
Now, these examples are pretty obvious as no no's, but what about the others? Let's get into some specific cases that seem a bit more ''global'' but really aren't.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Brave System''' straight up borrows actions from future turns for the current turn. This feature could work in certain battle systems, but not mesh with it quite as well as the turn-based action queue structure. And the reason for this is due to the immediate action flow being broken up. The mechanic feels really out of place in comparison to everything else.&lt;br /&gt;
&lt;br /&gt;
As an alternative to it that's more global, use the [[Boost Action VisuStella MZ|Boost Action]] to perform similar effects. Boost points do not take away future turns, but instead, they have to be slowly accumulated across battle, which invites a more steady flow and pacing.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Exploit Systems''' are very situational and fit only a select handful of battle systems based on their turn/action logistics. Getting an extra turn is a huge deal to some of these battle systems and in the sense of [[Battle System - ATB VisuStella MZ|ATB]] and [[Battle System - CTB VisuStella MZ|CTB]], when combined with AGI advantages, can result in balance breaking to the extremes.&lt;br /&gt;
&lt;br /&gt;
It's why mechanics like these aren't made global, but instead, we offer a more mild version called [[Break Shields VisuStella MZ|Break Shields]] to allow for stuns instead, a softer version of turn advantage. A softer turn advantage through stuns is far less likely to break the mechanical balance of a game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Instant Action''' is something you've seen in the [[Yanfly Engine Plugins]] library as a near global mechanic. However, this couldn't be further from the truth. For DTB, it broke the battle system in so many ways due to how actions were never meant to be used during the input phase. For its place in ATB and CTB, all it really did was just replace an after use speed of 0. For STB, it pushed forth an additional action. It was a completely different effect each and every battle system that it was used with. This means that the effect wasn't global, but instead, have to be custom tailored to each battle system. There's many of you that would like to see it return for DTB, but honestly? With how it completely breaks the mold and ruins the input phase, I'd rather it not.&lt;br /&gt;
&lt;br /&gt;
Each battle system we've made for VisuStella MZ's plugin library has a way to create a free use condition without impeding on the action economy, which is more or less the primary reason why people used '''Instant Actions''' in the first place without having to be an &amp;quot;Instant&amp;quot; effect in and of itself. For those, reference the battle systems themselves. They're usually a notetag effect.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== To Sum It Up ==&lt;br /&gt;
&lt;br /&gt;
[[File:SumsItUp.gif]]&lt;br /&gt;
&lt;br /&gt;
There's a lot of nuances for each type battle system that makes them different from one another. These range from the types of data displayed to the mechanics they're able to access. By taking some time to read over each of them and learning their in's and out's, we hope that you can decide which battle system is the best fit for the type of game you'd like to make.&lt;br /&gt;
&lt;br /&gt;
== End of Article ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;script type=&amp;quot;text/javascript&amp;quot; src=&amp;quot;https://www.free-counters.org/count/dag9&amp;quot;&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;a href='https://www.free-counters.org/'&amp;gt;... by Free-Counters.org&amp;lt;/a&amp;gt; &amp;lt;script type='text/javascript' src='https://whomania.com/ctr?id=defd96e02d0659d336c51db9f09c77d6f7089973'&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;/html&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Battle_System_Differences_VisuStella_MZ&amp;diff=17055</id>
		<title>Battle System Differences VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Battle_System_Differences_VisuStella_MZ&amp;diff=17055"/>
		<updated>2024-11-21T03:30:58Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: /* Structure: Action Economy and Turn Advantage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&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;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:battlebegin.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
Some of you may have been wondering about which battle system to use for your [[RPG Maker MZ]] game. After all, if you're going to design your game's battle system, you'll want to pick the right foundation for it from the start or else the problems will compound upon one another as the game project develops further. This article will highlight the key aspects to take into consideration when picking the battle system suited for your game.&lt;br /&gt;
&lt;br /&gt;
{{Article by Yanfly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Difference Chart ==&lt;br /&gt;
&lt;br /&gt;
Since this is probably what many of you are looking for, I'll go ahead and include it towards the top of this article so that there's less need to search around.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:800px; text-align: center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;99&amp;quot; | &amp;lt;hr&amp;gt;Battle System Comparison Chart&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Category&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | DTB&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | TPB&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - ATB VisuStella MZ|ATB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - BTB VisuStella MZ|BTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - CTB VisuStella MZ|CTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - ETB VisuStella MZ|ETB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - FTB VisuStella MZ|FTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - OTB VisuStella MZ|OTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - PTB VisuStella MZ|PTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - STB VisuStella MZ|STB]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Stands For&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; Default Turn Battle&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; Time Progress Battle&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; [[Battle System - ATB VisuStella MZ|Active Turn Battle]]&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; [[Battle System - BTB VisuStella MZ|Brave Turn Battle]]&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; [[Battle System - CTB VisuStella MZ|Charge Turn Battle]]&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; [[Battle System - ETB VisuStella MZ|Energy Turn Battle]]&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; [[Battle System - FTB VisuStella MZ|Free Turn Battle]]&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; [[Battle System - OTB VisuStella MZ|Order Turn Battle]]&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; [[Battle System - PTB VisuStella MZ|Press Turn Battle]]&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; [[Battle System - STB VisuStella MZ|Standard Turn Battle]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;99&amp;quot; | &amp;lt;hr&amp;gt;General Data&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Category&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | DTB&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | TPB&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - ATB VisuStella MZ|ATB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - BTB VisuStella MZ|BTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - CTB VisuStella MZ|CTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - ETB VisuStella MZ|ETB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - FTB VisuStella MZ|FTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - OTB VisuStella MZ|OTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - PTB VisuStella MZ|PTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - STB VisuStella MZ|STB]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Turn-based&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Tick-based&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Team-based&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Proactive Playstyle&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Reactive Playstyle&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | DTB Base&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | TPB Base&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plugin&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;99&amp;quot; | &amp;lt;hr&amp;gt;Actions &amp;amp; Turn Order Handling&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Category&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | DTB&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | TPB&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - ATB VisuStella MZ|ATB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - BTB VisuStella MZ|BTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - CTB VisuStella MZ|CTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - ETB VisuStella MZ|ETB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - FTB VisuStella MZ|FTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - OTB VisuStella MZ|OTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - PTB VisuStella MZ|PTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - STB VisuStella MZ|STB]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Immediate Action&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Delayed Action&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Team-Based Actions&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Multi-Action Queue&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Positive Action Speed&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Negative Action Speed&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Action Speed Carryover&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Turn Lapping&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Time Gauge&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Battle-Wide Turn Order&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Action Count Display&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Action Growth&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Action Stability&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;99&amp;quot; | &amp;lt;hr&amp;gt;Mechanics and Gimmicks&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Category&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | DTB&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | TPB&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - ATB VisuStella MZ|ATB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - BTB VisuStella MZ|BTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - CTB VisuStella MZ|CTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - ETB VisuStella MZ|ETB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - FTB VisuStella MZ|FTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - OTB VisuStella MZ|OTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - PTB VisuStella MZ|PTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - STB VisuStella MZ|STB]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Action Count System&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Action Fusion System&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Brave System&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Exploit System&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Free Switching&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Instant Action&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; ✅&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Interruption&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Speed Manipulation&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Turn Order Manipulation&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- BTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; ✅&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;99&amp;quot; | &amp;lt;hr&amp;gt;End of Chart&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Category&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | DTB&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | TPB&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - ATB VisuStella MZ|ATB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - BTB VisuStella MZ|BTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - CTB VisuStella MZ|CTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - ETB VisuStella MZ|ETB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - FTB VisuStella MZ|FTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - OTB VisuStella MZ|OTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - PTB VisuStella MZ|PTB]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Battle System - STB VisuStella MZ|STB]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | -&lt;br /&gt;
| &amp;lt;!-- DTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- TPB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ATB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- CTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- ETB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- FTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- OTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- PTB --&amp;gt; -&lt;br /&gt;
| &amp;lt;!-- STB --&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;99&amp;quot; | &amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''NOTE*''': The battle systems in the chart above do not show which battle systems are &amp;quot;better&amp;quot; than others by having more ✅check marks. The number of ✅check marks is irrelevant to whether or not a battle system is fit for your game. Instead, you should be looking at where those ✅checkmarks are in order to determine which battle systems best suits your game design style.&lt;br /&gt;
&lt;br /&gt;
== Structure: Action Economy and Turn Advantage ==&lt;br /&gt;
&lt;br /&gt;
[[File:TurnAdvantageComic.png|800px]]&lt;br /&gt;
&lt;br /&gt;
In traditional JRPG's, '''Action Economy''' refers to the quantity and frequency of how often a battler, an actor or an enemy, can perform during the scope of battle. The flow of battle determines the frequency of a traditional JRPG's action economy. This is extremely important to understand because the more actions a battler has, the more often he or she is able to apply pressure to the opposite team and move his or her own team towards victory.&lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage''' refers to describing the advantage a participating battler has based on turn-order. Depending on the battle flow, most of the time, those that act more quicker and more often have a better turn advantage than their opponents. Those with more turn advantage are also more likely to win the battle provided both sides are relatively balanced.&lt;br /&gt;
&lt;br /&gt;
There is overlap between Action Economy and Turn Advantage but they are '''NOT''' the same. Action economy refers to the quantity of actions a battler can produce in a given time while Turn Advantage relates to the speed and priority of actions a battler can produce over time. Understanding both of these will help you understand the flow and structure of battle.&lt;br /&gt;
&lt;br /&gt;
There are four types of battle flows that determine the frequency of when battlers get actions: Real-Time, Tick-Based, Turn-Based, Team-Based&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Real-Time Battle Structure ===&lt;br /&gt;
&lt;br /&gt;
Real-time battles are seen in games like [https://en.wikipedia.org/wiki/Star_Ocean Star Ocean], [https://en.wikipedia.org/wiki/Tales_(video_game_series) Tales of series], and [https://en.wikipedia.org/wiki/Kingdom_Hearts Kingdom Hearts] just to name a few examples. Their battles have all participants performing actions on demand as long as they're not in the middle of an action and have enough resources to commit to that action.&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' The Action Economy in a real-time battle system is next to unlimited, only limited by the unit's resources, action's frequency of use, and unit's current state of being able to perform an action or not.&lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Turn Advantage in a real-time battle system almost does not exist. All units are able to move and act whenever they player or AI needs them to.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing these types of battles can be a real challenge.&lt;br /&gt;
&lt;br /&gt;
'''VisuStella MZ Plugins:''' There are no VisuStella MZ plugins for this type of battle flow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tick-Based Battle Structure ===&lt;br /&gt;
&lt;br /&gt;
Tick-based battles are seen in games like many of the [https://en.wikipedia.org/wiki/Final_Fantasy_IV Final] [https://en.wikipedia.org/wiki/Final_Fantasy_V Fantasy] [https://en.wikipedia.org/wiki/Final_Fantasy_VI games], [https://en.wikipedia.org/wiki/Grandia_(video_game) Grandia], and the more recent [https://en.wikipedia.org/wiki/Atelier_Ryza:_Ever_Darkness_%26_the_Secret_Hideout Atelier Ryza]. The battle flow is entirely dependent on each battle participant's AGI (or speed). AGI becomes the most important parameter in most tick-based battle systems.&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Battle participants typically only have one action each time they have a turn to perform an action. This is balanced for the most part. However, due to the nature of turn advantage in a tick-based battle system, anyone who can perform multiple actions per turn will usually and drastically outperform any other battle participant.&lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Turns are determined by each participant's AGI. The more AGI a battler has, the more often their turn comes up. There is no limit to how many turns a battler can acquire in a set amount of time. Battlers with high enough AGI can overlap battlers with less AGI.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing a tick-based battle system is extremely tricky. Most games that utilize them keep AGI levels around a similar range without letting them grow too much over time and without letting them vary by too much either. Status effects like Haste and Slow are far more potent than status effects that raise damage dealt or reduce damage taken. This is to avoid giving any battler too much Turn Advantage.&lt;br /&gt;
&lt;br /&gt;
'''VisuStella MZ Plugins:''' [[Battle System - ATB VisuStella MZ|ATB]], [[Battle System - CTB VisuStella MZ|CTB]], TPB&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Turn-Based Battle Structure ===&lt;br /&gt;
&lt;br /&gt;
Turn-based battle systems are seen in most [https://en.wikipedia.org/wiki/Dragon_Quest Dragon Quest] games, some of the spin off [https://en.wikipedia.org/wiki/Megami_Tensei Shin Megami Tensei] games, some of the [https://en.wikipedia.org/wiki/Persona_(series) Persona] games, and even the [https://en.wikipedia.org/wiki/Pok%C3%A9mon_(video_game_series) Pokémon] games. Battle flow revolves around (usually) giving an equal amount of turns and (usually) actions to perform to each battle participant in a balanced manner.&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Battle participants usually have one action they can perform each turn. However, in the scenarios where they can perform multiple actions a turn, the advantages given here are not as skewed as they would be in a tick-based battle system since every battle participant is guaranteed a turn within a set time frame (as long as they're able to act). Some games, like the SMT series, even allow performing multiple actions a turn without disrupting the balance and battle flow too much.&lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Turns are granted to each battle participant evenly. Instead of AGI determining how frequent the battlers acquire turns, AGI instead determines how fast the battlers go in a given turn set. The faster the AGI, the earlier the battler can perform for that round. Battlers cannot overlap each other for turn advantage through AGI. A battler with 999 AGI will not have more turns than a battler with 20 AGI during a single battle round.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing a turn-based battle system is far easier than balancing one for a tick-based battle system. AGI values can vary drastically without giving one participant too much turn advantage. Characters with high action economies are also easier to manage for this reason, too.&lt;br /&gt;
&lt;br /&gt;
'''VisuStella MZ Plugins:''' [[Battle System - BTB VisuStella MZ|BTB]], DTB, [[Battle System - OTB VisuStella MZ|OTB]], [[Battle System - STB VisuStella MZ|STB]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Team-Based Battle Structure ===&lt;br /&gt;
&lt;br /&gt;
Team-based battle systems revolve their turns around their teams than the individual battle participants. You see this in games like many of the [https://en.wikipedia.org/wiki/Fire_Emblem Fire Emblem] games, [https://en.wikipedia.org/wiki/Disgaea Disgaea] games, the main line [https://en.wikipedia.org/wiki/Megami_Tensei Shin Megami Tensei] games, and even some mobile games like [https://en.wikipedia.org/wiki/Granblue_Fantasy Granblue Fantasy]. Teams take turn performing for all of their battle participants at a time or as long sa there's enough actions to perform. AGI hass little influence in this battle system as it no longer determines the frequency of turns for each battle member.&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Depending on the battle system, units usually have one or two actions to perform at a time, or as many as the team allows before the team's turn is considered over. &lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Instead of turn advantage going to participants with more frequent turns or participants with faster speed, turn advantage, instead, goes to the team that goes first. In most cases, the team that goes first is almost always leading the battle system, though counterbalancing the advantage for the team going second is a common practice to be seen, too.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing for this type of battle flow can be tricky. It can be easier or harder than either tick-based or turn-based depending on how the battle is designed. Strategies also shift from having the key participant perform more frequently to making the most optimal team play for each turn as the norm.&lt;br /&gt;
&lt;br /&gt;
'''VisuStella MZ Plugins:''' [[Battle System - ETB VisuStella MZ|ETB]], [[Battle System - FTB VisuStella MZ|FTB]], [[Battle System - PTB VisuStella MZ|PTB]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Individual Battle Systems ==&lt;br /&gt;
&lt;br /&gt;
In this section, we'll take a look at each individual battle system and address the various aspects that make it unique.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - ATB VisuStella MZ|Active Turn Battle]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.022.jpg|300px|link=Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
The RPG Maker MZ Time Progress Battle (TPB) system is only a few steps away from the acclaimed Active Turn Battle (ATB) system. This plugin will grant 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 from penalties to calculations, to actions that can manipulate the ATB gauge of battlers. Battlers that are in the middle of casting a spell can also be 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 full access to the current battle state. The ATB Gauges are also improved, showing different colors for different states and showing a new gauge for the casting state.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Battle participants typically only have one action each time they have a turn to perform an action. This is balanced for the most part. However, due to the nature of turn advantage in a tick-based battle system, anyone who can perform multiple actions per turn will usually and drastically outperform any other battle participant.&lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Turns are determined by each participant's AGI. The more AGI a battler has, the more often their turn comes up. There is no limit to how many turns a battler can acquire in a set amount of time. Battlers with high enough AGI can overlap battlers with less AGI.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing a tick-based battle system is extremely tricky. Most games that utilize them keep AGI levels around a similar range without letting them grow too much over time and without letting them vary by too much either. Status effects like Haste and Slow are far more potent than status effects that raise damage dealt or reduce damage taken. This is to avoid giving any battler too much Turn Advantage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Interruption:''' This mechanic allows actors and enemies to interrupt any battlers who happen to be casting/preparing a skill, causing them to lose progress and sending them back to having to ready up again. This takes advantage of the semi-real time nature of the battle system, which no turn-based battle system has.&lt;br /&gt;
&lt;br /&gt;
'''Speed Manipulation:''' Speed manipulation allows the &amp;quot;Speed&amp;quot; stat of an action to influence the turn frequency/delay of future turns. This can be used strategically by the player to get in an extra action before an enemy can in the following turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - BTB VisuStella MZ|Brave Turn Battle]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.048.jpg|300px|link=Battle System - BTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
The Brave Turn Battle (BTB) system plays off RPG Maker MZ's default battle system with a twist of allowing actors (and enemies) to use up actions from the future or save up for later. These actions will be queued and delivered all in one go! Any borrowed actions from the future will result in following turns without any actions to use. Should a player decide to save up their actions instead through Guarding, they can charge actions with less repercussions. Players will have to be brave about how to go about the battle system strategically.&lt;br /&gt;
&lt;br /&gt;
Because multiple actions can be queued up all at once, they can result in the creation of an action fusion. Some skills (and items) can appear instead of the originally queued actions to result in stronger, better, and more awesome effects, all of which, can be defined by the game dev.&lt;br /&gt;
&lt;br /&gt;
A Turn Order Display will also appear on the screen to show the order the battlers will take their turns in. This lets the player plan in advance on how to go about the rest of the turn.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Battle participants usually have one action they can perform each turn. However, in the scenarios where they can perform multiple actions a turn, the advantages given here are not as skewed as they would be in a tick-based battle system since every battle participant is guaranteed a turn within a set time frame (as long as they're able to act). Some games, like the SMT series, even allow performing multiple actions a turn without disrupting the balance and battle flow too much.&lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Turns are granted to each battle participant evenly. Instead of AGI determining how frequent the battlers acquire turns, AGI instead determines how fast the battlers go in a given turn set. The faster the AGI, the earlier the battler can perform for that round. Battlers cannot overlap each other for turn advantage through AGI. A battler with 999 AGI will not have more turns than a battler with 20 AGI during a single battle round.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing a turn-based battle system is far easier than balancing one for a tick-based battle system. AGI values can vary drastically without giving one participant too much turn advantage. Characters with high action economies are also easier to manage for this reason, too.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Fusion System:''' As a battle system that lets you queue up multiple actions at a time before heading off into battle, special action combinations can be created and checked to create new attacks. If &amp;quot;Attack&amp;quot; is queued up twice, it can result in &amp;quot;Dual Attack&amp;quot;. If &amp;quot;Attack&amp;quot; is queued up four times, perhaps you can let the actor perform a &amp;quot;Quadra Attack&amp;quot;. If &amp;quot;Attack&amp;quot; and &amp;quot;Fireball&amp;quot; is queued up together in any order, the actor can perform a &amp;quot;Fire Strike&amp;quot;. The combinations are all up to you.&lt;br /&gt;
&lt;br /&gt;
'''Brave System:''' While queuing up actions is possible with DTB, it has to be done through items in a more permanent sense. The Brave System allows the actor to access extra actions during the current turn by borrowing them from a future turn in which the actor wouldn't have any actions to utilize.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - CTB VisuStella MZ|Charge Turn Battle]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.031.jpg|300px|link=Battle System - CTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin creates a Charge Turn Battle (CTB) system using RPG Maker MZ's TPB as a base. CTB functions by calculating the speed of every battler and balancing them relative to one another. When it's a battler's turn, the battler will either choose an action to perform immediately or charge it 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 progress of battle where higher agility values give battlers more advantage and additional turns over lower agility values, which give battlers less advantage and less turns.&lt;br /&gt;
&lt;br /&gt;
A turn order display will appear to compensate for the removal of gauges. The turn order display will show a preview of what the turn order could possibly be like. This turn order display is variable and can be changed due to player and enemy influence by using different action speeds, effects provided by this plugin that alter the turn order, and more!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Battle participants typically only have one action each time they have a turn to perform an action. This is balanced for the most part. However, due to the nature of turn advantage in a tick-based battle system, anyone who can perform multiple actions per turn will usually and drastically outperform any other battle participant.&lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Turns are determined by each participant's AGI. The more AGI a battler has, the more often their turn comes up. There is no limit to how many turns a battler can acquire in a set amount of time. Battlers with high enough AGI can overlap battlers with less AGI.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing a tick-based battle system is extremely tricky. Most games that utilize them keep AGI levels around a similar range without letting them grow too much over time and without letting them vary by too much either. Status effects like Haste and Slow are far more potent than status effects that raise damage dealt or reduce damage taken. This is to avoid giving any battler too much Turn Advantage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Speed Manipulation:''' Speed manipulation allows the &amp;quot;Speed&amp;quot; stat of an action to influence the turn frequency/delay of future turns. This can be used strategically by the player to get in an extra action before an enemy can in the following turns.&lt;br /&gt;
&lt;br /&gt;
'''Turn Order Manipulation:''' Battlers can delay enemy turns and hasten ally turns through direct manipulation instead of through AGI. This opens up lots of potential strategies that can be utilized to bring the tides of battle into one's favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Default Turn Battle ===&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_DTB.png|300px]]&lt;br /&gt;
&lt;br /&gt;
This is the default battle system found in RPG Maker MZ. It's also the default battle system for RPG Maker 2000, XP, VX, VX Ace, and MV. Players will input their actions for each party member that can act, then the turn starts, playing out the action order based on the speed of the individual actors and enemies.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Battle participants usually have one action they can perform each turn. However, in the scenarios where they can perform multiple actions a turn, the advantages given here are not as skewed as they would be in a tick-based battle system since every battle participant is guaranteed a turn within a set time frame (as long as they're able to act). Some games, like the SMT series, even allow performing multiple actions a turn without disrupting the balance and battle flow too much.&lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Turns are granted to each battle participant evenly. Instead of AGI determining how frequent the battlers acquire turns, AGI instead determines how fast the battlers go in a given turn set. The faster the AGI, the earlier the battler can perform for that round. Battlers cannot overlap each other for turn advantage through AGI. A battler with 999 AGI will not have more turns than a battler with 20 AGI during a single battle round.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing a turn-based battle system is far easier than balancing one for a tick-based battle system. AGI values can vary drastically without giving one participant too much turn advantage. Characters with high action economies are also easier to manage for this reason, too.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
A very vanilla and basic battle system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - ETB VisuStella MZ|Energy Turn Battle]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.080.jpg|300px|link=Battle System - ETB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Energy Turn Battle (ETB) is a type of battle system made for RPG Maker MZ, where the teams for actors and enemies take turns attacking one another as a whole. Energy is accumulated as turns pass on, allowing each team to perform more actions each turn. Each team can freely perform actions among their teammates as wanted. When the energy count is depleted or if one team ran out of battler's that can act, the other team begins their turn and so forth.&lt;br /&gt;
&lt;br /&gt;
Similar to how [https://playhearthstone.com/ Hearthstone] plays, energy count starts at 1, then climbs up by 1 each turn up to a maximum of 10. This lets battle progression scale linearly from slow paced to fast paced. This energy scaling can be altered through the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Depending on the battle system, units usually have one or two actions to perform at a time, or as many as the team allows before the team's turn is considered over. &lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Instead of turn advantage going to participants with more frequent turns or participants with faster speed, turn advantage, instead, goes to the team that goes first. In most cases, the team that goes first is almost always leading the battle system, though counterbalancing the advantage for the team going second is a common practice to be seen, too.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing for this type of battle flow can be tricky. It can be easier or harder than either tick-based or turn-based depending on how the battle is designed. Strategies also shift from having the key participant perform more frequently to making the most optimal team play for each turn as the norm.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Count System:''' The Action Count System makes it possible for either party or troop to perform actions with various team members any way they want. If a team wants one member to act multiple times, then as long as the action counts permit it, they can. Also with this, some actions can consume multiple action costs if they happen to be stronger.&lt;br /&gt;
&lt;br /&gt;
'''Free Switching:''' The player can (optionally) pick who they want to perform an action in battle as long as all other conditions are met (alive, enough action counts, not stunned, etc). This gives players more freedom and range for potential strategies. If a player wants the Warrior to act 4 times, that's possible. If the player wants each party member to act once each, that's also possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - FTB VisuStella MZ|Free Turn Battle]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.057.jpg|300px|link=Battle System - FTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Free Turn Battle (FTB) is a type of battle system made for RPG Maker MZ, where the teams for actors and enemies take turns attacking one another as a whole. During each team's turns, an action count is given to them and they can freely perform actions among their teammates as wanted (or if turned off by the Plugin Parameters, in a cycle). When the action count is depleted or if one team ran out of battler's that can act, the other team begins their turn and so forth.&lt;br /&gt;
&lt;br /&gt;
Unlike ETB, there are set amounts of actions each turn available based on the number of members for each group (party and troop). Usually, the more party members, the more actions. AGI buffs can also affect this. The action count can be modified via the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Depending on the battle system, units usually have one or two actions to perform at a time, or as many as the team allows before the team's turn is considered over. &lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Instead of turn advantage going to participants with more frequent turns or participants with faster speed, turn advantage, instead, goes to the team that goes first. In most cases, the team that goes first is almost always leading the battle system, though counterbalancing the advantage for the team going second is a common practice to be seen, too.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing for this type of battle flow can be tricky. It can be easier or harder than either tick-based or turn-based depending on how the battle is designed. Strategies also shift from having the key participant perform more frequently to making the most optimal team play for each turn as the norm.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Count System:''' The Action Count System makes it possible for either party or troop to perform actions with various team members any way they want. If a team wants one member to act multiple times, then as long as the action counts permit it, they can. Also with this, some actions can consume multiple action costs if they happen to be stronger.&lt;br /&gt;
&lt;br /&gt;
'''Free Switching:''' The player can (optionally) pick who they want to perform an action in battle as long as all other conditions are met (alive, enough action counts, not stunned, etc). This gives players more freedom and range for potential strategies. If a player wants the Warrior to act 4 times, that's possible. If the player wants each party member to act once each, that's also possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - OTB VisuStella MZ|Order Turn Battle]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.066.jpg|300px|link=Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin changes the RPG Maker MZ battle system to &amp;quot;Order Turn Battle&amp;quot;, a turn-based battle system where actions are executed immediately and the orders for both the current and next turn are not only visible, but also malleable. New mechanics are introduced where the player can manipulate the 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 give the player a clear understanding of who's turn it will be when it becomes time to act, making it easier and viable for the player to formulate strategies and adapt to the situation in battle.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Battle participants usually have one action they can perform each turn. However, in the scenarios where they can perform multiple actions a turn, the advantages given here are not as skewed as they would be in a tick-based battle system since every battle participant is guaranteed a turn within a set time frame (as long as they're able to act). Some games, like the SMT series, even allow performing multiple actions a turn without disrupting the balance and battle flow too much.&lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Turns are granted to each battle participant evenly. Instead of AGI determining how frequent the battlers acquire turns, AGI instead determines how fast the battlers go in a given turn set. The faster the AGI, the earlier the battler can perform for that round. Battlers cannot overlap each other for turn advantage through AGI. A battler with 999 AGI will not have more turns than a battler with 20 AGI during a single battle round.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing a turn-based battle system is far easier than balancing one for a tick-based battle system. AGI values can vary drastically without giving one participant too much turn advantage. Characters with high action economies are also easier to manage for this reason, too.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Instant Action:''' Instant actions allow the battler to perform a skill without consuming the current action. This is great for things like small spells that would otherwise never be a good pick in a highly competitive action economy. Examples would be stance changes, state toggles, and miniature self buffs.&lt;br /&gt;
&lt;br /&gt;
'''Speed Manipulation:''' Speed manipulation allows the &amp;quot;Speed&amp;quot; stat of an action to influence the turn frequency/delay of future turns. This can be used strategically by the player to get in an extra action before an enemy can in the following turns.&lt;br /&gt;
&lt;br /&gt;
'''Turn Order Manipulation:''' Battlers can delay enemy turns and hasten ally turns through direct manipulation instead of through AGI. This opens up lots of potential strategies that can be utilized to bring the tides of battle into one's favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - PTB VisuStella MZ|Press Turn Battle]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.086.jpg|300px|link=Battle System - PTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Press Turn Battle (PTB) is a team-based battle system made for RPG Maker MZ where the teams for actors and enemies take turns attacking one another as a whole, consuming press actions in the process. When press actions have been emptied, the turn switches over to the opposite team and it repeats. Depending on the results of actions, Press Actions may consume a full action or be converted into a half action, allowing for more actions per turn. This is a battle system that rewards skillful play and punishes bad strategies.&lt;br /&gt;
&lt;br /&gt;
Unlike ETB and FTB, more actions can be acquired based on better gameplay. Instead of favoring battle longevity or party member counts, this battle system focuses on player skill.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Depending on the battle system, units usually have one or two actions to perform at a time, or as many as the team allows before the team's turn is considered over. &lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Instead of turn advantage going to participants with more frequent turns or participants with faster speed, turn advantage, instead, goes to the team that goes first. In most cases, the team that goes first is almost always leading the battle system, though counterbalancing the advantage for the team going second is a common practice to be seen, too.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing for this type of battle flow can be tricky. It can be easier or harder than either tick-based or turn-based depending on how the battle is designed. Strategies also shift from having the key participant perform more frequently to making the most optimal team play for each turn as the norm.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Count System:''' The Action Count System makes it possible for either party or troop to perform actions with various team members any way they want. If a team wants one member to act multiple times, then as long as the action counts permit it, they can. Also with this, some actions can consume multiple action costs if they happen to be stronger.&lt;br /&gt;
&lt;br /&gt;
'''Exploit System:''' The exploit system (optionally) grants teams extra advantages when hitting an opponent's weakness or landing a critical hit. These extra advantages often come in the form of extra turns or actions. This rewards good gameplay and makes lucky hits have even more impact.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - STB VisuStella MZ|Standard Turn Battle]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.039.jpg|300px|link=Battle System - STB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
The Standard Turn Battle (STB) system uses RPG Maker MZ's default non-TPB battle system as a base. Action orders are determined by the battler's AGI values and they go from highest to lowest. However, actions are not selected at the start of the turn. Instead, as the turn progresses, actions are then 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. When landing an elemental weakness or critical hit against a foe, the battler can gain bonuses as well as an extra turn while the foe will become stunned or gain any desired state(s). When all enemies are exploited in a 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 battlers will take their turns in. This lets the player plan in advance on how to go about the rest of the turn.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Battle participants usually have one action they can perform each turn. However, in the scenarios where they can perform multiple actions a turn, the advantages given here are not as skewed as they would be in a tick-based battle system since every battle participant is guaranteed a turn within a set time frame (as long as they're able to act). Some games, like the SMT series, even allow performing multiple actions a turn without disrupting the balance and battle flow too much.&lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Turns are granted to each battle participant evenly. Instead of AGI determining how frequent the battlers acquire turns, AGI instead determines how fast the battlers go in a given turn set. The faster the AGI, the earlier the battler can perform for that round. Battlers cannot overlap each other for turn advantage through AGI. A battler with 999 AGI will not have more turns than a battler with 20 AGI during a single battle round.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing a turn-based battle system is far easier than balancing one for a tick-based battle system. AGI values can vary drastically without giving one participant too much turn advantage. Characters with high action economies are also easier to manage for this reason, too.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Instant Action:''' Instant actions allow the battler to perform a skill without consuming the current action. This is great for things like small spells that would otherwise never be a good pick in a highly competitive action economy. Examples would be stance changes, state toggles, and miniature self buffs.&lt;br /&gt;
&lt;br /&gt;
'''Exploit System:''' The exploit system (optionally) grants teams extra advantages when hitting an opponent's weakness or landing a critical hit. These extra advantages often come in the form of extra turns or actions. This rewards good gameplay and makes lucky hits have even more impact.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Time Progress Battle ===&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_TPB.png|300px]]&lt;br /&gt;
&lt;br /&gt;
This is a new battle system found in RPG Maker MZ. It wasn't present for the past iterations of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Action Economy:''' Battle participants typically only have one action each time they have a turn to perform an action. This is balanced for the most part. However, due to the nature of turn advantage in a tick-based battle system, anyone who can perform multiple actions per turn will usually and drastically outperform any other battle participant.&lt;br /&gt;
&lt;br /&gt;
'''Turn Advantage:''' Turns are determined by each participant's AGI. The more AGI a battler has, the more often their turn comes up. There is no limit to how many turns a battler can acquire in a set amount of time. Battlers with high enough AGI can overlap battlers with less AGI.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' Balancing a tick-based battle system is extremely tricky. Most games that utilize them keep AGI levels around a similar range without letting them grow too much over time and without letting them vary by too much either. Status effects like Haste and Slow are far more potent than status effects that raise damage dealt or reduce damage taken. This is to avoid giving any battler too much Turn Advantage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
There's really not much else going for it other than breaking free of the turn-based structure of the DTB. Waiting times inbetween actions are dead and don't contribute much else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Why Battle Systems Can't Have Everything ==&lt;br /&gt;
&lt;br /&gt;
[[File:ThanosEverything.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why can't you put x mechanic into y battle system?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why can't you make everything mechanical available for all battle systems?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These are common questions we receive as a team. We can understand how desirable certain mechanics are as they tend to make those battle systems unique. However, not all of them are possible to transplant over into different battle systems without lots of design issues and complications.&lt;br /&gt;
&lt;br /&gt;
For example, the '''Action Count System''' would make very little sense in a battle system like [[Battle System - BTB VisuStella MZ|BTB]], where you can freely queue up actions already. Which ones take priority? Which ones shouldn't? Speed and Turn Order manipulation also doesn't really work well with team-based battle systems like [[Battle System - FTB VisuStella MZ|FTB]] and [[Battle System - PTB VisuStella MZ|PTB]]. '''Free Switching''' would also render turn orders meaningless for battle systems like [[Battle System - OTB VisuStella MZ|OTB]] and [[Battle System - STB VisuStella MZ|STB]]. &lt;br /&gt;
&lt;br /&gt;
Now, these examples are pretty obvious as no no's, but what about the others? Let's get into some specific cases that seem a bit more ''global'' but really aren't.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Brave System''' straight up borrows actions from future turns for the current turn. This feature could work in certain battle systems, but not mesh with it quite as well as the turn-based action queue structure. And the reason for this is due to the immediate action flow being broken up. The mechanic feels really out of place in comparison to everything else.&lt;br /&gt;
&lt;br /&gt;
As an alternative to it that's more global, use the [[Boost Action VisuStella MZ|Boost Action]] to perform similar effects. Boost points do not take away future turns, but instead, they have to be slowly accumulated across battle, which invites a more steady flow and pacing.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Exploit Systems''' are very situational and fit only a select handful of battle systems based on their turn/action logistics. Getting an extra turn is a huge deal to some of these battle systems and in the sense of [[Battle System - ATB VisuStella MZ|ATB]] and [[Battle System - CTB VisuStella MZ|CTB]], when combined with AGI advantages, can result in balance breaking to the extremes.&lt;br /&gt;
&lt;br /&gt;
It's why mechanics like these aren't made global, but instead, we offer a more mild version called [[Break Shields VisuStella MZ|Break Shields]] to allow for stuns instead, a softer version of turn advantage. A softer turn advantage through stuns is far less likely to break the mechanical balance of a game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Instant Action''' is something you've seen in the [[Yanfly Engine Plugins]] library as a near global mechanic. However, this couldn't be further from the truth. For DTB, it broke the battle system in so many ways due to how actions were never meant to be used during the input phase. For its place in ATB and CTB, all it really did was just replace an after use speed of 0. For STB, it pushed forth an additional action. It was a completely different effect each and every battle system that it was used with. This means that the effect wasn't global, but instead, have to be custom tailored to each battle system. There's many of you that would like to see it return for DTB, but honestly? With how it completely breaks the mold and ruins the input phase, I'd rather it not.&lt;br /&gt;
&lt;br /&gt;
Each battle system we've made for VisuStella MZ's plugin library has a way to create a free use condition without impeding on the action economy, which is more or less the primary reason why people used '''Instant Actions''' in the first place without having to be an &amp;quot;Instant&amp;quot; effect in and of itself. For those, reference the battle systems themselves. They're usually a notetag effect.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== To Sum It Up ==&lt;br /&gt;
&lt;br /&gt;
[[File:SumsItUp.gif]]&lt;br /&gt;
&lt;br /&gt;
There's a lot of nuances for each type battle system that makes them different from one another. These range from the types of data displayed to the mechanics they're able to access. By taking some time to read over each of them and learning their in's and out's, we hope that you can decide which battle system is the best fit for the type of game you'd like to make.&lt;br /&gt;
&lt;br /&gt;
== End of Article ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;script type=&amp;quot;text/javascript&amp;quot; src=&amp;quot;https://www.free-counters.org/count/dag9&amp;quot;&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;a href='https://www.free-counters.org/'&amp;gt;... by Free-Counters.org&amp;lt;/a&amp;gt; &amp;lt;script type='text/javascript' src='https://whomania.com/ctr?id=defd96e02d0659d336c51db9f09c77d6f7089973'&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;/html&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Battle_Core_Notetags&amp;diff=17025</id>
		<title>Template:VisuMZ Battle Core Notetags</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Battle_Core_Notetags&amp;diff=17025"/>
		<updated>2024-11-10T11:53:28Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: /* JavaScript Notetag: Targeting-Related */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Display templates|VisuMZ Battle Core Notetags]]&amp;lt;/noinclude&amp;gt;&lt;br /&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;
=== HP Gauge-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreHpGauge.png|400px]]&lt;br /&gt;
&lt;br /&gt;
The following notetags allow you to set whether or not HP Gauges can be&lt;br /&gt;
displayed by enemies regardless of Plugin Parameter settings.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Show HP Gauge&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Enemy Notetags&lt;br /&gt;
- Will always show the HP Gauge for the enemy regardless of the defeat&lt;br /&gt;
  requirement setting.&lt;br /&gt;
- This does not bypass the player's Options preferences.&lt;br /&gt;
- This does not bypass disabling enemy HP Gauges as a whole.&lt;br /&gt;
&amp;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 HP Gauge&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Enemy Notetags&lt;br /&gt;
- Will always hide the HP Gauge for the enemy regardless of the defeat&lt;br /&gt;
  requirement setting.&lt;br /&gt;
- This does not bypass the player's Options preferences.&lt;br /&gt;
&amp;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;Battle UI Offset: +x, +y&amp;gt;&lt;br /&gt;
&amp;lt;Battle UI Offset: -x, -y&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Battle UI Offset X: +x&amp;gt;&lt;br /&gt;
&amp;lt;Battle UI Offset X: -x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Battle UI Offset Y: +y&amp;gt;&lt;br /&gt;
&amp;lt;Battle UI Offset Y: -y&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor and Enemy Notetags&lt;br /&gt;
- Adjusts the offset of HP Gauges and State Icons above the heads of actors&lt;br /&gt;
  and enemies.&lt;br /&gt;
- Replace 'x' with a number value that offsets the x coordinate.&lt;br /&gt;
- Negative x values offset left. Positive x values offset right.&lt;br /&gt;
- Replace 'y' with a number value that offsets the y coordinate.&lt;br /&gt;
- Negative y values offset up. Positive x values offset down.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Animation-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreCastAni.gif]]&lt;br /&gt;
&lt;br /&gt;
The following notetags allow you to set animations to play at certain&lt;br /&gt;
instances and/or conditions.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Slip Animation: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- During the phase at which the user regenerates HP, MP, or TP, this&lt;br /&gt;
  animation will play as long as the user is alive and visible.&lt;br /&gt;
- Replace 'x' with a number value representing the Animation ID to play.&lt;br /&gt;
