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【汉化】VisuStella.1 – Core Engine VisuStella MZ - RPG兔子 (核心引擎) VisuMZ_0_CoreEngine

作者:我想我是兔发布时间:2020-09-01分类:MZ插件汉化浏览:840评论:1


导读:==========================================================介绍==============================...

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介绍

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Core Engine插件旨在修复RPG Maker MZ源代码可能遗漏的所有错误,

并使游戏开发者能够更好地控制RPG Maker MZ的各种功能,从机械到美学到游戏质量的提高。


功能包括(但不限于)以下所有功能:


- 错误修复了RPG Maker MZ基本代码中存在的问题。 

- 为脚本调用相关的事件命令添加了故障保险。

- 大量的提高可玩性设置,可以通过插件参数激活。

- 控制整个游戏中使用的各种文本颜色。

- 更改所携带的最大数量的黄金,在标签上附加一个图标,并包含用于重叠说明的文字。

- 在游戏启动时预加载图像

- 为整个游戏中找到的菜单添加特定的背景图像

- 按钮辅助窗口将出现在屏幕的顶部或底部,详细说明在菜单内时哪些按钮会执行什么操作。可以关闭此功能。

- 选择要在菜单中显示的游戏内角色参数(即ATK,DEF,AGI等),并确定其最大值以及大量便签,

以通过以下方式更好地控制参数,x参数,s参数奖励设备,状态和其他特征对象。

- 控制UI对象的显示方式(例如菜单按钮,取消按钮,左/右actor开关按钮)。

- 如果战斗分辨率较大,请重新定位演员和敌人

- 显示时,允许班级名称和昵称支持文本代码。

- 确定窗口在游戏中的行为,是否会掩盖其他窗口,行高属性等等。


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要求

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该插件是为RPG Maker MZ制作的。 这在RM的其他产品中不起作用


------ Tier 0 ------


该插件是Tier 0插件。 将其放置在“插件管理器”列表中(即:0、1、2、3、4、5)的其他较低等级的插件下。 

这是为了确保您的插件与VisuStella MZ插件库的其余部分具有最佳兼容性。


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重要更改:错误修复

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该插件还可以修复RPG Maker MZ中发现的尚未解决或尚未解决的各种错误。

 以下是此插件已修复的错误列表:

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攻击技能特长


- 敌人不受攻击技能特长的影响。 这意味着,如果他们执行了攻击动作,即使他们的攻击技能特征已更改,

他们也将一再重复使用攻击。 该插件将对其进行更改,以使攻击技能能够符合他们的攻击技能特长所设

置的技能。


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角色自动战斗技能用法


- 如果具有自动战斗的角色可以使用某项技能,但无法访问该技能的类型,则尽管该角色无法在手动操作

过程中使用该技能,但该角色仍可以在自动战斗中使用该技能。


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移动图片,原点差异


- 图片设置中如果在“原点”设置为“左上”的情况下执行了“显示图片”事件命令,而在“原点”设置为“居中”

的情况下随后进行了“移动图片”事件命令,则RPG Maker MZ最初会将其立即跳转到新的原点设置 

他们之间没有进行明确的过渡。 这个插件将在起源之间创建清晰的过渡。


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============================================================================

重大更改:新的硬编码功能

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该插件为RPG Maker MZ的功能添加了一些新的硬编码功能。

以下是它们的列表:


滚动链接图片


- 如果有视觉差了! 在其文件名的开头,它绑定到地图滚动。 现在,图片也会发生相同的情况。 如果有图片!

 在其文件名的开头,它也绑定到地图的滚动。(大概是把图片固定在地图上随地图移动)


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运动路线脚本


- 现在,如果“运动路线脚本”命令中的代码失败,而不是使游戏崩溃,它的行为就好像什么都没有发生,

只不过是在控制台内部显示错误原因。


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脚本调用故障保险


- 如果在条件分支,控制变量和/或脚本调用中找到的代码未能激活,而不是使游戏崩溃,

则它的作用就好像什么都没有发生,只是在控制台内显示错误的原因。


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注释标记

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以下是通过此插件添加的便签. 如果此插件关闭或不存在,则这些便签标签将不适用于您的游戏。