&amp;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;Cast Animation: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Plays a battle animation at the start of the skill.&lt;br /&gt;
- Replace 'x' with a number value representing the Animation ID to play.&lt;br /&gt;
&amp;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;Attack Animation: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Enemy Notetags&lt;br /&gt;
- Gives an enemy an attack animation to play for its basic attack.&lt;br /&gt;
- Replace 'x' with a number value representing the Animation ID to play.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Battleback-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreBattleBack.png|400px]]&lt;br /&gt;
&lt;br /&gt;
You can apply these notetags to have some control over the battlebacks that&lt;br /&gt;
appear in different regions of the map for random or touch encounters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Region x Battleback1: filename&amp;gt;&lt;br /&gt;
&amp;lt;Region x Battleback2: filename&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Map Notetags&lt;br /&gt;
- If the player starts a battle while standing on 'x' region, then the&lt;br /&gt;
  'filename' battleback will be used.&lt;br /&gt;
- Replace 'x' with a number representing the region ID you wish to use.&lt;br /&gt;
- Replace 'filename' with the filename of the graphic to use. Do not insert&lt;br /&gt;
  any extensions. This means the file 'Castle1.png' will be only inserted&lt;br /&gt;
  as 'Castle1' without the '.png' at the end.&lt;br /&gt;
- *NOTE: This will override any specified battleback settings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Battle Command-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreBattleCommands.png]]&lt;br /&gt;
&lt;br /&gt;
You can use notetags to change how the battle commands of playable&lt;br /&gt;
characters appear in battle as well as whether or not they can be used.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Seal Attack&amp;gt;&lt;br /&gt;
&amp;lt;Seal Guard&amp;gt;&lt;br /&gt;
&amp;lt;Seal Item&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Prevents specific battle commands from being able to be 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;
&amp;lt;Battle Commands&amp;gt;&lt;br /&gt;
 Attack&lt;br /&gt;
 Skills&lt;br /&gt;
 SType: x&lt;br /&gt;
 SType: name&lt;br /&gt;
 All Skills&lt;br /&gt;
 Skill: x&lt;br /&gt;
 Skill: name&lt;br /&gt;
 Guard&lt;br /&gt;
 Item&lt;br /&gt;
 Party&lt;br /&gt;
 Escape&lt;br /&gt;
 Auto Battle&lt;br /&gt;
 Combat Log&lt;br /&gt;
 Talk&lt;br /&gt;
 Weapon Swap&lt;br /&gt;
&amp;lt;/Battle Commands&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Class Notetags&lt;br /&gt;
- Changes which commands appear in the Actor Command Window in battle.&lt;br /&gt;
  If this notetag is not used, then the default commands determined in&lt;br /&gt;
  Plugin Parameters =&amp;gt; Actor Command Window =&amp;gt; Command List will be used.&lt;br /&gt;
- Add/remove/modify entries as needed.&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;
- Party&lt;br /&gt;
  - Requires VisuMZ_2_PartySystem.&lt;br /&gt;
  - Allows this actor to switch out with a different party member.&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;
- Combat Log&lt;br /&gt;
  - Requires VisuMZ_4_CombatLog.&lt;br /&gt;
  - Opens up the 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 the current weapon.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Battle Commands&amp;gt;&lt;br /&gt;
 Attack&lt;br /&gt;
 Skill: Heal&lt;br /&gt;
 Skills&lt;br /&gt;
 Guard&lt;br /&gt;
 Item&lt;br /&gt;
 Escape&lt;br /&gt;
&amp;lt;/Battle Commands&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;Command Text: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- When a skill is used in a &amp;lt;Battle Commands&amp;gt; notetag set, you can change&lt;br /&gt;
  the skill name text that appears to something else.&lt;br /&gt;
- Replace 'x' with the skill's name you want to shown in the Actor Battle&lt;br /&gt;
  Command window.&lt;br /&gt;
- Recommended Usage: Shorten skill names that are otherwise too big to fit&lt;br /&gt;
  inside of the Actor Battle Command window.&lt;br /&gt;
&amp;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;Command Icon: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- When a skill is used in a &amp;lt;Battle Commands&amp;gt; notetag set, you can change&lt;br /&gt;
  the skill icon that appears to something else.&lt;br /&gt;
- Replace 'x' with the ID of icon you want shown in the Actor Battle Command&lt;br /&gt;
  window to represent the skill.&lt;br /&gt;
&amp;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;Command Require Learn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines if a battle command is visible or not by whether the actor has&lt;br /&gt;
  learned the skill.&lt;br /&gt;
- Learning the skill is a requirement. Acquiring the skill through traits&lt;br /&gt;
  does not count as learning the skill.&lt;br /&gt;
&amp;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;Command Require Access&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines if a battle command is visible or not by whether the actor has&lt;br /&gt;
  access to the skill.&lt;br /&gt;
- Having access to the skill can come through either learning the skill or&lt;br /&gt;
  temporarily acquiring it through trait objects.&lt;br /&gt;
&amp;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;Command Show Switch: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Command Show All Switches: x,x,x&amp;gt;&lt;br /&gt;
&amp;lt;Command Show Any Switches: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines if a battle command is visible or not through 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, item will be hidden until all&lt;br /&gt;
  switches are ON. Then, it would be shown.&lt;br /&gt;
- If 'Any' notetag variant is used, item will be shown if any of the&lt;br /&gt;
  switches are ON. Otherwise, it would be hidden.&lt;br /&gt;
- This can be applied to Attack and Guard commands, 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;Command Hide Switch: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Command Hide All Switches: x,x,x&amp;gt;&lt;br /&gt;
&amp;lt;Command Hide Any Switches: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Determines if a battle command is visible or not through 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, item will be shown until all&lt;br /&gt;
  switches are ON. Then, it would be hidden.&lt;br /&gt;
- If 'Any' notetag variant is used, item will be hidden if any of the&lt;br /&gt;
  switches are ON. Otherwise, it would be shown.&lt;br /&gt;
- This can be applied to Attack and Guard commands, 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;Battle Portrait: filename&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor&lt;br /&gt;
- This is used with the &amp;quot;Portrait&amp;quot; Battle Layout.&lt;br /&gt;
- Sets the battle portrait image for the actor to 'filename'.&lt;br /&gt;
- Replace 'filename' with a picture found within your game project's&lt;br /&gt;
  img/pictures/ folder. Filenames are case sensitive. Leave out the filename&lt;br /&gt;
  extension from the notetag.&lt;br /&gt;
- This will override any menu images used for battle only.&lt;br /&gt;
&amp;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;Battle Portrait Offset: +x, +y&amp;gt;&lt;br /&gt;
&amp;lt;Battle Portrait Offset: -x, -y&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Battle Portrait Offset X: +x&amp;gt;&lt;br /&gt;
&amp;lt;Battle Portrait Offset X: -x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Battle Portrait Offset Y: +y&amp;gt;&lt;br /&gt;
&amp;lt;Battle Portrait Offset Y: -y&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor&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;
- Replace 'x' with a number value that offsets the x coordinate.&lt;br /&gt;
- Negative x values offset left. Positive x values offset right.&lt;br /&gt;
- Replace 'y' with a number value that offsets the y coordinate.&lt;br /&gt;
- Negative y values offset up. Positive x values offset down.&lt;br /&gt;
&amp;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;Help Description&amp;gt;&lt;br /&gt;
 text&lt;br /&gt;
 text&lt;br /&gt;
&amp;lt;/Help Description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Assigns a help description for the state that's displayed under the&lt;br /&gt;
  &amp;quot;Status&amp;quot; actor command.&lt;br /&gt;
- Replace 'text' with text you want displayed for the help window.&lt;br /&gt;
- This best works with one line for compatibility with other plugins.&lt;br /&gt;
- Insert %1 into the help description to show any data that would otherwise&lt;br /&gt;
  be shown as the state display, such as Absorption Barrier count.&lt;br /&gt;
- This is used as a common notetag between Battle Core's state descriptions&lt;br /&gt;
  and State Tooltips' state descriptions.&lt;br /&gt;
&amp;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;In-Battle Status Description&amp;gt;&lt;br /&gt;
 text&lt;br /&gt;
 text&lt;br /&gt;
&amp;lt;/In-Battle Status Description&amp;gt;&lt;br /&gt;
- Assigns a help description for the state that's displayed under the&lt;br /&gt;
  &amp;quot;Status&amp;quot; actor command.&lt;br /&gt;
- Replace 'text' with text you want displayed for the help window.&lt;br /&gt;
- This best works with one line for compatibility with other plugins.&lt;br /&gt;
- Insert %1 into the help description to show any data that would otherwise&lt;br /&gt;
  be shown as the state display, such as Absorption Barrier count.&lt;br /&gt;
- The description used here will not be used for State Tooltips.&lt;br /&gt;
- If both &amp;lt;Help Description&amp;gt; and &amp;lt;In-Battle Status Description&amp;gt; notetags&lt;br /&gt;
  exist in the same state, priority will be given to this one for the&lt;br /&gt;
  In-Battle Status Window.&lt;br /&gt;
&amp;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;Exclude From Status Listing&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: State Notetags&lt;br /&gt;
- Excludes the state from being displayed in the status listing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== JavaScript Notetag: Battle Command-Related ===&lt;br /&gt;
&lt;br /&gt;
The following are notetags made for users with JavaScript knowledge to&lt;br /&gt;
determine if skill-based battle commands are visible or hidden.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS Command Visible&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 visible = code;&lt;br /&gt;
&amp;lt;/JS Command Visible&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- The 'visible' variable is the final returned variable to determine the&lt;br /&gt;
  skill's visibility in the Battle Command Window.&lt;br /&gt;
- Replace 'code' with JavaScript code to determine the skill's visibility in&lt;br /&gt;
  the Battle Command Window.&lt;br /&gt;
- The 'user' variable represents the user who will perform the skill.&lt;br /&gt;
- The 'skill' variable represents the skill to be used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Targeting-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
The following notetags are related to the targeting aspect of skills and&lt;br /&gt;
items and may adjust the scope of how certain skills/items work.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Always Hit&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Always Hit Rate: x%&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Causes the action to always hit or to always have a hit rate of exactly&lt;br /&gt;
  the marked x%.&lt;br /&gt;
- Replace 'x' with a number value representing the hit success percentage.&lt;br /&gt;
&amp;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;Repeat Hits: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Changes the number of hits the action will produce.&lt;br /&gt;
- Replace 'x' with a number value representing the number of hits to incur.&lt;br /&gt;
&amp;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;Target: x Random Any&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Makes the skill pick 'x' random targets when used.&lt;br /&gt;
- Targets can be both actors and enemies.&lt;br /&gt;
- This will overwrite the existing database scope and ignore the database's&lt;br /&gt;
  existing scope in favor of this.&lt;br /&gt;
- Replace 'x' with a number value representing the number of random targets.&lt;br /&gt;
&amp;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;Target: x Random Enemies&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Makes the skill pick 'x' random targets when used.&lt;br /&gt;
- Targets are only enemies.&lt;br /&gt;
- This will overwrite the existing database scope and ignore the database's&lt;br /&gt;
  existing scope in favor of this.&lt;br /&gt;
- Replace 'x' with a number value representing the number of random targets.&lt;br /&gt;
&amp;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;Target: x Random Allies&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Makes the skill pick 'x' random targets when used.&lt;br /&gt;
- Targets are only actors.&lt;br /&gt;
- This will overwrite the existing database scope and ignore the database's&lt;br /&gt;
  existing scope in favor of this.&lt;br /&gt;
- Replace 'x' with a number value representing the number of random targets.&lt;br /&gt;
&amp;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;Target: All Allies But User&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- This will overwrite the existing database scope and ignore the database's&lt;br /&gt;
  existing scope in favor of this.&lt;br /&gt;
- Targets all allies with the exception of the user.&lt;br /&gt;
&amp;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;Target: Ally or Enemy&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Allows the player to target allies or enemies with the skill/item.&lt;br /&gt;
  - Keep in mind this does NOT allow you to select dead party members.&lt;br /&gt;
- This will overwrite the existing database scope and ignore the database's&lt;br /&gt;
  existing scope in favor of this.&lt;br /&gt;
- Target selection emphasis will go to allies first.&lt;br /&gt;
- Ignored when used by enemies and will be treated as an ally scope.&lt;br /&gt;
- Auto-battle actors will also treat this action as an ally scope.&lt;br /&gt;
- For certain battle layouts in frontview, this will open the Actor Select&lt;br /&gt;
  window in order for Touch Input to be able to select actors.&lt;br /&gt;
&amp;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;Target: Enemy or Ally&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Allows the player to target enemies or allies with the skill/item.&lt;br /&gt;
  - Keep in mind this does NOT allow you to select dead party members.&lt;br /&gt;
- This will overwrite the existing database scope and ignore the database's&lt;br /&gt;
  existing scope in favor of this.&lt;br /&gt;
- Target selection emphasis will go to enemies first.&lt;br /&gt;
- Ignored when used by enemies and will be treated as an enemy scope.&lt;br /&gt;
- Auto-battle actors will also treat this action as an enemy scope.&lt;br /&gt;
- For certain battle layouts in frontview, this will open the Actor Select&lt;br /&gt;
  window in order for Touch Input to be able to select actors.&lt;br /&gt;
&amp;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;Single or Multiple Select&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Requires an original scope that can select individual targets.&lt;br /&gt;
- This will allow the skill/item to be able to select either single targets&lt;br /&gt;
  or multiple targets at once.&lt;br /&gt;
  - In order to select &amp;quot;all enemies&amp;quot;, the player must press the &amp;quot;Page Up&amp;quot;&lt;br /&gt;
    keyboard button or the visual on screen &amp;quot;All Enemies&amp;quot; button.&lt;br /&gt;
  - In order to select &amp;quot;all allies&amp;quot;, the player must press the &amp;quot;Page Down&amp;quot;&lt;br /&gt;
    keyboard button or the visual on screen &amp;quot;All Allies&amp;quot; button.&lt;br /&gt;
  - Those wondering why this isn't regulated to a command left or right of&lt;br /&gt;
    the enemies and actors is because mouse controls and touch controls&lt;br /&gt;
    would not be able to select all enemies or all allies that way.&lt;br /&gt;
  - This can NOT be used with single dead ally scopes.&lt;br /&gt;
- If there is an enemy with Taunt or Provoke, the option to select&lt;br /&gt;
  &amp;quot;All Enemies&amp;quot; does not become possible.&lt;br /&gt;
- The enemy AI and Auto-Battle actor AI will NOT make use of the ability to&lt;br /&gt;
  toggle between single and multiple target scopes. They will only use the&lt;br /&gt;
  single target versions of these skills.&lt;br /&gt;
&amp;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;Disperse Damage&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- This will cause any damage dealt by this skill to be split equally amongst&lt;br /&gt;
  all targets of the skill including repeats.&lt;br /&gt;
  - For basic attacks, any damage reduction added attack trait totals will&lt;br /&gt;
    by reverted.&lt;br /&gt;
- This does NOT have to be used with &amp;lt;Single or Multiple Select&amp;gt; notetag and&lt;br /&gt;
  can be used by itself for an &amp;quot;All&amp;quot; scope, making the skill/item deal less&lt;br /&gt;
  damage if there's more enemies and more damage if there's less 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;Cannot Target User&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- This will cause the action to be unable to select the user as the target.&lt;br /&gt;
- This is not a targeting scope. Instead, it is used in addition to any&lt;br /&gt;
  other targeting scopes out there.&lt;br /&gt;
- When used with &amp;quot;All&amp;quot; scopes, the user is removed from the target pool.&lt;br /&gt;
- This is also applied outside of battle.&lt;br /&gt;
- If the user somehow enters the target pool, the user is then replaced by&lt;br /&gt;
  a random ally found in the party.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== JavaScript Notetag: Targeting-Related ===&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS Accuracy&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 rate = code;&lt;br /&gt;
&amp;lt;/JS Accuracy&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Only applies during battle.&lt;br /&gt;
- The 'rate' variable is the final returned amount to determine the&lt;br /&gt;
  accuracy hit success rate.&lt;br /&gt;
  - Base value comes from Game_Action.itemHit&lt;br /&gt;
  - Skill/Item &amp;lt;JS Accuracy&amp;gt; runs&lt;br /&gt;
  - Then &amp;lt;JS Accuracy as User/Target&amp;gt; notetags run&lt;br /&gt;
- Replace 'code' with JavaScript code to determine the final 'rate' to be&lt;br /&gt;
  returned as the accuracy hit success rate.&lt;br /&gt;
- The 'user' variable represents the one using the skill/item.&lt;br /&gt;
- The 'target' variable represents the one receiving the skill/item hit.&lt;br /&gt;
- Works best with VisuMZ Core Engine's &amp;quot;Improved Accuracy&amp;quot; QoL formula in&lt;br /&gt;
  order to consolidate both HIT and EVA.&lt;br /&gt;
&amp;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 Accuracy as User&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 rate = code;&lt;br /&gt;
&amp;lt;/JS Accuracy as User&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;JS Accuracy as Target&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 rate = code;&lt;br /&gt;
&amp;lt;/JS Accuracy as Target&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Only applies during battle.&lt;br /&gt;
- The 'rate' variable is the final returned amount to determine the&lt;br /&gt;
  accuracy hit success rate.&lt;br /&gt;
  - Base value comes from Game_Action.itemHit&lt;br /&gt;
  - Skill/Item &amp;lt;JS Accuracy&amp;gt; runs&lt;br /&gt;
  - Then &amp;lt;JS Accuracy as User/Target&amp;gt; notetags run&lt;br /&gt;
- If used on trait objects, this will apply to any skills/items used as long&lt;br /&gt;
  as the unit affected by the trait object has access to the trait object.&lt;br /&gt;
- If the 'as User' notetag variant is used, this code will be run as a&lt;br /&gt;
  response to the action from the action user end.&lt;br /&gt;
- If the 'as Target' notetag variant is used, this code will be run as a&lt;br /&gt;
  response to the action from the action target end.&lt;br /&gt;
- Replace 'code' with JavaScript code to run desired effects.&lt;br /&gt;
- The 'user' variable represents the one using the skill/item.&lt;br /&gt;
- The 'target' variable represents the one receiving the skill/item hit.&lt;br /&gt;
&amp;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 Targets&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 targets = [code];&lt;br /&gt;
&amp;lt;/JS Targets&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- The 'targets' variable is an array that is returned to be used as a&lt;br /&gt;
  container for all the valid action targets.&lt;br /&gt;
  - This is NOT used for filtering out who the player can or cannot select.&lt;br /&gt;
  - This determines a final result.&lt;br /&gt;
- The 'targets' variable will include the original set of targets determined&lt;br /&gt;
  by the skill/item's original scale.&lt;br /&gt;
- Replace 'code' with JavaScript code to determine valid targets.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Damage-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreDmgStyles.png|400px]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Damage Style: name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Replace 'name' with a Damage Style name to change the way calculations are&lt;br /&gt;
  made using the damage formula input box.&lt;br /&gt;
- Names can be found in Plugin Parameters =&amp;gt; Damage Settings =&amp;gt; Style List&lt;br /&gt;
&amp;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;Armor Reduction: x&amp;gt;&lt;br /&gt;
&amp;lt;Armor Reduction: x%&amp;gt;&lt;br /&gt;
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- If used on skills and/or items, sets the current skill/item's armor&lt;br /&gt;
  reduction properties to 'x' and/or 'x%'.&lt;br /&gt;
- If used on trait objects, adds 'x' and/or 'x%' armor reduction properties&lt;br /&gt;
  when calculating one's own armor.&lt;br /&gt;
- Use the 'x' notetag variant to determine a flat reduction value.&lt;br /&gt;
- Use the 'x%' notetag variant to determine a percentile reduction value.&lt;br /&gt;
&amp;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;Armor Penetration: x&amp;gt;&lt;br /&gt;
&amp;lt;Armor Penetration: x%&amp;gt;&lt;br /&gt;
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- If used on skills and/or items, sets the current skill/item's armor&lt;br /&gt;
  penetration properties to 'x' and/or 'x%'.&lt;br /&gt;
- If used on trait objects, adds 'x' and/or 'x%' armor penetration&lt;br /&gt;
  properties when calculating a target's armor.&lt;br /&gt;
- Use the 'x' notetag variant to determine a flat penetration value.&lt;br /&gt;
- Use the 'x%' notetag variant to determine a percentile penetration value.&lt;br /&gt;
&amp;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;Magic Reduction: x&amp;gt;&lt;br /&gt;
&amp;lt;Magic Reduction: x%&amp;gt;&lt;br /&gt;
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- If used on skills and/or items, sets the current skill/item's armor&lt;br /&gt;
  reduction properties to 'x' and/or 'x%'.&lt;br /&gt;
- If used on trait objects, adds 'x' and/or 'x%' armor reduction properties&lt;br /&gt;
  when calculating one's own armor.&lt;br /&gt;
- This applies to magical attacks.&lt;br /&gt;
- Use the 'x' notetag variant to determine a flat reduction value.&lt;br /&gt;
- Use the 'x%' notetag variant to determine a percentile reduction value.&lt;br /&gt;
&amp;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;Magic Penetration: x&amp;gt;&lt;br /&gt;
&amp;lt;Magic Penetration: x%&amp;gt;&lt;br /&gt;
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- If used on skills and/or items, sets the current skill/item's armor&lt;br /&gt;
  penetration properties to 'x' and/or 'x%'.&lt;br /&gt;
- If used on trait objects, adds 'x' and/or 'x%' armor penetration&lt;br /&gt;
  properties when calculating a target's armor.&lt;br /&gt;
- This applies to magical attacks.&lt;br /&gt;
- Use the 'x' notetag variant to determine a flat penetration value.&lt;br /&gt;
- Use the 'x%' notetag variant to determine a percentile penetration value.&lt;br /&gt;
&amp;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 Damage Cap&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- If used on skills and/or items, this will cause the action to never have&lt;br /&gt;
  its damage capped.&lt;br /&gt;
- If used on trait objects, this will cause the affected unit to never have&lt;br /&gt;
  its damage capped.&lt;br /&gt;
&amp;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;Damage Cap: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- If used on skills and/or items, this will declare the hard damage cap to&lt;br /&gt;
  be the 'x' value.&lt;br /&gt;
- If used on trait objects, this will raise the affect unit's hard damage&lt;br /&gt;
  cap to 'x' value. If another trait object has a higher value, use that&lt;br /&gt;
  value 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;Bypass Soft Damage Cap&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- If used on skills and/or items, this will cause the action to never have&lt;br /&gt;
  its damage scaled downward to the soft cap.&lt;br /&gt;
- If used on trait objects, this will cause the affected unit to never have&lt;br /&gt;
  its damage scaled downward to the soft cap.&lt;br /&gt;
&amp;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;Soft Damage Cap: +x%&amp;gt;&lt;br /&gt;
&amp;lt;Soft Damage Cap: -x%&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- If used on skills and/or items, this will increase/decrease the action's&lt;br /&gt;
  soft cap by x% where 'x' is a percentage value representing the increment&lt;br /&gt;
  changed by the hard cap value.&lt;br /&gt;
- If used on trait objects, this will raise the affect unit's soft damage&lt;br /&gt;
  limit by x% where 'x' is a percentage value representing the increment&lt;br /&gt;
  changed by the hard cap value.&lt;br /&gt;
&amp;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;Unblockable&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Using &amp;quot;Guard&amp;quot; against this skill will not reduce any damage.&lt;br /&gt;
&amp;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;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;
&lt;br /&gt;
- Used for: Enemy Notetags&lt;br /&gt;
- Determines the popup starting position for this enemy.&lt;br /&gt;
  - Head makes the popups start at the top of the ennemy.&lt;br /&gt;
  - Center makes the popups start at the center of the ennemy.&lt;br /&gt;
  - Base makes the popups start at the bottom of the ennemy.&lt;br /&gt;
- If this notetag is not used, refer to the default Plugin Parameter setting&lt;br /&gt;
  found in Damage 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;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;
&lt;br /&gt;
- Used for: Enemy Notetags&lt;br /&gt;
- Alters the popup x/y position offset for this enemy.&lt;br /&gt;
- Replace 'x' with a number representing the horizontal position x offset.&lt;br /&gt;
  - Negative: left. Positive: right.&lt;br /&gt;
- Replace 'y' with a number representing the vertical position y offset.&lt;br /&gt;
  - Negative: up. Positive: down.&lt;br /&gt;
- If these notetags are not used, refer to the default Plugin Parameter&lt;br /&gt;
  settings found in Damage Settings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Critical-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
The following notetags affect skill and item critical hit rates and the&lt;br /&gt;
critical damage multiplier.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Always Critical&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- This skill/item will always land a critical hit regardless of the&lt;br /&gt;
  user's CRI parameter value.&lt;br /&gt;
&amp;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;Set Critical Rate: x%&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- This skill/item will always have a x% change to land a critical hit&lt;br /&gt;
  regardless of user's CRI parameter value.&lt;br /&gt;
- Replace 'x' with a percerntage value representing the success rate.&lt;br /&gt;
&amp;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;Modify Critical Rate: x%&amp;gt;&lt;br /&gt;
&amp;lt;Modify Critical Rate: +x%&amp;gt;&lt;br /&gt;
&amp;lt;Modify Critical Rate: -x%&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Modifies the user's CRI parameter calculation for this skill/item.&lt;br /&gt;
- The 'x%' notetag variant will multiply the user's CRI parameter value&lt;br /&gt;
  for this skill/item.&lt;br /&gt;
- The '+x%' and '-x%' notetag variants will incremenetally increase/decrease&lt;br /&gt;
  the user's CRI parameter value for this skill/item.&lt;br /&gt;
&amp;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;Modify Critical Multiplier: x%&amp;gt;&lt;br /&gt;
&amp;lt;Modify Critical Multiplier: +x%&amp;gt;&lt;br /&gt;
&amp;lt;Modify Critical Multiplier: -x%&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- These notetags determine the damage multiplier when a critical hit lands.&lt;br /&gt;
- The 'x%' notetag variant multiply the multiplier to that exact percentage.&lt;br /&gt;
- The '+x%' and '-x%' notetag variants will change the multiplier with an&lt;br /&gt;
  incremenetal rate for this skill/item.&lt;br /&gt;
&amp;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;Modify Critical Bonus Damage: x%&amp;gt;&lt;br /&gt;
&amp;lt;Modify Critical Bonus Damage: +x%&amp;gt;&lt;br /&gt;
&amp;lt;Modify Critical Bonus Damage: -x%&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- These notetags determine the bonus damage added when a critical hit lands.&lt;br /&gt;
- The 'x%' notetag variant multiply the damage to that exact percentage.&lt;br /&gt;
- The '+x%' and '-x%' notetag variants will change the bonus damage with an&lt;br /&gt;
  incremenetal rate for this skill/item.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== JavaScript Notetags: Critical-Related ===&lt;br /&gt;
&lt;br /&gt;
The following are notetags made for users with JavaScript knowledge to&lt;br /&gt;
determine how critical hit-related aspects are calculated.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS Critical Rate&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 rate = code;&lt;br /&gt;
&amp;lt;/JS Critical Rate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- The 'rate' variable is the final returned amount to determine the&lt;br /&gt;
  critical hit success rate.&lt;br /&gt;
- Replace 'code' with JavaScript code to determine the final 'rate' to be&lt;br /&gt;
  returned as the critical hit success rate.&lt;br /&gt;
- The 'user' variable represents the one using the skill/item.&lt;br /&gt;
- The 'target' variable represents the one receiving the skill/item hit.&lt;br /&gt;
&amp;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 Critical Rate as User&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 rate = code;&lt;br /&gt;
&amp;lt;/JS Critical Rate as User&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;JS Critical Rate as Target&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 rate = code;&lt;br /&gt;
&amp;lt;/JS Critical Rate as Target&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Only applies during battle.&lt;br /&gt;
- The 'rate' variable is the final returned amount to determine the&lt;br /&gt;
  critical hit success rate.&lt;br /&gt;
  - Base value comes from Game_Action.itemCri&lt;br /&gt;
  - Skill/Item &amp;lt;JS Critical Rate&amp;gt; runs&lt;br /&gt;
  - Then &amp;lt;JS Critical Rate as User/Target&amp;gt; notetags run&lt;br /&gt;
- Replace 'code' with JavaScript code to determine the final 'rate' to be&lt;br /&gt;
  returned as the critical hit success rate.&lt;br /&gt;
- If used on trait objects, this will apply to any skills/items used as long&lt;br /&gt;
  as the unit affected by the trait object has access to the trait object.&lt;br /&gt;
- If the 'as User' notetag variant is used, this code will be run as a&lt;br /&gt;
  response to the action from the action user end.&lt;br /&gt;
- If the 'as Target' notetag variant is used, this code will be run as a&lt;br /&gt;
  response to the action from the action target end.&lt;br /&gt;
- Replace 'code' with JavaScript code to run desired effects.&lt;br /&gt;
- The 'user' variable represents the one using the skill/item.&lt;br /&gt;
- The 'target' variable represents the one receiving the skill/item hit.&lt;br /&gt;
&amp;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 Critical Damage&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 multiplier = code;&lt;br /&gt;
 bonusDamage = code;&lt;br /&gt;
&amp;lt;/JS Critical Damage&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- The 'multiplier' variable is returned later and used as the damage&lt;br /&gt;
  multiplier used to amplify the critical damage amount.&lt;br /&gt;
- The 'bonusDamage' variable is returned later and used as extra added&lt;br /&gt;
  damage for the critical damage amount.&lt;br /&gt;
- Replace 'code' with JavaScript code to determine how the 'multiplier' and&lt;br /&gt;
  'bonusDamage' variables are calculated.&lt;br /&gt;
- The 'user' variable represents the one using the skill/item.&lt;br /&gt;
- The 'target' variable represents the one receiving the skill/item hit.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Life Steal-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_Update123_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&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;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Causes this skill/item to have Life Steal properties, allowing the user to&lt;br /&gt;
  take x% of the HP/MP Damage as recovered HP/MP.&lt;br /&gt;
  - HP Life Steal can only take HP from dealt HP damage.&lt;br /&gt;
  - MP Life Steal can only take MP from dealt MP damage.&lt;br /&gt;
- Replace 'x' with a number representing the percentage of the dealt damage&lt;br /&gt;
  used as HP/MP recovery.&lt;br /&gt;
- This cannot be used with skills/items with HP Drain/MP Drain. Life Steal&lt;br /&gt;
  is a different mechanic from HP Drain/MP Drain.&lt;br /&gt;
&amp;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;HP Life Steal Certain Hit: +x%&amp;gt;&lt;br /&gt;
&amp;lt;HP Life Steal Physical Hit: +x%&amp;gt;&lt;br /&gt;
&amp;lt;HP Life Steal Magical Hit: +x%&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;HP Life Steal Certain Hit: -x%&amp;gt;&lt;br /&gt;
&amp;lt;HP Life Steal Physical Hit: -x%&amp;gt;&lt;br /&gt;
&amp;lt;HP Life Steal Magical Hit: -x%&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;MP Life Steal Certain Hit: +x%&amp;gt;&lt;br /&gt;
&amp;lt;MP Life Steal Physical Hit: +x%&amp;gt;&lt;br /&gt;
&amp;lt;MP Life Steal Magical Hit: +x%&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;MP Life Steal Certain Hit: -x%&amp;gt;&lt;br /&gt;
&amp;lt;MP Life Steal Physical Hit: -x%&amp;gt;&lt;br /&gt;
&amp;lt;MP Life Steal Magical Hit: -x%&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Used for: Actor, Class, Armor, Enemy, State Notetags&lt;br /&gt;
- The related battler's various trait properties can have passive life steal&lt;br /&gt;
  properties that will trigger upon using skills/items with matching hit&lt;br /&gt;
  types regardless of whether or not the skill/item innately has Life Steal.&lt;br /&gt;
  - Notetag variants with &amp;quot;Certain Hit&amp;quot; will only trigger from &amp;quot;Certain Hit&amp;quot;&lt;br /&gt;
    skill and item types. Same with &amp;quot;Physical&amp;quot; and &amp;quot;Magical&amp;quot; variants.&lt;br /&gt;
  - HP Life Steal can only take HP from dealt HP damage.&lt;br /&gt;
  - MP Life Steal can only take HP from dealt MP damage.&lt;br /&gt;
- Replace 'x' with a number representing the additive stacking percentage&lt;br /&gt;
  boost of the dealt damage used as HP/MP recovery. The effects will stack&lt;br /&gt;
  additively with other trait objects.&lt;br /&gt;
- This cannot be used with skills/items with HP Drain/MP Drain. Life Steal&lt;br /&gt;
  is a different mechanic from HP Drain/MP Drain.&lt;br /&gt;
&amp;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;Cancel Life Steal&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Cancel HP Life Steal&amp;gt;&lt;br /&gt;
&amp;lt;Cancel MP Life Steal&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Prevents this skill from allowing Life Steal effects to occur including&lt;br /&gt;
  the passive life steal calculators from the skill/item user.&lt;br /&gt;
- This does not affect HP Drain/MP Drain. Life Steal is a different mechanic&lt;br /&gt;
  from HP Drain/MP Drain.&lt;br /&gt;
&amp;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;Guard Life Steal&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Guard HP Life Steal&amp;gt;&lt;br /&gt;
&amp;lt;Guard MP Life Steal&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Used for: Actor, Class, Armor, Enemy, State Notetags&lt;br /&gt;
- If the related battler becomes the target of Life Steal, this will prevent&lt;br /&gt;
  the Life Steal effects from taking effect.&lt;br /&gt;
- This does not affect HP Drain/MP Drain. Life Steal is a different mechanic&lt;br /&gt;
  from HP Drain/MP Drain.&lt;br /&gt;
&amp;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;Disarm Life Steal&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Disarm HP Life Steal&amp;gt;&lt;br /&gt;
&amp;lt;Disarm MP Life Steal&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Used for: Actor, Class, Armor, Enemy, State Notetags&lt;br /&gt;
- Makes the related battler unable to HP/MP Life Steal regardless of the&lt;br /&gt;
  skill/item and its related properties like equipment.&lt;br /&gt;
- This does not prevent skills/items with innate Life Steal from being used.&lt;br /&gt;
  Only the Life Steal part of the skill/item will have no effect.&lt;br /&gt;
- This does not affect HP Drain/MP Drain. Life Steal is a different mechanic&lt;br /&gt;
  from HP Drain/MP Drain.&lt;br /&gt;
&amp;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;Negative Life Steal&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Negative HP Life Steal&amp;gt;&lt;br /&gt;
&amp;lt;Negative MP Life Steal&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Used for: Actor, Class, Armor, Enemy, State Notetags&lt;br /&gt;
- If the related battler becomes the target of Life Steal, this will invert&lt;br /&gt;
  the healing properties of Life Steal, causing the Life Steal user to&lt;br /&gt;
  instead take HP/MP damage.&lt;br /&gt;
  - This does NOT heal the target related battler.&lt;br /&gt;
- This does not prevent skills/items with innate Life Steal from being used.&lt;br /&gt;
  Only the Life Steal part of the skill/item will have no effect.&lt;br /&gt;
- This does not affect HP Drain/MP Drain. Life Steal is a different mechanic&lt;br /&gt;
  from HP Drain/MP Drain.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequence-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreActSeq.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Action Sequences allow you full control over how a skill and/or item plays&lt;br /&gt;
through its course. These notetags give you control over various aspects of&lt;br /&gt;
those Action Sequences. More information is found in the Action Sequences&lt;br /&gt;
help section.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCorePentaSlash.gif]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Custom Action Sequence&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Removes all automated Action Sequence parts from the skill.&lt;br /&gt;
- Everything Action Sequence-related will be done by Common Events.&lt;br /&gt;
- Insert Common Event(s) into the skill/item's effects list to make use of&lt;br /&gt;
  the Custom Action Sequences.&lt;br /&gt;
- This will prevent common events from loading in the Item Scene and Skill&lt;br /&gt;
  Scene when used outside of 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;Auto Action Sequence&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- If the Action Sequence Plugin Parameter &amp;quot;Auto Notetag&amp;quot; is enabled, this&lt;br /&gt;
  plugin will prevent custom action sequences from happening for the skill&lt;br /&gt;
  or item, and instead, use an Automatic Action Sequence instead.&lt;br /&gt;
- Ignore this if you have &amp;quot;Auto Notetag&amp;quot; disabled or set to false. By&lt;br /&gt;
  default, this setting is set to false. Please be aware of the changes&lt;br /&gt;
  you've made to your game before using it.&lt;br /&gt;
&amp;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 Auto Action Sequence&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- This notetag is used for the game devs that have the Action Sequence&lt;br /&gt;
  Plugin Parameter &amp;quot;Auto Notetag&amp;quot; on for applying &amp;lt;Custom Action Sequence&amp;gt;&lt;br /&gt;
  to everything.&lt;br /&gt;
- This will allow items and skills to be able to launch their common&lt;br /&gt;
  events from the menu scene regardless of the inherent restriction to&lt;br /&gt;
  prevent action sequence based skills/items with common events from&lt;br /&gt;
  launching.&lt;br /&gt;
- Ignore this if you have &amp;quot;Auto Notetag&amp;quot; disabled or set to false. By&lt;br /&gt;
  default, this setting is set to false. Please be aware of the changes&lt;br /&gt;
  you've made to your game before using it.&lt;br /&gt;
&amp;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;Common Event: name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Battle only: calls forth a Common Event of a matching name.&lt;br /&gt;
- Replace 'name' with the name of a Common Event to call from when this&lt;br /&gt;
  skill/item is used in battle.&lt;br /&gt;
  - Remove any \I[x] in the name.&lt;br /&gt;
- Insert multiple notetags to call multiple Common Events in succession.&lt;br /&gt;
- This will occur after any Common Event Trait Effects for the skill/item's&lt;br /&gt;
  database entry.&lt;br /&gt;
- This is primarily used for users who are reorganizing around their Common&lt;br /&gt;
  Events and would still like to have their skills/items perform the correct&lt;br /&gt;
  Action Sequences in case the ID's are different.&lt;br /&gt;
&amp;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;Display Icon: x&amp;gt;&lt;br /&gt;
&amp;lt;Display Text: string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- When displaying the skill/item name in the Action Sequence, determine the&lt;br /&gt;
  icon and/or text displayed.&lt;br /&gt;
- Replace 'x' with a number value representing the icon ID to be displayed.&lt;br /&gt;
- Replace 'string' with a text value representing the displayed name.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_CommonEventKeys.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&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;
&lt;br /&gt;
&amp;lt;Common Event Keys&amp;gt;&lt;br /&gt;
 key&lt;br /&gt;
 key&lt;br /&gt;
 key&lt;br /&gt;
&amp;lt;/Common Event Keys&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Will generate Common Events for the skill/item with a corresponding key.&lt;br /&gt;
- Replace 'name' with the name of the Common Event's key that you want to&lt;br /&gt;
  reference. That key will be converted into a Common Event effect for the&lt;br /&gt;
  skill/item and be treated as an action sequence.&lt;br /&gt;
  - The notetag variants that use multiple keys will have the keys added in&lt;br /&gt;
    the order they are listed.&lt;br /&gt;
  - If keys do not reference any Common Events, no Common Events will be&lt;br /&gt;
    added for that key.&lt;br /&gt;
- To mark a Common Event with a key, insert inside a Common Event's name the&lt;br /&gt;
  [ and ] brackets around the text that will be used as the Common Event's&lt;br /&gt;
  key text.&lt;br /&gt;
  - For example, if Common Event's name is &amp;quot;Penta Slash [PENTA]&amp;quot;, then the&lt;br /&gt;
    key used is &amp;quot;PENTA&amp;quot; without the quotes.&lt;br /&gt;
  - This key could then be referenced by &amp;lt;Common Event Key: PENTA&amp;gt; notetag.&lt;br /&gt;
  - Do not use commas (,) inside the key text as it will be automatically&lt;br /&gt;
    removed for the sake of consistency.&lt;br /&gt;
- This feature is made for make the process of sharing Action Sequences to&lt;br /&gt;
  become easier without needing to line up Common Event ID's.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Animated Sideview Battler-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreSvEnemies.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Enemies can use Animated Sideview Actor graphics thanks to this plugin.&lt;br /&gt;
These notetags give you control over that aspect. Some of these also affect&lt;br /&gt;
actors in addition to enemies.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Sideview Battler: filename&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Sideview Battlers&amp;gt;&lt;br /&gt;
 filename: weight&lt;br /&gt;
 filename: weight&lt;br /&gt;
 filename: weight&lt;br /&gt;
&amp;lt;/Sideview Battlers&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Enemy Notetags&lt;br /&gt;
- Replaces the enemy's battler graphic with an animated Sideview Actor&lt;br /&gt;
  graphic found in the img/sv_actors/ folder.&lt;br /&gt;
- Replace 'filename' with the filename of the graphic to use. Do not insert&lt;br /&gt;
  any extensions. This means the file 'Actor1_1.png' will be only inserted&lt;br /&gt;
  as 'Actor1_1' without the '.png' at the end.&lt;br /&gt;
- If the multiple notetag vaiant is used, then a random filename is selected&lt;br /&gt;
  from the list upon the enemy's creation.&lt;br /&gt;
- Replace 'weight' with a number value representing how often the 'filename'&lt;br /&gt;
  would come up. The higher the weight, the more often. You may omit this&lt;br /&gt;
  and the colon(:) and just type in the 'filename' instead.&lt;br /&gt;
- Add/remove lines as you see fit.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Sideview Battlers&amp;gt;&lt;br /&gt;
 Actor1_1: 25&lt;br /&gt;
 Actor1_3: 10&lt;br /&gt;
 Actor1_5&lt;br /&gt;
 Actor1_7&lt;br /&gt;
&amp;lt;/Sideview Battlers&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;Sideview Anchor: x, y&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Enemy Notetags&lt;br /&gt;
- Sets the sprite anchor positions for the sideview sprite.&lt;br /&gt;
- Replace 'x' and 'y' with numbers depicting where the anchors should be for&lt;br /&gt;
  the sideview sprite.&lt;br /&gt;
- By default, the x and y anchors are 0.5 and 1.0.&lt;br /&gt;
&amp;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;Sideview Home Offset: +x, +y&amp;gt;&lt;br /&gt;
&amp;lt;Sideview Home Offset: -x, -y&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, State Notetags&lt;br /&gt;
- Offsets the sideview actor sprite's home position by +/-x, +/-y.&lt;br /&gt;
- Replace 'x' and 'y' with numbers depicting how much to offset each of the&lt;br /&gt;
  coordinates by. For '0' values, use +0 or -0.&lt;br /&gt;
- This notetag will not work if you remove it from the JavaScript code in&lt;br /&gt;
  Plugin Parameters &amp;gt; Actor &amp;gt; JS:  Home Position&lt;br /&gt;
&amp;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;Sideview Weapon Offset: +x, +y&amp;gt;&lt;br /&gt;
&amp;lt;Sideview Weapon Offset: -x, -y&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy State Notetags&lt;br /&gt;
- Offsets the sideview weapon sprite's position by +/-x, +/-y.&lt;br /&gt;
- Replace 'x' and 'y' with numbers depicting how much to offset each of the&lt;br /&gt;
  coordinates by. For '0' values, use +0 or -0.&lt;br /&gt;
&amp;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;Sideview Show Shadow&amp;gt;&lt;br /&gt;
&amp;lt;Sideview Hide Shadow&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Enemy Notetags&lt;br /&gt;
- Sets it so the sideview battler's shadow will be visible or 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;Sideview Shadow Scale: x%&amp;gt;&lt;br /&gt;
&amp;lt;Sideview Shadow Scale: x.y&amp;gt;&lt;br /&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;
- This affects both the X and Y scale.&lt;br /&gt;
&amp;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;Sideview Shadow Scale X: x%&amp;gt;&lt;br /&gt;
&amp;lt;Sideview Shadow Scale X: x.y&amp;gt;&lt;br /&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;
&lt;br /&gt;
- Used for: Actor, Enemy Notetags&lt;br /&gt;
- Adjusts the scaling size of the sideview battler's shadow.&lt;br /&gt;
- These affect their respective X and Y scales separately.&lt;br /&gt;
&amp;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;Sideview Collapse&amp;gt;&lt;br /&gt;
&amp;lt;Sideview No Collapse&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Enemy Notetags&lt;br /&gt;
- Either shows the collapse graphic or does not show the collapse graphic.&lt;br /&gt;
- Collapse graphic means the enemy will 'fade away' once it's defeated.&lt;br /&gt;
- No collapse graphic means the enemy's corpse will remain on the screen.&lt;br /&gt;
&amp;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;Sideview Idle Motion: name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Sideview Idle Motions&amp;gt;&lt;br /&gt;
 name: weight&lt;br /&gt;
 name: weight&lt;br /&gt;
 name: weight&lt;br /&gt;
&amp;lt;/Sideview Idle Motions&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Enemy Notetags&lt;br /&gt;
- Changes the default idle motion for the enemy.&lt;br /&gt;
- Replace 'name' with any of the following motion names:&lt;br /&gt;
  - 'walk', 'wait', 'chant', 'guard', 'damage', 'evade', 'thrust', 'swing',&lt;br /&gt;
    'missile', 'skill', 'spell', 'item', 'escape', 'victory', 'dying',&lt;br /&gt;
    'abnormal', 'sleep', 'dead'&lt;br /&gt;
- If the multiple notetag vaiant is used, then a random motion name is&lt;br /&gt;
  selected from the list upon the enemy's creation.&lt;br /&gt;
- Replace 'weight' with a number value representing how often the 'name'&lt;br /&gt;
  would come up. The higher the weight, the more often. You may omit this&lt;br /&gt;
  and the colon(:) and just type in the 'name' instead.&lt;br /&gt;
- Add/remove lines as you see fit.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Sideview Idle Motions&amp;gt;&lt;br /&gt;
 walk: 25&lt;br /&gt;
 wait: 50&lt;br /&gt;
 guard&lt;br /&gt;
 victory&lt;br /&gt;
 abnormal&lt;br /&gt;
&amp;lt;/Sideview Idle Motions&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;Sideview Size: width, height&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Enemy Notetags&lt;br /&gt;
- When using a sideview battler, its width and height will default to the&lt;br /&gt;
  setting made in Plugin Parameters =&amp;gt; Enemy Settings =&amp;gt; Size: Width/Height.&lt;br /&gt;
- This notetag lets you change that value to something else.&lt;br /&gt;
- Replace 'width' and 'height' with numbers representing how many pixels&lt;br /&gt;
  wide/tall the sprite will be treated as.&lt;br /&gt;
- This does NOT change the image size. This only changes the HITBOX size.&lt;br /&gt;
&amp;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;Sideview Weapon: weapontype&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Sideview Weapons&amp;gt;&lt;br /&gt;
 weapontype: weight&lt;br /&gt;
 weapontype: weight&lt;br /&gt;
 weapontype: weight&lt;br /&gt;
&amp;lt;/Sideview Weapons&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Enemy Notetags&lt;br /&gt;
- Give your sideview enemies weapons to use.&lt;br /&gt;
- Replace 'weapontype' with the name of the weapon type found under the&lt;br /&gt;
  Database =&amp;gt; Types =&amp;gt; Weapon Types list (without text codes).&lt;br /&gt;
- If the multiple notetag vaiant is used, then a random weapon type is&lt;br /&gt;
  selected from the list upon the enemy's creation.&lt;br /&gt;
- Replace 'weight' with a number value representing how often the weapontype&lt;br /&gt;
  would come up. The higher the weight, the more often. You may omit this&lt;br /&gt;
  and the colon(:) and just type in the 'weapontype' instead.&lt;br /&gt;
- Add/remove lines as you see fit.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Sideview Weapons&amp;gt;&lt;br /&gt;
 Dagger: 25&lt;br /&gt;
 Sword: 25&lt;br /&gt;
 Axe&lt;br /&gt;
&amp;lt;/Sideview Weapons&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;traitname Sideview Battler: filename&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;traitname Sideview Battlers&amp;gt;&lt;br /&gt;
 filename: weight&lt;br /&gt;
 filename: weight&lt;br /&gt;
 filename: weight&lt;br /&gt;
&amp;lt;/traitname Sideview Battlers&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Enemy Notetags&lt;br /&gt;
- Requires VisuMZ_1_ElementStatusCore&lt;br /&gt;
- Allows certain Trait Sets to cause battlers to have a unique appearance.&lt;br /&gt;
- Replace 'filename' with the filename of the graphic to use. Do not insert&lt;br /&gt;
  any extensions. This means the file 'Actor1_1.png' will be only inserted&lt;br /&gt;
  as 'Actor1_1' without the '.png' at the end.&lt;br /&gt;
- If the multiple notetag vaiant is used, then a random filename is selected&lt;br /&gt;
  from the list upon the enemy's creation.&lt;br /&gt;
- Replace 'weight' with a number value representing how often the 'filename'&lt;br /&gt;
  would come up. The higher the weight, the more often. You may omit this&lt;br /&gt;
  and the colon(:) and just type in the 'filename' instead.&lt;br /&gt;
- Add/remove lines as you see fit.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Male Sideview Battlers&amp;gt;&lt;br /&gt;
 Actor1_1: 25&lt;br /&gt;
 Actor1_3: 10&lt;br /&gt;
 Actor1_5&lt;br /&gt;
 Actor1_7&lt;br /&gt;
&amp;lt;/Male Sideview Battlers&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Female Sideview Battlers&amp;gt;&lt;br /&gt;
 Actor1_2: 25&lt;br /&gt;
 Actor1_4: 10&lt;br /&gt;
 Actor1_6&lt;br /&gt;
 Actor1_8&lt;br /&gt;
&amp;lt;/Female Sideview Battlers&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;traitname Sideview Idle Motion: name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;traitname Sideview Idle Motions&amp;gt;&lt;br /&gt;
 name: weight&lt;br /&gt;
 name: weight&lt;br /&gt;
 name: weight&lt;br /&gt;
&amp;lt;/traitname Sideview Idle Motions&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Enemy Notetags&lt;br /&gt;
- Requires VisuMZ_1_ElementStatusCore&lt;br /&gt;
- Allows certain Trait Sets to cause battlers to have unique idle motions.&lt;br /&gt;
- Replace 'name' with any of the following motion names:&lt;br /&gt;
  - 'walk', 'wait', 'chant', 'guard', 'damage', 'evade', 'thrust', 'swing',&lt;br /&gt;
    'missile', 'skill', 'spell', 'item', 'escape', 'victory', 'dying',&lt;br /&gt;
    'abnormal', 'sleep', 'dead'&lt;br /&gt;
- If the multiple notetag vaiant is used, then a random motion name is&lt;br /&gt;
  selected from the list upon the enemy's creation.&lt;br /&gt;
- Replace 'weight' with a number value representing how often the 'name'&lt;br /&gt;
  would come up. The higher the weight, the more often. You may omit this&lt;br /&gt;
  and the colon(:) and just type in the 'name' instead.&lt;br /&gt;
- Add/remove lines as you see fit.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Jolly Sideview Idle Motions&amp;gt;&lt;br /&gt;
 wait: 25&lt;br /&gt;
 victory: 10&lt;br /&gt;
 walk&lt;br /&gt;
&amp;lt;/Jolly Sideview Idle Motions&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Serious Sideview Idle Motions&amp;gt;&lt;br /&gt;
 walk: 25&lt;br /&gt;
 guard: 10&lt;br /&gt;
 wait&lt;br /&gt;
&amp;lt;/Jolly Sideview Idle Motions&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;traitname Sideview Weapon: weapontype&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;traitname Sideview Weapons&amp;gt;&lt;br /&gt;
 weapontype: weight&lt;br /&gt;
 weapontype: weight&lt;br /&gt;
 weapontype: weight&lt;br /&gt;
&amp;lt;/traitname Sideview Weapons&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Enemy Notetags&lt;br /&gt;
- Requires VisuMZ_1_ElementStatusCore&lt;br /&gt;
- Allows certain Trait Sets to cause battlers to have unique weapons.&lt;br /&gt;
- Replace 'weapontype' with the name of the weapon type found under the&lt;br /&gt;
  Database =&amp;gt; Types =&amp;gt; Weapon Types list (without text codes).&lt;br /&gt;
- If the multiple notetag vaiant is used, then a random weapon type is&lt;br /&gt;
  selected from the list upon the enemy's creation.&lt;br /&gt;
- Replace 'weight' with a number value representing how often the weapontype&lt;br /&gt;
  would come up. The higher the weight, the more often. You may omit this&lt;br /&gt;
  and the colon(:) and just type in the 'weapontype' instead.&lt;br /&gt;
- Add/remove lines as you see fit.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Male Sideview Weapons&amp;gt;&lt;br /&gt;
 Dagger: 25&lt;br /&gt;
 Sword: 25&lt;br /&gt;
 Axe&lt;br /&gt;
&amp;lt;/Male Sideview Weapons&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Female Sideview Weapons&amp;gt;&lt;br /&gt;
 Dagger: 25&lt;br /&gt;
 Spear: 25&lt;br /&gt;
 Cane&lt;br /&gt;
&amp;lt;/Female Sideview Weapons&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Enemy-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Battler Sprite Cannot Move&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Enemy Notetags&lt;br /&gt;
- Prevents the enemy from being able to move, jump, and/or float due to&lt;br /&gt;
  Action Sequences. Useful for rooted enemies.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreSwap.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Swap Enemies&amp;gt;&lt;br /&gt;
 name: weight&lt;br /&gt;
 name: weight&lt;br /&gt;
 name: weight&lt;br /&gt;
&amp;lt;/Swap Enemies&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Enemy Notetags&lt;br /&gt;
- Causes this enemy database object to function as a randomizer for any of&lt;br /&gt;
  the listed enemies inside the notetag. When the enemy is loaded into the&lt;br /&gt;
  battle scene, the enemy is immediately replaced with one of the enemies&lt;br /&gt;
  listed. The randomization is based off the 'weight' given to each of the&lt;br /&gt;
  enemy 'names'.&lt;br /&gt;
- Replace 'name' with the database enemy of the enemy you wish to replace&lt;br /&gt;
  the enemy with.&lt;br /&gt;
- Replace 'weight' with a number value representing how often the 'name'&lt;br /&gt;
  would come up. The higher the weight, the more often. You may omit this&lt;br /&gt;
  and the colon(:) and just type in the 'name' instead.&lt;br /&gt;
- Add/remove lines as you see fit.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Swap Enemies&amp;gt;&lt;br /&gt;
 Bat: 50&lt;br /&gt;
 Slime: 25&lt;br /&gt;
 Orc&lt;br /&gt;
 Minotaur&lt;br /&gt;
&amp;lt;/Swap Enemies&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;Aspect Name: name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Enemy Notetags&lt;br /&gt;
- Changes enemy's aspect name shown in the In-Battle Status and other&lt;br /&gt;
  supported plugin menus.&lt;br /&gt;
  - Requires &amp;lt;Aspect Description&amp;gt; in order to show.&lt;br /&gt;
- Replace 'name' with text for how enemy aspect should be renamed.&lt;br /&gt;
&amp;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;Aspect Color: color&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Enemy Notetags&lt;br /&gt;
- Changes enemy's aspect name color shown in the In-Battle Status and other&lt;br /&gt;
  supported plugin menus.&lt;br /&gt;
  - Requires &amp;lt;Aspect Description&amp;gt; in order to show.&lt;br /&gt;
- Replace 'color' with either a number from 0 to 31 representing the text&lt;br /&gt;
  color or in the format of '#rrggbb' to custom pick a hex 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;Aspect Icon: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Enemy Notetags&lt;br /&gt;
- Changes enemy's aspect icon shown in the In-Battle Status and other&lt;br /&gt;
  supported plugin menus.&lt;br /&gt;
  - Requires &amp;lt;Aspect Description&amp;gt; in order to show.&lt;br /&gt;
- Replace 'x' with a number representing the icon index used to represent&lt;br /&gt;
  the enemy aspect.&lt;br /&gt;
&amp;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;Aspect Description&amp;gt;&lt;br /&gt;
 text&lt;br /&gt;
 text&lt;br /&gt;
&amp;lt;/Aspect Description&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Enemy Notetags&lt;br /&gt;
- Changes enemy's aspect description shown in the In-Battle Status and other&lt;br /&gt;
  supported plugin menus.&lt;br /&gt;
- Replace 'text' with the text you would like to appear as a description for&lt;br /&gt;
  the enemy's aspect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== JavaScript Notetags: Mechanics-Related ===&lt;br /&gt;
&lt;br /&gt;
These JavaScript notetags allow you to run code at specific instances during&lt;br /&gt;
battle provided that the unit has that code associated with them in a trait&lt;br /&gt;
object (actor, class, weapon, armor, enemy, or state). How you use these is&lt;br /&gt;
entirely up to you and will depend on your ability to understand the code&lt;br /&gt;
used and driven for each case.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS Pre-Start Battle&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Pre-Start Battle&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;JS Post-Start Battle&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Post-Start Battle&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Runs JavaScript code at the start of battle aimed at the function:&lt;br /&gt;
  BattleManager.startBattle()&lt;br /&gt;
  - 'Pre' runs before the function runs.&lt;br /&gt;
  - 'Post' runs after the function runs.&lt;br /&gt;
- Replace 'code' with JavaScript code to run desired effects.&lt;br /&gt;
- The 'user' variable represents the one affected by the trait object.&lt;br /&gt;
&amp;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 Pre-Start Turn&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Pre-Start Turn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;JS Post-Start Turn&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Post-Start Turn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Runs JavaScript code at the start of a turn aimed at the function:&lt;br /&gt;
  BattleManager.startTurn()&lt;br /&gt;
  - 'Pre' runs before the function runs.&lt;br /&gt;
  - 'Post' runs after the function runs.&lt;br /&gt;
- Replace 'code' with JavaScript code to run desired effects.&lt;br /&gt;
- The 'user' variable represents the one affected by the trait object.&lt;br /&gt;
&amp;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 Pre-Start Action&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Pre-Start Action&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;JS Post-Start Action&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Post-Start Action&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Runs JavaScript code at the start of an action aimed at the function:&lt;br /&gt;
  BattleManager.startAction()&lt;br /&gt;
  - 'Pre' runs before the function runs.&lt;br /&gt;
  - 'Post' runs after the function runs.&lt;br /&gt;
- If used on skills and/or items, this will only apply to the skill/item&lt;br /&gt;
  being used and does not affect other skills and items.&lt;br /&gt;
- If used on trait objects, this will apply to any skills/items used as long&lt;br /&gt;
  as the unit affected by the trait object has access to the trait object.&lt;br /&gt;
- Replace 'code' with JavaScript code to run desired effects.&lt;br /&gt;
- The 'user' variable represents the one affected by the trait object.&lt;br /&gt;
&amp;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 Pre-Apply&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Pre-Apply&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Runs JavaScript code at the start of an action hit aimed at the function:&lt;br /&gt;
  Game_Action.prototype.apply()&lt;br /&gt;
  - 'Pre' runs before the function runs.&lt;br /&gt;
- If used on skills and/or items, this will only apply to the skill/item&lt;br /&gt;
  being used and does not affect other skills and items.&lt;br /&gt;
- Replace 'code' with JavaScript code to run desired effects.&lt;br /&gt;
- The 'user' variable represents the one using the skill/item.&lt;br /&gt;
- The 'target' variable represents the one receiving the skill/item hit.&lt;br /&gt;
&amp;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 Pre-Apply as User&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Pre-Apply as User&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;JS Pre-Apply as Target&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Pre-Apply as Target&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Runs JavaScript code at the start of an action hit aimed at the function:&lt;br /&gt;
  Game_Action.prototype.apply()&lt;br /&gt;
  - 'Pre' runs before the function runs.&lt;br /&gt;
- If used on trait objects, this will apply to any skills/items used as long&lt;br /&gt;
  as the unit affected by the trait object has access to the trait object.&lt;br /&gt;
- If the 'as User' notetag variant is used, this code will be run as a&lt;br /&gt;
  response to the action from the action user end.&lt;br /&gt;
- If the 'as Target' notetag variant is used, this code will be run as a&lt;br /&gt;
  response to the action from the action target end.&lt;br /&gt;
- Replace 'code' with JavaScript code to run desired effects.&lt;br /&gt;
- The 'user' variable represents the one using the skill/item.&lt;br /&gt;
- The 'target' variable represents the one receiving the skill/item hit.&lt;br /&gt;
&amp;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 Pre-Damage&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Pre-Damage&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Runs JavaScript code before damage is dealt aimed at the function:&lt;br /&gt;
  Game_Action.prototype.executeDamage()&lt;br /&gt;
  - 'Pre' runs before the function runs.&lt;br /&gt;
- If used on skills and/or items, this will only apply to the skill/item&lt;br /&gt;
  being used and does not affect other skills and items.&lt;br /&gt;
- Replace 'code' with JavaScript code to run desired effects.&lt;br /&gt;
- The 'user' variable represents the one using the skill/item.&lt;br /&gt;
- The 'target' variable represents the one receiving the skill/item hit.&lt;br /&gt;
&amp;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 Pre-Damage as User&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Pre-Damage as User&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;JS Pre-Damage as Target&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Pre-Damage as Target&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Runs JavaScript code before damage is dealt aimed at the function:&lt;br /&gt;
  Game_Action.prototype.executeDamage()&lt;br /&gt;
  - 'Pre' runs before the function runs.&lt;br /&gt;
- If used on trait objects, this will apply to any skills/items used as long&lt;br /&gt;
  as the unit affected by the trait object has access to the trait object.&lt;br /&gt;
- If the 'as User' notetag variant is used, this code will be run as a&lt;br /&gt;
  response to the action from the action user end.&lt;br /&gt;
- If the 'as Target' notetag variant is used, this code will be run as a&lt;br /&gt;
  response to the action from the action target end.&lt;br /&gt;
- Replace 'code' with JavaScript code to run desired effects.&lt;br /&gt;
- The 'user' variable represents the one using the skill/item.&lt;br /&gt;
- The 'target' variable represents the one receiving the skill/item hit.&lt;br /&gt;
&amp;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 Post-Damage&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Post-Damage&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Runs JavaScript code after damage is dealt aimed at the function:&lt;br /&gt;
  Game_Action.prototype.executeDamage()&lt;br /&gt;
  - 'Post' runs after the function runs.&lt;br /&gt;
- If used on skills and/or items, this will only apply to the skill/item&lt;br /&gt;
  being used and does not affect other skills and items.&lt;br /&gt;
- Replace 'code' with JavaScript code to run desired effects.&lt;br /&gt;
- The 'user' variable represents the one using the skill/item.&lt;br /&gt;
- The 'target' variable represents the one receiving the skill/item hit.&lt;br /&gt;
&amp;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 Post-Damage as User&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Post-Damage as User&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;JS Post-Damage as Target&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Post-Damage as Target&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Runs JavaScript code after damage is dealt aimed at the function:&lt;br /&gt;
  Game_Action.prototype.executeDamage()&lt;br /&gt;
  - 'Post' runs after the function runs.&lt;br /&gt;
- If used on trait objects, this will apply to any skills/items used as long&lt;br /&gt;
  as the unit affected by the trait object has access to the trait object.&lt;br /&gt;
- If the 'as User' notetag variant is used, this code will be run as a&lt;br /&gt;
  response to the action from the action user end.&lt;br /&gt;
- If the 'as Target' notetag variant is used, this code will be run as a&lt;br /&gt;
  response to the action from the action target end.&lt;br /&gt;
- Replace 'code' with JavaScript code to run desired effects.&lt;br /&gt;
- The 'user' variable represents the one using the skill/item.&lt;br /&gt;
- The 'target' variable represents the one receiving the skill/item hit.&lt;br /&gt;
&amp;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 Post-Apply&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Post-Apply&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Runs JavaScript code at the end of an action hit aimed at the function:&lt;br /&gt;
  Game_Action.prototype.apply()&lt;br /&gt;
  - 'Post' runs after the function runs.&lt;br /&gt;
- If used on skills and/or items, this will only apply to the skill/item&lt;br /&gt;
  being used and does not affect other skills and items.&lt;br /&gt;
- Replace 'code' with JavaScript code to run desired effects.&lt;br /&gt;
- The 'user' variable represents the one using the skill/item.&lt;br /&gt;
- The 'target' variable represents the one receiving the skill/item hit.&lt;br /&gt;
&amp;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 Post-Apply as User&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Post-Apply as User&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;JS Post-Apply as Target&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Post-Apply as Target&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Runs JavaScript code at the end of an action hit aimed at the function:&lt;br /&gt;
  Game_Action.prototype.apply()&lt;br /&gt;
  - 'Post' runs after the function runs.&lt;br /&gt;
- If used on trait objects, this will apply to any skills/items used as long&lt;br /&gt;
  as the unit affected by the trait object has access to the trait object.&lt;br /&gt;
- If the 'as User' notetag variant is used, this code will be run as a&lt;br /&gt;
  response to the action from the action user end.&lt;br /&gt;
- If the 'as Target' notetag variant is used, this code will be run as a&lt;br /&gt;
  response to the action from the action target end.&lt;br /&gt;
- Replace 'code' with JavaScript code to run desired effects.&lt;br /&gt;
&amp;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 Pre-End Action&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Pre-End Action&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;JS Post-End Action&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Post-End Action&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Runs JavaScript code at the end of an action aimed at the function:&lt;br /&gt;
  BattleManager.endAction()&lt;br /&gt;
  - 'Pre' runs before the function runs.&lt;br /&gt;
  - 'Post' runs after the function runs.&lt;br /&gt;
- If used on trait objects, this will apply to any skills/items used as long&lt;br /&gt;
  as the unit affected by the trait object has access to the trait object.&lt;br /&gt;
- Replace 'code' with JavaScript code to run desired effects.&lt;br /&gt;
- The 'user' variable represents the one affected by the trait object.&lt;br /&gt;
&amp;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 Pre-End Turn&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Pre-End Turn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;JS Post-End Turn&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Post-End Turn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Runs JavaScript code at the end of a turn aimed at the function:&lt;br /&gt;
  Game_Battler.prototype.onTurnEnd()&lt;br /&gt;
  - 'Pre' runs before the function runs.&lt;br /&gt;
  - 'Post' runs after the function runs.&lt;br /&gt;
- Replace 'code' with JavaScript code to run desired effects.&lt;br /&gt;
- The 'user' variable represents the one affected by the trait object.&lt;br /&gt;
&amp;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 Pre-Regenerate&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Pre-Regenerate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;JS Post-Regenerate&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Post-Regenerate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Runs JavaScript code when a unit regenerates HP/MP aimed at the function:&lt;br /&gt;
  Game_Battler.prototype.regenerateAll()&lt;br /&gt;
  - 'Pre' runs before the function runs.&lt;br /&gt;
  - 'Post' runs after the function runs.&lt;br /&gt;
- Replace 'code' with JavaScript code to run desired effects.&lt;br /&gt;
- The 'user' variable represents the one affected by the trait object.&lt;br /&gt;
&amp;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 Battle Victory&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Battle Victory&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Runs JavaScript code when a battle is won aimed at the function:&lt;br /&gt;
  BattleManager.processVictory()&lt;br /&gt;
- Replace 'code' with JavaScript code to run desired effects.&lt;br /&gt;
- The 'user' variable represents the one affected by the trait object.&lt;br /&gt;
&amp;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 Escape Success&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Escape Success&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Runs JavaScript code when escaping succeeds aimed at the function:&lt;br /&gt;
  BattleManager.onEscapeSuccess()&lt;br /&gt;
- Replace 'code' with JavaScript code to run desired effects.&lt;br /&gt;
- The 'user' variable represents the one affected by the trait object.&lt;br /&gt;
&amp;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 Escape Failure&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Escape Failure&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Runs JavaScript code when escaping fails aimed at the function:&lt;br /&gt;
  BattleManager.onEscapeFailure()&lt;br /&gt;
- Replace 'code' with JavaScript code to run desired effects.&lt;br /&gt;
- The 'user' variable represents the one affected by the trait object.&lt;br /&gt;
&amp;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 Battle Defeat&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Battle Defeat&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Runs JavaScript code when a battle is lost aimed at the function:&lt;br /&gt;
  BattleManager.processDefeat()&lt;br /&gt;
- Replace 'code' with JavaScript code to run desired effects.&lt;br /&gt;
- The 'user' variable represents the one affected by the trait object.&lt;br /&gt;
&amp;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 Pre-End Battle&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Pre-End Battle&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;JS Post-End Battle&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Post-End Battle&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
- Runs JavaScript code when the battle is over aimed at the function:&lt;br /&gt;
  BattleManager.endBattle()&lt;br /&gt;
  - 'Pre' runs before the function runs.&lt;br /&gt;
  - 'Post' runs after the function runs.&lt;br /&gt;
- Replace 'code' with JavaScript code to run desired effects.&lt;br /&gt;
- The 'user' variable represents the one affected by the trait object.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Battle Layout-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreBattleStyleBorder.png|600px]]&lt;br /&gt;
&lt;br /&gt;
These tags will change the battle layout for a troop regardless of how the&lt;br /&gt;
plugin parameters are set up normally. Insert these tags in either the&lt;br /&gt;
noteboxes of maps or the names of troops for them to take effect. If both&lt;br /&gt;
are present for a specific battle, then priority goes to the setting found&lt;br /&gt;
in the troop name.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Layout: type&amp;gt;&lt;br /&gt;
&amp;lt;Battle Layout: type&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags&lt;br /&gt;
- Changes the battle layout style used for this specific map or battle.&lt;br /&gt;
- Replace 'type' with 'default', 'list', 'xp', 'portrait', or 'border'.&lt;br /&gt;
- Those with VisuMZ_3_FrontviewBattleUI can use 'frontview'.&lt;br /&gt;
- Those with VisuMZ_3_SideviewBattleUI can use 'sideview'.&lt;br /&gt;
- If using Troop Comment Tags, then as long as the tag appears in a comment&lt;br /&gt;
  found on any of the Troop's pages (even if they don't run), the tag will&lt;br /&gt;
  be considered in effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Troop Size Tags ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_ExtTroop.png|600px]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Extend: x&amp;gt;&lt;br /&gt;
&amp;lt;Extend: x, x, x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Troop Name Tags and Troop Comment Tags&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;
- Replace 'x' with the ID of the database troop entry you wish to add enemy&lt;br /&gt;
  members from.&lt;br /&gt;
  - Insert multiple x's to add from more troops.&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&lt;br /&gt;
  system. We are not responsible for frame drops due to this.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Troop Comment Tags ===&lt;br /&gt;
&lt;br /&gt;
Place these tags inside of a comment found in a troop page's event list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_OnceParallelWhenStartBattle.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Once Parallel When Start Battle&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Troop Page Comment Tags&lt;br /&gt;
- Causes the troop page to immediately load the moment the battle scene&lt;br /&gt;
  begins to fade in (not after it fades in). This is faster than a turn 0&lt;br /&gt;
  condition troop page. Troop page conditions are ignored.&lt;br /&gt;
- This can be used for things like the Action Sequence Camera plugin, the&lt;br /&gt;
  Visual Battle Environment plugin, and/or initial battle poses and such in&lt;br /&gt;
  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.&lt;br /&gt;
- This WILL trigger when going from battle to battle nonstop via plugins&lt;br /&gt;
  like VisuStella MZ's Chain Battles.&lt;br /&gt;
- When actors are moving towards their home positions, it will take around&lt;br /&gt;
  30 frames by default. Use this information however you like.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Main_Menu_Core_VisuStella_MZ&amp;diff=17023</id>
		<title>Main Menu Core VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Main_Menu_Core_VisuStella_MZ&amp;diff=17023"/>
		<updated>2024-11-03T12:09:27Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &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=jfNFvcD7okg&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:MainMenuCorePortrait.png|400px]]&lt;br /&gt;
| [[File:MainMenuCoreDefaultStyle.png|400px]]&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[File:MainMenuCoreFullScreenStyle.png|400px]]&lt;br /&gt;
| [[File:MainMenuCoreInnerSolo.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;
&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 Main Menu Core plugin is designed to give you more control over the Main&lt;br /&gt;
Menu outside of RPG Maker MZ's editor's control. Game devs are given control&lt;br /&gt;
over how commands work, visual aesthetics pertaining to the Main Menu, and&lt;br /&gt;
assign menu images to actors as background portraits.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Control over general Main Menu settings.&lt;br /&gt;
* The ability to set Menu Background Portraits for individual actors.&lt;br /&gt;
* Flexibility in changing which commands appear in the Main Menu.&lt;br /&gt;
* Add new windows like the Playtime Window and Variable windows.&lt;br /&gt;
* Change the style of how the windows are arranged in the Main Menu.&lt;br /&gt;
* Change the way the status list is displayed and the way it's displayed.&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;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Main Menu Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Main Menu 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:MainMenuCoreParam1new.png]]&lt;br /&gt;
&lt;br /&gt;
These general settings contain various settings on how the Main Menu scene&lt;br /&gt;
displays certain windows, alters how specific windows behave, and determines&lt;br /&gt;
which scenes would display actor menu images as background portraits.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Gold Window&lt;br /&gt;
&lt;br /&gt;
  Thinner Gold Window:&lt;br /&gt;
  - Make the Gold Window thinner in the Main Menu?&lt;br /&gt;
  - Used to match the Playtime and Variable Windows.&lt;br /&gt;
  - Only applies to the Command Window style: Default Vertical.&lt;br /&gt;
&lt;br /&gt;
  Auto Adjust Height:&lt;br /&gt;
  - Automatically adjust the height for the thinner Gold Window?&lt;br /&gt;
&lt;br /&gt;
  Auto Adjust Y:&lt;br /&gt;
  - Automatically adjust the Y position for the thinner Gold Window?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Status Window&lt;br /&gt;
&lt;br /&gt;
  Select Last?:&lt;br /&gt;
  - When picking a personal command from the Command Window, select the&lt;br /&gt;
    last picked actor or always the first?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Solo Party&lt;br /&gt;
&lt;br /&gt;
  Solo Quick Mode:&lt;br /&gt;
  - When selecting &amp;quot;Skills&amp;quot;, &amp;quot;Equip&amp;quot;, or &amp;quot;Status&amp;quot; with one party member,&lt;br /&gt;
    immediately go to the scene.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Sub Menus&lt;br /&gt;
&lt;br /&gt;
  Menus with Actor BG's:&lt;br /&gt;
  - A list of the menus that would be compatible with Actor Menu Backgrounds&lt;br /&gt;
&lt;br /&gt;
  JS: Actor BG Action:&lt;br /&gt;
  - Code used to determine how to display the sprites upon loading.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Party Window&lt;br /&gt;
&lt;br /&gt;
  Show Reserve Memebers:&lt;br /&gt;
  - Show reserve members while on the Main Menu scene?&lt;br /&gt;
&lt;br /&gt;
  Hide Main Menu Only&lt;br /&gt;
  - If reserve members are hidden, hide them only in the main menu or&lt;br /&gt;
    all scenes?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Command Window List ===&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreParam2.png]]&lt;br /&gt;
&lt;br /&gt;
The Command Window functions as a hub to the various scenes linked from the&lt;br /&gt;
Main Menu. These include 'Item', 'Skill', 'Equip', 'Status', 'Save', and&lt;br /&gt;
so on. This Plugin Parameter is an array that lets you add, remove, and/or&lt;br /&gt;
alter the Command Window's various commands, how they're handled, whether or&lt;br /&gt;
not they're visible, and how they react when selected.&lt;br /&gt;
&lt;br /&gt;
These will require knowledge of JavaScript to use them properly.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreParam2a.png]]&lt;br /&gt;
&lt;br /&gt;
Command Window List&lt;br /&gt;
&lt;br /&gt;
  Symbol:&lt;br /&gt;
  - The symbol used for this command.&lt;br /&gt;
&lt;br /&gt;
  Icon:&lt;br /&gt;
  - Icon used for this command.&lt;br /&gt;
  - Use 0 for no icon.&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;
  JS: Personal Code:&lt;br /&gt;
  - JavaScript code that runs once the actor list is selected with this&lt;br /&gt;
    command highlighted.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Subcategories ====&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCore_Subcategories.gif]]&lt;br /&gt;
&lt;br /&gt;
Subcategories are a new addition to the Main Menu Core version 1.18. When a&lt;br /&gt;
subcategory is set, it will only display Command Window items that belong&lt;br /&gt;
to that subcategory. Those Command Window items do not appear when there is&lt;br /&gt;
no subcategory active or if it's a different subcategory.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
To create a subcategory, a few things must be done:&lt;br /&gt;
&lt;br /&gt;
1. The subcategory symbol must be &amp;quot;subcategory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
2. The string returned by JS: Ext determines the subcategory. In the default Plugin Parameters, 'datalog' is returned as the subcategory. This becomes the subcategory when picked.&lt;br /&gt;
&lt;br /&gt;
3. For the JS: Run Code, have the following code somewhere in it:&lt;br /&gt;
&lt;br /&gt;
   const ext = arguments[0];&lt;br /&gt;
   this.setSubcategory(ext);&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
To make a Command Window item be a part of a subcategory do the following:&lt;br /&gt;
&lt;br /&gt;
1. Take the JS: Ext string value (case sensitive).&lt;br /&gt;
&lt;br /&gt;
2. Set it as the target Command Window item's &amp;quot;Subcategory&amp;quot; value.&lt;br /&gt;
&lt;br /&gt;
3. If the subcategory doesn't exist, then this Command Window item will appear normally.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Playtime Window ===&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreParam3.png]]&lt;br /&gt;
&lt;br /&gt;
The Playtime Window is an optional feature that can be displayed in the&lt;br /&gt;
Main Menu. As its name suggests, it displays the playtime of the player's&lt;br /&gt;
current play through.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Playtime Window&lt;br /&gt;
&lt;br /&gt;
  Enable:&lt;br /&gt;
  - Use the Playtime Window?&lt;br /&gt;
&lt;br /&gt;
  Adjust Command Window:&lt;br /&gt;
  - Adjust the command window's height to fit in the Playtime Window?&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for the Playtime window.&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - Font size used for displaying Gold inside the Playtime window.&lt;br /&gt;
&lt;br /&gt;
  Time Icon:&lt;br /&gt;
  - Icon displayed for the 'Time' label.&lt;br /&gt;
&lt;br /&gt;
  Time Text:&lt;br /&gt;
  - Text for the display of 'Time' in the Playtime window.&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for the Playtime window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Variable Window ===&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreParam4.png]]&lt;br /&gt;
&lt;br /&gt;
The Variable Window is an optional feature that can be displayed in the&lt;br /&gt;
Main Menu. If enabled, the Variable Window will display variables of the&lt;br /&gt;
game dev's choice in the Main Menu itself.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Variable Window&lt;br /&gt;
&lt;br /&gt;
  Enable:&lt;br /&gt;
  - Use the Variable Window?&lt;br /&gt;
&lt;br /&gt;
  Adjust Command Window:&lt;br /&gt;
  - Adjust the command window's height to fit in the Variable Window?&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for the Variable window.&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - Font size used for displaying Gold inside the Variable window.&lt;br /&gt;
&lt;br /&gt;
  Variable List:&lt;br /&gt;
  - Select variables to be displayed into the window.&lt;br /&gt;
    Use \i[x] to determine their icon.&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for the Variable window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Command Window Style &amp;amp; Command Style Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreParam5.png]]&lt;br /&gt;
&lt;br /&gt;
This determines how the Main Menu appears based on the Command Window Style.&lt;br /&gt;
If anything but the 'Default' is used, then these settings will take over&lt;br /&gt;
the window placement settings for the Main Menu. This means that even if you&lt;br /&gt;
are using VisuStella's Core Engine, the window layouts will be overwritten.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Command Window Style:&lt;br /&gt;
  - Choose the positioning and style of the Main Menu Command Window.&lt;br /&gt;
  - This will automatically rearrange windows.&lt;br /&gt;
  - We're not responsible for visual incompatibilities.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreDefaultStyle.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Default Vertical Side Style:&lt;br /&gt;
  - The default Main Menu layout style.&lt;br /&gt;
  - Affected by VisuStella's Core Engine's Plugin Parameter settings.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreTopHorzStyle.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Top Horizontal Style:&lt;br /&gt;
  - Puts the Command Window at the top of the screen.&lt;br /&gt;
  - Gold, Playlist, and Variable Windows are moved to the bottom.&lt;br /&gt;
  - The Actor List Window is placed in the middle.&lt;br /&gt;
  - Unaffected by VisuStella's Core Engine's Plugin Parameter settings.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreTopThinHorzStyle.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Top Thin Horizontal Style:&lt;br /&gt;
  - Puts the Command Window at the top of the screen.&lt;br /&gt;
  - It's one line thick.&lt;br /&gt;
  - Gold, Playlist, and Variable Windows are moved to the bottom.&lt;br /&gt;
  - The Actor List Window is placed in the middle.&lt;br /&gt;
  - Unaffected by VisuStella's Core Engine's Plugin Parameter settings.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreBottomHorzStyle.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Bottom Horizontal Style:&lt;br /&gt;
  - Puts the Command Window at the bottom of the screen.&lt;br /&gt;
  - Gold, Playlist, and Variable Windows are moved to the top.&lt;br /&gt;
  - The Actor List Window is placed in the middle.&lt;br /&gt;
  - Unaffected by VisuStella's Core Engine's Plugin Parameter settings.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreBottomThinHorzStyle.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Bottom Horizontal Style:&lt;br /&gt;
  - Puts the Command Window at the bottom of the screen.&lt;br /&gt;
  - It's one line thick.&lt;br /&gt;
  - Gold, Playlist, and Variable Windows are moved to the top.&lt;br /&gt;
  - The Actor List Window is placed in the middle.&lt;br /&gt;
  - Unaffected by VisuStella's Core Engine's Plugin Parameter settings.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreFullScreenStyle.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Mobile Full Screen Style:&lt;br /&gt;
  - Puts the Command Window at the center of the screen with larger buttons.&lt;br /&gt;
  - Gold, Playlist, and Variable Windows are moved to the bottom.&lt;br /&gt;
  - The Actor List Window is hidden until prompted to be selected.&lt;br /&gt;
  - Unaffected by VisuStella's Core Engine's Plugin Parameter settings.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreParam5a.png]]&lt;br /&gt;
&lt;br /&gt;
Command Style Settings&lt;br /&gt;
&lt;br /&gt;
  Style:&lt;br /&gt;
  - How do you wish to draw command entries in the Command Window?&lt;br /&gt;
  - Text Only: displays only text.&lt;br /&gt;
  - Icon Only: displays only the icon.&lt;br /&gt;
  - Icon + Text: displays icon first, then text.&lt;br /&gt;
  - Automatic: determines the best fit for the size&lt;br /&gt;
&lt;br /&gt;
  Text Alignment:&lt;br /&gt;
  - Decide how you want the text to be aligned.&lt;br /&gt;
  - Left, Center, or Right&lt;br /&gt;
&lt;br /&gt;
  Rows:&lt;br /&gt;
  - Number of visible rows.&lt;br /&gt;
  - Applies only to Top, Bottom, and Mobile styles.&lt;br /&gt;
&lt;br /&gt;
  Columns:&lt;br /&gt;
  - Number of maximum columns.&lt;br /&gt;
  - Applies only to Top, Bottom, and Mobile styles.&lt;br /&gt;
&lt;br /&gt;
  Mobile Thickness:&lt;br /&gt;
  - The thickness of the buttons for mobile version.&lt;br /&gt;
  - Applies only to Top, Bottom, and Mobile styles.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Status Graphic, Status List Style, &amp;amp; List Style Settings ===&lt;br /&gt;
&lt;br /&gt;
Choose how the contents Actor Status List Window in the Main Menu appears.&lt;br /&gt;
This can range from the which actor graphic is drawn to the style used for&lt;br /&gt;
the data that's displayed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreParam6.png]]&lt;br /&gt;
&lt;br /&gt;
Status Graphic:&lt;br /&gt;
- Choose how the graphic for actor graphics appear in status-like menus.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreNoFace.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  None:&lt;br /&gt;
  - Don't display any graphic for the actors.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreDefaultStyle.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Face:&lt;br /&gt;
  - Display the actors' faces. This is the default option in RPG Maker MZ.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreMapSprite.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Map Sprite:&lt;br /&gt;
  - Display the actors' map sprites.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreSvBattler.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Sideview Battler:&lt;br /&gt;
  - Display the actors' sideview battlers.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreParam6a.png]]&lt;br /&gt;
&lt;br /&gt;
Main Menu List Style&lt;br /&gt;
  - Choose how the actor status list looks in the Main Menu.&lt;br /&gt;
  - We're not responsible for visual incompatibilities.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreParam6b.png]]&lt;br /&gt;
&lt;br /&gt;
Inner-Menu List Style&lt;br /&gt;
  - Choose how the actor status list looks in the inner menus like Scene_Item,&lt;br /&gt;
    Scene_Skill, etc.&lt;br /&gt;
  - We're not responsible for visual incompatibilities.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreDefaultStyle.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Default Horizontal Style:&lt;br /&gt;
  - This is the default style found in RPG Maker MZ's Main Menu.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreInnerVert.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Vertical Style:&lt;br /&gt;
  - Makes the display for the actor list vertical instead of horizontal.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCorePortrait.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Portrait Style:&lt;br /&gt;
  - Similar to the vertical style, except each actor's Menu Image is&lt;br /&gt;
    displayed in the background instead. Portraits are required.&lt;br /&gt;
  - If there is no Menu Image used, this will switch over to the Vertical&lt;br /&gt;
    Style and use a face graphic instead.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreInnerSolo.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Solo Style:&lt;br /&gt;
  - Used for solo party member games. Extends the whole view of the Status&lt;br /&gt;
    Window to accomodate a single actor.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreInnerThinHorz.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Thin Horizontal Style:&lt;br /&gt;
  - Makes the selectable menu entries for the actors a single line thin.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreInnerThickerHorz.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Thicker Horizontal Style:&lt;br /&gt;
  - Makes the selectable menu entries for the actors two lines thick.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreParam6c.png]]&lt;br /&gt;
&lt;br /&gt;
List Styles&lt;br /&gt;
  JavaScript code used to determine how the individual styles are drawn.&lt;br /&gt;
&lt;br /&gt;
  JS: Default:&lt;br /&gt;
  JS: Vertical:&lt;br /&gt;
  JS: Portrait:&lt;br /&gt;
  JS: Solo:&lt;br /&gt;
  JS: Thin:&lt;br /&gt;
  JS: Thicker:&lt;br /&gt;
  - Code used to draw the data for these styles.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Custom Mouse Cursor Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCore_CustomCursor.gif]]&lt;br /&gt;
&lt;br /&gt;
Add/enable a custom mouse cursor for your game. This will use a graphic&lt;br /&gt;
found in the game project's /icon/ folder to use as the custom mouse&lt;br /&gt;
cursor when hovering over the game.&lt;br /&gt;
&lt;br /&gt;
Does not work on mobile devices.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General Settings&lt;br /&gt;
&lt;br /&gt;
  Enable?:&lt;br /&gt;
  - Enable custom cursor?&lt;br /&gt;
  - Requires a custom 'Idle' graphic.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Graphic Settings&lt;br /&gt;
&lt;br /&gt;
  Idle Filename:&lt;br /&gt;
  - Graphic used for mouse cursor when idle or moving.&lt;br /&gt;
  - Located in game project's /icon/ folder.&lt;br /&gt;
  - Required for a custom mouse cursor.&lt;br /&gt;
&lt;br /&gt;
  Click Filename:&lt;br /&gt;
  - Graphic used for mouse cursor when clicked or held.&lt;br /&gt;
  - Located in game project's /icon/ folder.&lt;br /&gt;
  - Uses the 'Idle' graphic if 'Click' graphic is not used.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Anchor Settings&lt;br /&gt;
&lt;br /&gt;
  Anchor X:&lt;br /&gt;
  - Anchor X value for the custom cursor.&lt;br /&gt;
  - 0.0 - left; 0.5 - center; 1.0 - right&lt;br /&gt;
&lt;br /&gt;
  Anchor Y:&lt;br /&gt;
  - Anchor Y value for the custom cursor.&lt;br /&gt;
  - 0.0 - top; 0.5 - middle; 1.0 - bottom&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 1.26: 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;
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;
&lt;br /&gt;
&lt;br /&gt;
Version 1.24: August 29, 2024&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** When &amp;quot;Load&amp;quot; command is used with Save Core's Single-Save Mode, automatically load up the save instead of going to the Load Menu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Command renamed:&lt;br /&gt;
*** Actor: Change Menu Image (JS) to Actor: Change Menu Image (JS) (Legacy)&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Arisu:&lt;br /&gt;
*** Actor: Change Menu Image (JS) (v1.24)&lt;br /&gt;
**** Changes an actor's Menu Image using JavaScript.&lt;br /&gt;
**** Allows more control with more text entry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.23: February 15, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Updated the default Plugin Parameters for 'Command Window List' to include a 'Battle Tactics' command.&lt;br /&gt;
*** This is for the upcoming VisuStella MZ plugins.&lt;br /&gt;
*** Projects with the Main Menu 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 Main Menu Core. Open up the new project's 'Command Window List'. Right click the 'battleGridTactics' option(s) and click copy. Go to the target project's Main Menu Core's 'Command Window List' plugin parameter. Paste the command where you want it to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.22: October 12, 2023&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Subcategories are now maintained when exiting a scene pushed forward by a subcategory. Added by Olivia and sponsored by AndyL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.21: April 13, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Multiple subcategories should now work properly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.20: March 16, 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Updated the default Plugin Parameters for 'Command Window List' to include a 'Bestiary' command.&lt;br /&gt;
*** This is for the upcoming VisuStella MZ plugins.&lt;br /&gt;
*** Projects with the Main Menu 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 Main Menu Core. Open up the new project's 'Command Window List'. Right click the 'bestiary' option(s) and click copy. Go to the target project's Main Menu Core's 'Command Window List' plugin parameter. Paste the command where you want it to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: December 15, 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Updated the default Plugin Parameters for 'Command Window List' to include a 'CG Gallery', 'Credits Page', and 'Patch Notes' command.&lt;br /&gt;
*** This is for the upcoming VisuStella MZ plugins.&lt;br /&gt;
*** Projects with the Main Menu 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 Main Menu Core. Open up the new project's 'Command Window List'. Right click the 'cgGallery', 'creditsPage', or 'patchNotes' option(s) and click copy. Go to the target project's Main Menu Core's 'Command Window List' plugin parameter. Paste the command where you want it to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: October 27, 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;
** Added a new section into Plugin Parameters: Command Window List for &amp;quot;Subcategories&amp;quot; and adding info on how they are handled.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Updated the default Plugin Parameters for 'Command Window List' to include a 'Tutorial List' command.&lt;br /&gt;
*** This is for the upcoming VisuMZ_2_TutorialPanelSys plugin.&lt;br /&gt;
*** Projects with the Main Menu 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 Main Menu Core. Open up the new project's 'Command Window List'. Right click the 'tutorialList' option and click copy. Go to the target project's Main Menu Core's 'Command Window List' plugin parameter. Paste the command where you want it to go.&lt;br /&gt;
** Subcategory called &amp;quot;Datalog&amp;quot; is now added.&lt;br /&gt;
*** Projects with the Main Menu 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 Main Menu Core. Open up the new project's 'Command Window List'. Right click the 'subcategory' option and click copy. Go to the target project's Main Menu Core's 'Command Window List' plugin parameter. Paste the command where you want it to go.&lt;br /&gt;
**** Existing entries for Quest, Message Log, and Combat Log are now added to the Datalog subcategory.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Subcategory support is now added for the Main Menu Command Window.&lt;br /&gt;
*** Subcategories allow you to make some Command Window items invisible until a subcategory is selected. This helps reduce clutter and save room on the Command Window command list.&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;
** Changed actor graphics now reflect properly for those using the default status menu. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: April 21, 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 AndyL:&lt;br /&gt;
*** Menu Command: Clear Forced Settings&lt;br /&gt;
*** Menu Command: Force Disable&lt;br /&gt;
*** Menu Command: Force Enable&lt;br /&gt;
*** Menu Command: Force Hide&lt;br /&gt;
*** Menu Command: Force Show&lt;br /&gt;
**** These new Plugin Commands allow you to forcefully show, hide, enable, or disable Menu Commands regardless of their required settings.&lt;br /&gt;
**** We are not responsible for errors that occur by accessing menus that should otherwise be disabled or hidden.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: February 10, 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 1.14: October 25, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Plugin Parameter settings for automatic Command Window height adjustment should now work properly. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added a note for the Help File: Gold Window &amp;gt; Thinner Gold Window&lt;br /&gt;
*** Only applies to the Command Window style: Default Vertical.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: October 21, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Rounding update applied to picture portraits so that coordinates aren't drawn on non-whole numbers due to base images having odd values. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: July 16, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Updated the default Plugin Parameters for 'Command Window List' to include a 'Message Log' command.&lt;br /&gt;
*** This is for the upcoming VisuMZ_3_MessageLog plugin.&lt;br /&gt;
*** Projects with the Main Menu 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 Main Menu Core. Open up the new project's 'Command Window List'. Right click the 'MessageLog' option and click copy. Go to the target project's Main Menu Core's 'Command Window List' plugin parameter. Paste the command where you want it to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: May 14, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Updated the default Plugin Parameters for 'Command Window List' to include a 'Load' command after the 'Save' command.&lt;br /&gt;
*** This allows players to access the load game screen from the Main Menu.&lt;br /&gt;
*** Projects with the Main Menu 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 Main Menu Core. Open up the new project's 'Command Window List'. Right click the 'Load' option and click copy. Go to the target project's Main Menu Core's 'Command Window List' plugin parameter. Paste the command where you want it to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: April 16, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Default style for List Styles now have its code updated with the JS: Default plugin parameter for games whose vertical screen resolution is larger than normal.&lt;br /&gt;
*** To update this, do either of the following:&lt;br /&gt;
**** Open up the Main Menu Core Plugin Parameters. Select and press delete on &amp;quot;List Style Settings&amp;quot;. Press Enter. New updated settings will be replaced for the JS: Default settings.&lt;br /&gt;
**** Or Delete the existing VisuMZ_1_MainMenuCore.js in the Plugin Manager list and install the newest version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: March 19, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added clarity for the &amp;quot;Portrait Style&amp;quot; in Plugin Parameters section for &amp;quot;Status Graphic, Status List Style, &amp;amp; List Style Settings&amp;quot;:&lt;br /&gt;
*** If there is no Menu Image used, this will switch over to the Vertical Style and use a face graphic instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: February 26, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Default Plugin Parameters for the List Style Settings defaults have been updated with tighter coordinate values to allow for more accurate display of UI element positioning. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: January 1, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
** Removed &amp;quot;&amp;lt;Menu Image: filename&amp;gt;&amp;quot; version of notetag to reduce confusion and to stick with the norm declared by the Battle Core.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Yanfly:&lt;br /&gt;
*** &amp;lt;Menu Portrait Offset: +x, +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Menu Portrait Offset X: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Menu Portrait Offset Y: +y&amp;gt;&lt;br /&gt;
**** This is used with the &amp;quot;Portrait&amp;quot; style Main Menu list.&lt;br /&gt;
**** Offsets the X and Y coordinates for the menu portrait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: 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 1.05: October 11, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Documentation added for the new plugin parameter.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New plugin parameter added by Yanfly.&lt;br /&gt;
*** Plugin Parameters &amp;gt; General &amp;gt; Status Window &amp;gt; Select Last?&lt;br /&gt;
**** When picking a personal command from the Command Window, select the last picked actor or always the first?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: October 4, 2020&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Certain windows will now pre-load all associated image types for the actor upon being created to avoid custom JS drawing problems. Change made by Irina.&lt;br /&gt;
** Failsafes have been added to prevent non-existent variables from crashing the game if a user does not remove them from the variable list. Change made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: September 20, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added the alternative notetag &amp;lt;Menu Portrait: filename&amp;gt; that also works the same way as &amp;lt;Menu Image: filename&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: September 13, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Better compatibility for SV Actor graphics.&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;
** Skill check plugin parameter for show fixed. Fixed by Yanfly and Shaz.&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; Command Window List &amp;gt; skill &amp;gt; JS: Show &amp;gt; and changing 'this.needsCommand(&amp;quot;item&amp;quot;)' to 'this.needsCommand(&amp;quot;skill&amp;quot;)'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: August 20, 2020&lt;br /&gt;
* Plugin released!&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;
&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>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Main_Menu_Core_VisuStella_MZ&amp;diff=17022</id>
		<title>Main Menu Core VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Main_Menu_Core_VisuStella_MZ&amp;diff=17022"/>
		<updated>2024-11-03T12:08:55Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &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=jfNFvcD7okg&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:MainMenuCorePortrait.png|400px]]&lt;br /&gt;
| [[File:MainMenuCoreDefaultStyle.png|400px]]&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[File:MainMenuCoreFullScreenStyle.png|400px]]&lt;br /&gt;
| [[File:MainMenuCoreInnerSolo.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;
&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 Main Menu Core plugin is designed to give you more control over the Main&lt;br /&gt;
Menu outside of RPG Maker MZ's editor's control. Game devs are given control&lt;br /&gt;
over how commands work, visual aesthetics pertaining to the Main Menu, and&lt;br /&gt;
assign menu images to actors as background portraits.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Control over general Main Menu settings.&lt;br /&gt;
* The ability to set Menu Background Portraits for individual actors.&lt;br /&gt;
* Flexibility in changing which commands appear in the Main Menu.&lt;br /&gt;
* Add new windows like the Playtime Window and Variable windows.&lt;br /&gt;
* Change the style of how the windows are arranged in the Main Menu.&lt;br /&gt;
* Change the way the status list is displayed and the way it's displayed.&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;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Main Menu Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Main Menu 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:MainMenuCoreParam1new.png]]&lt;br /&gt;
&lt;br /&gt;
These general settings contain various settings on how the Main Menu scene&lt;br /&gt;
displays certain windows, alters how specific windows behave, and determines&lt;br /&gt;
which scenes would display actor menu images as background portraits.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Gold Window&lt;br /&gt;
&lt;br /&gt;
  Thinner Gold Window:&lt;br /&gt;
  - Make the Gold Window thinner in the Main Menu?&lt;br /&gt;
  - Used to match the Playtime and Variable Windows.&lt;br /&gt;
  - Only applies to the Command Window style: Default Vertical.&lt;br /&gt;
&lt;br /&gt;
  Auto Adjust Height:&lt;br /&gt;
  - Automatically adjust the height for the thinner Gold Window?&lt;br /&gt;
&lt;br /&gt;
  Auto Adjust Y:&lt;br /&gt;
  - Automatically adjust the Y position for the thinner Gold Window?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Status Window&lt;br /&gt;
&lt;br /&gt;
  Select Last?:&lt;br /&gt;
  - When picking a personal command from the Command Window, select the&lt;br /&gt;
    last picked actor or always the first?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Solo Party&lt;br /&gt;
&lt;br /&gt;
  Solo Quick Mode:&lt;br /&gt;
  - When selecting &amp;quot;Skills&amp;quot;, &amp;quot;Equip&amp;quot;, or &amp;quot;Status&amp;quot; with one party member,&lt;br /&gt;
    immediately go to the scene.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Sub Menus&lt;br /&gt;
&lt;br /&gt;
  Menus with Actor BG's:&lt;br /&gt;
  - A list of the menus that would be compatible with Actor Menu Backgrounds&lt;br /&gt;
&lt;br /&gt;
  JS: Actor BG Action:&lt;br /&gt;
  - Code used to determine how to display the sprites upon loading.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Party Window&lt;br /&gt;
&lt;br /&gt;
  Show Reserve Memebers:&lt;br /&gt;
  - Show reserve members while on the Main Menu scene?&lt;br /&gt;
&lt;br /&gt;
  Hide Main Menu Only&lt;br /&gt;
  - If reserve members are hidden, hide them only in the main menu or&lt;br /&gt;
    all scenes?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Command Window List ===&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreParam2.png]]&lt;br /&gt;
&lt;br /&gt;
The Command Window functions as a hub to the various scenes linked from the&lt;br /&gt;
Main Menu. These include 'Item', 'Skill', 'Equip', 'Status', 'Save', and&lt;br /&gt;
so on. This Plugin Parameter is an array that lets you add, remove, and/or&lt;br /&gt;
alter the Command Window's various commands, how they're handled, whether or&lt;br /&gt;
not they're visible, and how they react when selected.&lt;br /&gt;
&lt;br /&gt;
These will require knowledge of JavaScript to use them properly.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreParam2a.png]]&lt;br /&gt;
&lt;br /&gt;
Command Window List&lt;br /&gt;
&lt;br /&gt;
  Symbol:&lt;br /&gt;
  - The symbol used for this command.&lt;br /&gt;
&lt;br /&gt;
  Icon:&lt;br /&gt;
  - Icon used for this command.&lt;br /&gt;
  - Use 0 for no icon.&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;
  JS: Personal Code:&lt;br /&gt;
  - JavaScript code that runs once the actor list is selected with this&lt;br /&gt;
    command highlighted.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Subcategories ====&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCore_Subcategories.gif]]&lt;br /&gt;
&lt;br /&gt;
Subcategories are a new addition to the Main Menu Core version 1.18. When a&lt;br /&gt;
subcategory is set, it will only display Command Window items that belong&lt;br /&gt;
to that subcategory. Those Command Window items do not appear when there is&lt;br /&gt;
no subcategory active or if it's a different subcategory.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
To create a subcategory, a few things must be done:&lt;br /&gt;
&lt;br /&gt;
1. The subcategory symbol must be &amp;quot;subcategory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
2. The string returned by JS: Ext determines the subcategory. In the default Plugin Parameters, 'datalog' is returned as the subcategory. This becomes the subcategory when picked.&lt;br /&gt;
&lt;br /&gt;
3. For the JS: Run Code, have the following code somewhere in it:&lt;br /&gt;
&lt;br /&gt;
   const ext = arguments[0];&lt;br /&gt;
   this.setSubcategory(ext);&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
To make a Command Window item be a part of a subcategory do the following:&lt;br /&gt;
&lt;br /&gt;
1. Take the JS: Ext string value (case sensitive).&lt;br /&gt;
&lt;br /&gt;
2. Set it as the target Command Window item's &amp;quot;Subcategory&amp;quot; value.&lt;br /&gt;
&lt;br /&gt;
3. If the subcategory doesn't exist, then this Command Window item will appear normally.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Playtime Window ===&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreParam3.png]]&lt;br /&gt;
&lt;br /&gt;
The Playtime Window is an optional feature that can be displayed in the&lt;br /&gt;
Main Menu. As its name suggests, it displays the playtime of the player's&lt;br /&gt;
current play through.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Playtime Window&lt;br /&gt;
&lt;br /&gt;
  Enable:&lt;br /&gt;
  - Use the Playtime Window?&lt;br /&gt;