===角色===


可以在``插件参数''中调整参数限制,但这不会超出更改编辑器的限制而改变角色的初始或最大级别的值的能力。

 取而代之的是,必须通过使用便签来完成这项操作。

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<Max Level: x>


-用于:角色注释标记处


-将“ x”替换为整数以确定角色的最大级别。


-这使您可以超过数据库限制99。


-如果未使用此便签标签,则默认为角色的数据库值。



---


<Initial Level: x>


- 用于:角色注释标记处


-将“ x”替换为整数以确定角色的初始级别。


-这使您可以超过数据库限制99。


-如果未使用此便签标签,则默认为参与者的数据库值。

---


=== 职业 ===

As actor levels can now surpass 99 due to the notetag system, there may be some skills you wish certain

 classes can learn upon reaching higher levels past 99, too.

用于职业注释标记,角色等级现在可以超过99,你可能希望某些职业在达到99以上的更高等级时也能学到一些技能


---


<Learn At Level: x>


- 用于: 职业注释来控制技能学习

- 将“x”替换为整数,以确定该类将学习的级别的相关技能。

- 允许超过99的数据库限制。

- 如果未使用此注释标记,则默认为该类的数据库值。


---


=== 敌人 ===


Enemies are now given levels. The levels don't do anything except to serve

as a container for a number value. This way, levels can be used in damage

formulas (ie. a.atk - b.level) without causing any errors. To give enemies

levels, use the notetags below. These notetags also allow you to adjust the

base parameters, EXP, and Gold past the database limitations.

敌人现在被给予等级。这些级别除了作为数字值之外,什么也不做。这样,

等级可以用于伤害公式(例如:a.atk - b.level)而不会导致任何错误。

要给敌人等级,使用下面的标签。

这些注释标签还允许您调整基本参数、EXP和Gold,使其不受数据库限制。

---


<Level: x>


-用于:敌人标签

-用整数替换“x”来确定敌人的等级。

-如果未修改级别,该级别将默认为1。

---


<param: x>


- 用于:敌人标签

- 用“MaxHP”、“MaxMP”、“ATK”、“DEF”、“MAT”、“MDF”、“AGI”或“LUK”替换“param”,以确定要更改的参数。

- 用整数替换“x”以设置敌人的“参数”基值

- 这将覆盖敌人的数据库值,并可能超过数据库中的原始值限制。

- 如果不使用这些标签,默认为敌人的数据库值。

---


<EXP: x>

<Gold: x>


- 用于:敌人标签

- 用整数替换“x”来确定敌人的EPX或Gold。

- 这将覆盖敌人的数据库值,并可能超过原始值

- 如果不使用这些标签,默认为敌人的数据库值。


---


=== Animations 动画===


RPG Maker MZ中的动画是由Effekseer完成的,并且动画系统已经过改进。 但是,动画现在仅以目标为中心,

不能附加到头部或脚部。 将这些标签插入数据库中动画的名称中以调整其位置。


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<Head>

<Foot>


- 用于:动画名称标签

- 将动画设置为固定在精灵的顶部(如果使用<Head>)或精灵的底部(如果使用<Foot>)。


---


<Anchor X: x>

<Anchor Y: y>


<Anchor: x, y>


-用于:动画名称标签 

- 基于“ x”和“ y”值将动画定在画面的特定点

- 用代表位置的数值替换数字``x''和``y'',其中最远的左/上(0.0,x,y)分别为0.0,最右/下(最远的x,y)

,1.0为1.0。


例子:


<Anchor X: 0.4>

<Anchor Y: 0.8>


<Anchor: 0.2, 0.9>


---


<Offset X: +x>

<Offset X: -x>

<Offset Y: +y>

<Offset Y: -y>


<Offset: +x, +y>

<Offset: -x, -y>


- 用于:动画名称标签

- 将固定定动画以精确数量的像素偏移

- 这与编辑器相同,只是它允许您输入大于999且小于-999的值。

- 用确切的像素数替换'x'和'y'以抵消动画的x和y坐标。


例子:


<Offset X: +20>

<Offset Y: -50>


<Offset: +10, -30>


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=== Quality of Life遇敌步数 ===


By default, RPG Maker MZ does not offer an encounter step minimum after a

random encounter has finished. This means that one step immediately after

finishing a battle, the player can immediately enter another battle. The

Quality of Life improvement: Minimum Encounter Steps allows you to set a

buffer range between battles for the player to have some breathing room.