&lt;br /&gt;
  Adjust Command Window:&lt;br /&gt;
  - Adjust the command window's height to fit in the Playtime Window?&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for the Playtime window.&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - Font size used for displaying Gold inside the Playtime window.&lt;br /&gt;
&lt;br /&gt;
  Time Icon:&lt;br /&gt;
  - Icon displayed for the 'Time' label.&lt;br /&gt;
&lt;br /&gt;
  Time Text:&lt;br /&gt;
  - Text for the display of 'Time' in the Playtime window.&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for the Playtime window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Variable Window ===&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreParam4.png]]&lt;br /&gt;
&lt;br /&gt;
The Variable Window is an optional feature that can be displayed in the&lt;br /&gt;
Main Menu. If enabled, the Variable Window will display variables of the&lt;br /&gt;
game dev's choice in the Main Menu itself.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Variable Window&lt;br /&gt;
&lt;br /&gt;
  Enable:&lt;br /&gt;
  - Use the Variable Window?&lt;br /&gt;
&lt;br /&gt;
  Adjust Command Window:&lt;br /&gt;
  - Adjust the command window's height to fit in the Variable Window?&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for the Variable window.&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - Font size used for displaying Gold inside the Variable window.&lt;br /&gt;
&lt;br /&gt;
  Variable List:&lt;br /&gt;
  - Select variables to be displayed into the window.&lt;br /&gt;
    Use \i[x] to determine their icon.&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for the Variable window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Command Window Style &amp;amp; Command Style Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreParam5.png]]&lt;br /&gt;
&lt;br /&gt;
This determines how the Main Menu appears based on the Command Window Style.&lt;br /&gt;
If anything but the 'Default' is used, then these settings will take over&lt;br /&gt;
the window placement settings for the Main Menu. This means that even if you&lt;br /&gt;
are using VisuStella's Core Engine, the window layouts will be overwritten.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Command Window Style:&lt;br /&gt;
- Choose the positioning and style of the Main Menu Command Window.&lt;br /&gt;
- This will automatically rearrange windows.&lt;br /&gt;
- We're not responsible for visual incompatibilities.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreDefaultStyle.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Default Vertical Side Style:&lt;br /&gt;
  - The default Main Menu layout style.&lt;br /&gt;
  - Affected by VisuStella's Core Engine's Plugin Parameter settings.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreTopHorzStyle.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Top Horizontal Style:&lt;br /&gt;
  - Puts the Command Window at the top of the screen.&lt;br /&gt;
  - Gold, Playlist, and Variable Windows are moved to the bottom.&lt;br /&gt;
  - The Actor List Window is placed in the middle.&lt;br /&gt;
  - Unaffected by VisuStella's Core Engine's Plugin Parameter settings.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreTopThinHorzStyle.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Top Thin Horizontal Style:&lt;br /&gt;
  - Puts the Command Window at the top of the screen.&lt;br /&gt;
  - It's one line thick.&lt;br /&gt;
  - Gold, Playlist, and Variable Windows are moved to the bottom.&lt;br /&gt;
  - The Actor List Window is placed in the middle.&lt;br /&gt;
  - Unaffected by VisuStella's Core Engine's Plugin Parameter settings.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreBottomHorzStyle.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Bottom Horizontal Style:&lt;br /&gt;
  - Puts the Command Window at the bottom of the screen.&lt;br /&gt;
  - Gold, Playlist, and Variable Windows are moved to the top.&lt;br /&gt;
  - The Actor List Window is placed in the middle.&lt;br /&gt;
  - Unaffected by VisuStella's Core Engine's Plugin Parameter settings.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreBottomThinHorzStyle.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Bottom Horizontal Style:&lt;br /&gt;
  - Puts the Command Window at the bottom of the screen.&lt;br /&gt;
  - It's one line thick.&lt;br /&gt;
  - Gold, Playlist, and Variable Windows are moved to the top.&lt;br /&gt;
  - The Actor List Window is placed in the middle.&lt;br /&gt;
  - Unaffected by VisuStella's Core Engine's Plugin Parameter settings.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreFullScreenStyle.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Mobile Full Screen Style:&lt;br /&gt;
  - Puts the Command Window at the center of the screen with larger buttons.&lt;br /&gt;
  - Gold, Playlist, and Variable Windows are moved to the bottom.&lt;br /&gt;
  - The Actor List Window is hidden until prompted to be selected.&lt;br /&gt;
  - Unaffected by VisuStella's Core Engine's Plugin Parameter settings.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreParam5a.png]]&lt;br /&gt;
&lt;br /&gt;
Command Style Settings&lt;br /&gt;
&lt;br /&gt;
  Style:&lt;br /&gt;
  - How do you wish to draw command entries in the Command Window?&lt;br /&gt;
  - Text Only: displays only text.&lt;br /&gt;
  - Icon Only: displays only the icon.&lt;br /&gt;
  - Icon + Text: displays icon first, then text.&lt;br /&gt;
  - Automatic: determines the best fit for the size&lt;br /&gt;
&lt;br /&gt;
  Text Alignment:&lt;br /&gt;
  - Decide how you want the text to be aligned.&lt;br /&gt;
  - Left, Center, or Right&lt;br /&gt;
&lt;br /&gt;
  Rows:&lt;br /&gt;
  - Number of visible rows.&lt;br /&gt;
  - Applies only to Top, Bottom, and Mobile styles.&lt;br /&gt;
&lt;br /&gt;
  Columns:&lt;br /&gt;
  - Number of maximum columns.&lt;br /&gt;
  - Applies only to Top, Bottom, and Mobile styles.&lt;br /&gt;
&lt;br /&gt;
  Mobile Thickness:&lt;br /&gt;
  - The thickness of the buttons for mobile version.&lt;br /&gt;
  - Applies only to Top, Bottom, and Mobile styles.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Status Graphic, Status List Style, &amp;amp; List Style Settings ===&lt;br /&gt;
&lt;br /&gt;
Choose how the contents Actor Status List Window in the Main Menu appears.&lt;br /&gt;
This can range from the which actor graphic is drawn to the style used for&lt;br /&gt;
the data that's displayed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreParam6.png]]&lt;br /&gt;
&lt;br /&gt;
Status Graphic:&lt;br /&gt;
- Choose how the graphic for actor graphics appear in status-like menus.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreNoFace.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  None:&lt;br /&gt;
  - Don't display any graphic for the actors.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreDefaultStyle.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Face:&lt;br /&gt;
  - Display the actors' faces. This is the default option in RPG Maker MZ.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreMapSprite.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Map Sprite:&lt;br /&gt;
  - Display the actors' map sprites.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreSvBattler.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Sideview Battler:&lt;br /&gt;
  - Display the actors' sideview battlers.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreParam6a.png]]&lt;br /&gt;
&lt;br /&gt;
Main Menu List Style&lt;br /&gt;
- Choose how the actor status list looks in the Main Menu.&lt;br /&gt;
- We're not responsible for visual incompatibilities.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreParam6b.png]]&lt;br /&gt;
&lt;br /&gt;
Inner-Menu List Style&lt;br /&gt;
- Choose how the actor status list looks in the inner menus like Scene_Item,&lt;br /&gt;
  Scene_Skill, etc.&lt;br /&gt;
- We're not responsible for visual incompatibilities.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreDefaultStyle.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Default Horizontal Style:&lt;br /&gt;
  - This is the default style found in RPG Maker MZ's Main Menu.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreInnerVert.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Vertical Style:&lt;br /&gt;
  - Makes the display for the actor list vertical instead of horizontal.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCorePortrait.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Portrait Style:&lt;br /&gt;
  - Similar to the vertical style, except each actor's Menu Image is&lt;br /&gt;
    displayed in the background instead. Portraits are required.&lt;br /&gt;
  - If there is no Menu Image used, this will switch over to the Vertical&lt;br /&gt;
    Style and use a face graphic instead.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreInnerSolo.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Solo Style:&lt;br /&gt;
  - Used for solo party member games. Extends the whole view of the Status&lt;br /&gt;
    Window to accomodate a single actor.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreInnerThinHorz.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Thin Horizontal Style:&lt;br /&gt;
  - Makes the selectable menu entries for the actors a single line thin.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreInnerThickerHorz.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Thicker Horizontal Style:&lt;br /&gt;
  - Makes the selectable menu entries for the actors two lines thick.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCoreParam6c.png]]&lt;br /&gt;
&lt;br /&gt;
List Styles&lt;br /&gt;
  JavaScript code used to determine how the individual styles are drawn.&lt;br /&gt;
&lt;br /&gt;
  JS: Default:&lt;br /&gt;
  JS: Vertical:&lt;br /&gt;
  JS: Portrait:&lt;br /&gt;
  JS: Solo:&lt;br /&gt;
  JS: Thin:&lt;br /&gt;
  JS: Thicker:&lt;br /&gt;
  - Code used to draw the data for these styles.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Custom Mouse Cursor Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCore_CustomCursor.gif]]&lt;br /&gt;
&lt;br /&gt;
Add/enable a custom mouse cursor for your game. This will use a graphic&lt;br /&gt;
found in the game project's /icon/ folder to use as the custom mouse&lt;br /&gt;
cursor when hovering over the game.&lt;br /&gt;
&lt;br /&gt;
Does not work on mobile devices.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General Settings&lt;br /&gt;
&lt;br /&gt;
  Enable?:&lt;br /&gt;
  - Enable custom cursor?&lt;br /&gt;
  - Requires a custom 'Idle' graphic.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Graphic Settings&lt;br /&gt;
&lt;br /&gt;
  Idle Filename:&lt;br /&gt;
  - Graphic used for mouse cursor when idle or moving.&lt;br /&gt;
  - Located in game project's /icon/ folder.&lt;br /&gt;
  - Required for a custom mouse cursor.&lt;br /&gt;
&lt;br /&gt;
  Click Filename:&lt;br /&gt;
  - Graphic used for mouse cursor when clicked or held.&lt;br /&gt;
  - Located in game project's /icon/ folder.&lt;br /&gt;
  - Uses the 'Idle' graphic if 'Click' graphic is not used.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Anchor Settings&lt;br /&gt;
&lt;br /&gt;
  Anchor X:&lt;br /&gt;
  - Anchor X value for the custom cursor.&lt;br /&gt;
  - 0.0 - left; 0.5 - center; 1.0 - right&lt;br /&gt;
&lt;br /&gt;
  Anchor Y:&lt;br /&gt;
  - Anchor Y value for the custom cursor.&lt;br /&gt;
  - 0.0 - top; 0.5 - middle; 1.0 - bottom&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 1.26: 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;
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;
&lt;br /&gt;
&lt;br /&gt;
Version 1.24: August 29, 2024&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** When &amp;quot;Load&amp;quot; command is used with Save Core's Single-Save Mode, automatically load up the save instead of going to the Load Menu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Command renamed:&lt;br /&gt;
*** Actor: Change Menu Image (JS) to Actor: Change Menu Image (JS) (Legacy)&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Arisu:&lt;br /&gt;
*** Actor: Change Menu Image (JS) (v1.24)&lt;br /&gt;
**** Changes an actor's Menu Image using JavaScript.&lt;br /&gt;
**** Allows more control with more text entry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.23: February 15, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Updated the default Plugin Parameters for 'Command Window List' to include a 'Battle Tactics' command.&lt;br /&gt;
*** This is for the upcoming VisuStella MZ plugins.&lt;br /&gt;
*** Projects with the Main Menu 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 Main Menu Core. Open up the new project's 'Command Window List'. Right click the 'battleGridTactics' option(s) and click copy. Go to the target project's Main Menu Core's 'Command Window List' plugin parameter. Paste the command where you want it to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.22: October 12, 2023&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Subcategories are now maintained when exiting a scene pushed forward by a subcategory. Added by Olivia and sponsored by AndyL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.21: April 13, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Multiple subcategories should now work properly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.20: March 16, 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Updated the default Plugin Parameters for 'Command Window List' to include a 'Bestiary' command.&lt;br /&gt;
*** This is for the upcoming VisuStella MZ plugins.&lt;br /&gt;
*** Projects with the Main Menu 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 Main Menu Core. Open up the new project's 'Command Window List'. Right click the 'bestiary' option(s) and click copy. Go to the target project's Main Menu Core's 'Command Window List' plugin parameter. Paste the command where you want it to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: December 15, 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Updated the default Plugin Parameters for 'Command Window List' to include a 'CG Gallery', 'Credits Page', and 'Patch Notes' command.&lt;br /&gt;
*** This is for the upcoming VisuStella MZ plugins.&lt;br /&gt;
*** Projects with the Main Menu 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 Main Menu Core. Open up the new project's 'Command Window List'. Right click the 'cgGallery', 'creditsPage', or 'patchNotes' option(s) and click copy. Go to the target project's Main Menu Core's 'Command Window List' plugin parameter. Paste the command where you want it to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: October 27, 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;
** Added a new section into Plugin Parameters: Command Window List for &amp;quot;Subcategories&amp;quot; and adding info on how they are handled.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Updated the default Plugin Parameters for 'Command Window List' to include a 'Tutorial List' command.&lt;br /&gt;
*** This is for the upcoming VisuMZ_2_TutorialPanelSys plugin.&lt;br /&gt;
*** Projects with the Main Menu 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 Main Menu Core. Open up the new project's 'Command Window List'. Right click the 'tutorialList' option and click copy. Go to the target project's Main Menu Core's 'Command Window List' plugin parameter. Paste the command where you want it to go.&lt;br /&gt;
** Subcategory called &amp;quot;Datalog&amp;quot; is now added.&lt;br /&gt;
*** Projects with the Main Menu 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 Main Menu Core. Open up the new project's 'Command Window List'. Right click the 'subcategory' option and click copy. Go to the target project's Main Menu Core's 'Command Window List' plugin parameter. Paste the command where you want it to go.&lt;br /&gt;
**** Existing entries for Quest, Message Log, and Combat Log are now added to the Datalog subcategory.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Subcategory support is now added for the Main Menu Command Window.&lt;br /&gt;
*** Subcategories allow you to make some Command Window items invisible until a subcategory is selected. This helps reduce clutter and save room on the Command Window command list.&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;
** Changed actor graphics now reflect properly for those using the default status menu. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: April 21, 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 AndyL:&lt;br /&gt;
*** Menu Command: Clear Forced Settings&lt;br /&gt;
*** Menu Command: Force Disable&lt;br /&gt;
*** Menu Command: Force Enable&lt;br /&gt;
*** Menu Command: Force Hide&lt;br /&gt;
*** Menu Command: Force Show&lt;br /&gt;
**** These new Plugin Commands allow you to forcefully show, hide, enable, or disable Menu Commands regardless of their required settings.&lt;br /&gt;
**** We are not responsible for errors that occur by accessing menus that should otherwise be disabled or hidden.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: February 10, 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 1.14: October 25, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Plugin Parameter settings for automatic Command Window height adjustment should now work properly. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added a note for the Help File: Gold Window &amp;gt; Thinner Gold Window&lt;br /&gt;
*** Only applies to the Command Window style: Default Vertical.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: October 21, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Rounding update applied to picture portraits so that coordinates aren't drawn on non-whole numbers due to base images having odd values. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: July 16, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Updated the default Plugin Parameters for 'Command Window List' to include a 'Message Log' command.&lt;br /&gt;
*** This is for the upcoming VisuMZ_3_MessageLog plugin.&lt;br /&gt;
*** Projects with the Main Menu 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 Main Menu Core. Open up the new project's 'Command Window List'. Right click the 'MessageLog' option and click copy. Go to the target project's Main Menu Core's 'Command Window List' plugin parameter. Paste the command where you want it to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: May 14, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Updated the default Plugin Parameters for 'Command Window List' to include a 'Load' command after the 'Save' command.&lt;br /&gt;
*** This allows players to access the load game screen from the Main Menu.&lt;br /&gt;
*** Projects with the Main Menu 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 Main Menu Core. Open up the new project's 'Command Window List'. Right click the 'Load' option and click copy. Go to the target project's Main Menu Core's 'Command Window List' plugin parameter. Paste the command where you want it to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: April 16, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Default style for List Styles now have its code updated with the JS: Default plugin parameter for games whose vertical screen resolution is larger than normal.&lt;br /&gt;
*** To update this, do either of the following:&lt;br /&gt;
**** Open up the Main Menu Core Plugin Parameters. Select and press delete on &amp;quot;List Style Settings&amp;quot;. Press Enter. New updated settings will be replaced for the JS: Default settings.&lt;br /&gt;
**** Or Delete the existing VisuMZ_1_MainMenuCore.js in the Plugin Manager list and install the newest version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: March 19, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added clarity for the &amp;quot;Portrait Style&amp;quot; in Plugin Parameters section for &amp;quot;Status Graphic, Status List Style, &amp;amp; List Style Settings&amp;quot;:&lt;br /&gt;
*** If there is no Menu Image used, this will switch over to the Vertical Style and use a face graphic instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: February 26, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Default Plugin Parameters for the List Style Settings defaults have been updated with tighter coordinate values to allow for more accurate display of UI element positioning. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: January 1, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
** Removed &amp;quot;&amp;lt;Menu Image: filename&amp;gt;&amp;quot; version of notetag to reduce confusion and to stick with the norm declared by the Battle Core.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Yanfly:&lt;br /&gt;
*** &amp;lt;Menu Portrait Offset: +x, +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Menu Portrait Offset X: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Menu Portrait Offset Y: +y&amp;gt;&lt;br /&gt;
**** This is used with the &amp;quot;Portrait&amp;quot; style Main Menu list.&lt;br /&gt;
**** Offsets the X and Y coordinates for the menu portrait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: 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 1.05: October 11, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Documentation added for the new plugin parameter.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New plugin parameter added by Yanfly.&lt;br /&gt;
*** Plugin Parameters &amp;gt; General &amp;gt; Status Window &amp;gt; Select Last?&lt;br /&gt;
**** When picking a personal command from the Command Window, select the last picked actor or always the first?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: October 4, 2020&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Certain windows will now pre-load all associated image types for the actor upon being created to avoid custom JS drawing problems. Change made by Irina.&lt;br /&gt;
** Failsafes have been added to prevent non-existent variables from crashing the game if a user does not remove them from the variable list. Change made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: September 20, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added the alternative notetag &amp;lt;Menu Portrait: filename&amp;gt; that also works the same way as &amp;lt;Menu Image: filename&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: September 13, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Better compatibility for SV Actor graphics.&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;
** Skill check plugin parameter for show fixed. Fixed by Yanfly and Shaz.&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; Command Window List &amp;gt; skill &amp;gt; JS: Show &amp;gt; and changing 'this.needsCommand(&amp;quot;item&amp;quot;)' to 'this.needsCommand(&amp;quot;skill&amp;quot;)'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: August 20, 2020&lt;br /&gt;
* Plugin released!&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;
&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>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=RMMZ_Changelog&amp;diff=16982</id>
		<title>RMMZ Changelog</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=RMMZ_Changelog&amp;diff=16982"/>
		<updated>2024-10-08T10:31:37Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: /* Update #14: 1.8.0 to 1.8.1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&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;
[[File:RMMZ_CoreScript_Update.png]]&lt;br /&gt;
&lt;br /&gt;
This is the changelog for the version differences in the base code for RPG Maker MZ across the versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #14: 1.8.0 to 1.8.1 ==&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/news/app/1096900/view/4597700312707856063?l=english Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_System.prototype.isMessageSkipEnabled function added&lt;br /&gt;
** Game_Unit.prototype.substituteBattler function updated&lt;br /&gt;
*** Substitute mechanic no longer prevents the target from substituting an attack for itself&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Equip.prototype.onSlotOk function updated&lt;br /&gt;
*** Equip Scene will forcefully select the first slot whenever player picks a slot to equip&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Message.prototype.cancelWait updated to acknowledge message skip feature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #13: 1.7.0 to 1.8.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_180.png|228px]]&lt;br /&gt;
&lt;br /&gt;
[https://steamcommunity.com/app/1096900/eventcomments/7119694909426620627 Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
'''Changelog'''&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** BattleManager.isActionForced function added extra conditions to make sure no win or lose conditions are fulfilled&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.startNormalGame function exchanged a SceneManager.goto from Scene_Title to Scene_Splash&lt;br /&gt;
** Scene_Splash added&lt;br /&gt;
** Scene_Message.prototype.cancelMessageWait added&lt;br /&gt;
*** Related to the new ability to fast forward the &amp;lt;nowiki&amp;gt;\|&amp;lt;/nowiki&amp;gt; wait timer&lt;br /&gt;
** Scene_Map.prototype.updateMainMultiply added cancelMessageWait() to its fastforward mode&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_EventItem.prototype.initialize added new flag for _canRepeat &lt;br /&gt;
** Window_Message.prototype.cancelWait added&lt;br /&gt;
*** Linked to the added Scene_Message.prototype.cancelMessageWait function&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #12: 1.6.1 to 1.7.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_170.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Tilemap.prototype._createLayers function updated to use Tilemap.CombinedLayer() instead of Tilemap.Layer()&lt;br /&gt;
** New Function: Tilemap.Layer.prototype.size&lt;br /&gt;
** New Class: Tilemap.CombinedLayer&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New Function: DataManager.isTitleSkip&lt;br /&gt;
** BattleManager.forceAction updated to check to see if there's existing actions before forcing the battler to perform a forced action&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.start updated to utilize the new Title Skip functionality&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_ScrollText.prototype.refresh updated to calculate the y position in reference to the scroll position of the window&lt;br /&gt;
** Window_ScrollText.prototype.contentsHeight updated to check if allTextHeight variable is larger than 1 before returning a value&lt;br /&gt;
** Window_ScrollText.prototype.updateMessage updated to utilize the new scrollY check&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #11: 1.6.0 to 1.6.1 ==&lt;br /&gt;
&lt;br /&gt;
The core scripts are identical to 1.6.0.&lt;br /&gt;
&lt;br /&gt;
Not even the version numbers are changed to v1.6.1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #10: 1.5.0 to 1.6.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_160.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics._updateErrorPrinter updated to show errors more relative to window scale&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.adjustWindow updated to utilize new ScreenScale calculation&lt;br /&gt;
** New function: Scene_Boot.prototype.screenScale&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.convertEscapeCharacters updated to fully convert all \v[x] variables even when embedded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-5-0-patch-notes.148146/ Update #9: 1.4.4 to 1.5.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_150.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** The following functions have _tileWidth and _tileHeight variables changed to tileWidth and tileHeight without the underscore _&lt;br /&gt;
*** Tilemap.prototype.initialize &lt;br /&gt;
*** Tilemap.prototype.updateTransform&lt;br /&gt;
*** Tilemap.prototype._addAllSpots&lt;br /&gt;
*** Tilemap.prototype._addSpot&lt;br /&gt;
*** Tilemap.prototype._addNormalTile&lt;br /&gt;
*** Tilemap.prototype._addAutotile&lt;br /&gt;
*** Tilemap.prototype._addTableEdge&lt;br /&gt;
*** Tilemap.prototype._addShadow&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** SceneManager.terminate now changed to detect if running a NodeJS client to close the app instead (just like what VisuMZ Core Engine does)&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Map.prototype.tileWidth updated to grab the new $dataSystem.tileSize property&lt;br /&gt;
** Game_Map.prototype.tileHeight now replicates Game_Map.prototype.tileWidth's result&lt;br /&gt;
** Game_Map.prototype.bushDepth new function added&lt;br /&gt;
** Game_CharacterBase.prototype.refreshBushDepth updated to utilize new bushDepth function&lt;br /&gt;
** Game_Interpreter.prototype.command109 added&lt;br /&gt;
*** Supposedly, this is for an Event Command that will be called &amp;quot;Skip&amp;quot; but I looked inside the RMMZ event editor and there's nothing there so it's probably not implemented yet.&lt;br /&gt;
*** Oh, this is what it is for:&lt;br /&gt;
*** [[File:RMMZ_Skip.png]]&lt;br /&gt;
*** You highlight the code you want to &amp;quot;comment out&amp;quot;, right click, and click Toggle Skip&lt;br /&gt;
*** This is good for testing purposes and streamlining your events during testing so that you don't have to go through entire cutscenes to see if a switch was properly turned on at the end.&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Map.prototype.create updated to no longer check for a non-existent $dataMap or a changed $gameMap.mapId() (since it's results in the same thing anyway)&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Character.prototype.updateFrame no longer checks to see if the sprite's bitmap is loaded and ready&lt;br /&gt;
*** Sprite_Enemy.prototype.initMembers updated the _battlerName variable to start with null instead of &amp;quot;&amp;quot; to avoid conflict&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-4-patch-notes.145233/ Update #8: 1.4.3 to 1.4.4] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Character.prototype.updateFrame updated&lt;br /&gt;
*** Now checks to see if the bitmap is loaded and ready before making changes to the tile frame, presumably to avoid updating into errors when there is either no bitmap or the bitmap is in the middle of transitioning into some other image.&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-3-patch-notes.144047 Update #7: 1.4.0 to 1.4.3] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** BattleManager.updateTurnEnd updated to remove '''this.startInput()''' and replaced it with '''this._phase = &amp;quot;start&amp;quot;'''&lt;br /&gt;
*** This might be potentially troublesome&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Spriteset_Map.prototype.updateParallax updated to scale better for mobile devices&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-0-update.142845/ Update #6: 1.3.3 to 1.4.0] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Bitmap.prototype.measureTextWidth returns width value, no longer rounded upwards&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** SceneManager.updateEffekseer will now only update if the game is currently active, too&lt;br /&gt;
** Function endAllBattlersTurn() is removed from BattleManager.endTurn and placed into BattleManager.updateTurnEnd&lt;br /&gt;
** BattleManager.checkAbort now checks if all party members are escaped before aborting to prevent a game over&lt;br /&gt;
** New Function added: BattleManager.processPartyEscape&lt;br /&gt;
** BattleManager.endBattle now clears any reserved common events&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New function added: Game_Temp.prototype.clearCommonEventReservation&lt;br /&gt;
** New function added: Game_Timer.prototype.frames&lt;br /&gt;
** Game_Party.prototype.battleMembers function updated to use new functions:&lt;br /&gt;
** New function added: Game_Party.prototype.hiddenBattleMembers&lt;br /&gt;
** New function added: Game_Party.prototype.allBattleMembers&lt;br /&gt;
** New function added: Game_Party.prototype.isEscaped&lt;br /&gt;
** Game_Interpreter.prototype.command111 (Conditional Branch) updated to utilize the Game Timer frames function&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Animation.prototype.shouldWaitForPrevious function is now completely disabled&lt;br /&gt;
** Sprite_Gauge.measureLabelWidth now rounds up the returned value&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-3-update.140440/ Update #5: 1.3.2 to 1.3.3] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_133.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New function added: Utils.extractFileName&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated functions:&lt;br /&gt;
*** ImageManager.isObjectCharacter&lt;br /&gt;
*** ImageManager.isBigCharacter&lt;br /&gt;
*** ImageManager.isZeroParallax&lt;br /&gt;
*** PluginManager.setup&lt;br /&gt;
**** To utilize the Utils.extractFileName for parsing extended filepaths&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated function:&lt;br /&gt;
*** Scene_Item.prototype.createItemWindow&lt;br /&gt;
**** Removed this._itemWindow.createContents()&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated functions:&lt;br /&gt;
*** Sprite_Animation.prototype.initMembers&lt;br /&gt;
**** Removed this._originalViewport = null&lt;br /&gt;
*** Sprite_Animation.prototype._render&lt;br /&gt;
**** Removed this.saveViewport(renderer)&lt;br /&gt;
*** Sprite_Animation.prototype.resetViewport&lt;br /&gt;
**** Updated code to renderer.gl.viewport(0, 0, renderer.view.width, renderer.view.height)&lt;br /&gt;
*** Sprite_Gauge.prototype.bitmapHeight&lt;br /&gt;
**** Changed value from 24 to 32&lt;br /&gt;
*** Sprite_Gauge.prototype.drawLabel&lt;br /&gt;
*** Sprite_Gauge.prototype.drawValue&lt;br /&gt;
**** Changed a line to const height = this.textHeight() from const height = this.bitmapHeight()&lt;br /&gt;
** Added function:&lt;br /&gt;
*** Sprite_Gauge.prototype.textHeight&lt;br /&gt;
**** With a value of 24&lt;br /&gt;
** Removed function:&lt;br /&gt;
*** Sprite_Animation.prototype.saveViewport&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-2-update.138130/ Update #4: 1.3.1 to 1.3.2] ==&lt;br /&gt;
&lt;br /&gt;
Changes will be included in the next update list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #3: 1.3.0 to 1.3.1] ==&lt;br /&gt;
&lt;br /&gt;
There aren't any changes made to the code base, but there are for the editor.&lt;br /&gt;
&lt;br /&gt;
The aforementioned bugs are now fixed and the lag is now gone. Hooray! Go wild, download, back up your game, and update!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #2: 1.2.0 to 1.3.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_130.png]]&lt;br /&gt;
&lt;br /&gt;
[https://dl.degica.com/rpgmakerweb/trial-download/RPGMZ_Setup_EN.exe Download Standalone Update Here]&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics.resize function updated with app.renderer.resize line added&lt;br /&gt;
** Tilemap.Renderer.prototype._createShader updated uSampler1 and uSampler2's values from 1 and 2 to 0 (both)&lt;br /&gt;
** Window.prototype._refreshBack calculations for tiling sprite are now different (and will most likely be fixed compared to before)&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_System.prototype.windowOpacity function added&lt;br /&gt;
** Game_Character.prototype.processRouteEnd updated to set forced movement success to false&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Actor.prototype.setBattler updated so that when no battler is set, the battler name cache is cleared, too&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.updateBackOpacity updated to now take in the new database entry&lt;br /&gt;
** Window_ChoiceList.prototype.start updated to automatically scroll back to the top&lt;br /&gt;
** Window_Message.prototype.updateMessage and Window_Message.prototype.shouldBreakHere updated to use the new function:&lt;br /&gt;
** Window_Message.prototype.isWaiting new function added to determine waiting&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #2: 1.1.1 to 1.2.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_120.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics._createEffekseerContext function updated with setRestorationOfStatesFlag function&lt;br /&gt;
** Window.prototype._refreshBack updated to use a value of 95 instead of 96 to avoid blurring edges&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Scene_Item.prototype.createItemWindow&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Sprite_Animation.prototype.onAfterRender removed contextChange function&lt;br /&gt;
*** Sprite_Gauge.prototype.measureLabelWidth updated to take global widths of HP, MP, and TP for visual consistency&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #1: 1.1.0 to 1.1.1] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_111.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Bitmap.prototype.measureTextWidth now returns a rounded value&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Interpreter.prototype.command119 aka Jump to Label now breaks upon finding a match instead of a return.&lt;br /&gt;
*** This results in saving a frame count.&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.drawFace now uses a rounded value for sx and sy&lt;br /&gt;
** Window_MenuStatus.prototype.drawItemStatus now uses a rounded value for y&lt;br /&gt;
** Window_ScrollText.prototype.startMessage checks if there is text first&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-0-update.129288/ Update #1: 1.0.0 to 1.1.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_110.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** StorageManager.saveToForage updated to arrow function&lt;br /&gt;
** StorageManager.removeForage updated to arrow function&lt;br /&gt;
** EffectManager.startLoading arguments added for onError&lt;br /&gt;
** BattleManager.startAction now cancels the subject's motion refresh&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Battler.prototype.cancelMotionRefresh function added&lt;br /&gt;
** Game_Actor.prototype.makeAutoBattleActions updated from Number.MIN_VALUE to -Number.MAX_VALUE&lt;br /&gt;
** Game_Map.prototype.screenTileX rounds to the nearest whole number&lt;br /&gt;
** Game_Map.prototype.screenTileY rounds to the nearest whole number&lt;br /&gt;
** Game_Player.prototype.centerX is now calculated using the $gameMap.screenTileX() function&lt;br /&gt;
** Game_Player.prototype.centerY is now calculated using the $gameMap.screenTileY() function&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Animation.prototype.targetSpritePosition can now align to bottom&lt;br /&gt;
** Sprite_Gauge.prototype.gaugeX is now calculated using measureLabelWidth function for generic gauges&lt;br /&gt;
** Sprite_Gauge.prototype.measureLabelWidth function added&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== End of Page ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;script type=&amp;quot;text/javascript&amp;quot; src=&amp;quot;https://www.free-counters.org/count/dnyy&amp;quot;&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;a href='https://www.easybooking.eu/produkte/julia-hotelsoftware'&amp;gt;Hotelsoftware mit Channelmanager&amp;lt;/a&amp;gt; &amp;lt;script type='text/javascript' src='https://www.whomania.com/ctr?id=cc28662c449788c1a0c958c86722e66b6ac782e9'&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=RMMZ_Changelog&amp;diff=16981</id>
		<title>RMMZ Changelog</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=RMMZ_Changelog&amp;diff=16981"/>
		<updated>2024-10-08T10:30:32Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&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;
[[File:RMMZ_CoreScript_Update.png]]&lt;br /&gt;
&lt;br /&gt;
This is the changelog for the version differences in the base code for RPG Maker MZ across the versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #14: 1.8.0 to 1.8.1 ==&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/news/app/1096900/view/4597700312707856063?l=english Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_System.prototype.isMessageSkipEnabled function added&lt;br /&gt;
** Substitute mechanic no longer prevents the target from substituting an attack for itself.&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Equip Scene will forcefully select the first slot whenever player picks a slot to equip.&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Message.prototype.cancelWait updated to acknowledge message skip feature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #13: 1.7.0 to 1.8.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_180.png|228px]]&lt;br /&gt;
&lt;br /&gt;
[https://steamcommunity.com/app/1096900/eventcomments/7119694909426620627 Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
'''Changelog'''&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** BattleManager.isActionForced function added extra conditions to make sure no win or lose conditions are fulfilled&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.startNormalGame function exchanged a SceneManager.goto from Scene_Title to Scene_Splash&lt;br /&gt;
** Scene_Splash added&lt;br /&gt;
** Scene_Message.prototype.cancelMessageWait added&lt;br /&gt;
*** Related to the new ability to fast forward the &amp;lt;nowiki&amp;gt;\|&amp;lt;/nowiki&amp;gt; wait timer&lt;br /&gt;
** Scene_Map.prototype.updateMainMultiply added cancelMessageWait() to its fastforward mode&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_EventItem.prototype.initialize added new flag for _canRepeat &lt;br /&gt;
** Window_Message.prototype.cancelWait added&lt;br /&gt;
*** Linked to the added Scene_Message.prototype.cancelMessageWait function&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #12: 1.6.1 to 1.7.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_170.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Tilemap.prototype._createLayers function updated to use Tilemap.CombinedLayer() instead of Tilemap.Layer()&lt;br /&gt;
** New Function: Tilemap.Layer.prototype.size&lt;br /&gt;
** New Class: Tilemap.CombinedLayer&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New Function: DataManager.isTitleSkip&lt;br /&gt;
** BattleManager.forceAction updated to check to see if there's existing actions before forcing the battler to perform a forced action&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.start updated to utilize the new Title Skip functionality&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_ScrollText.prototype.refresh updated to calculate the y position in reference to the scroll position of the window&lt;br /&gt;
** Window_ScrollText.prototype.contentsHeight updated to check if allTextHeight variable is larger than 1 before returning a value&lt;br /&gt;
** Window_ScrollText.prototype.updateMessage updated to utilize the new scrollY check&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #11: 1.6.0 to 1.6.1 ==&lt;br /&gt;
&lt;br /&gt;
The core scripts are identical to 1.6.0.&lt;br /&gt;
&lt;br /&gt;
Not even the version numbers are changed to v1.6.1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #10: 1.5.0 to 1.6.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_160.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics._updateErrorPrinter updated to show errors more relative to window scale&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.adjustWindow updated to utilize new ScreenScale calculation&lt;br /&gt;
** New function: Scene_Boot.prototype.screenScale&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.convertEscapeCharacters updated to fully convert all \v[x] variables even when embedded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-5-0-patch-notes.148146/ Update #9: 1.4.4 to 1.5.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_150.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** The following functions have _tileWidth and _tileHeight variables changed to tileWidth and tileHeight without the underscore _&lt;br /&gt;
*** Tilemap.prototype.initialize &lt;br /&gt;
*** Tilemap.prototype.updateTransform&lt;br /&gt;
*** Tilemap.prototype._addAllSpots&lt;br /&gt;
*** Tilemap.prototype._addSpot&lt;br /&gt;
*** Tilemap.prototype._addNormalTile&lt;br /&gt;
*** Tilemap.prototype._addAutotile&lt;br /&gt;
*** Tilemap.prototype._addTableEdge&lt;br /&gt;
*** Tilemap.prototype._addShadow&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** SceneManager.terminate now changed to detect if running a NodeJS client to close the app instead (just like what VisuMZ Core Engine does)&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Map.prototype.tileWidth updated to grab the new $dataSystem.tileSize property&lt;br /&gt;
** Game_Map.prototype.tileHeight now replicates Game_Map.prototype.tileWidth's result&lt;br /&gt;
** Game_Map.prototype.bushDepth new function added&lt;br /&gt;
** Game_CharacterBase.prototype.refreshBushDepth updated to utilize new bushDepth function&lt;br /&gt;
** Game_Interpreter.prototype.command109 added&lt;br /&gt;
*** Supposedly, this is for an Event Command that will be called &amp;quot;Skip&amp;quot; but I looked inside the RMMZ event editor and there's nothing there so it's probably not implemented yet.&lt;br /&gt;
*** Oh, this is what it is for:&lt;br /&gt;
*** [[File:RMMZ_Skip.png]]&lt;br /&gt;
*** You highlight the code you want to &amp;quot;comment out&amp;quot;, right click, and click Toggle Skip&lt;br /&gt;
*** This is good for testing purposes and streamlining your events during testing so that you don't have to go through entire cutscenes to see if a switch was properly turned on at the end.&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Map.prototype.create updated to no longer check for a non-existent $dataMap or a changed $gameMap.mapId() (since it's results in the same thing anyway)&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Character.prototype.updateFrame no longer checks to see if the sprite's bitmap is loaded and ready&lt;br /&gt;
*** Sprite_Enemy.prototype.initMembers updated the _battlerName variable to start with null instead of &amp;quot;&amp;quot; to avoid conflict&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-4-patch-notes.145233/ Update #8: 1.4.3 to 1.4.4] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Character.prototype.updateFrame updated&lt;br /&gt;
*** Now checks to see if the bitmap is loaded and ready before making changes to the tile frame, presumably to avoid updating into errors when there is either no bitmap or the bitmap is in the middle of transitioning into some other image.&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-3-patch-notes.144047 Update #7: 1.4.0 to 1.4.3] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** BattleManager.updateTurnEnd updated to remove '''this.startInput()''' and replaced it with '''this._phase = &amp;quot;start&amp;quot;'''&lt;br /&gt;
*** This might be potentially troublesome&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Spriteset_Map.prototype.updateParallax updated to scale better for mobile devices&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-0-update.142845/ Update #6: 1.3.3 to 1.4.0] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Bitmap.prototype.measureTextWidth returns width value, no longer rounded upwards&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** SceneManager.updateEffekseer will now only update if the game is currently active, too&lt;br /&gt;
** Function endAllBattlersTurn() is removed from BattleManager.endTurn and placed into BattleManager.updateTurnEnd&lt;br /&gt;
** BattleManager.checkAbort now checks if all party members are escaped before aborting to prevent a game over&lt;br /&gt;
** New Function added: BattleManager.processPartyEscape&lt;br /&gt;
** BattleManager.endBattle now clears any reserved common events&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New function added: Game_Temp.prototype.clearCommonEventReservation&lt;br /&gt;
** New function added: Game_Timer.prototype.frames&lt;br /&gt;
** Game_Party.prototype.battleMembers function updated to use new functions:&lt;br /&gt;
** New function added: Game_Party.prototype.hiddenBattleMembers&lt;br /&gt;
** New function added: Game_Party.prototype.allBattleMembers&lt;br /&gt;
** New function added: Game_Party.prototype.isEscaped&lt;br /&gt;
** Game_Interpreter.prototype.command111 (Conditional Branch) updated to utilize the Game Timer frames function&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Animation.prototype.shouldWaitForPrevious function is now completely disabled&lt;br /&gt;
** Sprite_Gauge.measureLabelWidth now rounds up the returned value&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-3-update.140440/ Update #5: 1.3.2 to 1.3.3] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_133.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New function added: Utils.extractFileName&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated functions:&lt;br /&gt;
*** ImageManager.isObjectCharacter&lt;br /&gt;
*** ImageManager.isBigCharacter&lt;br /&gt;
*** ImageManager.isZeroParallax&lt;br /&gt;
*** PluginManager.setup&lt;br /&gt;
**** To utilize the Utils.extractFileName for parsing extended filepaths&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated function:&lt;br /&gt;
*** Scene_Item.prototype.createItemWindow&lt;br /&gt;
**** Removed this._itemWindow.createContents()&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated functions:&lt;br /&gt;
*** Sprite_Animation.prototype.initMembers&lt;br /&gt;
**** Removed this._originalViewport = null&lt;br /&gt;
*** Sprite_Animation.prototype._render&lt;br /&gt;
**** Removed this.saveViewport(renderer)&lt;br /&gt;
*** Sprite_Animation.prototype.resetViewport&lt;br /&gt;
**** Updated code to renderer.gl.viewport(0, 0, renderer.view.width, renderer.view.height)&lt;br /&gt;
*** Sprite_Gauge.prototype.bitmapHeight&lt;br /&gt;
**** Changed value from 24 to 32&lt;br /&gt;
*** Sprite_Gauge.prototype.drawLabel&lt;br /&gt;
*** Sprite_Gauge.prototype.drawValue&lt;br /&gt;
**** Changed a line to const height = this.textHeight() from const height = this.bitmapHeight()&lt;br /&gt;
** Added function:&lt;br /&gt;
*** Sprite_Gauge.prototype.textHeight&lt;br /&gt;
**** With a value of 24&lt;br /&gt;
** Removed function:&lt;br /&gt;
*** Sprite_Animation.prototype.saveViewport&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-2-update.138130/ Update #4: 1.3.1 to 1.3.2] ==&lt;br /&gt;
&lt;br /&gt;
Changes will be included in the next update list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #3: 1.3.0 to 1.3.1] ==&lt;br /&gt;
&lt;br /&gt;
There aren't any changes made to the code base, but there are for the editor.&lt;br /&gt;
&lt;br /&gt;
The aforementioned bugs are now fixed and the lag is now gone. Hooray! Go wild, download, back up your game, and update!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #2: 1.2.0 to 1.3.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_130.png]]&lt;br /&gt;
&lt;br /&gt;
[https://dl.degica.com/rpgmakerweb/trial-download/RPGMZ_Setup_EN.exe Download Standalone Update Here]&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics.resize function updated with app.renderer.resize line added&lt;br /&gt;
** Tilemap.Renderer.prototype._createShader updated uSampler1 and uSampler2's values from 1 and 2 to 0 (both)&lt;br /&gt;
** Window.prototype._refreshBack calculations for tiling sprite are now different (and will most likely be fixed compared to before)&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_System.prototype.windowOpacity function added&lt;br /&gt;
** Game_Character.prototype.processRouteEnd updated to set forced movement success to false&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Actor.prototype.setBattler updated so that when no battler is set, the battler name cache is cleared, too&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.updateBackOpacity updated to now take in the new database entry&lt;br /&gt;
** Window_ChoiceList.prototype.start updated to automatically scroll back to the top&lt;br /&gt;
** Window_Message.prototype.updateMessage and Window_Message.prototype.shouldBreakHere updated to use the new function:&lt;br /&gt;
** Window_Message.prototype.isWaiting new function added to determine waiting&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #2: 1.1.1 to 1.2.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_120.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics._createEffekseerContext function updated with setRestorationOfStatesFlag function&lt;br /&gt;
** Window.prototype._refreshBack updated to use a value of 95 instead of 96 to avoid blurring edges&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Scene_Item.prototype.createItemWindow&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Sprite_Animation.prototype.onAfterRender removed contextChange function&lt;br /&gt;
*** Sprite_Gauge.prototype.measureLabelWidth updated to take global widths of HP, MP, and TP for visual consistency&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #1: 1.1.0 to 1.1.1] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_111.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Bitmap.prototype.measureTextWidth now returns a rounded value&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Interpreter.prototype.command119 aka Jump to Label now breaks upon finding a match instead of a return.&lt;br /&gt;
*** This results in saving a frame count.&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.drawFace now uses a rounded value for sx and sy&lt;br /&gt;
** Window_MenuStatus.prototype.drawItemStatus now uses a rounded value for y&lt;br /&gt;
** Window_ScrollText.prototype.startMessage checks if there is text first&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-0-update.129288/ Update #1: 1.0.0 to 1.1.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_110.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** StorageManager.saveToForage updated to arrow function&lt;br /&gt;
** StorageManager.removeForage updated to arrow function&lt;br /&gt;
** EffectManager.startLoading arguments added for onError&lt;br /&gt;
** BattleManager.startAction now cancels the subject's motion refresh&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Battler.prototype.cancelMotionRefresh function added&lt;br /&gt;
** Game_Actor.prototype.makeAutoBattleActions updated from Number.MIN_VALUE to -Number.MAX_VALUE&lt;br /&gt;
** Game_Map.prototype.screenTileX rounds to the nearest whole number&lt;br /&gt;
** Game_Map.prototype.screenTileY rounds to the nearest whole number&lt;br /&gt;
** Game_Player.prototype.centerX is now calculated using the $gameMap.screenTileX() function&lt;br /&gt;
** Game_Player.prototype.centerY is now calculated using the $gameMap.screenTileY() function&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Animation.prototype.targetSpritePosition can now align to bottom&lt;br /&gt;
** Sprite_Gauge.prototype.gaugeX is now calculated using measureLabelWidth function for generic gauges&lt;br /&gt;
** Sprite_Gauge.prototype.measureLabelWidth function added&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== End of Page ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;script type=&amp;quot;text/javascript&amp;quot; src=&amp;quot;https://www.free-counters.org/count/dnyy&amp;quot;&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;a href='https://www.easybooking.eu/produkte/julia-hotelsoftware'&amp;gt;Hotelsoftware mit Channelmanager&amp;lt;/a&amp;gt; &amp;lt;script type='text/javascript' src='https://www.whomania.com/ctr?id=cc28662c449788c1a0c958c86722e66b6ac782e9'&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=VisuStella_MZ_Changelog&amp;diff=16980</id>
		<title>VisuStella MZ Changelog</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=VisuStella_MZ_Changelog&amp;diff=16980"/>
		<updated>2024-10-07T17:26:05Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZChangelog.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;
[[Updates_Changing_to_Monthly|Updates to the VisuStella MZ plugin library are made monthly.]]&lt;br /&gt;
&lt;br /&gt;
This way, you don't have to stay completely on top of the wiki scouring for updates. &lt;br /&gt;
&lt;br /&gt;
There is no set time for when the updates occur, they just will, and there will be an announcement for them.&lt;br /&gt;
&lt;br /&gt;
Updates will be generally used for bug fixes and/or feature implementations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
The following is the VisuStella MZ Plugins Changelog.&lt;br /&gt;
&lt;br /&gt;
It is listed from most recent to oldest with only the most recent batch listed.&lt;br /&gt;
&lt;br /&gt;
To view the whole changelog from the beginning, go here [[VisuStella MZ Changelog (Full)]].&lt;br /&gt;
&lt;br /&gt;
[[RMMZ Changelog|For the RPG Maker MZ Core Script changelog, click here.]]&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Changelog 141 to 160}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Changelog 121 to 140}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {{VisuMZ Changelog 101 to 120}} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {{VisuMZ Changelog 76 to 100}} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {{VisuMZ Changelog 51 to 75}} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {{VisuMZ Changelog 1 to 50}} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To view the whole changelog from the beginning, go here [[VisuStella MZ Changelog (Full)]].&lt;br /&gt;
&lt;br /&gt;
== End of Page ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;script type=&amp;quot;text/javascript&amp;quot; src=&amp;quot;https://www.free-counters.org/count/do2d&amp;quot;&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;a href='https://www.easybooking.eu/produkte/julia-hotelsoftware'&amp;gt;Hotelsoftware mit Channelmanager&amp;lt;/a&amp;gt; &amp;lt;script type='text/javascript' src='https://www.whomania.com/ctr?id=226342abaa64ce042eae55af54bd1a163a42ded4'&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=VisuStella_MZ_Changelog&amp;diff=16979</id>
		<title>VisuStella MZ Changelog</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=VisuStella_MZ_Changelog&amp;diff=16979"/>
		<updated>2024-10-07T17:25:47Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZChangelog.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;
[[Updates_Changing_to_Monthly|Updates to the VisuStella MZ plugin library are made monthly.]]&lt;br /&gt;
&lt;br /&gt;
This way, you don't have to stay completely on top of the wiki scouring for updates. &lt;br /&gt;
&lt;br /&gt;
There is no set time for when the updates occur, they just will, and there will be an announcement for them.&lt;br /&gt;
&lt;br /&gt;
Updates will be generally used for bug fixes and/or feature implementations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
The following is the VisuStella MZ Plugins Changelog.&lt;br /&gt;
&lt;br /&gt;
It is listed from most recent to oldest with only the most recent batch listed.&lt;br /&gt;
&lt;br /&gt;
To view the whole changelog from the beginning, go here [[VisuStella MZ Changelog (Full)]].&lt;br /&gt;
&lt;br /&gt;
[[RMMZ Changelog|For the RPG Maker MZ Core Script changelog, click here.]]&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Changelog 141 to 160}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Changelog 121 to 140}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {{VisuMZ Changelog 101 to 120}} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {{VisuMZ Changelog 76 to 100}} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {{VisuMZ Changelog 51 to 75}} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {{VisuMZ Changelog 1 to 50}} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== End of Page ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;script type=&amp;quot;text/javascript&amp;quot; src=&amp;quot;https://www.free-counters.org/count/do2d&amp;quot;&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;a href='https://www.easybooking.eu/produkte/julia-hotelsoftware'&amp;gt;Hotelsoftware mit Channelmanager&amp;lt;/a&amp;gt; &amp;lt;script type='text/javascript' src='https://www.whomania.com/ctr?id=226342abaa64ce042eae55af54bd1a163a42ded4'&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=VisuStella_MZ_Changelog_(Full)&amp;diff=16978</id>
		<title>VisuStella MZ Changelog (Full)</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=VisuStella_MZ_Changelog_(Full)&amp;diff=16978"/>
		<updated>2024-10-07T17:25:22Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: Created page with &amp;quot;{{TOCright}}  600px  {| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; | style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |  Updates_Changing_to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZChangelog.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;
[[Updates_Changing_to_Monthly|Updates to the VisuStella MZ plugin library are made monthly.]]&lt;br /&gt;
&lt;br /&gt;
This way, you don't have to stay completely on top of the wiki scouring for updates. &lt;br /&gt;
&lt;br /&gt;
There is no set time for when the updates occur, they just will, and there will be an announcement for them.&lt;br /&gt;
&lt;br /&gt;
Updates will be generally used for bug fixes and/or feature implementations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
The following is the VisuStella MZ Plugins Changelog.&lt;br /&gt;
&lt;br /&gt;
It is listed from most recent to oldest from the beginning.&lt;br /&gt;
&lt;br /&gt;
[[RMMZ Changelog|For the RPG Maker MZ Core Script changelog, click here.]]&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Changelog 141 to 160}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Changelog 121 to 140}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Changelog 101 to 120}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Changelog 76 to 100}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Changelog 51 to 75}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Changelog 1 to 50}}&lt;br /&gt;
&lt;br /&gt;
== End of Page ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;script type=&amp;quot;text/javascript&amp;quot; src=&amp;quot;https://www.free-counters.org/count/do2d&amp;quot;&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;a href='https://www.easybooking.eu/produkte/julia-hotelsoftware'&amp;gt;Hotelsoftware mit Channelmanager&amp;lt;/a&amp;gt; &amp;lt;script type='text/javascript' src='https://www.whomania.com/ctr?id=226342abaa64ce042eae55af54bd1a163a42ded4'&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=RMMZ_Changelog&amp;diff=16977</id>
		<title>RMMZ Changelog</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=RMMZ_Changelog&amp;diff=16977"/>
		<updated>2024-10-07T11:28:13Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&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;
[[File:RMMZ_CoreScript_Update.png]]&lt;br /&gt;
&lt;br /&gt;
This is the changelog for the version differences in the base code for RPG Maker MZ across the versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #14: 1.8.0 to 1.8.1 ==&lt;br /&gt;
&lt;br /&gt;
[https://store.steampowered.com/news/app/1096900/view/4597700312707856063?l=english Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Substitute mechanic no longer prevents the target from substituting an attack for itself.&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Equip Scene will forcefully select the first slot whenever player picks a slot to equip.&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #13: 1.7.0 to 1.8.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_180.png|228px]]&lt;br /&gt;
&lt;br /&gt;
[https://steamcommunity.com/app/1096900/eventcomments/7119694909426620627 Official Steam Update Notice Link]&lt;br /&gt;
&lt;br /&gt;
'''Changelog'''&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** BattleManager.isActionForced function added extra conditions to make sure no win or lose conditions are fulfilled&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.startNormalGame function exchanged a SceneManager.goto from Scene_Title to Scene_Splash&lt;br /&gt;
** Scene_Splash added&lt;br /&gt;
** Scene_Message.prototype.cancelMessageWait added&lt;br /&gt;
*** Related to the new ability to fast forward the &amp;lt;nowiki&amp;gt;\|&amp;lt;/nowiki&amp;gt; wait timer&lt;br /&gt;
** Scene_Map.prototype.updateMainMultiply added cancelMessageWait() to its fastforward mode&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_EventItem.prototype.initialize added new flag for _canRepeat &lt;br /&gt;
** Window_Message.prototype.cancelWait added&lt;br /&gt;
*** Linked to the added Scene_Message.prototype.cancelMessageWait function&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #12: 1.6.1 to 1.7.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_170.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Tilemap.prototype._createLayers function updated to use Tilemap.CombinedLayer() instead of Tilemap.Layer()&lt;br /&gt;
** New Function: Tilemap.Layer.prototype.size&lt;br /&gt;
** New Class: Tilemap.CombinedLayer&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New Function: DataManager.isTitleSkip&lt;br /&gt;
** BattleManager.forceAction updated to check to see if there's existing actions before forcing the battler to perform a forced action&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.start updated to utilize the new Title Skip functionality&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_ScrollText.prototype.refresh updated to calculate the y position in reference to the scroll position of the window&lt;br /&gt;
** Window_ScrollText.prototype.contentsHeight updated to check if allTextHeight variable is larger than 1 before returning a value&lt;br /&gt;
** Window_ScrollText.prototype.updateMessage updated to utilize the new scrollY check&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #11: 1.6.0 to 1.6.1 ==&lt;br /&gt;
&lt;br /&gt;
The core scripts are identical to 1.6.0.&lt;br /&gt;
&lt;br /&gt;
Not even the version numbers are changed to v1.6.1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update #10: 1.5.0 to 1.6.0 ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_160.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics._updateErrorPrinter updated to show errors more relative to window scale&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Boot.prototype.adjustWindow updated to utilize new ScreenScale calculation&lt;br /&gt;
** New function: Scene_Boot.prototype.screenScale&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.convertEscapeCharacters updated to fully convert all \v[x] variables even when embedded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-5-0-patch-notes.148146/ Update #9: 1.4.4 to 1.5.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_150.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** The following functions have _tileWidth and _tileHeight variables changed to tileWidth and tileHeight without the underscore _&lt;br /&gt;
*** Tilemap.prototype.initialize &lt;br /&gt;
*** Tilemap.prototype.updateTransform&lt;br /&gt;
*** Tilemap.prototype._addAllSpots&lt;br /&gt;
*** Tilemap.prototype._addSpot&lt;br /&gt;
*** Tilemap.prototype._addNormalTile&lt;br /&gt;
*** Tilemap.prototype._addAutotile&lt;br /&gt;
*** Tilemap.prototype._addTableEdge&lt;br /&gt;
*** Tilemap.prototype._addShadow&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** SceneManager.terminate now changed to detect if running a NodeJS client to close the app instead (just like what VisuMZ Core Engine does)&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Map.prototype.tileWidth updated to grab the new $dataSystem.tileSize property&lt;br /&gt;
** Game_Map.prototype.tileHeight now replicates Game_Map.prototype.tileWidth's result&lt;br /&gt;
** Game_Map.prototype.bushDepth new function added&lt;br /&gt;
** Game_CharacterBase.prototype.refreshBushDepth updated to utilize new bushDepth function&lt;br /&gt;
** Game_Interpreter.prototype.command109 added&lt;br /&gt;
*** Supposedly, this is for an Event Command that will be called &amp;quot;Skip&amp;quot; but I looked inside the RMMZ event editor and there's nothing there so it's probably not implemented yet.&lt;br /&gt;
*** Oh, this is what it is for:&lt;br /&gt;
*** [[File:RMMZ_Skip.png]]&lt;br /&gt;
*** You highlight the code you want to &amp;quot;comment out&amp;quot;, right click, and click Toggle Skip&lt;br /&gt;
*** This is good for testing purposes and streamlining your events during testing so that you don't have to go through entire cutscenes to see if a switch was properly turned on at the end.&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Scene_Map.prototype.create updated to no longer check for a non-existent $dataMap or a changed $gameMap.mapId() (since it's results in the same thing anyway)&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Character.prototype.updateFrame no longer checks to see if the sprite's bitmap is loaded and ready&lt;br /&gt;
*** Sprite_Enemy.prototype.initMembers updated the _battlerName variable to start with null instead of &amp;quot;&amp;quot; to avoid conflict&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-4-patch-notes.145233/ Update #8: 1.4.3 to 1.4.4] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Character.prototype.updateFrame updated&lt;br /&gt;
*** Now checks to see if the bitmap is loaded and ready before making changes to the tile frame, presumably to avoid updating into errors when there is either no bitmap or the bitmap is in the middle of transitioning into some other image.&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-3-patch-notes.144047 Update #7: 1.4.0 to 1.4.3] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** BattleManager.updateTurnEnd updated to remove '''this.startInput()''' and replaced it with '''this._phase = &amp;quot;start&amp;quot;'''&lt;br /&gt;
*** This might be potentially troublesome&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Spriteset_Map.prototype.updateParallax updated to scale better for mobile devices&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-0-update.142845/ Update #6: 1.3.3 to 1.4.0] ==&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Bitmap.prototype.measureTextWidth returns width value, no longer rounded upwards&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** SceneManager.updateEffekseer will now only update if the game is currently active, too&lt;br /&gt;
** Function endAllBattlersTurn() is removed from BattleManager.endTurn and placed into BattleManager.updateTurnEnd&lt;br /&gt;
** BattleManager.checkAbort now checks if all party members are escaped before aborting to prevent a game over&lt;br /&gt;
** New Function added: BattleManager.processPartyEscape&lt;br /&gt;
** BattleManager.endBattle now clears any reserved common events&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New function added: Game_Temp.prototype.clearCommonEventReservation&lt;br /&gt;
** New function added: Game_Timer.prototype.frames&lt;br /&gt;
** Game_Party.prototype.battleMembers function updated to use new functions:&lt;br /&gt;
** New function added: Game_Party.prototype.hiddenBattleMembers&lt;br /&gt;
** New function added: Game_Party.prototype.allBattleMembers&lt;br /&gt;
** New function added: Game_Party.prototype.isEscaped&lt;br /&gt;
** Game_Interpreter.prototype.command111 (Conditional Branch) updated to utilize the Game Timer frames function&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Animation.prototype.shouldWaitForPrevious function is now completely disabled&lt;br /&gt;
** Sprite_Gauge.measureLabelWidth now rounds up the returned value&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-3-update.140440/ Update #5: 1.3.2 to 1.3.3] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_Update_133.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** New function added: Utils.extractFileName&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated functions:&lt;br /&gt;
*** ImageManager.isObjectCharacter&lt;br /&gt;
*** ImageManager.isBigCharacter&lt;br /&gt;
*** ImageManager.isZeroParallax&lt;br /&gt;
*** PluginManager.setup&lt;br /&gt;
**** To utilize the Utils.extractFileName for parsing extended filepaths&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated function:&lt;br /&gt;
*** Scene_Item.prototype.createItemWindow&lt;br /&gt;
**** Removed this._itemWindow.createContents()&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Updated functions:&lt;br /&gt;
*** Sprite_Animation.prototype.initMembers&lt;br /&gt;
**** Removed this._originalViewport = null&lt;br /&gt;
*** Sprite_Animation.prototype._render&lt;br /&gt;
**** Removed this.saveViewport(renderer)&lt;br /&gt;
*** Sprite_Animation.prototype.resetViewport&lt;br /&gt;
**** Updated code to renderer.gl.viewport(0, 0, renderer.view.width, renderer.view.height)&lt;br /&gt;
*** Sprite_Gauge.prototype.bitmapHeight&lt;br /&gt;
**** Changed value from 24 to 32&lt;br /&gt;
*** Sprite_Gauge.prototype.drawLabel&lt;br /&gt;
*** Sprite_Gauge.prototype.drawValue&lt;br /&gt;
**** Changed a line to const height = this.textHeight() from const height = this.bitmapHeight()&lt;br /&gt;
** Added function:&lt;br /&gt;
*** Sprite_Gauge.prototype.textHeight&lt;br /&gt;
**** With a value of 24&lt;br /&gt;
** Removed function:&lt;br /&gt;
*** Sprite_Animation.prototype.saveViewport&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-2-update.138130/ Update #4: 1.3.1 to 1.3.2] ==&lt;br /&gt;
&lt;br /&gt;
Changes will be included in the next update list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #3: 1.3.0 to 1.3.1] ==&lt;br /&gt;
&lt;br /&gt;
There aren't any changes made to the code base, but there are for the editor.&lt;br /&gt;
&lt;br /&gt;
The aforementioned bugs are now fixed and the lag is now gone. Hooray! Go wild, download, back up your game, and update!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ Update #2: 1.2.0 to 1.3.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_130.png]]&lt;br /&gt;
&lt;br /&gt;
[https://dl.degica.com/rpgmakerweb/trial-download/RPGMZ_Setup_EN.exe Download Standalone Update Here]&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics.resize function updated with app.renderer.resize line added&lt;br /&gt;
** Tilemap.Renderer.prototype._createShader updated uSampler1 and uSampler2's values from 1 and 2 to 0 (both)&lt;br /&gt;
** Window.prototype._refreshBack calculations for tiling sprite are now different (and will most likely be fixed compared to before)&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_System.prototype.windowOpacity function added&lt;br /&gt;
** Game_Character.prototype.processRouteEnd updated to set forced movement success to false&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Actor.prototype.setBattler updated so that when no battler is set, the battler name cache is cleared, too&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.updateBackOpacity updated to now take in the new database entry&lt;br /&gt;
** Window_ChoiceList.prototype.start updated to automatically scroll back to the top&lt;br /&gt;
** Window_Message.prototype.updateMessage and Window_Message.prototype.shouldBreakHere updated to use the new function:&lt;br /&gt;
** Window_Message.prototype.isWaiting new function added to determine waiting&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #2: 1.1.1 to 1.2.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_120.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Graphics._createEffekseerContext function updated with setRestorationOfStatesFlag function&lt;br /&gt;
** Window.prototype._refreshBack updated to use a value of 95 instead of 96 to avoid blurring edges&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Scene_Item.prototype.createItemWindow&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
*** Sprite_Animation.prototype.onAfterRender removed contextChange function&lt;br /&gt;
*** Sprite_Gauge.prototype.measureLabelWidth updated to take global widths of HP, MP, and TP for visual consistency&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ Update #1: 1.1.0 to 1.1.1] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_111.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Bitmap.prototype.measureTextWidth now returns a rounded value&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Interpreter.prototype.command119 aka Jump to Label now breaks upon finding a match instead of a return.&lt;br /&gt;
*** This results in saving a frame count.&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Window_Base.prototype.drawFace now uses a rounded value for sx and sy&lt;br /&gt;
** Window_MenuStatus.prototype.drawItemStatus now uses a rounded value for y&lt;br /&gt;
** Window_ScrollText.prototype.startMessage checks if there is text first&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-0-update.129288/ Update #1: 1.0.0 to 1.1.0] ==&lt;br /&gt;
&lt;br /&gt;
[[File:RMMZ_110.png]]&lt;br /&gt;
&lt;br /&gt;
* rmmz_core.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_managers.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** StorageManager.saveToForage updated to arrow function&lt;br /&gt;
** StorageManager.removeForage updated to arrow function&lt;br /&gt;
** EffectManager.startLoading arguments added for onError&lt;br /&gt;
** BattleManager.startAction now cancels the subject's motion refresh&lt;br /&gt;
&lt;br /&gt;
* rmmz_objects.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Game_Battler.prototype.cancelMotionRefresh function added&lt;br /&gt;
** Game_Actor.prototype.makeAutoBattleActions updated from Number.MIN_VALUE to -Number.MAX_VALUE&lt;br /&gt;
** Game_Map.prototype.screenTileX rounds to the nearest whole number&lt;br /&gt;
** Game_Map.prototype.screenTileY rounds to the nearest whole number&lt;br /&gt;
** Game_Player.prototype.centerX is now calculated using the $gameMap.screenTileX() function&lt;br /&gt;
** Game_Player.prototype.centerY is now calculated using the $gameMap.screenTileY() function&lt;br /&gt;
&lt;br /&gt;
* rmmz_scenes.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
* rmmz_sprites.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
** Sprite_Animation.prototype.targetSpritePosition can now align to bottom&lt;br /&gt;
** Sprite_Gauge.prototype.gaugeX is now calculated using measureLabelWidth function for generic gauges&lt;br /&gt;
** Sprite_Gauge.prototype.measureLabelWidth function added&lt;br /&gt;
&lt;br /&gt;
* rmmz_windows.js&lt;br /&gt;
** Version Number Update&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&amp;lt;!-- =========================================================================================================================================================== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== End of Page ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;script type=&amp;quot;text/javascript&amp;quot; src=&amp;quot;https://www.free-counters.org/count/dnyy&amp;quot;&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;a href='https://www.easybooking.eu/produkte/julia-hotelsoftware'&amp;gt;Hotelsoftware mit Channelmanager&amp;lt;/a&amp;gt; &amp;lt;script type='text/javascript' src='https://www.whomania.com/ctr?id=cc28662c449788c1a0c958c86722e66b6ac782e9'&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Battle_AI_VisuStella_MZ&amp;diff=16920</id>
		<title>Battle AI VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Battle_AI_VisuStella_MZ&amp;diff=16920"/>
		<updated>2024-09-17T15:32:25Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &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=VoH47IVCiPk&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/760460&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-ai&amp;quot;&amp;gt;Battle A.I. 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;
{| 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;
This Battle A.I. plugin changes up how enemies and any Auto Battle actors&lt;br /&gt;
behave by implementing many new key components to their decision making&lt;br /&gt;
process in battle. These new compotents are: A.I. Styles, A.I. Levels,&lt;br /&gt;
Rating Variance, A.I. Conditions, and Influencing TGR Weight.&lt;br /&gt;
&lt;br /&gt;
With these new key components put together, you can transform RPG Maker MZ's&lt;br /&gt;
highly primitive A.I. into something more intelligent. Auto Battle actors&lt;br /&gt;
can also base their A.I. patterns off an enemy's A.I. in order to behave in&lt;br /&gt;
more desirable ways during battle as well.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Different A.I. Styles to allow for various ways to setup enemy A.I.&lt;br /&gt;
* Set A.I. Levels for enemies and Auto Battle actors.&lt;br /&gt;
* A.I. Levels can be set on a global scale or individual scale.&lt;br /&gt;
* Set rating variance levels to prioritize actions or randomize them.&lt;br /&gt;
* These include notetags to change them on a per individual basis.&lt;br /&gt;
* Create action conditions to make certain skills usable by the A.I. under specific circumstances.&lt;br /&gt;
* Action conditions are split between 'ALL' and 'ANY' types which require either all conditions to be met or at least one condition to be met.&lt;br /&gt;
* A large selection of condition notetags to use to help customize the best case situations on when to use a skill and which target to pick.&lt;br /&gt;
* Default condition settings can be made in the Plugin Parameters to make an entire database of skills become conditional for A.I. usage.&lt;br /&gt;
* Influence TGR weight to make certain targets more desirable for specific types of actions.&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 3}}&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;
=== Auto Battle A.I. for Actors ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleAI_Reference.png]]&lt;br /&gt;
&lt;br /&gt;
With this plugin, there is an option to let certain classes reference&lt;br /&gt;
specific enemy A.I. patterns to decide which skills to use during battle.&lt;br /&gt;
If the reference option is not used, the actor will use default Auto Battle&lt;br /&gt;
evaluations to determine which skills to use instead.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== A.I. Styles ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleAI_Styles.png]]&lt;br /&gt;
&lt;br /&gt;
There are currently four different A.I. Styles. Actors and enemies can&lt;br /&gt;
default to a different one globally, or changed individually using notetags.&lt;br /&gt;
Read more about them in the A.I. Styles section.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== A.I. Levels ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleAI_Levels.png]]&lt;br /&gt;
&lt;br /&gt;
Enemies and actors can be given different A.I. Levels. The higher one's&lt;br /&gt;
A.I. Level, the more they are to follow conditions. With Level 100 A.I.&lt;br /&gt;
Level, an A.I. will never disobey a condition. On the other hand, lower&lt;br /&gt;
A.I. Levels may possibly ignore certain conditions and act as if they are&lt;br /&gt;
fulfilled.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== A.I. Rating Variance ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleAI_ActionList.png]]&lt;br /&gt;
&lt;br /&gt;
In the RPG Maker database editor, when deciding an enemy's Action Patterns&lt;br /&gt;
you can decide on the action's &amp;quot;rating&amp;quot;. The rating is a value from 1 to 9&lt;br /&gt;
where 9 gets the highest priority and 1 gets the lowest. RPG Maker, by&lt;br /&gt;
default, will sometimes dip the rating a few levels lower to allow lower&lt;br /&gt;
ratings and bypass the priority system.&lt;br /&gt;
&lt;br /&gt;
This plugin allows you to set the variance level through Plugin Parameters&lt;br /&gt;
on a global scale or notetags on an individual basis to allow for larger,&lt;br /&gt;
smaller, or no variance on ratings at all.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== A.I. Conditions for Skill Usage ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleAI_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Enemies and any actors that use Auto Battle A.I. with a reference can only&lt;br /&gt;
use certain skills as long as specific conditions have been met. These&lt;br /&gt;
conditions are split between 'ALL' condition sets and 'ANY' condition sets.&lt;br /&gt;
&lt;br /&gt;
'ALL' condition sets require all of the set's conditions to be met in&lt;br /&gt;
order for the skill to be used by the A.I.&lt;br /&gt;
&lt;br /&gt;
'ANY' condition sets require at least one of the set's conditions to be&lt;br /&gt;
met in order for the skill to be used by the A.I.&lt;br /&gt;
&lt;br /&gt;
A variety of conditions can be inserted into each condition set to make&lt;br /&gt;
for some very specific usage conditions. These will also help filter out&lt;br /&gt;
which targets to pick from, too.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== TGR Weight on A.I. Target Selection ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleAI_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
TGR is a special parameter in RPG Maker MZ that represents &amp;quot;Target Rate&amp;quot;.&lt;br /&gt;
The higher one's TGR, the more likely they are to become the target of an&lt;br /&gt;
attack. This plugin allows various things to influence the TGR weight to&lt;br /&gt;
make certain targets more likely to be targets for attack.&lt;br /&gt;
&lt;br /&gt;
Elemental influence rates on the TGR weight mean that if a target receives&lt;br /&gt;
more damage from an elemental attack, the TGR weight becomes higher for that&lt;br /&gt;
skill when determining a target. The higher the elemental damage received,&lt;br /&gt;
the more the TGR weight shifts upward.&lt;br /&gt;
&lt;br /&gt;
Evasion and Magic Evasion rates do the opposite. The higher a potential&lt;br /&gt;
target's evasion and magic evasion rate is (for physical and magical skills)&lt;br /&gt;
the lower the TGR weight becomes for that potential target.&lt;br /&gt;
&lt;br /&gt;
By default Plugin Parameter settings, TGR weight shifting requires the&lt;br /&gt;
enemy troop to have &amp;quot;knowledge&amp;quot; on the party's element rates, evasion, and&lt;br /&gt;
magic evasion properties. Enemy troops would have to hit actors with element&lt;br /&gt;
based attacks to learn the actor's resistance levels, physical attacks to&lt;br /&gt;
learn the actor's evasion, and magical attacks to learn the actor's magic&lt;br /&gt;
evasion levels.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Specific A.I. Targeting Notetags ===&lt;br /&gt;
&lt;br /&gt;
Specific A.I. targeting means the user will ignore any TGR influences when&lt;br /&gt;
it comes to pick out of a group of valid candidates to come down to one&lt;br /&gt;
target. This only affects skills where the user must select a specific&lt;br /&gt;
target, meaning it will ignore the effects of random and AoE scopes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;AI Target: type&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Bypasses TGR influence in favor of picking a specific target out of a&lt;br /&gt;
  group of valid targets (does not pick from outside the valid target group)&lt;br /&gt;
  for a skill target.&lt;br /&gt;
- Replace 'type' with any of the following:&lt;br /&gt;
&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Type                           Description&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  User                           Always picks the user if available&lt;br /&gt;
  First                          Always picks the first valid candidate&lt;br /&gt;
  Last                           Always picks the last valid candidate&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Highest Level                  Picks candidate with highest level&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Highest MaxHP                  Picks candidate with highest MaxHP&lt;br /&gt;
  Highest HP                     Picks candidate with highest current HP&lt;br /&gt;
  Highest HP%                    Picks candidate with highest HP ratio&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Highest MaxMP                  Picks candidate with highest MaxMP&lt;br /&gt;
  Highest MP                     Picks candidate with highest current MP&lt;br /&gt;
  Highest MP%                    Picks candidate with highest MP ratio&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Highest MaxTP                  Picks candidate with highest MaxTP&lt;br /&gt;
  Highest TP                     Picks candidate with highest current TP&lt;br /&gt;
  Highest TP%                    Picks candidate with highest TP ratio&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Highest ATK                    Picks candidate with highest ATK parameter&lt;br /&gt;
  Highest DEF                    Picks candidate with highest DEF parameter&lt;br /&gt;
  Highest MAT                    Picks candidate with highest MAT parameter&lt;br /&gt;
  Highest MDF                    Picks candidate with highest MDF parameter&lt;br /&gt;
  Highest AGI                    Picks candidate with highest AGI parameter&lt;br /&gt;
  Highest LUK                    Picks candidate with highest LUK parameter&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Highest HIT                    Picks candidate with highest HIT parameter&lt;br /&gt;
  Highest EVA                    Picks candidate with highest EVA parameter&lt;br /&gt;
  Highest CRI                    Picks candidate with highest CRI parameter&lt;br /&gt;
  Highest CEV                    Picks candidate with highest CEV parameter&lt;br /&gt;
  Highest MEV                    Picks candidate with highest MEV parameter&lt;br /&gt;
  Highest MRF                    Picks candidate with highest MRF parameter&lt;br /&gt;
  Highest CNT                    Picks candidate with highest CNT parameter&lt;br /&gt;
  Highest HRG                    Picks candidate with highest HRG parameter&lt;br /&gt;
  Highest MRG                    Picks candidate with highest MRG parameter&lt;br /&gt;
  Highest TRG                    Picks candidate with highest TRG parameter&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Highest TGR                    Picks candidate with highest TGR parameter&lt;br /&gt;
  Highest GRD                    Picks candidate with highest GRD parameter&lt;br /&gt;
  Highest REC                    Picks candidate with highest REC parameter&lt;br /&gt;
  Highest PHA                    Picks candidate with highest PHA parameter&lt;br /&gt;
  Highest MCR                    Picks candidate with highest MCR parameter&lt;br /&gt;
  Highest TCR                    Picks candidate with highest TCR parameter&lt;br /&gt;
  Highest PDR                    Picks candidate with highest PDR parameter&lt;br /&gt;
  Highest MDR                    Picks candidate with highest MDR parameter&lt;br /&gt;
  Highest FDR                    Picks candidate with highest FDR parameter&lt;br /&gt;
  Highest EXR                    Picks candidate with highest EXR parameter&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Highest State Count            Picks candidate with most states (any)&lt;br /&gt;
  Highest Positive State Count   Picks candidate with most positive states&lt;br /&gt;
  Highest Negative State Count   Picks candidate with most negative states&lt;br /&gt;
  *Note: These require VisuMZ_1_SkillsStatesCore&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Lowest Level                   Picks candidate with lowest level&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Lowest MaxHP                   Picks candidate with lowest MaxHP&lt;br /&gt;
  Lowest HP                      Picks candidate with lowest current HP&lt;br /&gt;
  Lowest HP%                     Picks candidate with lowest HP ratio&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Lowest MaxMP                   Picks candidate with lowest MaxMP&lt;br /&gt;
  Lowest MP                      Picks candidate with lowest current MP&lt;br /&gt;
  Lowest MP%                     Picks candidate with lowest MP ratio&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Lowest MaxTP                   Picks candidate with lowest MaxTP&lt;br /&gt;
  Lowest TP                      Picks candidate with lowest current TP&lt;br /&gt;
  Lowest TP%                     Picks candidate with lowest TP ratio&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Lowest ATK                     Picks candidate with lowest ATK parameter&lt;br /&gt;
  Lowest DEF                     Picks candidate with lowest DEF parameter&lt;br /&gt;
  Lowest MAT                     Picks candidate with lowest MAT parameter&lt;br /&gt;
  Lowest MDF                     Picks candidate with lowest MDF parameter&lt;br /&gt;
  Lowest AGI                     Picks candidate with lowest AGI parameter&lt;br /&gt;
  Lowest LUK                     Picks candidate with lowest LUK parameter&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Lowest HIT                     Picks candidate with lowest HIT parameter&lt;br /&gt;
  Lowest EVA                     Picks candidate with lowest EVA parameter&lt;br /&gt;
  Lowest CRI                     Picks candidate with lowest CRI parameter&lt;br /&gt;
  Lowest CEV                     Picks candidate with lowest CEV parameter&lt;br /&gt;
  Lowest MEV                     Picks candidate with lowest MEV parameter&lt;br /&gt;
  Lowest MRF                     Picks candidate with lowest MRF parameter&lt;br /&gt;
  Lowest CNT                     Picks candidate with lowest CNT parameter&lt;br /&gt;
  Lowest HRG                     Picks candidate with lowest HRG parameter&lt;br /&gt;
  Lowest MRG                     Picks candidate with lowest MRG parameter&lt;br /&gt;
  Lowest TRG                     Picks candidate with lowest TRG parameter&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Lowest TGR                     Picks candidate with lowest TGR parameter&lt;br /&gt;
  Lowest GRD                     Picks candidate with lowest GRD parameter&lt;br /&gt;
  Lowest REC                     Picks candidate with lowest REC parameter&lt;br /&gt;
  Lowest PHA                     Picks candidate with lowest PHA parameter&lt;br /&gt;
  Lowest MCR                     Picks candidate with lowest MCR parameter&lt;br /&gt;
  Lowest TCR                     Picks candidate with lowest TCR parameter&lt;br /&gt;
  Lowest PDR                     Picks candidate with lowest PDR parameter&lt;br /&gt;
  Lowest MDR                     Picks candidate with lowest MDR parameter&lt;br /&gt;
  Lowest FDR                     Picks candidate with lowest FDR parameter&lt;br /&gt;
  Lowest EXR                     Picks candidate with lowest EXR parameter&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Lowest State Count             Picks candidate with least states (any)&lt;br /&gt;
  Lowest Positive State Count    Picks candidate with least positive states&lt;br /&gt;
  Lowest Negative State Count    Picks candidate with least negative states&lt;br /&gt;
  *Note: These require VisuMZ_1_SkillsStatesCore&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== A.I. Styles ==&lt;br /&gt;
&lt;br /&gt;
[[File:BattleAI_Styles.png]]&lt;br /&gt;
&lt;br /&gt;
There are currently four different A.I. Styles. These determine how the&lt;br /&gt;
A.I. acts and behaves. You can change the A.I. Style used globally through&lt;br /&gt;
the Plugin Parameters or individually for classes and enemies through the&lt;br /&gt;
usage of notetags.&lt;br /&gt;
&lt;br /&gt;
Read below to understand each style and its rules:&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Classic Style ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Classic&amp;quot; style is the traditional and default RPG Maker MZ A.I. style.&lt;br /&gt;
It puts emphasis on the Rating system, where skills with higher ratings are&lt;br /&gt;
given more priority than skills with lower ratings within variance.&lt;br /&gt;
&lt;br /&gt;
* Action Pattern conditions must be met.&lt;br /&gt;
* Skill must be usable (able to pay its cost and it isn't disabled).&lt;br /&gt;
* Skill A.I. conditions must be met.&lt;br /&gt;
* Priority is given towards actions with higher Ratings.&lt;br /&gt;
* Rating variance will be determined by Plugin Parameters and/or notetags.&lt;br /&gt;
* A.I. Level can affect whether or not A.I. Conditions would be ignored.&lt;br /&gt;
* After applying Ratings, Rating Variances, and A.I. Conditions, if there are still multiple actions to choose from, pick from the remaining actions randomly.&lt;br /&gt;
* If no actions are valid, then do nothing.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Gambit Style ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gambit&amp;quot; style is the style from Yanfly Engine Plugin's Battle A.I. Core.&lt;br /&gt;
It goes down the list of skills with top-down priority as long as they meet&lt;br /&gt;
the Action Pattern conditions and A.I. conditions. Ratings will be ignored.&lt;br /&gt;
&lt;br /&gt;
* Priority starts from top of skill list and goes to bottom of skill list.&lt;br /&gt;
* Action Pattern conditions must be met.&lt;br /&gt;
* Skill must be usable (able to pay its cost and it isn't disabled).&lt;br /&gt;
* Skill A.I. conditions must be met.&lt;br /&gt;
* Priority is given towards actions located higher on the list.&lt;br /&gt;
* Actions towards the bottom of the list will have lower priority.&lt;br /&gt;
* Ratings and Rating Variance has no bearing on whether or not an action will be picked.&lt;br /&gt;
* A.I. Level can affect whether or not A.I. Conditions would be ignored.&lt;br /&gt;
* If no actions are valid, then do nothing.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Casual Style ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Casual&amp;quot; style takes a lighter approach to A.I. It ignores the Ratings&lt;br /&gt;
system and doesn't care about the order of actions either. Instead, the&lt;br /&gt;
only thing this A.I. Style cares about are the A.I. Conditions. All valid&lt;br /&gt;
actions after that are randomly picked from.&lt;br /&gt;
&lt;br /&gt;
* Action Pattern conditions must be met.&lt;br /&gt;
* Skill must be usable (able to pay its cost and it isn't disabled).&lt;br /&gt;
* Skill A.I. conditions must be met.&lt;br /&gt;
* There is no priority system for Ratings or Order.&lt;br /&gt;
* A.I. Level does not matter here.&lt;br /&gt;
* A random action will be selected from a group of remaining valid actions.&lt;br /&gt;
* If no actions are valid, then do nothing.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Random Style ===&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Random&amp;quot; style simply does not care about ratings or order. It only cares&lt;br /&gt;
if the skill's can be used (can pay for the cost) and Action Pattern&lt;br /&gt;
conditions. It does not care about A.I. Conditions, Ratings, or Order.&lt;br /&gt;
&lt;br /&gt;
* Action Pattern conditions must be met.&lt;br /&gt;
* Skill must be usable (able to pay its cost and it isn't disabled).&lt;br /&gt;
* Skill A.I. conditions are ignored.&lt;br /&gt;
* There is no priority system for Ratings or Order.&lt;br /&gt;
* A.I. Level does not matter here.&lt;br /&gt;
* A random action will be selected from a group of remaining valid actions.&lt;br /&gt;
* If no actions are valid, then do nothing.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle AI Notetags}}&lt;br /&gt;
&lt;br /&gt;
== Regarding $gameTroop.turnCount() for A.I. Conditions ==&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Short Answer:&lt;br /&gt;
&lt;br /&gt;
Battle A.I. conditions do NOT support the conditions $gameTroop.turnCount()&lt;br /&gt;
or user.turnCount() or target.turnCount() for A.I. Conditions.&lt;br /&gt;
&lt;br /&gt;
Instead, use RPG Maker MZ's built-in action editor's turn requirement to&lt;br /&gt;
make do with the same effect.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Long Answer:&lt;br /&gt;
&lt;br /&gt;
The turnCount() functions are not valid for A.I. Conditions and disabled due&lt;br /&gt;
to all the problems they cause. The reason being is because actions are&lt;br /&gt;
determined before the turn count increases. This is how RPG Maker MZ handles&lt;br /&gt;
it by default.&lt;br /&gt;
&lt;br /&gt;
The reason why this does not work is due to the following code found in&lt;br /&gt;
RPG Maker MZ's core scripts:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Game_Battler.prototype.turnCount = function() {&lt;br /&gt;
      if (BattleManager.isTpb()) {&lt;br /&gt;
          return this._tpbTurnCount;&lt;br /&gt;
      } else {&lt;br /&gt;
          return $gameTroop.turnCount() + 1;&lt;br /&gt;
      }&lt;br /&gt;
  };&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What that means the turn count will always be off by 1. So upon determining&lt;br /&gt;
the action initially, the match would come off as correct. However, as the&lt;br /&gt;
turn actually starts and reaches the enemy or actor's turn, the turn count&lt;br /&gt;
check would read differently and return incorrect information, causing the&lt;br /&gt;
battler to forfeit their actions.&lt;br /&gt;
&lt;br /&gt;
This facet of RPG Maker MZ can be updated and changed, but it is better that&lt;br /&gt;
it doesn't in order to maintain compatibility with the rest of the plugins&lt;br /&gt;
available that utilize the turn counter.&lt;br /&gt;
&lt;br /&gt;
The work around to this problem is, instead, to use the enemy database tab's&lt;br /&gt;
action editor and apply a Turn Condition to match the required turn instead.&lt;br /&gt;
You know, the thing with Skill and Rating, where you select which skill for&lt;br /&gt;
the enemy to use instead.&lt;br /&gt;
&lt;br /&gt;
HOWEVER!&lt;br /&gt;
&lt;br /&gt;
If you are willing to use an &amp;quot;Experimental&amp;quot; feature, aka one that is not&lt;br /&gt;
heavily tested and may potentially result in unintended side effects, go to:&lt;br /&gt;
&lt;br /&gt;
 Plugin Parameters &amp;gt; A.I. General Settings &amp;gt; Experimental &amp;gt; On-The-Spot A.I.&lt;br /&gt;
&lt;br /&gt;
And set that to &amp;quot;true&amp;quot; without the quotes. This will forcefully remove the&lt;br /&gt;
+1 towards the count and forcefully make enemies re-evaluate actions upon&lt;br /&gt;
the start of the string of their actions. This comes with some side effects&lt;br /&gt;
that will potentially give A.I. advantages or disadvantages depending on the&lt;br /&gt;
battle system type. Action Speed becomes something that can be abused as it&lt;br /&gt;
is normally something that is determined based on the queued actions. A.I.&lt;br /&gt;
can pick a high speed weak action and then switch it for a slow speed strong&lt;br /&gt;
action. There is no proper fix to this due to how on-the-spot A.I. works as&lt;br /&gt;
it is ill-fitted for speed-relative battle systems. You have been warned.&lt;br /&gt;
&lt;br /&gt;
In the event that this Plugin Parameter IS enabled, then using the turnCount&lt;br /&gt;
JavaScript code should work again due to the normalization of how the turn&lt;br /&gt;
property is calculated.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== A.I. General Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleAI_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
These settings determine the global settings for general Battle A.I. usage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
A.I. Style&lt;br /&gt;
&lt;br /&gt;
  Actor Style:&lt;br /&gt;
  - Which A.I. style do you want for referenced actors to use?&lt;br /&gt;
  - This does not apply to non-referenced actors.&lt;br /&gt;
&lt;br /&gt;
  Enemy Style:&lt;br /&gt;
  - Which A.I. style do you want for enemies to use?&lt;br /&gt;
&lt;br /&gt;
  Refer to the A.I. Styles list for a list of valid styles.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
A.I. Level&lt;br /&gt;
&lt;br /&gt;
  Actor A.I. Level:&lt;br /&gt;
  - Default A.I. level used for actor A.I.&lt;br /&gt;
  - Levels: 0-100. Higher is stricter.&lt;br /&gt;
&lt;br /&gt;
  Enemy A.I. Level:&lt;br /&gt;
  - Default A.I. level used for enemy A.I.&lt;br /&gt;
  - Levels: 0-100. Higher is stricter.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
A.I. Ratings&lt;br /&gt;
&lt;br /&gt;
  Actor Rating Variance:&lt;br /&gt;
  - How much to allow variance from the A.I. rating by?&lt;br /&gt;
  - 0 for no variance. Higher numbers for more variance.&lt;br /&gt;
&lt;br /&gt;
  Enemy Rating Variance:&lt;br /&gt;
  - How much to allow variance from the A.I. rating by?&lt;br /&gt;
  - 0 for no variance. Higher numbers for more variance.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Reference&lt;br /&gt;
&lt;br /&gt;
  Actor =&amp;gt; AI Reference:&lt;br /&gt;
  - Which enemy A.I. should the actor reference by default?&lt;br /&gt;
  - Use 0 for no references.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Knowledge&lt;br /&gt;
&lt;br /&gt;
  Learn Knowledge:&lt;br /&gt;
  - Requires enemies/actors to test the knowledge of the opponents before&lt;br /&gt;
    using specific conditions.&lt;br /&gt;
&lt;br /&gt;
  Unknown Element Rate:&lt;br /&gt;
  - What should A.I. treat unknown element rates as?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Experimental&lt;br /&gt;
&lt;br /&gt;
  On-The-Spot A.I.:&lt;br /&gt;
  - A.I. enemies/actors determine actions on the spot when it's their turn.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== A.I. Default Conditions ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleAI_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
You can set certain conditions to be used as defaults for all skills that&lt;br /&gt;
lack the &amp;lt;All AI Conditions&amp;gt; and &amp;lt;Any AI Conditions&amp;gt;. If either of those&lt;br /&gt;
notetags exist, none of these defaults will be used for those skills. These&lt;br /&gt;
settings will allow you to set both 'All' and 'Any' conditions for defaults.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Enable?&lt;br /&gt;
&lt;br /&gt;
  All Conditions:&lt;br /&gt;
  - Create default 'ALL' conditions for all skills without any AI notetags?&lt;br /&gt;
&lt;br /&gt;
  Any Conditions:&lt;br /&gt;
  - Create default 'ANY' conditions for all skills without any AI notetags?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
HP Damage&lt;br /&gt;
&lt;br /&gt;
MP Damage&lt;br /&gt;
&lt;br /&gt;
HP Recover&lt;br /&gt;
&lt;br /&gt;
MP Recover&lt;br /&gt;
&lt;br /&gt;
HP Drain&lt;br /&gt;
&lt;br /&gt;
MP Drain&lt;br /&gt;
&lt;br /&gt;
  All Conditions:&lt;br /&gt;
  - Default 'ALL' conditions used for related skills.&lt;br /&gt;
&lt;br /&gt;
  Any Conditions:&lt;br /&gt;
  - Default 'ANY' conditions used for related skills.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Add State&lt;br /&gt;
&lt;br /&gt;
Remove State&lt;br /&gt;
&lt;br /&gt;
  All Conditions:&lt;br /&gt;
  - Default 'ALL' conditions used for related skills.&lt;br /&gt;
  - %1 - Dynamic values (ie state ID's).&lt;br /&gt;
&lt;br /&gt;
  Any Conditions:&lt;br /&gt;
  - Default 'ANY' conditions used for related skills.&lt;br /&gt;
  - %1 - Dynamic values (ie state ID's).&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Add Buff&lt;br /&gt;
&lt;br /&gt;
Remove Buff&lt;br /&gt;
&lt;br /&gt;
Add Debuff&lt;br /&gt;
&lt;br /&gt;
Remove Debuff&lt;br /&gt;
&lt;br /&gt;
  All Conditions:&lt;br /&gt;
  - Default 'ANY' conditions used for related skills.&lt;br /&gt;
  - %1 - Dynamic values (ie param's).&lt;br /&gt;
&lt;br /&gt;
  Any Conditions:&lt;br /&gt;
  - Default 'ALL' conditions used for related skills.&lt;br /&gt;
  - %1 - Dynamic values (ie state ID's).&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== A.I. =&amp;gt; TGR Weight Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleAI_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters allow you to set whether or not you'd like for&lt;br /&gt;
weight influence when deciding targets for actions and how much to influence&lt;br /&gt;
the TGR weight by.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Weight&lt;br /&gt;
&lt;br /&gt;
  Element Rate =&amp;gt; TGR:&lt;br /&gt;
  - Makes all A.I. consider elemental rates when considering TGR weight&lt;br /&gt;
    by default?&lt;br /&gt;
&lt;br /&gt;
    Influence Rate:&lt;br /&gt;
    - This determines the default level of influence elemental rates have on&lt;br /&gt;
      TGR weight.&lt;br /&gt;
&lt;br /&gt;
  EVA Rate =&amp;gt; TGR:&lt;br /&gt;
  - Makes all A.I. consider EVA rates when considering TGR weight&lt;br /&gt;
    by default?&lt;br /&gt;
&lt;br /&gt;
    Influence Rate:&lt;br /&gt;
    - This determines the default level of influence EVA rates have on&lt;br /&gt;
      TGR weight.&lt;br /&gt;
&lt;br /&gt;
  MEV Rate =&amp;gt; TGR:&lt;br /&gt;
  - Makes all A.I. consider MEV rates when considering TGR weight&lt;br /&gt;
    by default?&lt;br /&gt;
&lt;br /&gt;
  Influence Rate:&lt;br /&gt;
  - This determines the default level of influence MEV rates have on&lt;br /&gt;
    TGR weight.&lt;br /&gt;
&lt;br /&gt;
  PDR Rate =&amp;gt; TGR:&lt;br /&gt;
  - Makes all A.I. consider PDR rates when considering TGR weight&lt;br /&gt;
    by default?&lt;br /&gt;
&lt;br /&gt;
    Influence Rate:&lt;br /&gt;
    - This determines the default level of influence PDR rates have on&lt;br /&gt;
      TGR weight.&lt;br /&gt;
&lt;br /&gt;
  MDR Rate =&amp;gt; TGR:&lt;br /&gt;
  - Makes all A.I. consider MDR rates when considering TGR weight&lt;br /&gt;
    by default?&lt;br /&gt;
&lt;br /&gt;
    Influence Rate:&lt;br /&gt;
    - This determines the default level of influence MDR rates have on&lt;br /&gt;
      TGR weight.&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 1.26: 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;AI PDR Influence: x.x&amp;gt;&lt;br /&gt;
*** &amp;lt;AI MDR Influence: x.x&amp;gt;&lt;br /&gt;
**** Sets how much TGR weight influence is given based on the PDR/MDR rate.&lt;br /&gt;
*** &amp;lt;Bypass AI PDR Influence&amp;gt;&lt;br /&gt;
*** &amp;lt;Bypass AI MDR Influence&amp;gt;&lt;br /&gt;
**** Makes the actor/enemy not factor in PDR/MDR rates when calculating TGR weights to determine action targets.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Weights &amp;gt; PDR Rate =&amp;gt; TGR&lt;br /&gt;
*** Parameters &amp;gt; Weights &amp;gt; PDR Rate =&amp;gt; TGR &amp;gt; Influence Rate&lt;br /&gt;
*** Parameters &amp;gt; Weights &amp;gt; MDR Rate =&amp;gt; TGR&lt;br /&gt;
*** Parameters &amp;gt; Weights &amp;gt; MDR Rate =&amp;gt; TGR &amp;gt; Influence Rate&lt;br /&gt;
**** Alters the default PDR/MDR Influence rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.25: June 13, 2024&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Reduced AI thinking times. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.24: March 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause an infinite loop with certain battle systems under on the spot AI setting. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.23: January 18, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated better compatibility with Battle System - STB and Auto Skill Triggers to prevent infinite loops. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.22: December 14, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated better compatibility for the new Battle System FTB, ETB, and PTB updates. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.21: April 13, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that prevented enemies from using skills that had the &amp;lt;Target: x Random Any&amp;gt; notetag. Fix made by Irina.&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 Battle Core updated version 1.74 new features.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: January 20, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** On-The-Spot A.I. no longer overwrites Forced Actions. Fix made by Arisu.&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 1.17: May 12, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Better RNG calculation when using the x% Chance conditional. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: February 24, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Randomization between zero variance A.I. is now better.&lt;br /&gt;
** A.I. will no longer keep unusable skills in a skill queue and replace them with new ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: December 2, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** AI for skills and items should now work if their scope is &amp;lt;Target: All Allies But User&amp;gt;. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: October 21, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Notetag section &amp;quot;Condition List&amp;quot; updated with the following:&lt;br /&gt;
*** *NOTE* JavaScript cannot be used without comparison operators to reduce error. This means if you want to check if a switch is on or not, don't simply use &amp;quot;$gameSwitches.value(42)&amp;quot; as it does not have any comparison operators. Instead, use &amp;quot;$gameSwitches.value(42) === true&amp;quot; to check.&lt;br /&gt;
** Updated section &amp;quot;Regarding $gameTroop.turnCount() for A.I. Conditions&amp;quot;&lt;br /&gt;
* New Experimental Feature!&lt;br /&gt;
** New Plugin Parameter added by Yanfly:&lt;br /&gt;
*** A.I. General Settings &amp;gt; Experimental &amp;gt; On-The-Spot A.I.&lt;br /&gt;
**** A.I. enemies/actors determine actions on the spot when it's their turn.&lt;br /&gt;
**** Functions akin to YEP's Battle A.I. Core where enemies determine new actions on the spot. Doing so will forcefully change the way the Turn Count is handled for Game_Battler to not utilize the +1.&lt;br /&gt;
**** This will forcefully remove the +1 towards the count and forcefully make enemies re-evaluate actions upon the start of the string of their actions. This comes with some side effects that will potentially give A.I. advantages or disadvantages depending on the battle system type. Action Speed becomes something that can be abused as it is normally something that is determined based on the queued actions. A.I. can pick a high speed weak action and then switch it for a slow speed strong action. There is no proper fix to this due to how on-the-spot A.I. works as it is ill-fitted for speed-relative battle systems. You have been warned.&lt;br /&gt;
**** In the event that this Plugin Parameter IS enabled, then using the turnCount JavaScript code should work again due to the normalization of how the turn property is calculated.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Updated last version's newest change to be more optimized and occur upon each iteration of a new subject being determined to account for better check timing. Update made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: October 13, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** A.I. Battlers with no currently determined actions, upon the start of the time frame for what would be their action, will have one more chance of determining a new action to use as to not waste their turns.&lt;br /&gt;
** This does NOT mean that the A.I. Battlers will adjust their actions for one with a higher rating. The readjustment will only occur if there are no actions determined for that instance and only a one time window upon the start of the time frame for what would be their action.&lt;br /&gt;
** Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: October 7, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added section &amp;quot;Regarding $gameTroop.turnCount() for A.I. Conditions&amp;quot;.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Any A.I. Conditions found with &amp;quot;turnCount()&amp;quot; will be automatically disabled in order to reduce confusion. This is due to how turnCount() functions do not accurately depict the current Turn Count depending on when the function runs. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: September 30, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Patched up a rare occurance of predetermined actions still having priority despite having no valid targets. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: September 23, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused &amp;quot;highest&amp;quot; and &amp;quot;lowest&amp;quot; target schemes to be inverted. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: July 9, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused &amp;quot;highest&amp;quot; and &amp;quot;lowest&amp;quot; target schemes to be inverted. Fix made by Arisu.&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;
** Cached randomization seeds should no longer conflict with certain scope types. Update 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 1.07: January 22, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;AI Target: x&amp;gt; notetags should no longer crashes. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: January 8, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** For those using classic mode with a variance level of 0, action lists will be better shuffled to provide more variation between selected skills. Update made by Irina.&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;AI Target: type&amp;gt;&lt;br /&gt;
**** Bypasses TGR influence in favor of picking a specific target out of a group of valid targets (does not pick from outside the valid target group) for a skill target. Read documentation to see targeting types.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: December 18, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for notetag &amp;lt;Reference AI: Enemy id&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    - Actors are only able to use skills they would normally have access to.&lt;br /&gt;
      - Actors need to have LEARNED the skill.&lt;br /&gt;