默认情况下,随机遭遇完成后,RPG Maker MZ不提供最小遭遇步数。 这意味着在完成战斗后的一个步骤中,

玩家可以立即进入另一场战斗。

生活质量的提高:最小遭遇步数允许您设置战斗之间的缓冲区范围,以使玩家有喘息的空间

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<Minimum Encounter Steps: x>


-用于:地图注释标签

- 用玩家在地图上随机遭遇之前的最小步数替换“x”。

- 如果未使用此标签,则地图的最小遭遇步骤将默认遇敌步数设置= >遭遇率最小值。


---


图块阴影会自动添加到地图编辑器中的特定图块中。

这些平铺阴影可能适合也可能不适合某些类型的地图。您可以使用遇敌步数插件参数打开/关闭它们,也可以使用以下注释标签覆盖这些设置:


---


<Show Tile Shadows>

<Hide Tile Shadows>


-用于:地图注记标签 -为您希望实现的功能使用相应的标签。 -如果未使用此标签,则地图的最小遭遇步骤将默认为遇敌步数设置= >无平铺阴影。


---


=== Basic, X, and S Parameters 基本、X和S参数===


A battler's parameters, or stats as some devs know them as, are the values

that determine how a battler performs. These settings allow you to alter

behaviors and give boosts to trait objects in a more controlled manner.

某些开发人员知道的战机参数或统计数据是确定战机性能的值。

这些设置允许您更改行为并以更可控的方式增强特征对象。

---


<param Plus: +x>

<param Plus: -x>


- 用于:角色、职业、武器、防具、敌人、状态标记

- 计算总计时,在“参数('param')”加值中加上或减去“ x”。

- 用“ MaxHP”,“ MaxMP”,“ ATK”,“ DEF”,“ MAT”,“ MDF”,“ AGI”或“ LUK”替换“ param”,以确定要修改的参数。

- 将“ x”替换为整数以调整参数。

- 这用于计算参数设置=>基本参数=>公式中的“参数param”部分。


---


<param Rate: x%>

<param Rate: x.x>


- 用于:角色、职业、武器、防具、敌人、状态标记

- 将“参数”比率更改为“x”,以更改总“参数('param')”值。

- 将“param”替换为“MaxHP”、“MaxMP”、“ATK”、“DEF”、“MAT”、“MDF”、“AGI”或“LUK”,以确定要修改的参数。

- 用百分比替换“x”。150%)或一个比率(即1.5)

- 这用于计算参数设置= >基本参数= >公式中的“参数param”部分。


---


<param Flat: +x>

<param Flat: -x>


- 用于:角色、职业、武器、防具、敌人、状态标记

- 计算总计时,在“参数”加值中加上或减去“ x”

- 用“ MaxHP”,“ MaxMP”,“ ATK”,“ DEF”,“ MAT”,“ MDF”,“ AGI”或“ LUK”替换“ param”,以确定要修改的参数。

- 将“ x”替换为整数以调整参数。

- 这用于在“参数设置=>基本参数=>公式中的“参数param”部分。

---


<param Max: x>


用于:角色、职业、武器、防具、敌人、状态标记

- 将“参数”的最大上限设置为“ x”。 如果该项目有多个最大上限,则将选择最高上限。

- 将“param”替换为“MaxHP”、“MaxMP”、“ATK”、“DEF”、“MAT”、“MDF”、“AGI”或“LUK”,以确定要修改的参数。

- 将“x”替换为整数,以确定最大上限。

---


<xparam Plus: +x%>

<xparam Plus: -x%>


<xparam Plus: +x.x>

<xparam Plus: -x.x>


- 用于:角色、职业、武器、防具、敌人、状态标记

- -计算总计时,在'xparam'加值中加上或减去'x'。

- 将“xparam”替换为“HIT”、“EVA”、“CRI”、“CEV”、“MEV”、“MRF”、“CNT”、“HRG”、“MRG”、“TRG”,以确定要修改哪个X参数

- 用百分比替换“x”。150%)或一个比率(即1.5)