      - Actors need to be able to access the skill's SKILL TYPE.&lt;br /&gt;
      - Actors need to have the RESOURCES to pay for the skill.&lt;br /&gt;
    - If you cannot figure out why an auto battle actor cannot use a&lt;br /&gt;
      specific skill, turn OFF auto battle and see if you can use the skill&lt;br /&gt;
      normally.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: December 4, 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 1.02: November 1, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Charmed battlers will no longer vanish when attack one another. Fix made by Yanfly.&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;
** &amp;lt;All AI Conditiosn&amp;gt; and &amp;lt;Any AI Conditions&amp;gt; notetags are now fixed and should work properly. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: September 30, 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;
&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>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Battle_AI_VisuStella_MZ&amp;diff=16919</id>
		<title>Battle AI VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Battle_AI_VisuStella_MZ&amp;diff=16919"/>
		<updated>2024-09-17T15:31:39Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &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=VoH47IVCiPk&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/760460&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-ai&amp;quot;&amp;gt;Battle A.I. 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;
{| 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;
This Battle A.I. plugin changes up how enemies and any Auto Battle actors&lt;br /&gt;
behave by implementing many new key components to their decision making&lt;br /&gt;
process in battle. These new compotents are: A.I. Styles, A.I. Levels,&lt;br /&gt;
Rating Variance, A.I. Conditions, and Influencing TGR Weight.&lt;br /&gt;
&lt;br /&gt;
With these new key components put together, you can transform RPG Maker MZ's&lt;br /&gt;
highly primitive A.I. into something more intelligent. Auto Battle actors&lt;br /&gt;
can also base their A.I. patterns off an enemy's A.I. in order to behave in&lt;br /&gt;
more desirable ways during battle as well.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Different A.I. Styles to allow for various ways to setup enemy A.I.&lt;br /&gt;
* Set A.I. Levels for enemies and Auto Battle actors.&lt;br /&gt;
* A.I. Levels can be set on a global scale or individual scale.&lt;br /&gt;
* Set rating variance levels to prioritize actions or randomize them.&lt;br /&gt;
* These include notetags to change them on a per individual basis.&lt;br /&gt;
* Create action conditions to make certain skills usable by the A.I. under specific circumstances.&lt;br /&gt;
* Action conditions are split between 'ALL' and 'ANY' types which require either all conditions to be met or at least one condition to be met.&lt;br /&gt;
* A large selection of condition notetags to use to help customize the best case situations on when to use a skill and which target to pick.&lt;br /&gt;
* Default condition settings can be made in the Plugin Parameters to make an entire database of skills become conditional for A.I. usage.&lt;br /&gt;
* Influence TGR weight to make certain targets more desirable for specific types of actions.&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 3}}&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;
=== Auto Battle A.I. for Actors ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleAI_Reference.png]]&lt;br /&gt;
&lt;br /&gt;
With this plugin, there is an option to let certain classes reference&lt;br /&gt;
specific enemy A.I. patterns to decide which skills to use during battle.&lt;br /&gt;
If the reference option is not used, the actor will use default Auto Battle&lt;br /&gt;
evaluations to determine which skills to use instead.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== A.I. Styles ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleAI_Styles.png]]&lt;br /&gt;
&lt;br /&gt;
There are currently four different A.I. Styles. Actors and enemies can&lt;br /&gt;
default to a different one globally, or changed individually using notetags.&lt;br /&gt;
Read more about them in the A.I. Styles section.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== A.I. Levels ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleAI_Levels.png]]&lt;br /&gt;
&lt;br /&gt;
Enemies and actors can be given different A.I. Levels. The higher one's&lt;br /&gt;
A.I. Level, the more they are to follow conditions. With Level 100 A.I.&lt;br /&gt;
Level, an A.I. will never disobey a condition. On the other hand, lower&lt;br /&gt;
A.I. Levels may possibly ignore certain conditions and act as if they are&lt;br /&gt;
fulfilled.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== A.I. Rating Variance ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleAI_ActionList.png]]&lt;br /&gt;
&lt;br /&gt;
In the RPG Maker database editor, when deciding an enemy's Action Patterns&lt;br /&gt;
you can decide on the action's &amp;quot;rating&amp;quot;. The rating is a value from 1 to 9&lt;br /&gt;
where 9 gets the highest priority and 1 gets the lowest. RPG Maker, by&lt;br /&gt;
default, will sometimes dip the rating a few levels lower to allow lower&lt;br /&gt;
ratings and bypass the priority system.&lt;br /&gt;
&lt;br /&gt;
This plugin allows you to set the variance level through Plugin Parameters&lt;br /&gt;
on a global scale or notetags on an individual basis to allow for larger,&lt;br /&gt;
smaller, or no variance on ratings at all.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== A.I. Conditions for Skill Usage ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleAI_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Enemies and any actors that use Auto Battle A.I. with a reference can only&lt;br /&gt;
use certain skills as long as specific conditions have been met. These&lt;br /&gt;
conditions are split between 'ALL' condition sets and 'ANY' condition sets.&lt;br /&gt;
&lt;br /&gt;
'ALL' condition sets require all of the set's conditions to be met in&lt;br /&gt;
order for the skill to be used by the A.I.&lt;br /&gt;
&lt;br /&gt;
'ANY' condition sets require at least one of the set's conditions to be&lt;br /&gt;
met in order for the skill to be used by the A.I.&lt;br /&gt;
&lt;br /&gt;
A variety of conditions can be inserted into each condition set to make&lt;br /&gt;
for some very specific usage conditions. These will also help filter out&lt;br /&gt;
which targets to pick from, too.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== TGR Weight on A.I. Target Selection ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleAI_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
TGR is a special parameter in RPG Maker MZ that represents &amp;quot;Target Rate&amp;quot;.&lt;br /&gt;
The higher one's TGR, the more likely they are to become the target of an&lt;br /&gt;
attack. This plugin allows various things to influence the TGR weight to&lt;br /&gt;
make certain targets more likely to be targets for attack.&lt;br /&gt;
&lt;br /&gt;
Elemental influence rates on the TGR weight mean that if a target receives&lt;br /&gt;
more damage from an elemental attack, the TGR weight becomes higher for that&lt;br /&gt;
skill when determining a target. The higher the elemental damage received,&lt;br /&gt;
the more the TGR weight shifts upward.&lt;br /&gt;
&lt;br /&gt;
Evasion and Magic Evasion rates do the opposite. The higher a potential&lt;br /&gt;
target's evasion and magic evasion rate is (for physical and magical skills)&lt;br /&gt;
the lower the TGR weight becomes for that potential target.&lt;br /&gt;
&lt;br /&gt;
By default Plugin Parameter settings, TGR weight shifting requires the&lt;br /&gt;
enemy troop to have &amp;quot;knowledge&amp;quot; on the party's element rates, evasion, and&lt;br /&gt;
magic evasion properties. Enemy troops would have to hit actors with element&lt;br /&gt;
based attacks to learn the actor's resistance levels, physical attacks to&lt;br /&gt;
learn the actor's evasion, and magical attacks to learn the actor's magic&lt;br /&gt;
evasion levels.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Specific A.I. Targeting Notetags ===&lt;br /&gt;
&lt;br /&gt;
Specific A.I. targeting means the user will ignore any TGR influences when&lt;br /&gt;
it comes to pick out of a group of valid candidates to come down to one&lt;br /&gt;
target. This only affects skills where the user must select a specific&lt;br /&gt;
target, meaning it will ignore the effects of random and AoE scopes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;AI Target: type&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill Notetags&lt;br /&gt;
- Bypasses TGR influence in favor of picking a specific target out of a&lt;br /&gt;
  group of valid targets (does not pick from outside the valid target group)&lt;br /&gt;
  for a skill target.&lt;br /&gt;
- Replace 'type' with any of the following:&lt;br /&gt;
&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Type                           Description&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  User                           Always picks the user if available&lt;br /&gt;
  First                          Always picks the first valid candidate&lt;br /&gt;
  Last                           Always picks the last valid candidate&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Highest Level                  Picks candidate with highest level&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Highest MaxHP                  Picks candidate with highest MaxHP&lt;br /&gt;
  Highest HP                     Picks candidate with highest current HP&lt;br /&gt;
  Highest HP%                    Picks candidate with highest HP ratio&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Highest MaxMP                  Picks candidate with highest MaxMP&lt;br /&gt;
  Highest MP                     Picks candidate with highest current MP&lt;br /&gt;
  Highest MP%                    Picks candidate with highest MP ratio&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Highest MaxTP                  Picks candidate with highest MaxTP&lt;br /&gt;
  Highest TP                     Picks candidate with highest current TP&lt;br /&gt;
  Highest TP%                    Picks candidate with highest TP ratio&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Highest ATK                    Picks candidate with highest ATK parameter&lt;br /&gt;
  Highest DEF                    Picks candidate with highest DEF parameter&lt;br /&gt;
  Highest MAT                    Picks candidate with highest MAT parameter&lt;br /&gt;
  Highest MDF                    Picks candidate with highest MDF parameter&lt;br /&gt;
  Highest AGI                    Picks candidate with highest AGI parameter&lt;br /&gt;
  Highest LUK                    Picks candidate with highest LUK parameter&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Highest HIT                    Picks candidate with highest HIT parameter&lt;br /&gt;
  Highest EVA                    Picks candidate with highest EVA parameter&lt;br /&gt;
  Highest CRI                    Picks candidate with highest CRI parameter&lt;br /&gt;
  Highest CEV                    Picks candidate with highest CEV parameter&lt;br /&gt;
  Highest MEV                    Picks candidate with highest MEV parameter&lt;br /&gt;
  Highest MRF                    Picks candidate with highest MRF parameter&lt;br /&gt;
  Highest CNT                    Picks candidate with highest CNT parameter&lt;br /&gt;
  Highest HRG                    Picks candidate with highest HRG parameter&lt;br /&gt;
  Highest MRG                    Picks candidate with highest MRG parameter&lt;br /&gt;
  Highest TRG                    Picks candidate with highest TRG parameter&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Highest TGR                    Picks candidate with highest TGR parameter&lt;br /&gt;
  Highest GRD                    Picks candidate with highest GRD parameter&lt;br /&gt;
  Highest REC                    Picks candidate with highest REC parameter&lt;br /&gt;
  Highest PHA                    Picks candidate with highest PHA parameter&lt;br /&gt;
  Highest MCR                    Picks candidate with highest MCR parameter&lt;br /&gt;
  Highest TCR                    Picks candidate with highest TCR parameter&lt;br /&gt;
  Highest PDR                    Picks candidate with highest PDR parameter&lt;br /&gt;
  Highest MDR                    Picks candidate with highest MDR parameter&lt;br /&gt;
  Highest FDR                    Picks candidate with highest FDR parameter&lt;br /&gt;
  Highest EXR                    Picks candidate with highest EXR parameter&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Highest State Count            Picks candidate with most states (any)&lt;br /&gt;
  Highest Positive State Count   Picks candidate with most positive states&lt;br /&gt;
  Highest Negative State Count   Picks candidate with most negative states&lt;br /&gt;
  *Note: These require VisuMZ_1_SkillsStatesCore&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Lowest Level                   Picks candidate with lowest level&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Lowest MaxHP                   Picks candidate with lowest MaxHP&lt;br /&gt;
  Lowest HP                      Picks candidate with lowest current HP&lt;br /&gt;
  Lowest HP%                     Picks candidate with lowest HP ratio&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Lowest MaxMP                   Picks candidate with lowest MaxMP&lt;br /&gt;
  Lowest MP                      Picks candidate with lowest current MP&lt;br /&gt;
  Lowest MP%                     Picks candidate with lowest MP ratio&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Lowest MaxTP                   Picks candidate with lowest MaxTP&lt;br /&gt;
  Lowest TP                      Picks candidate with lowest current TP&lt;br /&gt;
  Lowest TP%                     Picks candidate with lowest TP ratio&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Lowest ATK                     Picks candidate with lowest ATK parameter&lt;br /&gt;
  Lowest DEF                     Picks candidate with lowest DEF parameter&lt;br /&gt;
  Lowest MAT                     Picks candidate with lowest MAT parameter&lt;br /&gt;
  Lowest MDF                     Picks candidate with lowest MDF parameter&lt;br /&gt;
  Lowest AGI                     Picks candidate with lowest AGI parameter&lt;br /&gt;
  Lowest LUK                     Picks candidate with lowest LUK parameter&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Lowest HIT                     Picks candidate with lowest HIT parameter&lt;br /&gt;
  Lowest EVA                     Picks candidate with lowest EVA parameter&lt;br /&gt;
  Lowest CRI                     Picks candidate with lowest CRI parameter&lt;br /&gt;
  Lowest CEV                     Picks candidate with lowest CEV parameter&lt;br /&gt;
  Lowest MEV                     Picks candidate with lowest MEV parameter&lt;br /&gt;
  Lowest MRF                     Picks candidate with lowest MRF parameter&lt;br /&gt;
  Lowest CNT                     Picks candidate with lowest CNT parameter&lt;br /&gt;
  Lowest HRG                     Picks candidate with lowest HRG parameter&lt;br /&gt;
  Lowest MRG                     Picks candidate with lowest MRG parameter&lt;br /&gt;
  Lowest TRG                     Picks candidate with lowest TRG parameter&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Lowest TGR                     Picks candidate with lowest TGR parameter&lt;br /&gt;
  Lowest GRD                     Picks candidate with lowest GRD parameter&lt;br /&gt;
  Lowest REC                     Picks candidate with lowest REC parameter&lt;br /&gt;
  Lowest PHA                     Picks candidate with lowest PHA parameter&lt;br /&gt;
  Lowest MCR                     Picks candidate with lowest MCR parameter&lt;br /&gt;
  Lowest TCR                     Picks candidate with lowest TCR parameter&lt;br /&gt;
  Lowest PDR                     Picks candidate with lowest PDR parameter&lt;br /&gt;
  Lowest MDR                     Picks candidate with lowest MDR parameter&lt;br /&gt;
  Lowest FDR                     Picks candidate with lowest FDR parameter&lt;br /&gt;
  Lowest EXR                     Picks candidate with lowest EXR parameter&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
  Lowest State Count             Picks candidate with least states (any)&lt;br /&gt;
  Lowest Positive State Count    Picks candidate with least positive states&lt;br /&gt;
  Lowest Negative State Count    Picks candidate with least negative states&lt;br /&gt;
  *Note: These require VisuMZ_1_SkillsStatesCore&lt;br /&gt;
  ----------------------------   -------------------------------------------&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== A.I. Styles ==&lt;br /&gt;
&lt;br /&gt;
[[File:BattleAI_Styles.png]]&lt;br /&gt;
&lt;br /&gt;
There are currently four different A.I. Styles. These determine how the&lt;br /&gt;
A.I. acts and behaves. You can change the A.I. Style used globally through&lt;br /&gt;
the Plugin Parameters or individually for classes and enemies through the&lt;br /&gt;
usage of notetags.&lt;br /&gt;
&lt;br /&gt;
Read below to understand each style and its rules:&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Classic Style ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Classic&amp;quot; style is the traditional and default RPG Maker MZ A.I. style.&lt;br /&gt;
It puts emphasis on the Rating system, where skills with higher ratings are&lt;br /&gt;
given more priority than skills with lower ratings within variance.&lt;br /&gt;
&lt;br /&gt;
* Action Pattern conditions must be met.&lt;br /&gt;
* Skill must be usable (able to pay its cost and it isn't disabled).&lt;br /&gt;
* Skill A.I. conditions must be met.&lt;br /&gt;
* Priority is given towards actions with higher Ratings.&lt;br /&gt;
* Rating variance will be determined by Plugin Parameters and/or notetags.&lt;br /&gt;
* A.I. Level can affect whether or not A.I. Conditions would be ignored.&lt;br /&gt;
* After applying Ratings, Rating Variances, and A.I. Conditions, if there are still multiple actions to choose from, pick from the remaining actions randomly.&lt;br /&gt;
* If no actions are valid, then do nothing.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Gambit Style ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gambit&amp;quot; style is the style from Yanfly Engine Plugin's Battle A.I. Core.&lt;br /&gt;
It goes down the list of skills with top-down priority as long as they meet&lt;br /&gt;
the Action Pattern conditions and A.I. conditions. Ratings will be ignored.&lt;br /&gt;
&lt;br /&gt;
* Action Pattern conditions must be met.&lt;br /&gt;
* Skill must be usable (able to pay its cost and it isn't disabled).&lt;br /&gt;
* Skill A.I. conditions must be met.&lt;br /&gt;
* Priority is given towards actions located higher on the list.&lt;br /&gt;
* Actions towards the bottom of the list will have lower priority.&lt;br /&gt;
* Ratings and Rating Variance has no bearing on whether or not an action will be picked.&lt;br /&gt;
* A.I. Level can affect whether or not A.I. Conditions would be ignored.&lt;br /&gt;
* If no actions are valid, then do nothing.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Casual Style ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Casual&amp;quot; style takes a lighter approach to A.I. It ignores the Ratings&lt;br /&gt;
system and doesn't care about the order of actions either. Instead, the&lt;br /&gt;
only thing this A.I. Style cares about are the A.I. Conditions. All valid&lt;br /&gt;
actions after that are randomly picked from.&lt;br /&gt;
&lt;br /&gt;
* Action Pattern conditions must be met.&lt;br /&gt;
* Skill must be usable (able to pay its cost and it isn't disabled).&lt;br /&gt;
* Skill A.I. conditions must be met.&lt;br /&gt;
* There is no priority system for Ratings or Order.&lt;br /&gt;
* A.I. Level does not matter here.&lt;br /&gt;
* A random action will be selected from a group of remaining valid actions.&lt;br /&gt;
* If no actions are valid, then do nothing.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Random Style ===&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Random&amp;quot; style simply does not care about ratings or order. It only cares&lt;br /&gt;
if the skill's can be used (can pay for the cost) and Action Pattern&lt;br /&gt;
conditions. It does not care about A.I. Conditions, Ratings, or Order.&lt;br /&gt;
&lt;br /&gt;
* Action Pattern conditions must be met.&lt;br /&gt;
* Skill must be usable (able to pay its cost and it isn't disabled).&lt;br /&gt;
* Skill A.I. conditions are ignored.&lt;br /&gt;
* There is no priority system for Ratings or Order.&lt;br /&gt;
* A.I. Level does not matter here.&lt;br /&gt;
* A random action will be selected from a group of remaining valid actions.&lt;br /&gt;
* If no actions are valid, then do nothing.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle AI Notetags}}&lt;br /&gt;
&lt;br /&gt;
== Regarding $gameTroop.turnCount() for A.I. Conditions ==&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Short Answer:&lt;br /&gt;
&lt;br /&gt;
Battle A.I. conditions do NOT support the conditions $gameTroop.turnCount()&lt;br /&gt;
or user.turnCount() or target.turnCount() for A.I. Conditions.&lt;br /&gt;
&lt;br /&gt;
Instead, use RPG Maker MZ's built-in action editor's turn requirement to&lt;br /&gt;
make do with the same effect.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Long Answer:&lt;br /&gt;
&lt;br /&gt;
The turnCount() functions are not valid for A.I. Conditions and disabled due&lt;br /&gt;
to all the problems they cause. The reason being is because actions are&lt;br /&gt;
determined before the turn count increases. This is how RPG Maker MZ handles&lt;br /&gt;
it by default.&lt;br /&gt;
&lt;br /&gt;
The reason why this does not work is due to the following code found in&lt;br /&gt;
RPG Maker MZ's core scripts:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Game_Battler.prototype.turnCount = function() {&lt;br /&gt;
      if (BattleManager.isTpb()) {&lt;br /&gt;
          return this._tpbTurnCount;&lt;br /&gt;
      } else {&lt;br /&gt;
          return $gameTroop.turnCount() + 1;&lt;br /&gt;
      }&lt;br /&gt;
  };&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What that means the turn count will always be off by 1. So upon determining&lt;br /&gt;
the action initially, the match would come off as correct. However, as the&lt;br /&gt;
turn actually starts and reaches the enemy or actor's turn, the turn count&lt;br /&gt;
check would read differently and return incorrect information, causing the&lt;br /&gt;
battler to forfeit their actions.&lt;br /&gt;
&lt;br /&gt;
This facet of RPG Maker MZ can be updated and changed, but it is better that&lt;br /&gt;
it doesn't in order to maintain compatibility with the rest of the plugins&lt;br /&gt;
available that utilize the turn counter.&lt;br /&gt;
&lt;br /&gt;
The work around to this problem is, instead, to use the enemy database tab's&lt;br /&gt;
action editor and apply a Turn Condition to match the required turn instead.&lt;br /&gt;
You know, the thing with Skill and Rating, where you select which skill for&lt;br /&gt;
the enemy to use instead.&lt;br /&gt;
&lt;br /&gt;
HOWEVER!&lt;br /&gt;
&lt;br /&gt;
If you are willing to use an &amp;quot;Experimental&amp;quot; feature, aka one that is not&lt;br /&gt;
heavily tested and may potentially result in unintended side effects, go to:&lt;br /&gt;
&lt;br /&gt;
 Plugin Parameters &amp;gt; A.I. General Settings &amp;gt; Experimental &amp;gt; On-The-Spot A.I.&lt;br /&gt;
&lt;br /&gt;
And set that to &amp;quot;true&amp;quot; without the quotes. This will forcefully remove the&lt;br /&gt;
+1 towards the count and forcefully make enemies re-evaluate actions upon&lt;br /&gt;
the start of the string of their actions. This comes with some side effects&lt;br /&gt;
that will potentially give A.I. advantages or disadvantages depending on the&lt;br /&gt;
battle system type. Action Speed becomes something that can be abused as it&lt;br /&gt;
is normally something that is determined based on the queued actions. A.I.&lt;br /&gt;
can pick a high speed weak action and then switch it for a slow speed strong&lt;br /&gt;
action. There is no proper fix to this due to how on-the-spot A.I. works as&lt;br /&gt;
it is ill-fitted for speed-relative battle systems. You have been warned.&lt;br /&gt;
&lt;br /&gt;
In the event that this Plugin Parameter IS enabled, then using the turnCount&lt;br /&gt;
JavaScript code should work again due to the normalization of how the turn&lt;br /&gt;
property is calculated.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== A.I. General Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleAI_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
These settings determine the global settings for general Battle A.I. usage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
A.I. Style&lt;br /&gt;
&lt;br /&gt;
  Actor Style:&lt;br /&gt;
  - Which A.I. style do you want for referenced actors to use?&lt;br /&gt;
  - This does not apply to non-referenced actors.&lt;br /&gt;
&lt;br /&gt;
  Enemy Style:&lt;br /&gt;
  - Which A.I. style do you want for enemies to use?&lt;br /&gt;
&lt;br /&gt;
  Refer to the A.I. Styles list for a list of valid styles.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
A.I. Level&lt;br /&gt;
&lt;br /&gt;
  Actor A.I. Level:&lt;br /&gt;
  - Default A.I. level used for actor A.I.&lt;br /&gt;
  - Levels: 0-100. Higher is stricter.&lt;br /&gt;
&lt;br /&gt;
  Enemy A.I. Level:&lt;br /&gt;
  - Default A.I. level used for enemy A.I.&lt;br /&gt;
  - Levels: 0-100. Higher is stricter.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
A.I. Ratings&lt;br /&gt;
&lt;br /&gt;
  Actor Rating Variance:&lt;br /&gt;
  - How much to allow variance from the A.I. rating by?&lt;br /&gt;
  - 0 for no variance. Higher numbers for more variance.&lt;br /&gt;
&lt;br /&gt;
  Enemy Rating Variance:&lt;br /&gt;
  - How much to allow variance from the A.I. rating by?&lt;br /&gt;
  - 0 for no variance. Higher numbers for more variance.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Reference&lt;br /&gt;
&lt;br /&gt;
  Actor =&amp;gt; AI Reference:&lt;br /&gt;
  - Which enemy A.I. should the actor reference by default?&lt;br /&gt;
  - Use 0 for no references.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Knowledge&lt;br /&gt;
&lt;br /&gt;
  Learn Knowledge:&lt;br /&gt;
  - Requires enemies/actors to test the knowledge of the opponents before&lt;br /&gt;
    using specific conditions.&lt;br /&gt;
&lt;br /&gt;
  Unknown Element Rate:&lt;br /&gt;
  - What should A.I. treat unknown element rates as?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Experimental&lt;br /&gt;
&lt;br /&gt;
  On-The-Spot A.I.:&lt;br /&gt;
  - A.I. enemies/actors determine actions on the spot when it's their turn.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== A.I. Default Conditions ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleAI_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
You can set certain conditions to be used as defaults for all skills that&lt;br /&gt;
lack the &amp;lt;All AI Conditions&amp;gt; and &amp;lt;Any AI Conditions&amp;gt;. If either of those&lt;br /&gt;
notetags exist, none of these defaults will be used for those skills. These&lt;br /&gt;
settings will allow you to set both 'All' and 'Any' conditions for defaults.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Enable?&lt;br /&gt;
&lt;br /&gt;
  All Conditions:&lt;br /&gt;
  - Create default 'ALL' conditions for all skills without any AI notetags?&lt;br /&gt;
&lt;br /&gt;
  Any Conditions:&lt;br /&gt;
  - Create default 'ANY' conditions for all skills without any AI notetags?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
HP Damage&lt;br /&gt;
&lt;br /&gt;
MP Damage&lt;br /&gt;
&lt;br /&gt;
HP Recover&lt;br /&gt;
&lt;br /&gt;
MP Recover&lt;br /&gt;
&lt;br /&gt;
HP Drain&lt;br /&gt;
&lt;br /&gt;
MP Drain&lt;br /&gt;
&lt;br /&gt;
  All Conditions:&lt;br /&gt;
  - Default 'ALL' conditions used for related skills.&lt;br /&gt;
&lt;br /&gt;
  Any Conditions:&lt;br /&gt;
  - Default 'ANY' conditions used for related skills.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Add State&lt;br /&gt;
&lt;br /&gt;
Remove State&lt;br /&gt;
&lt;br /&gt;
  All Conditions:&lt;br /&gt;
  - Default 'ALL' conditions used for related skills.&lt;br /&gt;
  - %1 - Dynamic values (ie state ID's).&lt;br /&gt;
&lt;br /&gt;
  Any Conditions:&lt;br /&gt;
  - Default 'ANY' conditions used for related skills.&lt;br /&gt;
  - %1 - Dynamic values (ie state ID's).&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Add Buff&lt;br /&gt;
&lt;br /&gt;
Remove Buff&lt;br /&gt;
&lt;br /&gt;
Add Debuff&lt;br /&gt;
&lt;br /&gt;
Remove Debuff&lt;br /&gt;
&lt;br /&gt;
  All Conditions:&lt;br /&gt;
  - Default 'ANY' conditions used for related skills.&lt;br /&gt;
  - %1 - Dynamic values (ie param's).&lt;br /&gt;
&lt;br /&gt;
  Any Conditions:&lt;br /&gt;
  - Default 'ALL' conditions used for related skills.&lt;br /&gt;
  - %1 - Dynamic values (ie state ID's).&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== A.I. =&amp;gt; TGR Weight Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleAI_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters allow you to set whether or not you'd like for&lt;br /&gt;
weight influence when deciding targets for actions and how much to influence&lt;br /&gt;
the TGR weight by.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Weight&lt;br /&gt;
&lt;br /&gt;
  Element Rate =&amp;gt; TGR:&lt;br /&gt;
  - Makes all A.I. consider elemental rates when considering TGR weight&lt;br /&gt;
    by default?&lt;br /&gt;
&lt;br /&gt;
    Influence Rate:&lt;br /&gt;
    - This determines the default level of influence elemental rates have on&lt;br /&gt;
      TGR weight.&lt;br /&gt;
&lt;br /&gt;
  EVA Rate =&amp;gt; TGR:&lt;br /&gt;
  - Makes all A.I. consider EVA rates when considering TGR weight&lt;br /&gt;
    by default?&lt;br /&gt;
&lt;br /&gt;
    Influence Rate:&lt;br /&gt;
    - This determines the default level of influence EVA rates have on&lt;br /&gt;
      TGR weight.&lt;br /&gt;
&lt;br /&gt;
  MEV Rate =&amp;gt; TGR:&lt;br /&gt;
  - Makes all A.I. consider MEV rates when considering TGR weight&lt;br /&gt;
    by default?&lt;br /&gt;
&lt;br /&gt;
  Influence Rate:&lt;br /&gt;
  - This determines the default level of influence MEV rates have on&lt;br /&gt;
    TGR weight.&lt;br /&gt;
&lt;br /&gt;
  PDR Rate =&amp;gt; TGR:&lt;br /&gt;
  - Makes all A.I. consider PDR rates when considering TGR weight&lt;br /&gt;
    by default?&lt;br /&gt;
&lt;br /&gt;
    Influence Rate:&lt;br /&gt;
    - This determines the default level of influence PDR rates have on&lt;br /&gt;
      TGR weight.&lt;br /&gt;
&lt;br /&gt;
  MDR Rate =&amp;gt; TGR:&lt;br /&gt;
  - Makes all A.I. consider MDR rates when considering TGR weight&lt;br /&gt;
    by default?&lt;br /&gt;
&lt;br /&gt;
    Influence Rate:&lt;br /&gt;
    - This determines the default level of influence MDR rates have on&lt;br /&gt;
      TGR weight.&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 1.26: 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;AI PDR Influence: x.x&amp;gt;&lt;br /&gt;
*** &amp;lt;AI MDR Influence: x.x&amp;gt;&lt;br /&gt;
**** Sets how much TGR weight influence is given based on the PDR/MDR rate.&lt;br /&gt;
*** &amp;lt;Bypass AI PDR Influence&amp;gt;&lt;br /&gt;
*** &amp;lt;Bypass AI MDR Influence&amp;gt;&lt;br /&gt;
**** Makes the actor/enemy not factor in PDR/MDR rates when calculating TGR weights to determine action targets.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Weights &amp;gt; PDR Rate =&amp;gt; TGR&lt;br /&gt;
*** Parameters &amp;gt; Weights &amp;gt; PDR Rate =&amp;gt; TGR &amp;gt; Influence Rate&lt;br /&gt;
*** Parameters &amp;gt; Weights &amp;gt; MDR Rate =&amp;gt; TGR&lt;br /&gt;
*** Parameters &amp;gt; Weights &amp;gt; MDR Rate =&amp;gt; TGR &amp;gt; Influence Rate&lt;br /&gt;
**** Alters the default PDR/MDR Influence rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.25: June 13, 2024&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Reduced AI thinking times. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.24: March 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause an infinite loop with certain battle systems under on the spot AI setting. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.23: January 18, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated better compatibility with Battle System - STB and Auto Skill Triggers to prevent infinite loops. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.22: December 14, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated better compatibility for the new Battle System FTB, ETB, and PTB updates. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.21: April 13, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that prevented enemies from using skills that had the &amp;lt;Target: x Random Any&amp;gt; notetag. Fix made by Irina.&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 Battle Core updated version 1.74 new features.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: January 20, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** On-The-Spot A.I. no longer overwrites Forced Actions. Fix made by Arisu.&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 1.17: May 12, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Better RNG calculation when using the x% Chance conditional. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: February 24, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Randomization between zero variance A.I. is now better.&lt;br /&gt;
** A.I. will no longer keep unusable skills in a skill queue and replace them with new ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: December 2, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** AI for skills and items should now work if their scope is &amp;lt;Target: All Allies But User&amp;gt;. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: October 21, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Notetag section &amp;quot;Condition List&amp;quot; updated with the following:&lt;br /&gt;
*** *NOTE* JavaScript cannot be used without comparison operators to reduce error. This means if you want to check if a switch is on or not, don't simply use &amp;quot;$gameSwitches.value(42)&amp;quot; as it does not have any comparison operators. Instead, use &amp;quot;$gameSwitches.value(42) === true&amp;quot; to check.&lt;br /&gt;
** Updated section &amp;quot;Regarding $gameTroop.turnCount() for A.I. Conditions&amp;quot;&lt;br /&gt;
* New Experimental Feature!&lt;br /&gt;
** New Plugin Parameter added by Yanfly:&lt;br /&gt;
*** A.I. General Settings &amp;gt; Experimental &amp;gt; On-The-Spot A.I.&lt;br /&gt;
**** A.I. enemies/actors determine actions on the spot when it's their turn.&lt;br /&gt;
**** Functions akin to YEP's Battle A.I. Core where enemies determine new actions on the spot. Doing so will forcefully change the way the Turn Count is handled for Game_Battler to not utilize the +1.&lt;br /&gt;
**** This will forcefully remove the +1 towards the count and forcefully make enemies re-evaluate actions upon the start of the string of their actions. This comes with some side effects that will potentially give A.I. advantages or disadvantages depending on the battle system type. Action Speed becomes something that can be abused as it is normally something that is determined based on the queued actions. A.I. can pick a high speed weak action and then switch it for a slow speed strong action. There is no proper fix to this due to how on-the-spot A.I. works as it is ill-fitted for speed-relative battle systems. You have been warned.&lt;br /&gt;
**** In the event that this Plugin Parameter IS enabled, then using the turnCount JavaScript code should work again due to the normalization of how the turn property is calculated.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Updated last version's newest change to be more optimized and occur upon each iteration of a new subject being determined to account for better check timing. Update made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: October 13, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** A.I. Battlers with no currently determined actions, upon the start of the time frame for what would be their action, will have one more chance of determining a new action to use as to not waste their turns.&lt;br /&gt;
** This does NOT mean that the A.I. Battlers will adjust their actions for one with a higher rating. The readjustment will only occur if there are no actions determined for that instance and only a one time window upon the start of the time frame for what would be their action.&lt;br /&gt;
** Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: October 7, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added section &amp;quot;Regarding $gameTroop.turnCount() for A.I. Conditions&amp;quot;.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Any A.I. Conditions found with &amp;quot;turnCount()&amp;quot; will be automatically disabled in order to reduce confusion. This is due to how turnCount() functions do not accurately depict the current Turn Count depending on when the function runs. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: September 30, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Patched up a rare occurance of predetermined actions still having priority despite having no valid targets. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: September 23, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused &amp;quot;highest&amp;quot; and &amp;quot;lowest&amp;quot; target schemes to be inverted. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: July 9, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused &amp;quot;highest&amp;quot; and &amp;quot;lowest&amp;quot; target schemes to be inverted. Fix made by Arisu.&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;
** Cached randomization seeds should no longer conflict with certain scope types. Update 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 1.07: January 22, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;AI Target: x&amp;gt; notetags should no longer crashes. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: January 8, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** For those using classic mode with a variance level of 0, action lists will be better shuffled to provide more variation between selected skills. Update made by Irina.&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;AI Target: type&amp;gt;&lt;br /&gt;
**** Bypasses TGR influence in favor of picking a specific target out of a group of valid targets (does not pick from outside the valid target group) for a skill target. Read documentation to see targeting types.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: December 18, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for notetag &amp;lt;Reference AI: Enemy id&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    - Actors are only able to use skills they would normally have access to.&lt;br /&gt;
      - Actors need to have LEARNED the skill.&lt;br /&gt;
      - Actors need to be able to access the skill's SKILL TYPE.&lt;br /&gt;
      - Actors need to have the RESOURCES to pay for the skill.&lt;br /&gt;
    - If you cannot figure out why an auto battle actor cannot use a&lt;br /&gt;
      specific skill, turn OFF auto battle and see if you can use the skill&lt;br /&gt;
      normally.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: December 4, 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 1.02: November 1, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Charmed battlers will no longer vanish when attack one another. Fix made by Yanfly.&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;
** &amp;lt;All AI Conditiosn&amp;gt; and &amp;lt;Any AI Conditions&amp;gt; notetags are now fixed and should work properly. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: September 30, 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;
&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>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=TileD_VisuStella_MZ&amp;diff=16871</id>
		<title>TileD VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=TileD_VisuStella_MZ&amp;diff=16871"/>
		<updated>2024-08-21T13:14:59Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: Yanfly moved page TileD VisuStella MZ to Tiled VisuStella MZ&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Tiled VisuStella MZ]]&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Tiled_VisuStella_MZ&amp;diff=16870</id>
		<title>Tiled VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Tiled_VisuStella_MZ&amp;diff=16870"/>
		<updated>2024-08-21T13:14:58Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: Yanfly moved page TileD VisuStella MZ to Tiled VisuStella MZ&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=TVa__ijvERg&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/655178&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustella.itch.io/Tiledpluginmz&amp;quot;&amp;gt;Tiled Plugin for RPG Maker MZ by VisuStella, Archeia, VisuStellaMZ, Caz&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/655177&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustella.itch.io/visumz-sample&amp;quot;&amp;gt;[VisuStella MZ] Sample Game Project by VisuStella, Archeia, VisuStellaMZ, Caz&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Tiled.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;
&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;
Tired of RPG Maker MZ's Map Editor? Do you want to map the XP way but more?&lt;br /&gt;
Tired of Parallax Mapping? Want to do round corners? Want to create a map&lt;br /&gt;
with basically unlimited layers?&lt;br /&gt;
&lt;br /&gt;
Well, now all those worries are gone! Instead, let's just use the awesome&lt;br /&gt;
map editor, Tiled! Free, easy to use and very flexible Map Editor. Grab it&lt;br /&gt;
from here: http://www.mapeditor.org/&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Any tile size maps!&lt;br /&gt;
* Any number of layers!&lt;br /&gt;
* Manual collision layers!&lt;br /&gt;
* ...More&lt;br /&gt;
&lt;br /&gt;
A warning: This plugin is for advanced users, or users who plan to learn&lt;br /&gt;
Tiled. We at VisuMZ are not Tiled support and will not be teaching Tiled,&lt;br /&gt;
or answering support questions in regards to Tiled itself.&lt;br /&gt;
&lt;br /&gt;
== Frequently Asked Questions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Question''': How do I use the Tiled Plugin / How can I make a Tiled Map?&lt;br /&gt;
&lt;br /&gt;
* Please PLAY the sample project and open the sample maps. There's documentation in them and a template to help you get started immediately.&lt;br /&gt;
&lt;br /&gt;
'''Question''': My Tiles are not displaying!&lt;br /&gt;
&lt;br /&gt;
* Make sure to check the sample project folder and see how we set up everything.&lt;br /&gt;
* Make sure that your tilesets are 1024x1024 MAX&lt;br /&gt;
* Make sure that your tilesheet images are in img/tilesets folder as usual.&lt;br /&gt;
* Make sure that your Tiled Maps and Tileset files are .json and in the maps folder.&lt;br /&gt;
* You can only have 12-13 sheets MAX in a single map before RPG Maker starts choking on itself.&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 5}}&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;
'''Tiled Mapping'''&lt;br /&gt;
&lt;br /&gt;
Maps can now be made via the mapping program Tiled. This allows you the&lt;br /&gt;
user to create maps with any number of layers using any tile sized desired.&lt;br /&gt;
Please see the dedicated sections for more information.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Setting up ==&lt;br /&gt;
&lt;br /&gt;
Tiled Maps and Tilesets are stored in the YOUR_PROJECT_FOLDER/Maps folder.&lt;br /&gt;
This folder does not exists by default, so you will need to create it.&lt;br /&gt;
&lt;br /&gt;
This plugin comes with a few Map and Tileset Templates. The Tileset&lt;br /&gt;
Templates contain tilesets with predefined Collision, Region, and Flag&lt;br /&gt;
tiles. You may use these tilesets or create your own for use within&lt;br /&gt;
your maps.&lt;br /&gt;
&lt;br /&gt;
Maps and Tilesets from Tiled are exported as JSON and put in here with the&lt;br /&gt;
format of MapXXX.json where XXX is the ID of the map, for map files.&lt;br /&gt;
&lt;br /&gt;
== Special Layers ==&lt;br /&gt;
&lt;br /&gt;
This plugin uses special layers to specify certain properties.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Region Layer'''&lt;br /&gt;
&lt;br /&gt;
This is a layer with the property regionId. You can have any number of these&lt;br /&gt;
layers.&lt;br /&gt;
&lt;br /&gt;
If this layer has a number value (e.g: 2) that means no matter what tile you&lt;br /&gt;
draw on this layer those tiles will have that speified regionId.&lt;br /&gt;
&lt;br /&gt;
If this layer has the value of tile-base that means the individual tiles&lt;br /&gt;
will check for a property called regionId to specify that tiles region.&lt;br /&gt;
See the Special Tilesets section for more information.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Collision Layer'''&lt;br /&gt;
&lt;br /&gt;
This is a layer with the property collision. You can have any number of&lt;br /&gt;
these layers. They dictate where the player and other entites can move to.&lt;br /&gt;
&lt;br /&gt;
If this layer has a value of tile-base than the collision for this layer is&lt;br /&gt;
based on the tiles painted. See the special tilesets section for more info.&lt;br /&gt;
&lt;br /&gt;
Other valid values are as followed:&lt;br /&gt;
&lt;br /&gt;
'''full''' - Any area of this layer cannot be walked upon from any direction.&lt;br /&gt;
&lt;br /&gt;
'''up-left''' - Any area of this layer can only be walked upon from the bottom&lt;br /&gt;
or right.&lt;br /&gt;
&lt;br /&gt;
'''up-right''' - Any area of this layer can only be walked upon from the bottom&lt;br /&gt;
or left.&lt;br /&gt;
&lt;br /&gt;
'''down-left''' - Any area of this layer can be walked upon from the top or right.&lt;br /&gt;
&lt;br /&gt;
'''down-right''' - Any area of this layer can only be walked upon from top&lt;br /&gt;
or left.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Reflection Layer'''&lt;br /&gt;
&lt;br /&gt;
This is a special object layer with the property reflectionCast. Objects on&lt;br /&gt;
this layer will reflect the character sprites either above or below the&lt;br /&gt;
character's position on the Y axis based on the value. Negative values will&lt;br /&gt;
reflect the character that many tiles away above the character, and positive&lt;br /&gt;
values will reflect the character that many tiles away below the character.&lt;br /&gt;
Players must enter the objects bounds for reflection to occur.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Mirror Layer'''&lt;br /&gt;
&lt;br /&gt;
This is a special object layer similar to the Reflection Layer with a bit more&lt;br /&gt;
control. This is an object layer defined by having the property mirrorCast&lt;br /&gt;
this property doesn't need a value, it need only exists. Mirroring is controlled&lt;br /&gt;
by the objects on this layers properties. Objects on the layer with the property&lt;br /&gt;
mirror will utilize a string value of x,y coordinates. (e.g: mirror: 0,1)&lt;br /&gt;
These coordinates are the offset for where to cast the mirrored sprites image.&lt;br /&gt;
Mirrored sprites will also mirror the characters up and down directions,&lt;br /&gt;
so if the character is facing up the mirrored sprite will utilize the down&lt;br /&gt;
facing sprite and vice versa.&lt;br /&gt;
&lt;br /&gt;
== Additional Layer Properties ==&lt;br /&gt;
&lt;br /&gt;
These properties provide additional layer functionality.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''zIndex'''&lt;br /&gt;
&lt;br /&gt;
This property specifies the draw order of the layer. A higher value means it&lt;br /&gt;
is higher in the order.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''priority'''&lt;br /&gt;
&lt;br /&gt;
This property specifies the draw order for the layer when it shares a&lt;br /&gt;
zIndex.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''level'''&lt;br /&gt;
&lt;br /&gt;
This property specifies the level that this layer is on for multi-level&lt;br /&gt;
maps.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''hideOnLevel'''&lt;br /&gt;
&lt;br /&gt;
This property specifies that this layer will be hidden if the player is on&lt;br /&gt;
the specified level. (e.g: if this has a value of 1, and the player is on&lt;br /&gt;
a spot with level set to 1, this layer is hidden). If a spot has multiple&lt;br /&gt;
levels assigned to it, it will fallback to the one with higher priority.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Special Tilesets ==&lt;br /&gt;
&lt;br /&gt;
This plugin uses specialized tilesets with special properties attached to&lt;br /&gt;
their tiles to handle things such as collision, region id's, and tile flags.&lt;br /&gt;
below is an explanation of each of these tilesets and how to set them up.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Region Tileset'''&lt;br /&gt;
&lt;br /&gt;
This is a tileset where each tile has a custom property called regionId&lt;br /&gt;
the value of this property is a number specifiying this tiles region.&lt;br /&gt;
draw with this tileset on a layer with the property regionId with&lt;br /&gt;
a value of tile-base for that position on the map to have that tiles region&lt;br /&gt;
ID.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Collision Tileset'''&lt;br /&gt;
&lt;br /&gt;
This is a tileset where each tile has a custom property defining their&lt;br /&gt;
collision value for use with tile-base collision layers.&lt;br /&gt;
&lt;br /&gt;
The tiles have a property the option to have the following properties.&lt;br /&gt;
&lt;br /&gt;
collision - Same as the property on layers.&lt;br /&gt;
&lt;br /&gt;
arrowImpassable - This property specifies that the directions given in the&lt;br /&gt;
string cannot be passed through. It is formated as:&lt;br /&gt;
&lt;br /&gt;
direction1 &amp;amp; direction2 &amp;amp; direction3&lt;br /&gt;
&lt;br /&gt;
e.g: down &amp;amp; left &amp;amp; right&lt;br /&gt;
This example dictates that the only direction the player can move from this&lt;br /&gt;
tile is up.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
'''Flag Tilesets'''&lt;br /&gt;
&lt;br /&gt;
This is a tileset that has tiles that specify the special RPG Maker flags.&lt;br /&gt;
These tiles have any of the following properties.&lt;br /&gt;
&lt;br /&gt;
'''ladder''' - This tile acts as a ladder.&lt;br /&gt;
&lt;br /&gt;
'''damage''' - This tile is a damage tile&lt;br /&gt;
&lt;br /&gt;
'''bush''' - This tile acts as a bush.&lt;br /&gt;
&lt;br /&gt;
'''counter''' - This tile acts as a counter&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;
* Archeia&lt;br /&gt;
* Yami&lt;br /&gt;
* Dan &amp;quot;Kaliya&amp;quot; Deptula&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.02: December 18, 2020&lt;br /&gt;
* Fixed a bug wherein balloon icons would crash the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Version 1.00&lt;br /&gt;
** Plugin released!&lt;br /&gt;
&lt;br /&gt;
== Help 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;
&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;
&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>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Yanfly%27s_Life_Hacks_for_RPG_Maker_Devs&amp;diff=16860</id>
		<title>Yanfly's Life Hacks for RPG Maker Devs</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Yanfly%27s_Life_Hacks_for_RPG_Maker_Devs&amp;diff=16860"/>
		<updated>2024-07-18T11:37:23Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: /* 1. Emojis in Switch and Variable Names */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&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;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
{{Article by Yanfly}}&lt;br /&gt;
&lt;br /&gt;
I've learned quite a few &amp;quot;Life Hacks&amp;quot; from them when it comes to game dev and how it can improve one's game dev experience.&lt;br /&gt;
When I say improve, I mean specifically to better your efficiency and productivity.&lt;br /&gt;
In this article, I'll be sharing some of my own &amp;quot;Life Hacks&amp;quot; with you.&lt;br /&gt;
Let's get started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1. Emojis in Switch and Variable Names ==&lt;br /&gt;
&lt;br /&gt;
[[File:LifeHackEmoji1.png]]&lt;br /&gt;
&lt;br /&gt;
[https://emojipedia.org/ Quick Link to Emojipedia]&lt;br /&gt;
&lt;br /&gt;
On Windows 10 and up: Windows Key + . (Period)&lt;br /&gt;
&lt;br /&gt;
Did you know you can put emojis into RPG Maker MV/MZ's switch and variable names?&lt;br /&gt;
Well, now you do.&lt;br /&gt;
&lt;br /&gt;
If you are wondering why anyone would like to put emojis into a Switch or Variable name, it's because it makes things easier to read and quickly identify which switch is being used.&lt;br /&gt;
When you have entire lists filled with text, like in the left side of the screenshot above, things tend to blur together.&lt;br /&gt;
It makes it easier to make mistakes and incorrectly identify which switch should be used.&lt;br /&gt;
&lt;br /&gt;
But when you use emojis, it has the same effect as using icons for your item names.&lt;br /&gt;
Instead of all the item entries being a single color and only of letter shapes, you have more variety to quickly identify which is which.&lt;br /&gt;
The same application can be used for your own switches and variables.&lt;br /&gt;
Except instead of being for the player, this is for you instead!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LifeHackEmoji2.png]]&lt;br /&gt;
&lt;br /&gt;
Another perk is that the emojis also appear in the event list.&lt;br /&gt;
This improves the legibility of what goes on in an event.&lt;br /&gt;
A quick look at the icons allow you to quickly decipher what switch type is being used and understand that specific event command entry is a switch or variable, too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LifeHackEmoji3.png]]&lt;br /&gt;
&lt;br /&gt;
One of the more annoying things with RPG Maker's editor is that sometimes, you're unable to see the full name of a switch or variable.&lt;br /&gt;
But when some emojis are involved, just a few symbols of them can alert you of the type of switch being used.&lt;br /&gt;
Of course, this is provided that you understand the emoji system you put into play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LifeHackEmoji4.png]]&lt;br /&gt;
&lt;br /&gt;
There is also the benefit of the debug menu showing the emojis, too.&lt;br /&gt;
By quickly scrolling through the list of switches and variables, it's easy to miss the ones you're looking for.&lt;br /&gt;
But with some emojis, identifying them because easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That said, do use this life hack with moderation.&lt;br /&gt;
When you give every single switch and variable an emoji, especially commonly used ones, the effectiveness of it wears down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This doesn't work with all operating systems.&lt;br /&gt;
It works with modern Windows OS's (like Windows 8 and up) and Mac OS X 10.10+.&lt;br /&gt;
&lt;br /&gt;
== 2. Emojis in the Database ==&lt;br /&gt;
&lt;br /&gt;
[[File:DatabaseEmoji1.png]]&lt;br /&gt;
&lt;br /&gt;
Like with Switches and Variables, you can use emojis in various database objects.&lt;br /&gt;
My personal favorites to use them on are animations, tilesets, and troops.&lt;br /&gt;
The reason you'd use them would be for the same exact reason you would use them in Switch and Variable names, too: to make things easier to identify.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DatabaseEmoji2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
For example, when selecting which animation to use for a skill or item, it suddenly becomes a lot easier to identify which one from the menu.&lt;br /&gt;
This also makes it less prone to error when selecting an incorrect animation type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DatabaseEmoji3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:DatabaseEmoji4.png]]&lt;br /&gt;
&lt;br /&gt;
These can be used for map properties and even map names to quickly let you organize things.&lt;br /&gt;
Considering that map names, tileset names, and troop names aren't shown in game (map names have a different text to display them in-game with), these are all safe targets to use emojis with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I try not to use them with database objects that appear in game, like items, weapons, armors, and skills.&lt;br /&gt;
That's because not all operating systems support emojis.&lt;br /&gt;
Another reason to not use them with database objects is because there are some notetags that search linked database objects by name and adding an emoji to those database objects will make things a lot more difficult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 3. Character Sprites as Labels ==&lt;br /&gt;
&lt;br /&gt;
I see it all too often:&lt;br /&gt;
Making an autorun event with an invisible sprite, then make more invisible sprite interactions all over the map.&lt;br /&gt;
When you eventually want to modify a specific event that has an invisible sprite, you have to click through each one in order to find it.&lt;br /&gt;
It's a big time waster.&lt;br /&gt;
&lt;br /&gt;
[[File:CharaSpriteLabels1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
This can be remedied with character sprite labels.&lt;br /&gt;
Simply make your own labels and put down text on the sprite itself.&lt;br /&gt;
This will require you to make your own custom sprite sheet with these labels, but by doing so, you increase the efficiency and productivity of creating huge event systems that are sprawling throughout your game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, you might be worried if these will show up in your game, and they probably will if you just leave it at that.&lt;br /&gt;
But here's a trick you can do to make it work:&lt;br /&gt;
&lt;br /&gt;
[[File:CharaSpriteLabels2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The first page is merely used to house a sprite label.&lt;br /&gt;
&lt;br /&gt;
[[File:CharaSpriteLabels3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The second page is where the autorun event actually takes effect and without the sprite label graphic.&lt;br /&gt;
Only the first page needs to have the sprite label graphic to give you the benefits of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, you might argue that this makes it inconvenient to modify the event's contents since you have to turn the page to the second page.&lt;br /&gt;
And you are right!&lt;br /&gt;
Thankfully, there's an answer to that if you're using the [[Events and Movement Core VisuStella MZ|Events &amp;amp; Movement Core]] if you are using [[RPG Maker MZ]].&lt;br /&gt;
If you are using [[RPG Maker MV]], you can use the [[Call Event (YEP)|Call Event]] plugin instead.&lt;br /&gt;
&lt;br /&gt;
[[File:CharaSpriteLabels4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
First, transplant the event commands over from the second page to the first page.&lt;br /&gt;
&lt;br /&gt;
[[File:CharaSpriteLabels5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Then, run a '''Plugin Command''' for a &amp;quot;Call Event: Remote Read&amp;quot; on the second page to reference the event list on the first page.&lt;br /&gt;
&lt;br /&gt;
That does the same exact thing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you are using '''RPG Maker MZ''' and the [[Events and Movement Core VisuStella MZ]] plugin, as of the version 1.58 update, you can just simply name your label spritesheet like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Labels[Invisible].png&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It'll automatically make the character sprite invisible and not require fiddling around with multiple pages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This technique helps keeps things organized and makes it easier to find the events you're looking for.&lt;br /&gt;
For a quick list of the labels I'm using, here they are:&lt;br /&gt;
&lt;br /&gt;
* AUTO for Autorun&lt;br /&gt;
* PARALLEL for Parallel Process&lt;br /&gt;
* TEST for play test events&lt;br /&gt;
* EXIT for exit events to transfer maps&lt;br /&gt;
* P.O.I. for Points of Interest, you know, those invisible spots on the map that have dialogue with them?&lt;br /&gt;
* TRAP for floor traps&lt;br /&gt;
* TRIGGER for player or event touch triggers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 4. Test Events Release-Proofing ==&lt;br /&gt;
&lt;br /&gt;
=== Play Test Variant ===&lt;br /&gt;
&lt;br /&gt;
You know the thing where we make a &amp;quot;temporary&amp;quot; event on the map we're currently making?&lt;br /&gt;
And fill it up with things to turn on switches and stuff or give free items to quickly speed up the play testing part?&lt;br /&gt;
Yeah, we all do that.&lt;br /&gt;
Every game dev does that, not just those who work in RPG Maker.&lt;br /&gt;
&lt;br /&gt;
However, what every game dev shares as a primal fear is that we forget to remove those &amp;quot;temporary&amp;quot; events.&lt;br /&gt;
Some of these were left behind in some classic RPG Maker horror games and were even used as a part of their speedruns.&lt;br /&gt;
While it may be cool for viewers to see and use debug tricks, for us game developers, this is often embarrassing and brings shame to the whole family.&lt;br /&gt;
&lt;br /&gt;
Thankfully, there's a way to remedy this in RPG Maker:&lt;br /&gt;
&lt;br /&gt;
[[File:PlaytestEvent1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:PlaytestEvent2.png]]&lt;br /&gt;
&lt;br /&gt;
By using a '''Conditional Branch''' and a '''Script''' condition that uses the following JavaScript code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$gameTemp.isPlaytest()&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
we save ourselves from bringing forth generational game dev trauma.&lt;br /&gt;
This is what I call &amp;quot;release-proof&amp;quot; test events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What this little bit of code does when used inside the '''Conditional Branch''''s '''Script''' condition is that it makes sure that the game is in a &amp;quot;play test&amp;quot; state before the event commands inside can be used.&lt;br /&gt;
What this means is that as long as we keep all of the &amp;quot;debug-only&amp;quot; &amp;quot;play test-only&amp;quot; event commands inside of the '''Conditional Branch''', there is no way the player can access the contents of this test event.&lt;br /&gt;
Unless of course, they play the game through the RPG Maker client, in which case, they already have more than enough tools to cheat and modify your game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Battle Test Variant ===&lt;br /&gt;
&lt;br /&gt;
This can also be taken a step further with '''Battle Tests''' from the Troops tab.&lt;br /&gt;
&lt;br /&gt;
[[File:PlaytestEvent3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:PlaytestEvent4.png]]&lt;br /&gt;
&lt;br /&gt;
Once again, using a '''Conditional Branch''' event command and using the '''Script''' condition with the following code instead of the previous one:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DataManager.isBattleTest()&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
we set up an event that will only run during battle test through the Troops tab in the database.&lt;br /&gt;
&lt;br /&gt;
This is useful for things like giving everybody enough TP or providing everybody the right amount of items or right skills.&lt;br /&gt;
Whatever the case is, it is dreadful when you forget to remove the thing you were testing and have it appear in gameplay.&lt;br /&gt;
&lt;br /&gt;
Combine this with the [[Battle Core VisuStella MZ|Battle Core]]'s '''Base Troops''' feature (RPG Maker MZ) and you can have something occur for every battle test.&lt;br /&gt;
For those wondering the, RPG Maker MV variant is the [[Base Troop Events (YEP)|Base Troop Events]] plugin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 5. Debug Items for Speed Testing ==&lt;br /&gt;
&lt;br /&gt;
[[File:TestItems1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
It's not unusual to make items for testing purposes.&lt;br /&gt;
However, not every dev makes them optimally.&lt;br /&gt;
They're sometimes found at in the form of a skill or in the middle of a list or they don't have all the necessary properties to make it work right for all conditions.&lt;br /&gt;
And most importantly, they're not make for speed testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So a few things first: '''Why the focus speed testing?'''&lt;br /&gt;
&lt;br /&gt;
Because sometimes, we have to play through segments of a game over and over to make sure all the events and such line up.&lt;br /&gt;
But when it comes to battles, either random or touch encounters, or even boss encounters, play testers don't have the time to grind and build up EXP and gear to quickly get through them.&lt;br /&gt;
Therefore, having access to &amp;quot;speed testing&amp;quot; functions greatly helps with the play testing and debugging aspect, especially if it means you can skip the battling aspect.&lt;br /&gt;
Some might argue that testing battles are an important part of the playtesting aspect and you're right.&lt;br /&gt;
However, it's important to have the ability to separate testing battles from testing the rest of the game and that's what these debug items are for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second question you might have: '''Why items?''' &lt;br /&gt;
&lt;br /&gt;
Why not make them debug skills instead?&lt;br /&gt;
Items, in most RPG Maker projects, are generally universally accessible across all party members.&lt;br /&gt;
This means that as long as you have these debug items in the your inventory, anyone can use them as long as it's their turn in battle.&lt;br /&gt;
Having universal global access to them also means better speed testing.&lt;br /&gt;
&lt;br /&gt;
The second reason you make them items is because as long as you have them in the inventory, you don't need to worry about meeting MP costs, sealed skill types, having the right skill type access, etc.&lt;br /&gt;
More importantly, you can also set these debug items to '''NOT''' consume themselves when used, meaning they're infinite usage for free.&lt;br /&gt;
And as they're also items, they skip what most plugins use as &amp;quot;cast animations&amp;quot; to further improve on the speed testing aspect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Third question you might have: '''Why at the top of the Database's Item List'''&lt;br /&gt;
&lt;br /&gt;
This is because, usually, items are listed in-game from lowest ID to highest ID.&lt;br /&gt;
This means that items at the top of the database's item list will be shown in battle first.&lt;br /&gt;
Being shown in battle first means less time spent scrolling through huge item lists to find the specific item you need to solve the battle and move on.&lt;br /&gt;
This is also done for speed testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So what kinds of debug items do I recommend?&lt;br /&gt;
&lt;br /&gt;
* Instant KO for single enemy&lt;br /&gt;
* Instant KO for all enemies&lt;br /&gt;
* Load all debuffs/negative status effects on single enemy&lt;br /&gt;
* Load all debuffs/negative status effects on all enemies&lt;br /&gt;
* Full heal + recovery for single ally&lt;br /&gt;
* Full heal + recovery for all allies&lt;br /&gt;
* Load all  buffs/positive status effects on single ally&lt;br /&gt;
* Load all  buffs/positive status effects on all allies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Instant KO''' item usages are pretty obvious.&lt;br /&gt;
Same goes for the '''Full heal + recovery''' items.&lt;br /&gt;
However, the reason you want separate items for buffs, debuffs, states, etc. is to test the limitations of what players are capable of doing and making sure the battle is still playable to your standards at that point.&lt;br /&gt;
Soren Johnson said that players will often try to &amp;quot;Optimize the fun out of a game&amp;quot;.&lt;br /&gt;
With these items, you can test to see if that at such &amp;quot;optimized&amp;quot; game states if the battle still remains fun and meets your standard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 6. In-Editor To Do List ==&lt;br /&gt;
&lt;br /&gt;
I know many of you probably have neat little Trello boards, note boards, and such set up and that's fine!&lt;br /&gt;
But for someone like me who prefers something in the editor, you can try this:&lt;br /&gt;
&lt;br /&gt;
[[File:LifeHacks_toDoList1.png]]&lt;br /&gt;
&lt;br /&gt;
In each map, you can set up one of your events, preferably a decoration event as a &amp;quot;To Do List&amp;quot; container event.&lt;br /&gt;
Optionally, add an [https://emojipedia.org/ emoji] into the name to make it easier to distinguish from other events.&lt;br /&gt;
&lt;br /&gt;
This way, when you're editing a specific map, and you're wondering what else you have to do for that map, just open up the local &amp;quot;To Do List&amp;quot; container event.&lt;br /&gt;
I have these on each map so that way, I don't have to go on a sidequest to search for the specific list of things I need to be done for a specific map.&lt;br /&gt;
This is because as the number of maps grow, so will that Trello board or note board.&lt;br /&gt;
Yet, this container event containing all the &amp;quot;To Do's&amp;quot; you've gotta do will prove to do exactly what you need.&lt;br /&gt;
&lt;br /&gt;
So how do I set it up on the inside of the container event?&lt;br /&gt;
That's simple.&lt;br /&gt;
I use this event command that people rarely use:&lt;br /&gt;
&lt;br /&gt;
[[File:LifeHacks_toDoList2.png]]&lt;br /&gt;
&lt;br /&gt;
That's right, '''Show Scrolling Text''' and there's a simple reason for it:&lt;br /&gt;
&lt;br /&gt;
[[File:LifeHacks_toDoList3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
It's because the otherwise obvious '''Comment''' event command only allows you 6 lines of entries before you need to create a new one.&lt;br /&gt;
The '''Show Scrolling Text''' allows you unlimited lines.&lt;br /&gt;
Now, you can also use '''Script''' for that, depending on if you're using RPG Maker MZ and one of the more updated versions.&lt;br /&gt;
However, if you're using RPG Maker MV or your MZ version is much lower, you're out of luck with '''Script''' and '''Show Scrolling Text''' is your go to for unlimited lines.&lt;br /&gt;
&lt;br /&gt;
You may also notice that I have a '''Exit Event Processing''' event command in the screenshot above.&lt;br /&gt;
This is to prevent the player from randomly examining the &amp;quot;To Do List&amp;quot; event container and activating the contents.&lt;br /&gt;
Make sure you place it above the '''Show Scrolling Text''' To Do list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 7. Story Outline Map + Cutscene Hub ==&lt;br /&gt;
&lt;br /&gt;
[[File:StoryOutline1.png]]&lt;br /&gt;
&lt;br /&gt;
Similar to the above &amp;quot;To Do List&amp;quot; container event, for this particular map, we have an entire map with each event dedicated to being a &amp;quot;To Do List&amp;quot; for each chapter.&lt;br /&gt;
With each event as its own &amp;quot;To Do List&amp;quot;, it's easier to find the contents of what you need to do for each entry.&lt;br /&gt;
While note taking apps are great if you want to go deep into the lore, this helps keep things focused in the editor itself.&lt;br /&gt;
Personally speaking, I have a better time concentrating on making progress with the game when I don't have multiple programs and apps open, too.&lt;br /&gt;
&lt;br /&gt;
[[File:StoryOutline2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Just like the above &amp;quot;To Do List&amp;quot; tip, we use the '''Show Scrolling Text''' event command to list the stuff we need.&lt;br /&gt;
For the purpose of this screenshot, I trimmed the excess notes, but overall, it should give you a general idea of what's done.&lt;br /&gt;
&lt;br /&gt;
Now, you might have noticed I don't have the '''Exit Event Process''' event here.&lt;br /&gt;
That's because normally, players won't be able to access this map anyway.&lt;br /&gt;
Instead, it's just for you, the game developer(s).&lt;br /&gt;
However, I did stick the '''Show Scrolling Text''' &amp;quot;To Do List&amp;quot; inside a conditional branch whose conditions will never be met.&lt;br /&gt;
The easiest way to do this is to use a &amp;quot;Script Call&amp;quot; for &amp;quot;false&amp;quot;.&lt;br /&gt;
The reason for that is because this event is also usable for debugging and playtesting purposes.&lt;br /&gt;
&lt;br /&gt;
[[File:StoryOutline3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
I've set up this map as a little hub for me, the game dev, to quickly jump and transfer to different cutscenes and play them out.&lt;br /&gt;
It's just a simple '''Show Message''' and '''Show Choice''' event command combination.&lt;br /&gt;
Each '''Show Choice''' leads to a map transfer.&lt;br /&gt;
Prior to each map transfer, I set up the switch and/or variable conditions needed to trigger the cutscenes.&lt;br /&gt;
This is entirely optional of course, but hey, the more playtesting tools we have, the better.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 8. Collapse Long Events ==&lt;br /&gt;
&lt;br /&gt;
Do you have events or Common Events with really really long lists of events and wish there was a better way of scrolling past segments/chunks of it?&lt;br /&gt;
Well, there's a way to do that, and it is using the '''Conditional Branch''' event command.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This only works on later versions of RPG Maker MZ.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CollapseEvents1.png]]&lt;br /&gt;
&lt;br /&gt;
The trick here is to make a Conditional Branch that will always meet its condition.&lt;br /&gt;
I prefer to use a &amp;quot;Script Call&amp;quot; for &amp;quot;true&amp;quot; but some people may have concerns that it's an eval.&lt;br /&gt;
If so, don't worry.&lt;br /&gt;
This can be done a number of ways like using a switch that will ALWAYS be in the OFF position.&lt;br /&gt;
This allows the event commands in between to always occur.&lt;br /&gt;
Name the Switch something like &amp;quot;Always OFF&amp;quot; to remind you to never turn it on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CollapseEvents2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Then, insert the event commands in the chunks you want inside of the Conditional Branch.&lt;br /&gt;
It doesn't matter how large or small the chunk.&lt;br /&gt;
Personally, I just do it based on the stuff I know I won't revise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CollapseEvents3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Then, by pressing the - to the left of the conditional branch, you collapse the event list into something thinner.&lt;br /&gt;
This lets you quickly navigate to parts you're still working on or need revising for.&lt;br /&gt;
&lt;br /&gt;
Additionally, add a comment to let you know which chunk is used for what.&lt;br /&gt;
You can add comments by adding &amp;quot;//&amp;quot; + text after the &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot; in the script call like the following:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
true // Insert Comment Here&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 9. Useful Script Calls for RPG Maker ==&lt;br /&gt;
&lt;br /&gt;
I won't be including the more [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mv-mz-script-call-list.46456/ commonly listed script calls].&lt;br /&gt;
You can view those on their own there.&lt;br /&gt;
&lt;br /&gt;
If you are using these script calls, I will assume you have at least a basic level of understanding of JavaScript to be able to modify these.&lt;br /&gt;
If you don't, I '''DO NOT''' recommend that you use these.&lt;br /&gt;
I am not responsible for any kind of damage this may do to your game.&lt;br /&gt;
Nor am I responsible for teaching you how to use these for your game aside from what is written here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Batch Switch States ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const switchBatch = [&lt;br /&gt;
    123, 456, 789&lt;br /&gt;
];&lt;br /&gt;
switchBatch.forEach(switchID =&amp;gt; $gameSwitches.setValue(switchID, true));&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Takes the batch of switch ID's and sets all of their switch states to ON.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const switchBatch = [&lt;br /&gt;
    123, 456, 789&lt;br /&gt;
];&lt;br /&gt;
switchBatch.forEach(switchID =&amp;gt; $gameSwitches.setValue(switchID, false));&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Takes the batch of switch ID's and sets all of their switch states to OFF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const switchBatch = [&lt;br /&gt;
    123, 456, 789&lt;br /&gt;
];&lt;br /&gt;
switchBatch.forEach(switchID =&amp;gt; $gameSwitches.setValue(switchID, !$gameSwitches.value(switchID)));&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Takes a batch of switch ID's and inverts their switch states.&lt;br /&gt;
If it was ON before, it becomes OFF now.&lt;br /&gt;
If it was OFF before, it becomes ON now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Batch Variables ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const varBatch = [&lt;br /&gt;
    123, 456, 789&lt;br /&gt;
];&lt;br /&gt;
const value = 42069;&lt;br /&gt;
varBatch.forEach(varID =&amp;gt; $gameVariables.setValue(varID, value));&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Takes a batch of variables and sets them all to the same value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Batch Self Switches ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const mapID = 123;&lt;br /&gt;
const eventBatch = [&lt;br /&gt;
    2, 4, 6, 8, 10&lt;br /&gt;
];&lt;br /&gt;
const letterBatch = [&lt;br /&gt;
    'A', 'B', 'C', 'D'&lt;br /&gt;
];&lt;br /&gt;
const state = true;&lt;br /&gt;
&lt;br /&gt;
eventBatch.forEach(eventID =&amp;gt; letterBatch.forEach(letter =&amp;gt; $gameSelfSwitches.setValue([mapID, eventID, letter], state)));&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pick a map, pick the event ID's, and pick the letters.&lt;br /&gt;
Set the state to &amp;quot;true&amp;quot; or &amp;quot;false&amp;quot;.&lt;br /&gt;
This script call will go through every listed event's associated self switches and set them to that state.&lt;br /&gt;
This is helpful for doing things like resetting puzzles or altering the game state of a particular set of events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Game System Sounds ===&lt;br /&gt;
&lt;br /&gt;
If you've ever wanted to play your in-game system sounds to make some event systems feel more natural, use these:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SoundManager.playCursor();&lt;br /&gt;
SoundManager.playOk();&lt;br /&gt;
SoundManager.playCancel();&lt;br /&gt;
SoundManager.playBuzzer();&lt;br /&gt;
SoundManager.playEquip();&lt;br /&gt;
SoundManager.playSave();&lt;br /&gt;
SoundManager.playLoad();&lt;br /&gt;
SoundManager.playBattleStart();&lt;br /&gt;
SoundManager.playEscape();&lt;br /&gt;
SoundManager.playEnemyAttack();&lt;br /&gt;
SoundManager.playEnemyDamage();&lt;br /&gt;
SoundManager.playEnemyCollapse();&lt;br /&gt;
SoundManager.playBossCollapse1();&lt;br /&gt;
SoundManager.playBossCollapse2();&lt;br /&gt;
SoundManager.playActorDamage();&lt;br /&gt;
SoundManager.playActorCollapse();&lt;br /&gt;
SoundManager.playRecovery();&lt;br /&gt;
SoundManager.playMiss();&lt;br /&gt;
SoundManager.playEvasion();&lt;br /&gt;
SoundManager.playMagicEvasion();&lt;br /&gt;
SoundManager.playReflection();&lt;br /&gt;
SoundManager.playShop();&lt;br /&gt;
SoundManager.playUseItem();&lt;br /&gt;
SoundManager.playUseSkill();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not all at once, of course.&lt;br /&gt;
&lt;br /&gt;
Their functions are exactly what their function names are.&lt;br /&gt;
&lt;br /&gt;
Yes, you could technically use the '''Play SE''' event command to do the same thing.&lt;br /&gt;
However, this will not only save you the time to replicate the exact volume, pitch, and pan settings, it will also keep things &amp;quot;consistent&amp;quot; throughout the game.&lt;br /&gt;
Sometimes you may want to change a sound effect later because it doesn't fit the game or something.&lt;br /&gt;
This will update to whatever that is without you needing to go back through your event systems and update every '''Play SE''' event command instance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mass Erase Pictures ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
for (let id = 1; id &amp;lt;= 100; id++) $gameScreen.erasePicture(id);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will loop from 1 to 100 to erase all pictures.&lt;br /&gt;
No more need to do this one at a time with the event command and save yourself the tedium.&lt;br /&gt;
In case anyone is wondering, yes, it is safe to &amp;quot;erase&amp;quot; pictures that haven't been shown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 10. Useful Script Calls for Play Testing ==&lt;br /&gt;
&lt;br /&gt;
I won't be including the more [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mv-mz-script-call-list.46456/ commonly listed script calls].&lt;br /&gt;
You can view those on their own there.&lt;br /&gt;
&lt;br /&gt;
If you are using these script calls, I will assume you have at least a basic level of understanding of JavaScript to be able to modify these.&lt;br /&gt;
If you don't, I '''DO NOT''' recommend that you use these.&lt;br /&gt;
I am not responsible for any kind of damage this may do to your game.&lt;br /&gt;
Nor am I responsible for teaching you how to use these for your game aside from what is written here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Acquire All Items, Weapons, and Armors ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const databases = [$dataItems, $dataWeapons, $dataArmors];&lt;br /&gt;
for (const database of databases) {&lt;br /&gt;
    for (const obj of database) {&lt;br /&gt;
        if (!obj) continue;&lt;br /&gt;
        if (obj.name.trim().length &amp;lt;= 0) continue;&lt;br /&gt;
        if (obj.name.includes('-----')) continue;&lt;br /&gt;
        if (obj.itypeId === 2) continue;&lt;br /&gt;
        const owned = $gameParty.numItems(obj);&lt;br /&gt;
        const amount = Math.max($gameParty.maxItems(obj) - 9 - owned, 1);&lt;br /&gt;
        $gameParty.gainItem(obj, amount);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What this script call does is it will give you every single item, weapon, and armor in your game but with some exceptions.&lt;br /&gt;
These exceptions are any items that don't have a name, have &amp;quot;-----&amp;quot; in their name (thus a divider), or is a key item.&lt;br /&gt;
The amount of these items gained will be the maximum amount minus 9, with a minimum quantity of 1.&lt;br /&gt;
&lt;br /&gt;
This is for play testing purposes to make sure that you or whoever the play tester is has access to all the resources they need for whatever it is that they are testing.&lt;br /&gt;
&lt;br /&gt;
=== Acquire All Skills for All Party Members ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const actors = $gameParty.members();&lt;br /&gt;
for (const skill of $dataSkills) {&lt;br /&gt;
    if (!skill) continue;&lt;br /&gt;
    if (skill.name.trim().length &amp;lt;= 0) continue;&lt;br /&gt;
    if (skill.name.includes('-----'))  continue;&lt;br /&gt;
    if (skill.stypeId &amp;lt;= 0) continue;&lt;br /&gt;
    actors.forEach(actor =&amp;gt; actor.learnSkill(skill.id));&lt;br /&gt;
}&lt;br /&gt;
for (let i = 1; i &amp;lt; $dataSystem.skillTypes.length - 1; i++) {&lt;br /&gt;
    actors.forEach(actor =&amp;gt; actor.actor().traits.push({ code: 41, dataId: i, value: 0 }));&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What this script call does is it will teach every actor in the current party all skills available in the game but with some exceptions.&lt;br /&gt;
The exceptions are any skills that don't have a name, have &amp;quot;-----&amp;quot; in their name (thus a divider), or does not have a skill type (&amp;quot;none&amp;quot; as the skill type).&lt;br /&gt;
This will also (temporarily) grant all actors in the party access to all skill types, too.&lt;br /&gt;
This effect will disappear if you reset/reload the game regardless of whether or not you've saved.&lt;br /&gt;
The skills will remain if you do save and reset/reload the game.&lt;br /&gt;
&lt;br /&gt;
As you would imagine, this is for play testing purposes to make sure that you or whoever the play tester is to have access to all the skills (and skill types) to test whatever battle or skill combination they need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Acquire Learnable Skills for All Party Members ===&lt;br /&gt;
&lt;br /&gt;
Let's say you don't want to acquire '''ALL''' skills for all party members.&lt;br /&gt;
That's fine, I get it.&lt;br /&gt;
It's a huge list to scroll through and that gets annoying.&lt;br /&gt;
Here's a more compact version of it and only teaches the skills that actors would learn through leveling up:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const actors = $gameParty.members();&lt;br /&gt;
for (const actor of actors) {&lt;br /&gt;
    if (!actor) continue;&lt;br /&gt;
    const learnings = actor.currentClass().learnings;&lt;br /&gt;
    for (const learning of learnings) {&lt;br /&gt;
        if (!learning) continue;&lt;br /&gt;
        actor.learnSkill(learning.skillId);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This loops through all the current party members and teaches them every skill that would be learned through level ups in their current class.&lt;br /&gt;
&lt;br /&gt;
Now, if you're a cultured individual and have skills taught through the [[Skill Learn System VisuStella MZ|Skill Learn System]], here's how you can do it, too:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''RPG Maker MZ: [[Skill Learn System VisuStella MZ]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const actors = $gameParty.members();&lt;br /&gt;
for (const actor of actors) {&lt;br /&gt;
    if (!actor) continue;&lt;br /&gt;
    const skillIDs = DataManager.getSkillLearnSkillsFromClass(actor.currentClass().id);&lt;br /&gt;
    for (const skillID of skillIDs) {&lt;br /&gt;
        actor.learnSkill(skillID);&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;
'''RPG Maker MV: [[Skill Learn System (YEP)]]'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const actors = $gameParty.members();&lt;br /&gt;
for (const actor of actors) {&lt;br /&gt;
    if (!actor) continue;&lt;br /&gt;
    const skillIDs = actor.currentClass().learnSkills;&lt;br /&gt;
    for (const skillID of skillIDs) {&lt;br /&gt;
        actor.learnSkill(skillID);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use these with the the &amp;quot;DataManager.isBattleTest()&amp;quot; conditional branch for your troops tab to quickly gain access to all the skills your test characters can learn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of Article ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;script type=&amp;quot;text/javascript&amp;quot; src=&amp;quot;https://www.free-counters.org/count/faa6&amp;quot;&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;a href='https://www.easybooking.eu/'&amp;gt;Hotelsoftware kleine Hotels&amp;lt;/a&amp;gt; &amp;lt;script type='text/javascript' src='https://whomania.com/ctr?id=62962614126e5aab0424a88a9c0b7ea34e226118'&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Troubleshooting_Plugins_RPG_Maker_MZ&amp;diff=16800</id>
		<title>Troubleshooting Plugins RPG Maker MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Troubleshooting_Plugins_RPG_Maker_MZ&amp;diff=16800"/>
		<updated>2024-07-07T13:44:23Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: /* Step 2: Make an empty project and try only the plugin there. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&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;
[[File:Troubleshooting.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{Article by Yanfly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are you getting errors in your [[:Category:RPG Maker MZ Plugins|RPG Maker MZ plugins]] and you don't know why? &lt;br /&gt;
&lt;br /&gt;
First, see if your problem is something listed in the [[Common Problems]] page.&lt;br /&gt;
&lt;br /&gt;
If not, follow the steps below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting Steps ==&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Read and Reread through the plugin instructions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Read through the plugin's instructions to make sure you are using the plugin correctly.&lt;br /&gt;
&lt;br /&gt;
A lot of problems often come from thinking how a plugin should work versus how the plugin actually works.&lt;br /&gt;
&lt;br /&gt;
Some plugins will also list which plugins they're compatible with. &lt;br /&gt;
&lt;br /&gt;
If there's a list and a plugin is not listed there, chances are, there's a plugin incompatibility if it's a plugin from outside of the plugin library.&lt;br /&gt;
&lt;br /&gt;
; If you read the instructions and are still getting errors, continue onward to steps 2 through 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 2: Make an empty project and try only the plugin there. ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This step '''ONLY''' applies to you '''IF''' you are troubleshooting VisuStella MZ plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:200%&amp;quot;&amp;gt;THIS IS NOT FOR YANFLY ENGINE PLUGINS NOR ANY MV RELATED PLUGINS!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Create an empty project in [[RPG Maker MZ]]. Do '''NOT''' add anything custom to it aside from the plugin and required plugin(s).&lt;br /&gt;
&lt;br /&gt;
Make sure the plugin and parent plugin(s) are updated as well!&lt;br /&gt;
&lt;br /&gt;
If it doesn't work there, report it to the plugin developer team by doing as such:&lt;br /&gt;
&lt;br /&gt;
# Create an empty RPG Maker MZ project&lt;br /&gt;
# Include the plugin and any of the required plugins inside of it. '''REMOVE ALL NON-VISUSTELLA MZ PLUGINS!''' VisuStella MZ is not responsible for plugin incompatibilities outside of the VisuStella MZ library.&lt;br /&gt;
# '''[[How to Update Plugins RPG Maker MZ|MAKE SURE ALL INCLUDED PLUGINS ARE UPDATED TO THE LATEST VERSION!]]'''&lt;br /&gt;
# Exclude any other plugins that are unrelated to the problem.&lt;br /&gt;
# Recreate the problem for the plugin developer team. MAKE SURE the project works. If it doesn't work due to missing graphical or audio resources, put them in!&lt;br /&gt;
# Write down the steps needed for the plugin developer team to reproduce the problem.&lt;br /&gt;
# Upload the project online to share with the plugin developer team. [[Visustella|VisuStella]] uses Google Drive to check projects.&lt;br /&gt;
# [https://forms.gle/E4aPfWdAf1WSWQnN7 Report it to the plugin developer team.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Nonnegotiable.png]]&lt;br /&gt;
&lt;br /&gt;
If you DO NOT have a bug report project attached and all you're sending is just a screenshot, we will not be able to review the bug. Sending the bug report project is non-negotiable. WHY do we need a bug report project? Because it's to ensure that we make sure that the bug we're fixing is YOUR bug using YOUR provided conditions. This is our way of personally working with you on the conditions you've set for the game, bug in a replicated and separated project.&lt;br /&gt;
&lt;br /&gt;
Sending us only a screenshot will result in the bug fix getting delayed and a return e-mail saying that we need a bug report project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; If it works there, that means you are having a conflict in your own game. Continue onward to steps 3 through 6.&lt;br /&gt;
&lt;br /&gt;
=== Step 3: Make sure your plugins are placed in the proper order. ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=2Pj9zyiTQcQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Order matters! Lower Tier plugins toward the top, higher tiers toward the bottom. Watch the above video for more clarity.&lt;br /&gt;
&lt;br /&gt;
; If the problem persists, continue onward to steps 4 through 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 4: It's probably a compatibility problem. ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you're still having problems, it's probably a compatibility problem. &lt;br /&gt;
&lt;br /&gt;
Turn off your plugins one by one to find the problem's source.&lt;br /&gt;
&lt;br /&gt;
When things start working, after turning off a specific plugin, then that plugin is the trouble maker.&lt;br /&gt;
&lt;br /&gt;
; If none of the plugins are causing the problem, then continue onward to steps 5 and 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 5: It's probably related to the RPG Maker MZ version difference. ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's probably related to the RPG Maker MZ's base code version difference if you've turned off all but the one plugin.&lt;br /&gt;
&lt;br /&gt;
Follow these steps to update your project's base code:&lt;br /&gt;
&lt;br /&gt;
# Back up your project in case you have to revert it. THIS STEP IS EXTREMELY IMPORTANT!&lt;br /&gt;
# Open up your project in RPG Maker MZ.&lt;br /&gt;
# Select Game &amp;gt; Update Corescript &amp;gt; and select the most current version to update.&lt;br /&gt;
# Press OK.&lt;br /&gt;
&lt;br /&gt;
; If the latest version of [[RPG Maker MZ]] doesn't help, continue onward to step 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Step 6: Stop using the plugin. ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That's what we recommend because it just simply won't work with your game.&lt;br /&gt;
&lt;br /&gt;
Forcing it is pointless because your game survived without it before and can survive without it after.&lt;br /&gt;
&lt;br /&gt;
If it is a monetized plugin, you may ask the developer for a refund after providing proof that it does not work even in an empty project.&lt;br /&gt;
&lt;br /&gt;
Upon doing so, delete the plugin from your computer.&lt;br /&gt;
&lt;br /&gt;
If you have bought a plugin and want a refund, go to the [https://itch.io/docs/legal/terms#refunds refund section] to request itch.io to send you a refund.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of Page ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestUpdates&amp;diff=16799</id>
		<title>Template:MainPageLatestUpdates</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestUpdates&amp;diff=16799"/>
		<updated>2024-06-18T11:12:10Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &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 = Sacred Earth - Reverie Demo!&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [https://miragev.itch.io/sacred-earth-reverie Sacred Earth - Reverie Demo Link]&lt;br /&gt;
; MirageV&lt;br /&gt;
: [[File:KannaSERDemo.png|300px|center|link=https://miragev.itch.io/sacred-earth-reverie]]&lt;br /&gt;
: [https://miragev.itch.io/sacred-earth-reverie Sacred Earth - Reverie]'s demo is up!&lt;br /&gt;
: Remember to also [https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/ wishlist Sacred Earth - Reverie on Steam]!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = Wishlist on Steam!&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/ Sacred Earth - Reverie]&lt;br /&gt;
; MirageV&lt;br /&gt;
: [[File:SacredEarthRev.jpg|300px|center|link=https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/]]&lt;br /&gt;
: [https://store.steampowered.com/app/2937520/Sacred_Earth__Reverie/ Sacred Earth - Reverie]'s Steam page is finally up! Be sure to add it to your wishlists! Made by our very own MirageV, one of the few VisuStella artists who have been making the thumbnails for the MZ library! His lovely art is all over the game! It'll be out in November 2024!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [[Yanfly's Life Hacks for RPG Maker Devs]]&lt;br /&gt;
; Yanfly&lt;br /&gt;
: [[File:LifeHackEmoji1.png|300px|center|link=Yanfly's Life Hacks for RPG Maker Devs]]&lt;br /&gt;
: Yanfly gives some life hacks that can improve your RPG Maker experience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [[Yanfly's Advice for RPG Maker Plugin Developers]]&lt;br /&gt;
; Yanfly&lt;br /&gt;
: [[File:YanflyAdvice.png|300px|center|link=Yanfly's Advice for RPG Maker Plugin Developers]]&lt;br /&gt;
: Yanfly gives some advice for future aspiring plugin developers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content =&lt;br /&gt;
; [[Virus Detected on Plugins]]&lt;br /&gt;
; Irina&lt;br /&gt;
: [[File:VirusDetected.png|300px|center|link=Virus Detected on Plugins]]&lt;br /&gt;
: Windows' recent update has started picking up VisuStella MZ and other RPG Maker MZ plugins as viruses due to its new machine learning algorithm. Read this article to see how you can resolve it and how to check if the files are actually filled with viruses or not.&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;
; [[Inspiration Behind Grande]]&lt;br /&gt;
; by Yanfly&lt;br /&gt;
: [[File:Grande.jpg|300px|center|link=Inspiration Behind Grande]]&lt;br /&gt;
: This series, the '''Grande''' plugins, is the grand finale for [[VisuStella MZ]]. Its main focus is to provide the extra customization options for actors and battles while being compatible with everything else in the library. In a way, it's not far off to say that it's more of a &amp;quot;wrap up&amp;quot; series than a cohesively themed one, but nonetheless, that's what '''Grande''' is.&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;
; [[Inspiration Behind Wanderlust Volume 2]]&lt;br /&gt;
; by Team VisuStella MZ&lt;br /&gt;
: [[File:WanderlustVol2.jpg|300px|center|link=Inspiration Behind Wanderlust Volume 2]]&lt;br /&gt;
: We did not expect to make another Wanderlust volume, but here we are. We decided there's more ways to add wonder and emotion to the game through these plugins.&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 = 2024 January 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Timed Hits with Action Sequences]]&lt;br /&gt;
; by [[Arisu]]&lt;br /&gt;
: [[File:VisuMZ.142.jpg|300px|center|link=Timed Hits with Action Sequences]]&lt;br /&gt;
: Here's how you can create '''Timed Hits''' using the VisuStella MZ [[Battle Core VisuStella MZ|Battle Core]] and [[QTE and Trigger System VisuStella MZ|QTE and Trigger System]] plugins through '''Action Sequences'''! Includes ways for both the player to attack enemies with and to defend from enemies with.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.8.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:RMMZ_Update_180.png|228px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: RPG Maker MZ has updated to version 1.8.0. Things look stable so far from what I can see (haven't checked TileD). You should be good to go to update your corescripts from 1.7.0 to 1.8.0.&lt;br /&gt;
: [https://steamcommunity.com/app/1096900/eventcomments/7119694909426620627 View the Steam update page here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [http://www.akashics.moe/uncategorized/how-librarium-will-work-and-operate-in-2024-and-onwards/ Librarium's Operation in 2024 and onwards!!]&lt;br /&gt;
; by [[Ækashics_Librarium]]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;http://www.akashics.moe/uncategorized/how-librarium-will-work-and-operate-in-2024-and-onwards/&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i.gyazo.com/75017046a68b0842ac76094255f9c0ea.png&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A consie explanation in how Librarium will be releasing new assets during 2024 and how its patreon will deliver this content!&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;
; [[Inspiration Behind Custom Construct Volume 4]]&lt;br /&gt;
; by [[Irina]]&lt;br /&gt;
: [[File:CustomConstructVol4.jpg|300px|center|link=Inspiration Behind Custom Construct Volume 4]]&lt;br /&gt;
: '''Custom Construct''' Volume 4 closes out the '''Custom Construct''' series, a series about creating your own custom systems for your game(s) in creative ways. '''QTE &amp;amp; Trigger System''' allow for more gameplay aspects to utilize, '''Event Signals''' adds new ways to proc event actions, and '''Dice Rolls &amp;amp; RNG Seeds''' allow your players and you to have control over the random nature of your games.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 December 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Event Popup Tips and Tricks]]&lt;br /&gt;
; by [[Arisu]]&lt;br /&gt;
: [[File:EventPopupTut_4.gif|300px|center|link=Event Popup Tips and Tricks]]&lt;br /&gt;
: Since the version 1.55 update of [[Events and Movement Core VisuStella MZ|Events and Movement Core]], you can use the new Plugin Command called &amp;quot;Event Popup&amp;quot;, which creates text above specific targets like the player character or an event, and move it. This feature is made by none other than yours truly, [[Arisu]]! There's many applications in which this can be used, but only if you change the way it's used. Let's take a look at them! This article will show you how to use popups to display Quick Messages, indicate Obtained Items, giving gifts to NPC's, and throwing items across the map.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Most Popular VisuStella MZ Plugins]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:MostPopular.png|300px|link=Most Popular VisuStella MZ Plugins]]&lt;br /&gt;
: Ever wondered which plugins are VisuStella MZ's most popular 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;
; [[Inspiration Behind Merchant Manager Volume 4]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:MerchantManagerVol4.jpg|300px|center|link=Inspiration Behind Merchant Manager Volume 4]]&lt;br /&gt;
: '''Merchant Manager Volume 4''' is the final volume of the '''Merchant Manager''' series and is focused around adding new features and aesthetics for your game's shop keepers.&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;
; [[Inspiration Behind Combat Crusaders Volume 2]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:CombatCrusadersVol2.jpg|300px|center|link=Inspiration Behind Combat Crusaders Volume 2]]&lt;br /&gt;
: The '''Combat Crusaders''' Volume 2 plugins, like with volume 1, are centered around making combat more interactive! Only this time, we aim this interaction at using skills in conjunction with items! Item Throw Skills, Item Concoction Skills, and Item Amplify Skills all focus around having items interact with skills to produce new effects!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.patreon.com/aekashics/membership Dragon Tier pledge over at patreon receives another upgrade!]&lt;br /&gt;
; by [[Ækashics_Librarium]]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;https://www.patreon.com/aekashics/membership&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i.gyazo.com/5d1978f6352dce34fb0f1ddf2c8867c9.png&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Starting with [https://aekashics.itch.io/legendary-knight-michael Legendary Knight Michael's] release, Librarium Dragon Tier asset packs will now include Icon sets and weapon sheets directly related to the featured release! &lt;br /&gt;
: This comes at no cost increase in the pledge increase, but resulting in much more versatile packs! Thanks for your support!&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;
; [[Inspiration Behind Dungeon Divers Volume 2]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:DungeonDiversVol2.jpg|300px|center|link=Inspiration Behind Dungeon Divers Volume 2]]&lt;br /&gt;
: The '''Dungeon Divers Volume 2''' plugins, like with volume 1, are centered around dungeon diving. This time, we focus more on the more mechanical aspects alongside replayability. Replayability here means either subsequent playthroughs or even revisiting already completed content. Also, these focus on providing a different experience for each player, so that whether you're playing or watching someone else stream these games, the experience will be unique.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0 Librarium Full Release Master List now available!]&lt;br /&gt;
; by [[Ækashics_Librarium]]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i.gyazo.com/05e4eb432c37450ee26c170d5c250b37.png&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: The backlog master list of current era Librarium sets is now available!&lt;br /&gt;
: You can browse it [https://docs.google.com/spreadsheets/d/15qfQN1XbtIfJWQBaresagD1jjQk1tmoO093Sps69rF4/edit#gid=0 here]!&lt;br /&gt;
: Get every post-2021 release plus a continuous supply of high quality assets on a regular basis by joining Aekashics's [https://www.patreon.com/aekashics Librarium patreon community] or buy what you need individually on demand over at [https://aekashics.itch.io/ Aekashics's  itch.io]!&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;
; [[Inspiration Behind Visual Novel Volume 4]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:VisualNovelVol4.jpg|300px|center|link=Visual Novel Volume 4]]&lt;br /&gt;
: The fourth volume of the '''Visual Novel''' series focuses on adding voice acting to your games. These is via [[Voice Acting Control VisuStella MZ|Voice Acting Control]], [[Battle Voices VisuStella MZ|Battle Voices]], and [[Side Chatter VisuStella MZ|Side Chatter]] to add that extra audio layer of immersion.&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;
; [[Inspiration Behind Enchanted Explorers Volume 2]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:EnchantedExplorersVol2.jpg|300px|center|link=Inspiration Behind Enchanted Explorers Volume 2]]&lt;br /&gt;
: We wanted to do more plugins that add life to the adventurer and allow developers to express creativity through their maps, events, and characters. This lead to the creation of the plugins made for the Enchanted Explorers volume 2. Sometimes, being able to convey intent through passive means, either through visuals or text, can do a lot to bring out the wonders of a game's world.&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;
; [[RMMZ Changelog|RPG Maker MZ Updated to v1.7.0!]]&lt;br /&gt;
; by [[Yanfly]]&lt;br /&gt;
: [[File:rmmz_update_170.png|300px|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: RPG Maker MZ has updated to version 1.7.0. As far as I can tell, everything should be working (haven't checked TileD). Therefore, if you are using TileD and it's a major part of your project (which it will be if you are using it), I suggest not updating the corescripts of that project.&lt;br /&gt;
: [https://steamcommunity.com/app/1096900 View the Steam update page here!]&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;
; [[Inspiration Behind Battle Technician Volume 4]]&lt;br /&gt;
; by [[VisuStella MZ]]&lt;br /&gt;
: [[File:BattleTechnicianVol4.jpg|300px|center|link=Inspiration Behind Battle Technician Volume 4]]&lt;br /&gt;
: Yanfly talks about the inspiration behind each of the plugins made for this plugin series.&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;
; [[The Future of VisuStella MZ Plugins]]&lt;br /&gt;
; by [[Irina]]&lt;br /&gt;
: [[File:FutureOfVisuMZ.png|300px|center|link=The Future of VisuStella MZ Plugins]]&lt;br /&gt;
: RPG Maker Unite has released a few weeks ago and many of you have questions and/or concerns about the future of VisuStella MZ. This article will answer some of those questions and concerns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RPG Maker Unite First Impressions Review]]&lt;br /&gt;
; by [[Irina]]&lt;br /&gt;
: [[File:RpgMakerUniteReview.jpg|300px|center|link=RPG Maker Unite First Impressions Review]]&lt;br /&gt;
: tl;dr RPG Maker Unite is not ready to be used as a tool. Treat it as an early-access release due to all the problems present.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 27&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
; [https://store.steampowered.com/app/1899060/Pocket_Mirror__GoldenerTraum/ Wishlist Pocket Mirror on Steam!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a class=&amp;quot;centered-img&amp;quot; href=&amp;quot;https://store.steampowered.com/app/1899060/Pocket_Mirror__GoldenerTraum/&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://cdn.akamai.steamstatic.com/steam/apps/1899060/header.jpg?t=1682644650&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Delve into the enthralling world of Pocket Mirror ~ GoldenerTraum, the acclaimed RPG Maker gothic horror game that'll take you on a moving journey of self-discovery.&lt;br /&gt;
; '''Coming May 18, 2023'''&lt;br /&gt;
: Wishlist it on Steam today!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 March 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[YEP Freebies vs VisuMZ Freebies]]&lt;br /&gt;
: [[File:YEPvsVS-Freebies.png|300px|center|link=YEP Freebies vs VisuMZ Freebies]]&lt;br /&gt;
: To answer why [[Yanfly Engine Plugins]] offers 40 freebies while [[VisuStella MZ]] ''only'' offers 10.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 March 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RPG Developer Bakin Editor Early Access Review]]&lt;br /&gt;
; by [[Yanfly]] Score Change&lt;br /&gt;
: [[File:RpgDevBakinCover.png|300px|center|link=RPG Developer Bakin Editor Early Access Review]]&lt;br /&gt;
: Changed the initial score from 5.9/10 to 7.45/10 for me.&lt;br /&gt;
: Reasons listed inside.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 December 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://store.steampowered.com/news/app/1096900/view/3628242853592210482?l=english RPG Maker MZ Updated to V1.6.1!]&lt;br /&gt;
: [[File:RMMZ_Update_160.png|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: The problem with the version 1.6.0 update has now been fixed. The NodeJS version has been reverted to a previous version.&lt;br /&gt;
: However, in the event that an infinite loading screen occurs, follow the instructions on the [https://store.steampowered.com/news/app/1096900/view/3628242853592210482?l=english Steam page].&lt;br /&gt;
: Our recommended course of action is to wait until our next plugin batch update before seeing if updating to v1.6.1 is a wise move yet.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 December 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Do NOT Update to RMMZ 1.6.0 Yet!&lt;br /&gt;
: [[File:Warning.jpg|300px|center]]&lt;br /&gt;
: I repeat, do NOT Update to RMMZ 1.6.0 Yet!&lt;br /&gt;
: At the moment, there's a lot of mentions where games simply don't load anymore until they reverted back to a previous version.&lt;br /&gt;
: [https://forums.rpgmakerweb.com/index.php?threads/games-no-longer-load-as-of-just-now.153151/ Source 1] [https://steamcommunity.com/app/1096900/eventcomments/3719440592184958999/ Source 2] [https://store.steampowered.com/news/app/1096900/view/3628242785987748389 Source 3]&lt;br /&gt;
: Update: Upon further inspection, these errors aren't plugin related either. Playtest doesn't work even in vanilla projects for some devices. Once again, don't update to version 1.6.0 until they have everything fixed and squared away.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 November 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Updates Changing to Monthly]]&lt;br /&gt;
: [[File:VisuMZSupport.jpg|300px|center|link=Updates Changing to Monthly]]&lt;br /&gt;
: We'll be changing our update schedule from weekly updates to monthly.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 October 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[RPG Developer Bakin Editor Early Access Review]] by [[Yanfly]]&lt;br /&gt;
: [[File:RpgDevBakinCover.png|300px|center|link=RPG Developer Bakin Editor Early Access Review]]&lt;br /&gt;
: These are Yanfly's thoughts on the Early Access for [https://store.steampowered.com/app/1036640/RPG_Developer_Bakin/ RPG Developer Bakin], the new game engine on the block.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 June 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [http://www.akashics.moe/librarium-animated/hello-again-everyone/ Hello Again everyone!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;http://www.akashics.moe/librarium-animated/hello-again-everyone/&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://i0.wp.com/www.akashics.moe/wp-content/uploads/2022/07/36.gif?resize=276%2C173&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''1590+ Character and Monster designs, 288 of them Animated,  and counting''', Thanks for your support during a tough period! &lt;br /&gt;
: Read about the road ahead for Librarium and get ready for www.akashics.moe to update regularly again!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 June 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-5-0-patch-notes.148146/ RPG Maker MZ Updated to V1.5.0!]&lt;br /&gt;
: [[File:RMMZ_Update_150.png|center|link=RMMZ Changelog]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: From what we can tell at '''first glance''', it should be safe to update to 1.5.0 and not jeopardize plugin compatibility.&lt;br /&gt;
: We have not fully tested out the capabilities of different tile sizes yet, so experiment with those at your own risk.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 April 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.youtube.com/watch?v=ByaJYokU8L0 Making a Game in RPG Maker: How to Get Started]&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=ByaJYokU8L0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 April 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; [[Battle System Differences VisuStella MZ]]&lt;br /&gt;
: [[File:battlebegin.jpg|300px|center|link=Battle System Differences VisuStella MZ]]&lt;br /&gt;
: This is an article for the battle system nerds (like me) and want to see the differences among them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 March 13&lt;br /&gt;
|content =&lt;br /&gt;
; [https://cazwolf.itch.io/caz-pixel-1-20 Pixel Fantasy RPG Icons: Packs 1-20 can now be downloaded as one complete sheet!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;https://cazwolf.itch.io/caz-pixel-1-20&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://img.itch.zone/aW1nLzg0MDUxMTEucG5n/315x250%23c/ieFS1A.png&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 February 25&lt;br /&gt;
|content =&lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-4-patch-notes.145233/ RPG Maker MZ Updated to V1.4.4!]&lt;br /&gt;
: [[File:RMMZ_Update_144.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: From what I can see, it should be safe to update without having plugins break.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2022 January 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-3-patch-notes.144047/ RPG Maker MZ Updated to V1.4.3!]&lt;br /&gt;
: [[File:RMMZ_Update_143.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: One of the changes to the BattleManager may prove to be troublesome.&lt;br /&gt;
: VisuStella MZ should be fine due to our code structure, but we will still be on the lookout for any plugin incompatibilities.&lt;br /&gt;