- 这用于计算参数设置=>X参数= >公式中的'加号'部分。


---


<xparam Rate: x%>

<xparam Rate: x.x>


- 用于:角色、职业、武器、防具、敌人、状态标记

- 将“参数”速率更改为“ x”以更改总的“ xparam”值。

- -将'xparam'替换为'HIT','EVA','CRI','CEV','MEV','MRF','CNT','HRG','MRG','TRG'

以确定哪个X参数 修改。

- 用百分比(即150%)或比率(即1.5)替换“ x”

这用于计算参数设置=>X参数= >公式。


---


<xparam Flat: +x%>

<xparam Flat: -x%>


<xparam Flat: +x.x>

<xparam Flat: -x.x>


- 用于:角色、职业、武器、防具、敌人、状态标记

-计算总计时,将“x”加到“xparam”的正值上或从中减去。

- 将“xparam”替换为“HIT”、“EVA”、“CRI”、“CEV”、“MEV”、“MRF”、“CNT”、“HRG”、“MRG”、“TRG”,以确定要修改哪个X参数

- 用百分比替换“x”。150%)或一个比率(即1.5)

- 这用于计算参数设置=>X参数= >公式

---


<sparam Plus: +x%>

<sparam Plus: -x%>


<sparam Plus: +x.x>

<sparam Plus: -x.x>


- 用于:角色、职业、武器、防具、敌人、状态标记

- 计算总计时,将“x”加到“sparam”正值上或从中减去。

- 将“sparam”替换为“TGR”、“GRD”、“REC”、“PHA”、“MCR”、“TCR”、“PDR”、“MDR”、“FDR”、“EXR”,以确定要修改哪个S参数

- 用百分比替换“x”。150%)或一个比率(即1.5).

- 这用于计算参数设置中的“加号”部分=>S参数= >公式。


---


<sparam Rate: x%>

<sparam Rate: x.x>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Changes 'param' rate to 'x' to alter the total 'sparam' value.

- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',

'MDR', 'FDR', 'EXR' to determine which S parameter to modify.

- Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).

- This is used to calculate the 'paramRate' portion in Parameter Settings =>

S Parameter => Formula.


---


<sparam Flat: +x%>

<sparam Flat: -x%>


<sparam Flat: +x.x>

<sparam Flat: -x.x>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Adds or subtracts 'x' to 'sparam' plus value when calculating totals.

- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',

'MDR', 'FDR', 'EXR' to determine which S parameter to modify.

- Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5).

- This is used to calculate the 'flatBonus' portion in Parameter Settings =>

S Parameter => Formula.


=== JavaScript Notetags: Basic, X, and S Parameters(JavaScript注释标签:基本、X和S参数)===


以下是为具有JavaScript知识的用户制作的注释标签。这些注释标签主要针对基本、X和S参数。

---


<JS param Plus: code>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs 'code' to change the 'param' plus value.

- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',

or 'LUK' to determine which parameter to modify.

- Replace 'code' with JavaScript code to determine how much to change the

plus amount for the parameter's total calculation.

- This is used to calculate the 'plus' portion in the Parameter Settings =>

Basic Parameter => Formula.


---


<JS param Rate: code>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs 'code' to change the 'param' rate value.

- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',

or 'LUK' to determine which parameter to modify.

- Replace 'code' with JavaScript code to determine how much to change the

param rate amount for the parameter's total calculation.

- This is used to calculate the 'paramRate' portion in Parameter Settings =>

Basic Parameter => Formula.


---


<JS param Flat: code>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs 'code' to change the 'param' flat value.

- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',

or 'LUK' to determine which parameter to modify.

- Replace 'code' with JavaScript code to determine how much to change the

flat bonus amount for the parameter's total calculation.

- This is used to calculate the 'flatBonus' portion in Parameter Settings =>

Basic Parameter => Formula.


---


<JS param Max: code>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs 'code' to determine what the max cap for 'param' should be. If there

are multiple max caps available to the unit, then the highest is selected.

- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',

or 'LUK' to determine which parameter to modify.

- Replace 'code' with JavaScript code to determine the max cap for the

desired parameter.


---


<JS xparam Plus: code>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs 'code' to change the 'xparam' plus value.

- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',

'HRG', 'MRG', 'TRG' to determine which X parameter to modify.

- Replace 'code' with JavaScript code to determine how much to change the

plus amount for the X parameter's total calculation.

- This is used to calculate the 'plus' portion in the Parameter Settings =>

X Parameter => Formula.


---


<JS xparam Rate: code>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs 'code' to change the 'xparam' rate value.

- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',

'HRG', 'MRG', 'TRG' to determine which X parameter to modify.

- Replace 'code' with JavaScript code to determine how much to change the

param rate amount for the X parameter's total calculation.

- This is used to calculate the 'paramRate' portion in Parameter Settings =>

X Parameter => Formula.


---


<JS xparam Flat: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs 'code' to change the 'xparam' flat value.

- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',

'HRG', 'MRG', 'TRG' to determine which X parameter to modify.

- Replace 'code' with JavaScript code to determine how much to change the

flat bonus amount for the X parameter's total calculation.

- This is used to calculate the 'flatBonus' portion in Parameter Settings =>

X Parameter => Formula.


---


<JS sparam Plus: code>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs 'code' to change the 'sparam' plus value.

- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',

'MDR', 'FDR', 'EXR' to determine which S parameter to modify.

- Replace 'code' with JavaScript code to determine how much to change the

plus amount for the S parameter's total calculation.

- This is used to calculate the 'plus' portion in the Parameter Settings =>

S Parameter => Formula.


---


<JS sparam Rate: code>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs 'code' to change the 'sparam' rate value.

- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',

'MDR', 'FDR', 'EXR' to determine which S parameter to modify.

- Replace 'code' with JavaScript code to determine how much to change the

param rate amount for the S parameter's total calculation.

- This is used to calculate the 'paramRate' portion in Parameter Settings =>

S Parameter => Formula.


---


<JS sparam Flat: code>


- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags

- Runs 'code' to change the 'sparam' flat value.

- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',

'MDR', 'FDR', 'EXR' to determine which S parameter to modify.

- Replace 'code' with JavaScript code to determine how much to change the

flat bonus amount for the S parameter's total calculation.

- This is used to calculate the 'flatBonus' portion in Parameter Settings =>

S Parameter => Formula.


---


============================================================================

插件命令

============================================================================


The following are Plugin Commands that come with this plugin.  Formula. They can be

accessed through the Plugin Command event command.

以下是这个插件附带的插件命令。它们可以通过插件命令事件命令来访问。

---


Game: Open URL

-从游戏中打开一个网站网址。 


URL:

- 你想把玩家带到哪个地址?

---


Gold: Gain/Lose

- 允许您给予/接受超过事件编辑器限制的黄金

Value:

How much gold should the player gain/lose?

玩家应该获得/失去多少黄金?

- Use negative values to remove gold.

使用负值移除黄金。




---


Picture: Easing Type

- Changes the easing type to a number of options.


Picture ID:

- Which picture do you wish to apply this easing to?


Easing Type:

- Select which easing type you wish to apply.


Instructions:

- Insert this Plugin Command after a "Move Picture" event command.

- Turn off "Wait for Completion" in the "Move Picture" event.

- You may have to add in your own "Wait" event command after.


---


System: Main Font Size

- 设置游戏的主要字体大小。


Change To:

- 将字体大小改为这个数字。

---


System: Side View Battle

- 战斗时在正面视图或侧面视图之间切换。


Change To:

-选择要切换到的视图类型。 


---


System: Time Progress Battle

- Switch between Default or Time Progress battle system.

在默认或时间进度战斗系统之间切换。


Change To:

- Choose which battle system to switch to.

选择切换到哪个战斗系统。


---


System: Window Padding

- Change the game's window padding amount.

更改游戏的窗口填充量。


Change To:

- Change the game's standard window padding to this value.

将游戏的标准窗口填充更改为此值


---


============================================================================

Plugin Parameters: Quality of Life Settings参数插件:生活质量设置

============================================================================


A variety of (optional) settings and changes are added with the Core Engine

to improve the quality of life for both the game devs and players alike.


---


播放测试


New Game on Boot:

- Automatically start a new game on Play Test?

在游戏测试中自动开始新游戏?

- Only enabled during Play Test.

仅在播放测试期间启用。


No Play Test Mode:

- Force the game to be out of Play Test mode when play testing.

进行游戏测试时,强制游戏退出游戏测试模式。


Open Console on Boot:

- Open the Debug Console upon booting up your game?

启动游戏时打开调试控制台?

- Only enabled during Play Test.

仅在播放测试期间启用。


F6: Toggle Sound:

- F6 Key Function: Turn on all sound to 100% or to 0%, toggling between

the two.

- Only enabled during Play Test.


F7: Toggle Fast Mode:

- F7 Key Function: Toggle fast mode.

- Only enabled during Play Test.


NewGame > CommonEvent:

- Runs a common event each time a new game is started.

- Only enabled during Play Test.


---


数字分组


Standard Text:

- Make numbers like 1234567 appear like 1,234,567 for standard text

inside windows?


Ex Text:

- Make numbers like 1234567 appear like 1,234,567 for ex text,

written through drawTextEx (like messages)?


Damage Sprites:

- Make numbers like 1234567 appear like 1,234,567 for in-battle

damage sprites?


Gauge Sprites:

- Make numbers like 1234567 appear like 1,234,567 for visible gauge

sprites such as HP, MP, and TP gauges?


---


Player Benefit


Encounter Rate Min:

- Minimum number of steps the player can take without any

random encounters.


Escape Always:

- If the player wants to escape a battle, let them escape the battle

with 100% chance.


Accuracy Formula:

- Accuracy formula calculation change to

Skill Hit% * (User HIT - Target EVA) for better results.


Accuracy Boost:

- Boost HIT and EVA rates in favor of the player.


Level Up -> Full HP:

Level Up -> Full MP:

- Recovers full HP or MP when an actor levels up.


---


Misc


Anti-Zoom Pictures:

- If on, prevents pictures from being affected by zoom.


Font Shadows:

- If on, text uses shadows instead of outlines.


Font Smoothing:

- If on, smoothes fonts shown in-game.


Key Item Protection:

- If on, prevents Key Items from being able to be sold and from being

able to be consumed.


Modern Controls:

- If on, allows usage of the Home/End buttons.

- Home would scroll to the first item on a list.

- End would scroll to the last item on a list.

- Shift + Up would page up.

- Shift + Down would page down.


No Tile Shadows:

- Removes tile shadows from being displayed in-game.


Pixel Image Rendering:

- If on, pixelates the image rendering (for pixel games).


Require Focus?

- Requires the game to be focused? If the game isn't focused, it will

pause if it's not the active window.


Smart Event Collision:

- Makes events only able to collide with one another if they're

'Same as characters' priority.


---


============================================================================

Plugin Parameters: Color Settings

============================================================================


These settings allow you, the game dev, to have more control over which

colors appear for what conditions found in the game. You can use regular

numbers to use the colors predetermined by the game's Window Skin or you

can use the #rrggbb format for a hex color code.


You can find out what hex codes belong to which color from this website:

https://htmlcolorcodes.com/


---


Basic Colors

- These are colors that almost never change and are used globally throughout

the in-game engine.


Normal:

System:

Crisis:

Death:

Gauge Back:

HP Gauge:

MP Gauge:

MP Cost:

Power Up:

Power Down:

CT Gauge:

TP Gauge:

Pending Color:

EXP Gauge:

MaxLv Gauge:

- Use #rrggbb for custom colors or regular numbers

for text colors from the Window Skin.


---


Alpha Colors:

- These are colors that have a bit of transparency to them and are specified

by the 'rgba(red, green, blue, alpha)' format.

- Replace 'red' with a number between 0-255 (integer).

- Replace 'green' with a number between 0-255 (integer).

- Replace 'blue' with a number between 0-255 (integer).

- Replace 'alpha' with a number between 0 and 1 (decimal).


Outline Color:

Dim Color:

Item Back Color:

- Colors with a bit of alpha settings.

- Format rgba(0-255, 0-255, 0-255, 0-1)


---


Conditional Colors:

- These require a bit of JavaScript knowledge. These determine what colors

to use under which situations and uses such as different values of HP, MP,

TP, for comparing equipment, and determine damage popup colors.