: But from what I can see, there should be little to no compatibility issues from updating.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 December 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-4-0-update.142845/ RPG Maker MZ Updated to V1.4.0!]&lt;br /&gt;
: [[File:RMMZ_Update_140.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]].&lt;br /&gt;
: We will be on the lookout for any plugin incompatibilities.&lt;br /&gt;
: But from what I can see, there should be little to no compatibility issues from updating.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 November 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[An Argument Against Requiring IIFEs]]&lt;br /&gt;
: [[File:Nah_IIFE.jpg|300px|center|link=An Argument Against Requiring IIFEs]]&lt;br /&gt;
: An article explaining why I don't agree with the RPG Maker Community saying that IIFE's are '''required''' for plugins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 September 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Why Extension Plugins Are Not Standalone]]&lt;br /&gt;
: [[File:ExtStandalone_Extension.jpg|300px|center|link=Why Extension Plugins Are Not Standalone]]&lt;br /&gt;
: Explanation of why we do Extension Plugins and not make them as Standalone Plugins.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 September 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-1-3-3-update.140440/ RPG Maker MZ Updated to V1.3.3!]&lt;br /&gt;
: [[File:RMMZ_Update_133.png|300px|center]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]. There are some major changes done to how gauge sprites operate.&lt;br /&gt;
: These updates may cause some visual bugs for plugins in regards to gauge sprites.&lt;br /&gt;
: Plugin compatibility updates will be coming this Friday on September 17, 2021.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 September 3&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.youtube.com/watch?v=AVK-P1uatwM Should You Make A Game With RPG Maker?]&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=AVK-P1uatwM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 August 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
The free download for the Dragonbones library is now updated with the proper license terms.&lt;br /&gt;
&lt;br /&gt;
Please delete the old versions from your projects and use the new ones.&lt;br /&gt;
&lt;br /&gt;
Thank you!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 August 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Why Certain Plugins Wont Be Ported|Why Certain Plugins Won't Be Ported]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ_NoPort.png|center|link=Why Certain Plugins Wont Be Ported]]&lt;br /&gt;
: An explanation on why certain plugins don't have plans of being ported over from MV to MZ.&lt;br /&gt;
: Yes, I realize this thumbnail looks like a T-shirt.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 July 23&lt;br /&gt;
|content =&lt;br /&gt;
; [https://linktr.ee/rpg_maker_cola RPG Maker Cola Podcast Episode 19]&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;https://linktr.ee/rpg_maker_cola&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;https://cdn.discordapp.com/attachments/836747838658576431/868052766566809670/unknown.png&amp;quot; width=&amp;quot;300pix&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: Guests featuring [[Archeia]], [[Caz Wolf]], and [[Yanfly]]!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 July 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href=&amp;quot;https://cazwolf.itch.io/pixel-fantasy-tiles-mz&amp;quot;&amp;gt;&lt;br /&gt;
PIXEL FANTASY TILES - RMMZ RTP Update! &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Outside and Inside tiles available to download for free on itch.io!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://img.itch.zone/aW1hZ2UvOTc3OTAzLzY0OTk0NzAucG5n/original/iDRkcD.png&amp;quot; width=&amp;quot;300&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 June 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ RPG Maker MZ Updated to V1.3.1!]&lt;br /&gt;
[[File:RMMZ_130.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]. There aren't any changes made to the code base, but there are for the editor.&lt;br /&gt;
: The aforementioned bugs are now fixed and the lag is now gone. Hooray! Go wild, download, '''back up your game''', and update!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 June 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-3-0-update.137685/ RPG Maker MZ Updated to V1.3.0!]&lt;br /&gt;
[[File:RMMZ_130.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: '''NOTE:''' I highly recommend not updating to this version yet. There are a lot of lag issues going on and there's functionality lost regarding setting tiles as event graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; '''[https://itch.io/s/49127/dragbun-item-icons-bundle-1 50% Sale on Dragonbun Asset Packs!!!]'''&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/957287?bg_color=1d2129&amp;amp;amp;fg_color=ffffff&amp;amp;amp;link_color=1ca852&amp;amp;amp;border_color=494d55&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons2&amp;quot;&amp;gt;DRAGONBUN ITEM ICONS - PACK 2 by Mimo, Caz&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons2&amp;quot;&amp;gt;Dragonbun Pack 2 free update, now with 319 beautiful 250x250 HD item icons! Includes Iconset for 32x32 icons compatible with RPG Maker MV/MZ! Half price sale on now! &amp;lt;3&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; '''[https://itch.io/s/49127/dragbun-item-icons-bundle-1 50% Sale on Dragonbun Asset Packs!!!]'''&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/915430?bg_color=1d2129&amp;amp;amp;fg_color=ffffff&amp;amp;amp;link_color=13a7f2&amp;amp;amp;border_color=494d55&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons1&amp;quot;&amp;gt;DRAGONBUN ITEM ICONS - PACK 1 by Mimo, Caz&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;a href=&amp;quot;https://marimo.itch.io/dragonbun-icons1&amp;quot;&amp;gt;Dragonbun Pack 1 free update, now with 114 beautiful 250x250 HD item icons! Includes Iconset for 32x32 icons compatible with RPG Maker MV/MZ! Half price sale on now! &amp;lt;3&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
[[File:BunnyTeamBye.png|300px|center|link=A Change in Bunny Team]]&lt;br /&gt;
&lt;br /&gt;
[[A Change in Bunny Team]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 May 19&lt;br /&gt;
|content =&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.rpgmakerweb.com/blog/visustella-action-sequence-series-basic-skill-setup-target-all' target='_blank'&amp;gt;&amp;lt;img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/609346986fa738a6e6f7484c_BlogBanner3.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://www.rpgmakerweb.com/blog/visustella-action-sequence-series-basic-skill-setup-target-all VisuStella MZ Action Sequence Series: Basic Skill Setup &amp;amp; Target All]&lt;br /&gt;
&lt;br /&gt;
: A series of blog entries focused on showing just what users of Visustella's Battle Core, among other plugins, can do using the Action Sequences functions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 April 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.rpgmakerweb.com/blog/build-your-community-through-your-game-with-visustella' target='_blank'&amp;gt;&amp;lt;img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/606d31225d8bee4b49c1e094_BlogBanner2.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://www.rpgmakerweb.com/blog/build-your-community-through-your-game-with-visustella Build Your Community Through Your Game]&lt;br /&gt;
&lt;br /&gt;
: Give access to your community through your game's title screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 April 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:VisuStellaMZ_Cost.png|300px|center|link=Why does VisuStella MZ cost more than RPG Maker MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[Why does VisuStella MZ cost more than RPG Maker MZ]]?&lt;br /&gt;
&lt;br /&gt;
: I figured we'd touch base on this question since it's asked so often.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 April 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella' target='_blank'&amp;gt;&amp;lt;img src='https://assets-global.website-files.com/5f040f2a21e82365b1bf2224/606d2abfaac2512ae5a96a57_BlogBanner1.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://www.rpgmakerweb.com/blog/play-test-common-event-with-visustella Play Test Common Event] with VisuStella&lt;br /&gt;
&lt;br /&gt;
: Ever get those times you wish it was easier to debug your game? What if there was a simpler way?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 March 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-2-0-update.134067/ RPG Maker MZ Updated to V1.2.0!]&lt;br /&gt;
[[File:RMMZ_120.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 February 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://rpgtkool.hatenablog.com/entry/2021/02/25/135545 Official Notice: Support for Older RPG Makers Will End]&lt;br /&gt;
&lt;br /&gt;
: Explanation:&lt;br /&gt;
: Starting March 31, 2021, support for the following RPG Maker titles will end:&lt;br /&gt;
: * RPG Maker 2000&lt;br /&gt;
: * RPG Maker XP&lt;br /&gt;
: * RPG Maker VX&lt;br /&gt;
: * RPG Maker VX Ace&lt;br /&gt;
: The [https://tkool.jp/support/index.html Terms of Use] will be updated at a later date.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2021 January 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[File:MechanicsInsideDamageFormulas_Example1_No.png|center|link=Stop Putting Mechanics in Damage Formulas]]&lt;br /&gt;
&lt;br /&gt;
; [[Stop Putting Mechanics in Damage Formulas]]&lt;br /&gt;
: article written by [[Yanfly]]&lt;br /&gt;
: &lt;br /&gt;
: Explains the problems and side effects of putting game mechanics inside damage formulas.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 December 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-1-update.131057/ RPG Maker MZ Updated to V1.1.1!]&lt;br /&gt;
: [[File:RMMZ_111.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 November 11&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/38865/1111-visustella-sale 11/11 VisuStella Sale]&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=X4GlUNKRTQs&amp;amp;feature=emb_title&amp;lt;/youtube&amp;gt;&lt;br /&gt;
: 20% OFF!&lt;br /&gt;
: Do you know that 11/11 is Singles' Day in Asia? Celebrate friendship with us, as we offer 20% off some of our favorite products this week! First up on show is the Stella Character Generator, down to only $15.99. :&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; [https://itch.io/s/38866/1111-visustella-sale 11/11 VisuStella Sale]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/38866/1111-visustella-sale'&amp;gt;&amp;lt;img src='https://pbs.twimg.com/media/EmnIk-wXcAIN1Z4?format=png&amp;amp;name=small' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: 20% OFF!&lt;br /&gt;
: Here's another great 11/11 offer for you all - 20% off VisuStella's Modern City and School Horror pack! We really don't shout enough about how beautiful these pixel assets are...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 October 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/access-key-visustella-mz VisuStella MZ All Waves Bundle is now available!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/733546&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/access-key-visustella-mz&amp;quot;&amp;gt;[Access Key] All Waves Collection VisuStella MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://twitter.com/Visustella/status/1299453513001562123 VisuStella Twitter]&lt;br /&gt;
&lt;br /&gt;
: 私たちのライセンス形態についてですが、GPLではございません。ただいま利用規約の日本語訳を用意しておりますので、少々お待ちください。&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Official Statement from Yanfly Regarding Porting of Plugins]]&lt;br /&gt;
 &lt;br /&gt;
: People outside of the VisuStella team are forbidden from porting over plugins from the Yanfly Engine Plugins library for RPG Maker MV to RPG Maker MZ. This is a direct violation of the [http://www.yanfly.moe/wiki/Category:Yanfly_Engine_Plugins#Terms_of_Use Terms of Service found here]. Read more in the article linked above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 November 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://store.steampowered.com/app/1096900/RPG_Maker_MZ/ RPG Maker MZ is 20% Off!]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://store.steampowered.com/app/1096900/RPG_Maker_MZ/'&amp;gt;&amp;lt;img src='https://cdn.cloudflare.steamstatic.com/steam/apps/1096900/header.jpg?t=1605569976' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: RPG Maker MZ is 20% off until December 1st!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 October 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-v1-1-0-update.129288/ RPG Maker MZ Updated to V1.1.0!]&lt;br /&gt;
: [[File:RMMZ_110.png]]&lt;br /&gt;
: [[RMMZ Changelog|Read the base code changelog here]]&lt;br /&gt;
: There should be no plugin conflicts from VisuStella MZ upon updating to this version. Don't hesitate to update to the newest version and enjoy all the fixes and new feature(s)!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = Notice!&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Yanfly Engine Plugins]] Terms of Use Update&lt;br /&gt;
: The following clause has been added to the Terms of Use&lt;br /&gt;
: &amp;lt;pre&amp;gt;For context on what is considered &amp;quot;the scope of game projects&amp;quot;, this means anything that is made with the intention of it being played by players for all sorts. If it is a &amp;quot;game template&amp;quot; made only for RPG Maker users to learn from, that does NOT qualify as a game project, and the plugins from the Yanfly Engine Plugins library cannot be redistributed as a result of that.&amp;lt;/pre&amp;gt;&lt;br /&gt;
: If you have a game template project for redistribution that currently contains the Yanfly Engine Plugin library's contents, remove the Yanfly Engine Plugins from that game template project.&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella MZ Terms of Use Article 4]]&lt;br /&gt;
: The above in-depth explanation is now linked from the VisuStella MZ Terms of Use.&lt;br /&gt;
&lt;br /&gt;
For those wondering why these updates have been added, it's because some users are attempting to breach the redistribution clause by creating a loophole with &amp;quot;game templates&amp;quot; when their main intent is the redistribution of the plugins themselves.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustella.itch.io/visumz-sample VisuStella Sample Project]&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=qqnL1kUQ-vo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 August 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[How to Install Plugins (RPG Maker MZ)|How to Install Plugins]]&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=2Pj9zyiTQcQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 June 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[MZ Plans for Plugins &amp;amp; Ports]]&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=qocdNMI9qHM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 June 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Itch.io plugin pages down&lt;br /&gt;
: Thanks for alerting us that some of the pages for the YEP plugins are down on itch.io.&lt;br /&gt;
: We'll be looking into the matter. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 June 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Dragonbones Map Sprites Plugin + Animactors Vol I Bundle!&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/517/dragonbones-battler-map-sprites'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzM1NjI3NjEuZ2lm/original/XFe51L.gif' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/b/517/dragonbones-battler-map-sprites 20% off useful materials!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 May 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Stella Character Generator (Visustella)|Stella Character Generator]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='http://www.yanfly.moe/wiki/Stella_Character_Generator_(Visustella)'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI3MzI2ODkucG5n/original/Eb0sCx.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: '''[[Stella Character Generator (Visustella)|Stella Character Generator]] has been released!'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [https://forms.gle/s6FpQ2evPRiPoWu69 Application Questionnaire] --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 May 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Spring Sale&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/28209/spring-sale'&amp;gt;&amp;lt;img src='https://www.travelmarketingllc.com/wp-content/uploads/2020/01/Spring-Sale-3-Converted.jpg' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/s/30110/spring-sale Arisu's Dollhouse Plugin Library is 10% off!]''' or $20 for ''Everything''!&lt;br /&gt;
: '''[https://itch.io/s/28208/spring-sale Fallen Angel Olivia's Plugin Library is 20% off!]''' or $50 for ''Everything''!&lt;br /&gt;
: '''[https://itch.io/s/28209/spring-sale Atelier Irina's Plugin Library is 20% off!]''' or $50 for ''Everything''!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 April 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Chocolate Egg Day Sale&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/479/chocolate-egg-day-sale'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzMyMzYwMjAucG5n/original/%2BG62FR.png'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/b/479/chocolate-egg-day-sale Get 51% off beautiful graphics!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 April 5&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; RPG Maker New Horizons Bundle Sale&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/476/rpg-maker-new-horizons'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzMxOTQ4NjEucG5n/original/oA3Oby.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/b/476/rpg-maker-new-horizons Get 50% off a huge bundle of graphics and plugins!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 March 11&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Retro Nostalgia Bundle Sale&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/28511/retro-nostalgia'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI5MzA3NjIucG5n/180x143%23c/lQIia1.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: '''[https://itch.io/s/28511/retro-nostalgia Oceans Dream 20% to 30% off!]'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2020 February 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Wiki - Dark Mode&lt;br /&gt;
: The wiki theme is now dark mode.&lt;br /&gt;
: This is purely experimental and we are unsure if we'll keep it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Nov 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Black Friday 2019!&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle'&amp;gt;&amp;lt;img src='https://cdn.discordapp.com/attachments/513496301078315012/646727688064860190/VS_BlackFridaySale.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: It's that time of the year again! Time to empower your game making potential with these royalty free assets and plugins for your project! You won't see massive discounts like this for a long, long time!&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/b/399/black-friday-2019-rpg-maker-assets-silver-bundle Silver Bundle]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/399/black-friday-2019-rpg-maker-assets-silver-bundle'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI2OTU2NDYucG5n/original/Fk%2Bml5.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A bundle with content from Archeia, Arisu, Caz, Oceans Dream, Olivia!&lt;br /&gt;
: '''Buy 5 items for $40 Regularly $66.96 Save 40%!'''&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/b/400/black-friday-2019-rpg-maker-assets-gold-bundle Gold Bundle]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/400/black-friday-2019-rpg-maker-assets-gold-bundle'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI2OTU2NzgucG5n/original/xLlVzR.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A bundle with content from Aekashics, Archeia, Arisu, Caz, Irina, Oceans Dream, Olivia&lt;br /&gt;
: '''Buy 10 items for $60 Regularly $143.91 Save 58%!'''&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle Diamond Bundle]&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/b/401/black-friday-2019-rpg-maker-assets-diamond-bundle'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzI2OTU2OTUucG5n/original/WkVJ9r.png' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
: A bundle with content from Aekashics, Archeia, Arisu, Caz, Irina, Oceans Dream, Olivia&lt;br /&gt;
: '''Buy 15 items for $90 Regularly $252.86 Save 64%!'''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 31&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://www.patreon.com/posts/retirement-and-31197644 Yanfly's Retirement Announcement and plans for the future]&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=KmFp9DkzjPY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.patreon.com/posts/decisions-on-of-31080063'&amp;gt;&amp;lt;img src='https://c10.patreonusercontent.com/3/eyJwIjoxfQ%3D%3D/patreon-media/p/post/31080063/f14ddf9141574a21946719bdccbc78a0/1.jpg?token-time=1573430400&amp;amp;token-hash=DRgVYPAWnPB4iUoBS9iAEE2ARkdsjAuHBZsMQBig7bs%3D' width='400'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; [https://www.patreon.com/posts/decisions-on-of-31080063 Regarding why the links to YEP Library Plugins are down, please click here to read.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Beware of Shady Plugin Seller/Thief]]&lt;br /&gt;
&lt;br /&gt;
: [[File:NoIsabella.png|400px|center|link=Beware of Shady Plugin Seller/Thief]]&lt;br /&gt;
: Avoid a &amp;quot;plugin dev&amp;quot; named Isabella Ava (aka master2015hp) who is highly suspected to be a code thief.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 9&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Humble Bundle Sale - RPG Maker Returns&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://www.humblebundle.com/software/rpg-maker-returns-software'&amp;gt;&amp;lt;img src='https://hb.imgix.net/04434620143b6b48347c2956790e9dc169199f8a.png?auto=compress,format&amp;amp;h=630&amp;amp;w=1200&amp;amp;s=04242c72b8964487fd32b8c19c4f642b' width='300'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Degica returns to Humble with a bundle of software, music packs, tilesets, and resource packs you can use you bring your game idea to life! Boot up RPG Maker MV or Visual Novel Maker + Live2D and let your imagination run wild.&lt;br /&gt;
: [https://www.humblebundle.com/software/rpg-maker-returns-software Check it out here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 8&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
: [[A Stranger's Tips: The Game Designer's Manifesto]] article added to the Wiki&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Oct 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://itch.io/s/20448/fall-sale'&amp;gt;&amp;lt;img src='https://dappered.com/wp-content/uploads/2018/11/nordstrom-fall-sale-2018-header.jpg' width='320'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/s/20448/fall-sale Fallen Angel Olivia's End of Summer Plugin Sale] is up! 10% off every item!&lt;br /&gt;
: [https://itch.io/s/20447/fall-sale Atelier Irina's End of Summer Plugin Sale] is up! 10% off every item!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Aug 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Luna Engine MV (Visustella)|Luna Engine MV]] Full Release by [[Visustella]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://archeia.itch.io/luna-engine-mv'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxNjQ5MTkuZ2lm/original/IGNDo7.gif' width='320'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: [[Luna Engine MV (Visustella)|View it here]].&lt;br /&gt;
: [https://archeia.itch.io/luna-engine-mv Purchase it here].&lt;br /&gt;
: This plugin is a part of the [[Visustella]] library.&lt;br /&gt;
&lt;br /&gt;
; [https://itch.io/b/349/battle-enhancers-plugin-bundle Battle Enhancers Plugin Bundle]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: [[File:201908Bundle.png|360px]]&lt;br /&gt;
&lt;br /&gt;
[https://itch.io/b/349/battle-enhancers-plugin-bundle Buy 6 items for $49.99 Regularly $66.94 Save 25%!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/17576/pixel-fantasy-rpg-icons-discount-bundle Pixel Fantasy RPG Icons Bundle]&lt;br /&gt;
&lt;br /&gt;
: [[File:20190726Bundle.png|360px]]&lt;br /&gt;
&lt;br /&gt;
: [https://itch.io/s/17576/pixel-fantasy-rpg-icons-discount-bundle Buy everything for $59.99! Regularly $77.95 Save 23%!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 Aug 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://archeia.itch.io/luna-engine-mv Luna Engine MV (Early Access)]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;a href='https://archeia.itch.io/luna-engine-mv'&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzIxMTk5ODYucG5n/original/32PInR.png' width='360px'&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Luna Engine MV (Visustella)|Learn more about Luna Engine MV!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Story Writing Basics]] article added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 10&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Yanfly.moe has changed from WordPress to MediaWiki!]]&lt;br /&gt;
&lt;br /&gt;
: Hey, all!&lt;br /&gt;
: Yanfly.moe is now changing away from WordPress to MediaWiki!&lt;br /&gt;
: There's a number of reasons behind this change.&lt;br /&gt;
: [[Yanfly.moe has changed from WordPress to MediaWiki!|Click here to read more.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 1.2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/17735/june-sale Fallen Angel Olivia Summer Sale]&lt;br /&gt;
&lt;br /&gt;
: [[File:OctoPackBattlerBundleSale.png|360px]]&lt;br /&gt;
&lt;br /&gt;
: [[Fallen Angel Olivia]] is having a plugin sale for her [[OctoPack Battler (Olivia)|OctoPack Battler]] plugin bundle as well as her other plugins.&lt;br /&gt;
&lt;br /&gt;
: [https://fallenangelolivia.itch.io/ Check them out here!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2019 July 1.1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://itch.io/s/17736/june-sale Atelier Irina Summer Sale]&lt;br /&gt;
&lt;br /&gt;
: [[File:AtelierIrinaSummerSale.png|360px]]&lt;br /&gt;
&lt;br /&gt;
: [[Atelier Irina]] is having a plugin sale for her plugin collection.&lt;br /&gt;
&lt;br /&gt;
: [https://atelieririna.itch.io/ Check them out here!]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Display templates|MainPageLatestUpdates]]&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>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Yanfly%27s_Advice_for_RPG_Maker_Plugin_Developers&amp;diff=16755</id>
		<title>Yanfly's Advice for RPG Maker Plugin Developers</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Yanfly%27s_Advice_for_RPG_Maker_Plugin_Developers&amp;diff=16755"/>
		<updated>2024-06-10T00:24:56Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&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;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:YanflyAdvice.png|600px|link=]]&lt;br /&gt;
&lt;br /&gt;
{{Article by Yanfly}}&lt;br /&gt;
&lt;br /&gt;
Hey, there.&lt;br /&gt;
Yanfly, here!&lt;br /&gt;
&lt;br /&gt;
I figured I'd drop some advice for various RPG Maker plugin developers in hopes that many will succeed.&lt;br /&gt;
Success by either making a name for themselves, making some cash, or even both!&lt;br /&gt;
Both is good.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1. Make Your Quest Journal Plugins ==&lt;br /&gt;
&lt;br /&gt;
[[File:YEP.152.jpg|300px|link=Quest Journal System (YEP)]] [[File:VisuMZ.016.jpg|300px|link=Quest Journal System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
I've probably seen over 500+ different projects during '''RPG Maker MV''' and about 200+ during '''RPG Maker MZ''' made by different users.&lt;br /&gt;
Even in projects that are filled to the brim with [[Yanfly Engine Plugins]] or [[VisuStella MZ]], I often see Quest Journal Plugins that are made by other plugin developers.&lt;br /&gt;
This doesn't bother me a single bit.&lt;br /&gt;
Instead, it does make me curious as to what they have to offer.&lt;br /&gt;
And what they have to offer is a variance in style.&lt;br /&gt;
The style matches the way the game feels and by itself, that's a very strong reason to use a plugin from a different plugin library.&lt;br /&gt;
&lt;br /&gt;
The other reason why I say to make your own Quest Journal plugins is that across [[Yanfly Engine Plugins]] or [[VisuStella MZ]]'s history, the [[Quest Journal System VisuStella MZ|Quest Journal System]] plugin is our best seller and most downloaded plugin that isn't a core plugin.&lt;br /&gt;
And by a long shot, too ([[Most Popular VisuStella MZ Plugins|as you can see here]]). Despite the fact there are free alternatives, this plugin still gets bought the most and downloaded the most. I feel like this would be the case for other plugin developers, too.&lt;br /&gt;
&lt;br /&gt;
This also applies to plugins other than the Quest Journal, but the Quest Journal is the most obvious one to me.&lt;br /&gt;
Other plugins that see a lot usage are UI plugins.&lt;br /&gt;
Don't be shy and make those!&lt;br /&gt;
&lt;br /&gt;
It's easy to fall into the trap of &amp;quot;But Yanfly/VisuStella already made it!&amp;quot; and not create a plugin that we've already made and done.&lt;br /&gt;
But here's the truth of it all:&lt;br /&gt;
Not all of our plugins work for every single game-type.&lt;br /&gt;
While we aim for in-library compatibility across the board when possible, some of our plugins just don't really fit certain users for a variety of reasons.&lt;br /&gt;
Help those users out by making your own versions of the plugin in question and see if it is a better fit for them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 2. Package Your Plugins ==&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_Wave8.png|600px|link=]]&lt;br /&gt;
&lt;br /&gt;
If you have a lot of plugins that do individual features, package them!&lt;br /&gt;
This package can be in the form of a large bundle of plugins or even a consolidated plugin like VisuStella's super cores.&lt;br /&gt;
&lt;br /&gt;
Packaging was something originally noted by [[Olivia]] back when she made her [[OctoPack Battler (Olivia)|OctoPack Battler]] plugins.&lt;br /&gt;
The number of downloads and purchases complete outnumber the purchases and downloads for the individual plugins combined.&lt;br /&gt;
Plugin users like to see things that work together and when you present to them a bundle of plugins that work in immense harmony, like [[OctoPack Battler (Olivia)|OctoPack Battler]] plugins.&lt;br /&gt;
&lt;br /&gt;
This became the main driving force behind VisuStella's plugin bundle structure starting from [[Inspiration Behind The Waves Plugins|The Waves]] to the more specialized plugins like the [[Inspiration Behind Visual Novel Series|Visual Novel series]].&lt;br /&gt;
Just like with Olivia's [[OctoPack Battler (Olivia)|OctoPack Battler]], these bundles see more downloads and purchases than the individual plugins combined.&lt;br /&gt;
&lt;br /&gt;
Another method of packaging came in the form of VisuStella MZ's &amp;quot;super cores&amp;quot; and how many of these plugins put together bunches of YEP's plugins together.&lt;br /&gt;
We frequently get statements about &amp;quot;I didn't know I needed this feature until I tried it&amp;quot;.&lt;br /&gt;
The other benefit of putting a bunch of features together is that it's easier to ensure compatibility between them all.&lt;br /&gt;
In the case of [[Unique Tile Effects VisuStella MZ|Unique Tile Effects]], we were able to make sure each new unique tile effect worked with each other and didn't clash in general.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 3. Create a Bug Report System ==&lt;br /&gt;
&lt;br /&gt;
[[File:Troubleshooting.jpg|600px|link=]]&lt;br /&gt;
&lt;br /&gt;
I know it's super convenient and easy to just take bug reports from comments, forum threads, and/or Patreon replies.&lt;br /&gt;
That's what I did for a while during YEP and the problems eventually piled upon themselves.&lt;br /&gt;
&lt;br /&gt;
So what problems did I face from just taking bug reports and comments?&lt;br /&gt;
&lt;br /&gt;
The biggest problem was replicating these problems.&lt;br /&gt;
It's hard to tell if a problem was created by my own plugins or if there was an external factor.&lt;br /&gt;
External factors ranging from user-created problems, external plugin conflicts, unintended usage, and the like.&lt;br /&gt;
From comments alone, I can safely say a lot of these problems came from external factors.&lt;br /&gt;
Sometimes, I was unable to replicate the problem at all and instead, spent a few hours of my time on a wild goose chase not knowing what I was looking for.&lt;br /&gt;
&lt;br /&gt;
So the solution we've found?&lt;br /&gt;
&lt;br /&gt;
Have users submit [[Troubleshooting Plugins RPG Maker MZ|bug reports with isolated projects]] reproducing the problem/bug.&lt;br /&gt;
Because of the isolated environment, we get rid of external plugin conflicts.&lt;br /&gt;
We are also able to see the bug replicated before our eyes instead of having to chase it down.&lt;br /&gt;
By also having the problem reproduced through an isolated project, users can sometimes pin-point that it's a user-related error and actually learn from it, too.&lt;br /&gt;
&lt;br /&gt;
The best part though?&lt;br /&gt;
It's making sure that the bug the user is experiencing is fixed, rather than fixing some other bug that the user isn't experiencing.&lt;br /&gt;
&lt;br /&gt;
This benefits both parties, the plugin dev and the bug reporter.&lt;br /&gt;
It's no perfect solution, but it's one that makes sure the job gets done.&lt;br /&gt;
Most of the time anyway.&lt;br /&gt;
&lt;br /&gt;
== 4. Specialize Your Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://forums.rpgmakerweb.com/data/attachments/44/44744-476acc7f6bf1816b37de2ae2460a2acc.jpg&amp;quot; width=&amp;quot;600px&amp;quot;&amp;gt;&amp;lt;/img&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Learn how to make Plugin Parameters specialized for certain types of inputs.&lt;br /&gt;
Things like making sure certain Plugin Parameters only take in numbers while others take in strings.&lt;br /&gt;
Other Plugin Parameters will be booleans.&lt;br /&gt;
There's [https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-plugin-creation-tutorial.128486/ documentation online] on how to do this.&lt;br /&gt;
&lt;br /&gt;
This will reduce user error and save you from having bug reports all around centered around incorrect Plugin Parameter usage.&lt;br /&gt;
[https://forums.rpgmakerweb.com/index.php?threads/introduction-to-the-new-plugin-manager-in-rpg-maker-mv-1-5-0.79764/ Before this update was made in RPG Maker MV], Yanfly Engine Plugins suffered greatly from bug reports due to user-error from Plugin Parameters.&lt;br /&gt;
Sometimes, even typing in &amp;quot;True&amp;quot; instead of &amp;quot;true&amp;quot; into a Plugin Parameter would yield an error and specializing that plugin parameter to be a boolean would avoid that problem altogether.&lt;br /&gt;
While it's still very possible to get errors from Plugin Parameters if you specialize your Plugin Parameters, the chances are greatly reduced.&lt;br /&gt;
&lt;br /&gt;
== 5. Regular Expressions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://user-images.githubusercontent.com/695638/192731283-82db8798-d9b9-4f3f-8f13-7a90fb581810.gif&amp;quot; width=&amp;quot;600px&amp;quot;&amp;gt;&amp;lt;/img&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lots of RPG Maker plugin developers prefer to use the automatic notetag meta data parsing system found in RPG Maker MV/MZ.&lt;br /&gt;
It's not hard to see why because the alternative is to [https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide/Regular_expressions learn Regular Expressions].&lt;br /&gt;
This is a difficult mountain to climb for many plugin developers because Regular Expressions are hieroglyphics for programmers.&lt;br /&gt;
&lt;br /&gt;
So what are some disadvantages with the automatic meta data parsing system found in RPG Maker MV/MZ?&lt;br /&gt;
&lt;br /&gt;
# The notetag types they can parse are extremely basic (limits the data types accepted).&lt;br /&gt;
# The notetags are extremely case sensitive and space sensitive (more prone to user error).&lt;br /&gt;
# Multiple copies of a notetag cannot be used together for compounding data (ie, you can't add multiple &amp;lt;Item Drop: x&amp;gt; to add more item drops for defeated enemies).&lt;br /&gt;
# Certain notetag formats are impossible to create and store data with (like VisuStella MZ's JS notetags).&lt;br /&gt;
# Upon extracting the meta data, you still need to parse the stored data anyway (you still gotta do work regardless).&lt;br /&gt;
&lt;br /&gt;
By using Regular Expressions instead of the automatic meta data parsing system for your notetags, you retain more control with how data is handled and what types of data inputs are accepted.&lt;br /&gt;
The control you get is often underappreciated by plugin developers and it often limits how far they can go with expanding their plugins' capabilities.&lt;br /&gt;
Things like being able to create things such as VisuStella MZ's JS notetags are either impossible or extremely limited.&lt;br /&gt;
&lt;br /&gt;
Beyond notetags, there are also other advantages when using Regular Expressions.&lt;br /&gt;
Regular Expressions are extremely helpful in parsing text codes for message windows.&lt;br /&gt;
They're also extremely helpful in determining what information a batch of text might have.&lt;br /&gt;
Pattern recognition and filtering also becomes possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 6. Custom Image Requirements ==&lt;br /&gt;
&lt;br /&gt;
[[File:LightingEffects_RadialLight.png|600px|link=]]&lt;br /&gt;
&lt;br /&gt;
Don't make custom images a requirement for your plugin to be used.&lt;br /&gt;
Instead, they should be optional!&lt;br /&gt;
I often see this very often for UI plugins or plugins that produce special effects.&lt;br /&gt;
&lt;br /&gt;
Let me explain.&lt;br /&gt;
&lt;br /&gt;
When users first install a plugin that does this, there are two things they're concerned with:&lt;br /&gt;
# Does the plugin work?&lt;br /&gt;
# Does the image work?&lt;br /&gt;
&lt;br /&gt;
When a custom image is '''required''' and they have to create or download said image, in the likely chance that something doesn't work right (and first time users typically botch something) (it happens to all of us), the user will be unsure if it's the plugin not working properly or the image not working properly.&lt;br /&gt;
&lt;br /&gt;
Remove this uncertainty by removing the requirement for a custom image.&lt;br /&gt;
Make it so that if no custom image is detected, either because the filename is blank or something, then the plugin will produce a backup graphic to fill in for it.&lt;br /&gt;
Plugin developers can produce custom graphics through the various Bitmap draw functions.&lt;br /&gt;
Even something like a white circle is enough to provide a visual feedback to the user that it is the plugin that's working and not the graphic.&lt;br /&gt;
This way, the user is able to pinpoint where the problem lies.&lt;br /&gt;
&lt;br /&gt;
== 7. Avoid the Mini-game Trap ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://static1.cbrimages.com/wordpress/wp-content/uploads/2023/06/a-split-image-of-minecart-yoshi-race-and-midas-river-mini-games-from-super-mario-rpg.jpg&amp;quot; width=&amp;quot;600px&amp;quot;&amp;gt;&amp;lt;/img&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A common pattern I see from plugin developers is that the ones who eventually sit down and create a mini-game plugin will either quit plugin development altogether or only solely develop for that mini-game plugin for the rest of their remaining time until they inevitably leave.&lt;br /&gt;
Now, this is no slight against those plugin developers.&lt;br /&gt;
Far from it.&lt;br /&gt;
Instead, it is more of a concern.&lt;br /&gt;
The fact this has happened to many prominent plugin developers already is an indicator that mini-game plugins just aren't great for a plugin library if they're going to be the ones who put a stop to the creation of everything else.&lt;br /&gt;
&lt;br /&gt;
I see two reasons this happens:&lt;br /&gt;
&lt;br /&gt;
The first reason is that the plugin developer claims they have ran out of ideas and decided to make mini-games from their favorite RPGs.&lt;br /&gt;
After all, if they enjoyed those mini-games from those RPGs, maybe others will, too.&lt;br /&gt;
And whether or not the plugin developer succeeds in making the mini-game successfully is irrelevant.&lt;br /&gt;
Instead, the part that rings the loudest to me is that the plugin developer claims they've ran out of ideas and a mini-game is all they've got left.&lt;br /&gt;
I don't think they've really ran out of ideas, but instead, have gotten too stiff in the things they're creating plugins for and want to change things up.&lt;br /&gt;
&lt;br /&gt;
The second reason is that the plugin developer really wants to add in a popular mini-game, like say, [https://finalfantasy.fandom.com/wiki/Triple_Triad Triple Triad].&lt;br /&gt;
This is a super popular mini-game and for good reason (it's mega addicting).&lt;br /&gt;
The problem: the integration aspect will take too long to incorporate everything or things just start falling apart.&lt;br /&gt;
Eventually, the plugin developer is either stuck fixing the mini-game nonstop or is making non-stop add-ons for this mini-game.&lt;br /&gt;
Now if this is what they want, all the more power to them, but when the usual pattern is that the mini-game bids the end of a plugin developer's career, it's usually not a good sign.&lt;br /&gt;
&lt;br /&gt;
So what can we do as plugin developers?&lt;br /&gt;
&lt;br /&gt;
My advice is to not make mini-game plugins in the first place.&lt;br /&gt;
You might want to because, let's be real, some mini-games are super fun.&lt;br /&gt;
Instead, create ways for plugins to enable the creation of mini-games.&lt;br /&gt;
This is what I did with the various eventing systems made possible through YEP.&lt;br /&gt;
This is what VisuStella MZ did with its [[QTE]] plugin.&lt;br /&gt;
Come up with the tools to make it possible instead and let the users expand the mini-game the way they want through their own accord.&lt;br /&gt;
&lt;br /&gt;
== 8. Improve Things Little By Little ==&lt;br /&gt;
&lt;br /&gt;
[[File:CustomConstructVol1.jpg|600px|link=]]&lt;br /&gt;
&lt;br /&gt;
Improve your plugins little by little.&lt;br /&gt;
Add new features here and there.&lt;br /&gt;
Add some Quality of Life upgrades, too.&lt;br /&gt;
Add some new ways to use your plugin's functions.&lt;br /&gt;
When you create a plugin, don't expect it to be that plugin's final state.&lt;br /&gt;
There's always something to be improved and it can take some time to discover what can be done.&lt;br /&gt;
&lt;br /&gt;
Make it a goal to improve something small on a regular basis.&lt;br /&gt;
By spending a few hours to improve something today, all of your tomorrows become better.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of Article ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;script type=&amp;quot;text/javascript&amp;quot; src=&amp;quot;https://www.free-counters.org/count/f7rr&amp;quot;&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;a href='https://www.easybooking.eu/produkte/julia-hotelsoftware'&amp;gt;Hotelprogramm easybooking&amp;lt;/a&amp;gt; &amp;lt;script type='text/javascript' src='https://www.whomania.com/ctr?id=817085ece42d4f9f4f94e77b9adffcc4cd6c00eb'&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:Featured_Article_Automated&amp;diff=16751</id>
		<title>Template:Featured Article Automated</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:Featured_Article_Automated&amp;diff=16751"/>
		<updated>2024-05-30T11:19:31Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__&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;{{ Featured Article - {{#switch: {{#expr: floor( {{#time: U | now }} &amp;lt;!-- / (60*24*7) --&amp;gt; ) mod 16 }}&lt;br /&gt;
 | 0 = Inspiration Behind Battle Technician Series&lt;br /&gt;
 | 1 = Inspiration Behind Combat Crusaders Series&lt;br /&gt;
 | 2 = Inspiration Behind Custom Construct Series&lt;br /&gt;
 | 3 = Inspiration Behind Dungeon Divers Series&lt;br /&gt;
 | 4 = Inspiration Behind Enchanted Explorers Series&lt;br /&gt;
 | 5 = Inspiration Behind Merchant Manager Series&lt;br /&gt;
 | 6 = Inspiration Behind The Waves Plugins&lt;br /&gt;
 | 7 = Inspiration Behind Visual Novel Series&lt;br /&gt;
 | 8 = Inspiration Behind Wanderlust Series&lt;br /&gt;
 | 9 = Most Popular VisuStella MZ Plugins&lt;br /&gt;
 | 10 = Battle System Differences (VisuMZ)&lt;br /&gt;
 | 11 = Event Popup Tips and Tricks&lt;br /&gt;
 | 12 = Action Sequence Basic Skill Setup and Target All&lt;br /&gt;
 | 13 = Timed Hits with Action Sequences&lt;br /&gt;
 | 14 = Inspiration Behind Grande&lt;br /&gt;
 | 15 = Yanfly Advice&lt;br /&gt;
 | 16 = Yanfly's Life Hacks for RPG Maker Devs&lt;br /&gt;
}} }}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== List of Template Articles ==&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Featured Article - Inspiration Behind Battle Technician Series}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Featured Article - Inspiration Behind Combat Crusaders Series}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Featured Article - Inspiration Behind Custom Construct Series}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Featured Article - Inspiration Behind Dungeon Divers Series}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Featured Article - Inspiration Behind Enchanted Explorers Series}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Featured Article - Inspiration Behind Merchant Manager Series}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Featured Article - Inspiration Behind The Waves Plugins}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Featured Article - Inspiration Behind Visual Novel Series}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Featured Article - Inspiration Behind Wanderlust Series}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Featured Article - Most Popular VisuStella MZ Plugins}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Featured Article - Battle System Differences (VisuMZ)}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Featured Article - Event Popup Tips and Tricks}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Featured Article - Action Sequence Basic Skill Setup and Target All}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Featured Article - Timed Hits with Action Sequences}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Featured Article - Inspiration Behind Grande}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Featured Article - Yanfly Advice}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Featured Article - Yanfly Life Hacks}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Featured Article - Name}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Featured Article - Name}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Featured Article - Name}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Featured Article - Name}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{Featured Article - Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Main_Page&amp;diff=16749</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Main_Page&amp;diff=16749"/>
		<updated>2024-05-28T12:46:09Z</updated>

		<summary type="html">&lt;p&gt;Yanfly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
| colspan=&amp;quot;99&amp;quot; style=&amp;quot;padding: 20px; vertical-align: top; background: #363636;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{TopBannerMain}}&lt;br /&gt;
&lt;br /&gt;
{{Announcements}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #252525; font-weight: bold; font-size: 120%&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
✨[[Featured Articles|Featured Article]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 33%; text-align: center; background: #252525; font-weight: bold; font-size: 120%&amp;quot; |&lt;br /&gt;
🗳️Suggestion Box&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;padding: 20px; vertical-align: top; background: #363636;&amp;quot; colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
{{Featured Article Automated}} &amp;lt;!-- {{Featured Article - Yanfly Life Hacks}} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;padding: 20px; text-align: center; vertical-align: top; background: #363636;&amp;quot; |&lt;br /&gt;
[[File:SuggestionBoxImage.png|300px|link=]]&lt;br /&gt;
&lt;br /&gt;
[https://forms.gle/c9pbrqGbJCzWETC97 Suggestion Box (Graphics)]&lt;br /&gt;
&lt;br /&gt;
[https://forms.gle/73bPT3nfXZFRn6BNA Suggestion Box (Plugins)]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 33%; text-align: center; background: #252525; font-weight: bold; font-size: 120%&amp;quot; |&lt;br /&gt;
[[:Template:MainPageLatestPlugins|🖥️Latest Plugins]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 33%; text-align: center; background: #252525; font-weight: bold; font-size: 120%&amp;quot; |&lt;br /&gt;
[[:Template:MainPageLatestAssets|🎨Latest Assets]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 33%; text-align: center; background: #252525; font-weight: bold; font-size: 120%&amp;quot; |&lt;br /&gt;
[[:Template:MainPageLatestUpdates|📣Latest Updates]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;padding: 20px; text-align: center; vertical-align: top; background: #363636;&amp;quot; |&lt;br /&gt;
{{MainPageLatestPlugins}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;padding: 20px; text-align: center; vertical-align: top; background: #363636;&amp;quot; |&lt;br /&gt;
{{MainPageLatestAssets}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;padding: 20px; text-align: center; vertical-align: top; background: #363636;&amp;quot; |&lt;br /&gt;
{{MainPageLatestUpdates}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: top; background: #363636;&amp;quot; |&lt;br /&gt;
📦[[Template:MainPageLatestPlugins|View Archives]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: top; background: #363636;&amp;quot; |&lt;br /&gt;
🖼️[[Template:MainPageLatestAssets|View Archives]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align: center; vertical-align: top; background: #363636;&amp;quot; |&lt;br /&gt;
📚[[Template:MainPageLatestUpdates|View Archives]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 33%; text-align: center; background: #252525; font-weight: bold; font-size: 120%&amp;quot; |&lt;br /&gt;
🤝Affiliates&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 20px; vertical-align: top; background: #363636; text-align: center&amp;quot; |&lt;br /&gt;
{{MainPageAffiliatesHorz}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 33%; text-align: center; background: #252525; font-weight: bold; font-size: 120%&amp;quot; |&lt;br /&gt;
[[How to Install Plugins (RPG Maker MZ)|🖥️Installing Plugins]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 33%; text-align: center; background: #252525; font-weight: bold; font-size: 120%&amp;quot; |&lt;br /&gt;
[[How to Update Plugins RPG Maker MZ|🔄Updating Plugins]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 33%; text-align: center; background: #252525; font-weight: bold; font-size: 120%&amp;quot; |&lt;br /&gt;
[[Troubleshooting Plugins RPG Maker MZ|🕵️Troubleshooting]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;padding: 20px; vertical-align: top; background: #363636; text-align: center&amp;quot; |&lt;br /&gt;
[[File:InstallPluginsMz.png|x150px|link=How to Install Plugins (RPG Maker MZ)]]&lt;br /&gt;
&lt;br /&gt;
[[How to Install Plugins (RPG Maker MZ)|Click here]] for help on how to install plugins&amp;lt;br&amp;gt;and an explanation on the Tier Hierarchy System.&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;padding: 20px; vertical-align: top; background: #363636; text-align: center&amp;quot; |&lt;br /&gt;
[[File:UpdatePlugins.png|x150px|link=How to Update Plugins RPG Maker MZ]]&lt;br /&gt;
&lt;br /&gt;
[[How to Update Plugins RPG Maker MZ|Click here]] to learn how to update plugins.&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;padding: 20px; vertical-align: top; background: #363636; text-align: center&amp;quot; |&lt;br /&gt;
[[File:Troubleshooting.jpg|x150px|link=Troubleshooting Plugins (RPG_Maker_MZ)]]&lt;br /&gt;
&lt;br /&gt;
[[Troubleshooting Plugins (RPG_Maker_MZ)|Click here]] for how to troubleshoot plugins if you get an error.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 33%; text-align: center; background: #252525; font-weight: bold; font-size: 120%&amp;quot; |&lt;br /&gt;
[[VisuStella Sample Game Project|🌻VisuStella MZ Sample Project]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 33%; text-align: center; background: #252525; font-weight: bold; font-size: 120%&amp;quot; |&lt;br /&gt;
[[VisuStella MZ|🎭VisuStella MZ Plugin Library]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 33%; text-align: center; background: #252525; font-weight: bold; font-size: 120%&amp;quot; |&lt;br /&gt;
[[:Category:Yanfly_Engine_Plugins|🐇Yanfly Engine Plugins (MV)]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;padding: 20px; vertical-align: top; background: #363636; text-align: center&amp;quot; |&lt;br /&gt;
[[File:VisuMzSample.png|300px|link=VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;padding: 20px; vertical-align: top; background: #363636; text-align: center&amp;quot; |&lt;br /&gt;
[[File:VisuMzPlugins.png|300px|link=VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;padding: 20px; vertical-align: top; background: #363636; text-align: center&amp;quot; |&lt;br /&gt;
[[File:YepLibrary.png|300px|link=Category:Yanfly_Engine_Plugins]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 33%; text-align: center; background: #252525; font-weight: bold; font-size: 120%&amp;quot; |&lt;br /&gt;
[[Fallen Angel Olivia|👼Fallen Angel Olivia (MV)]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 33%; text-align: center; background: #252525; font-weight: bold; font-size: 120%&amp;quot; |&lt;br /&gt;
[[Atelier Irina|👓Atelier Irina (MV)]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 33%; text-align: center; background: #252525; font-weight: bold; font-size: 120%&amp;quot; |&lt;br /&gt;
[[Arisu's Dollhouse|🎎Arisu's Dollhouse (MV)]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;padding: 20px; vertical-align: top; background: #363636; text-align: center&amp;quot; |&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;a href='http://www.yanfly.moe/wiki/Fallen_Angel_Olivia'&amp;gt;&amp;lt;img src='http://yanfly.moe/img/sidebar/OliviaLink.gif' width=&amp;quot;300&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;padding: 20px; vertical-align: top; background: #363636; text-align: center&amp;quot; |&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;a href='http://www.yanfly.moe/wiki/Atelier_Irina'&amp;gt;&amp;lt;img src='http://yanfly.moe/img/sidebar/IrinaSide.gif' width=&amp;quot;300&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;padding: 20px; vertical-align: top; background: #363636; text-align: center&amp;quot; |&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;a href='http://www.yanfly.moe/wiki/Arisu%27s_Dollhouse'&amp;gt;&amp;lt;img src='http://yanfly.moe/img/sidebar/ArisuSidebar.gif' width=&amp;quot;300&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 33%; text-align: center; background: #252525; font-weight: bold; font-size: 120%&amp;quot; |&lt;br /&gt;
&amp;lt;!-- [[:Template:MainPageNewbies|🔰Articles For Newbies]] --&amp;gt;[[:Template:MainPageArticlesRpgMaker|🏰RPG Maker Articles]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 33%; text-align: center; background: #252525; font-weight: bold; font-size: 120%&amp;quot; |&lt;br /&gt;
&amp;lt;!-- [[:Template:MainPageRegulars|🎖️Articles For Regulars]] --&amp;gt;[[:Template:MainPageArticlesPlugins|🛠️Plugin Articles]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 33%; text-align: center; background: #252525; font-weight: bold; font-size: 120%&amp;quot; |&lt;br /&gt;
&amp;lt;!-- [[:Template:MainPageExperts|🏆Articles For Experts]] --&amp;gt;[[:Template:MainPageArticlesVisuStella|🎭VisuStella Articles]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;padding: 20px; vertical-align: top; background: #363636;&amp;quot; |&lt;br /&gt;
&amp;lt;!-- {{MainPageNewbies}} --&amp;gt;{{MainPageArticlesRpgMaker}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;padding: 20px; vertical-align: top; background: #363636;&amp;quot; |&lt;br /&gt;
&amp;lt;!-- {{MainPageRegulars}} --&amp;gt;{{MainPageArticlesPlugins}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;padding: 20px; vertical-align: top; background: #363636;&amp;quot; |&lt;br /&gt;
&amp;lt;!-- {{MainPageExperts}} --&amp;gt;{{MainPageArticlesVisuStella}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 33%; text-align: center; background: #252525; font-weight: bold; font-size: 120%&amp;quot; |&lt;br /&gt;
🤝Affiliates&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 20px; vertical-align: top; background: #363636; text-align: center&amp;quot; |&lt;br /&gt;
{{MainPageAffiliatesHorz}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;script type=&amp;quot;text/javascript&amp;quot; src=&amp;quot;https://www.free-counters.org/count/dg89&amp;quot;&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;a href='https://www.acadoo.de/'&amp;gt;Masterarbeit Writer&amp;lt;/a&amp;gt; &amp;lt;script type='text/javascript' src='https://whomania.com/ctr?id=6bff02d7f5f798a6aa28f3a03024fdfe889d95d5'&amp;gt;&amp;lt;/script&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;99&amp;quot; style=&amp;quot;padding: 20px; vertical-align: top; background: #363636;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-right: 10px; text-align: right; font-style: italic; font-size: 85%;&amp;quot;&amp;gt;Happy RPG Making!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Sandbox]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Yanfly</name></author>
		
	</entry>
</feed>