JS: Actor HP Color:

JS: Actor MP Color:

JS: Actor TP Color:

- Code used for determining what HP, MP, or TP color to use for actors.


JS: Parameter Change:

- Code used for determining whatcolor to use for parameter changes.


JS: Damage Colors:

- Code used for determining what color to use for damage types.


---


============================================================================

Plugin Parameters: Gold Settings

============================================================================


Gold is the main currency in RPG Maker MZ. The settings provided here will

determine how Gold appears in the game and certain behaviors Gold has.


---


Gold Settings


Gold Max:

- Maximum amount of Gold the party can hold.

- Default 99999999


Gold Font Size:

- Font size used for displaying Gold inside Gold Windows.

- Default: 26


Gold Icon:

- Icon used to represent Gold.

- Use 0 for no icon.


Gold Overlap:

- Text used too much Gold to fit in the window.


---


============================================================================

Plugin Parameters: Image Loading

============================================================================


Not all images are loaded at once in-game. RPG Maker MZ uses asynchronous

loading which means images are loaded when needed. This may cause delays in

when you want certain images to appear. However, if an image is loaded

beforehand, they can be used immediately provided they aren't removed from

the image cache.


---


Image Loading


img/animations/:

img/battlebacks1/:

img/battlebacks2/:

img/enemies/:

img/faces/:

img/parallaxes/:

img/pictures/:

img/sv_actors/:

img/sv_enemies/:

img/system/:

img/tilesets/:

img/titles1/:

img/titles2/:

- Which files do you wish to load from this directory upon starting

up the game?


---


============================================================================

Plugin Parameters: Menu Background Settings

============================================================================


These settings in the Plugin Parameters allow you to adjust the background

images used for each of the scenes. The images will be taken from the game

project folders img/titles1/ and img/titles2/ to load into the game.


These settings are only available to scenes found within the Main Menu, the

Shop scene, and the Actor Naming scene.


---


Menu Background Settings:


Scene_Menu:

Scene_Item:

Scene_Skill:

Scene_Equip:

Scene_Status:

Scene_Options:

Scene_Save:

Scene_Load:

Scene_GameEnd:

Scene_Shop:

Scene_Name:

- Individual background settings for the scene.


Scene_Unlisted

- Individual background settings for any scenes that aren't listed above.


---


Background Settings


Snapshop Opacity:

- Snapshot opacity for the scene.


Background 1:

- Filename used for the bottom background image.

- Leave empty if you don't wish to use one.


Background 2:

- Filename used for the upper background image.

- Leave empty if you don't wish to use one.


---


============================================================================

Plugin Parameters: Menu Button Assist Window

============================================================================


In most modern RPG's, there exist small windows on the screen which tell the

player what the control schemes are for that scene. This plugin gives you

the option to add that window to the menu scenes in the form of a Button

Assist Window.


---


General


Enable:

- Enable the Menu Button Assist Window.


Location:

- Determine the location of the Button Assist Window.

- Requires Plugin Parameters => UI => Side Buttons ON.


Background Type:

- Select background type for this window.


---


Text


Text Format:

- Format on how the buttons are displayed.

- Text codes allowed. %1 - Key, %2 - Text


Multi-Key Format:

- Format for actions with multiple keys.

- Text codes allowed. %1 - Key 1, %2 - Key 2


OK Text:

Cancel Text:

Switch Actor Text:

- Default text used to display these various actions.


---


Keys


Key: Unlisted Format:

- If a key is not listed below, use this format.

- Text codes allowed. %1 - Key


Key: Up:

Key: Down:

Key: Left:

Key: Right:

Key: A through Z:

- How this key is shown in-game.

- Text codes allowed.


---


============================================================================

Plugin Parameters: Menu Layout Settings

============================================================================


These settings allow you to rearrange the positions of the scenes accessible

from the Main Menu, the Shop scene, and the Actor Naming scene. This will

require you to have some JavaScript knowledge to make the windows work the

way you would like.


---


Menu Layout Settings


Scene_Title:

Scene_Menu:

Scene_Item:

Scene_Skill:

Scene_Equip:

Scene_Status:

Scene_Options:

Scene_Save:

Scene_Load:

Scene_GameEnd:

Scene_Shop:

Scene_Name:

- Various options on adjusting the selected scene.


---


Scene Window Settings


Background Type:

- Selects the background type for the selected window.

- Window

- Dim

- Transparent


JS: X, Y, W, H

- Code used to determine the dimensions for the selected window.


---


Scene_Title Settings

- The following are settings unique to Scene_Title.


Title Screen


Document Title Format:

- Format to display text in document title.

- %1 - Main Title, %2 - Subtitle, %3 - Version


Subtitle:

- Subtitle to be displayed under the title name.


Version:

- Version to be display in the title screen corner.


JS: Draw Title:

- Code used to draw the game title.


JS: Draw Subtitle:

- Code used to draw the game subtitle.


JS: Draw Version:

- Code used to draw the game version.


Command Window List:

- Window commands used by the title screen.

- Add new commands here.


Title Picture Buttons:

- Buttons that can be inserted into the title screen.

- Add new title buttons here.


Button Fade Speed:

- Speed at which the buttons fade in at (1-255).


---


Scene_GameEnd Settings

- The following are settings unique to Scene_GameEnd.


Command Window List:

- Window commands used by the title screen.

- Add new commands here.


---


Command Window List

- This is found under Scene_Title and Scene_GameEnd settings.


Symbol:

- The symbol used for this command.


STR: Text:

- Displayed text used for this title command.

- If this has a value, ignore the JS: Text version.


JS: Text:

- JavaScript code used to determine string used for the displayed name.


JS: Show:

- JavaScript code used to determine if the item is shown or not.


JS: Enable:

- JavaScript code used to determine if the item is enabled or not.


JS: Ext:

- JavaScript code used to determine any ext data that should be added.


JS: Run Code:

- JavaScript code that runs once this command is selected.


---


Title Picture Buttons:

- This is found under Scene_Title settings.


Picture's Filename:

- Filename used for the picture.


Button URL:

- URL for the button to go to upon being clicked.


JS: Position:

- JavaScript code that helps determine the button's Position.


JS: On Load:

- JavaScript code that runs once this button bitmap is loaded.


JS: Run Code:

- JavaScript code that runs once this button is pressed.


---


============================================================================

Plugin Parameters: Parameter Settings

============================================================================


A battler's parameters, or stats as some devs know them as, are the values

that determine how a battler performs. These settings allow you to alter

their behaviors and give boosts to trait objects in a controlled manner.


---


Parameter Settings


Displayed Parameters

- A list of the parameters that will be displayed in-game.

- Shown in the Equip Menu.

- Shown in the Status Menu.


Extended Parameters

- The list shown in extended scenes (for other VisuStella plugins).


---


=== Basic Parameters ===


MHP - MaxHP

- This is the maximum health points value. The amount of health points (HP)

a battler has determines whether or not the battler is in a living state or

a dead state. If the HP value is above 0, then the battler is living. If it

is 0 or below, the battler is in a dead state unless the battler has a way

to counteract death (usually through immortality). When the battler takes

damage, it is usually dealt to the HP value and reduces it. If the battler

is healed, then the HP value is increased. The MaxHP value determines what's

the maximum amount the HP value can be held at, meaning the battler cannot

be healed past that point.


MMP - MaxMP

- This is the maximum magic points value. Magic points (MP) are typically

used for the cost of skills and spells in battle. If the battler has enough

MP to fit the cost of the said skill, the battler is able to use the said

skill provided that all of the skill's other conditions are met. If not, the

battler is then unable to use the skill. Upon using a skill that costs MP,

the battler's MP is reduced. However, the battler's MP can be recovered and

results in a gain of MP. The MaxMP value determines what is the maximum

amount the MP value can be held at, meaning the battler cannot recover MP

past the MaxMP value.


ATK - Attack

- This is the attack value of the battler. By default, this stat is used for

the purpose of damage calculations only, and is typically used to represent

the battler's physical attack power. Given normal damage formulas, higher

values mean higher damage output for physical attacks.


DEF - Defense

- This is the defense value of the battler. By default, this stat is used

for the purpose of damage calculations only, and is typically used to

represent the battler's physical defense. Given normal damage formulas,

higher values mean less damage received from physical attacks.


MAT - Magic Attack

- This is the magic attack value of the battler. By default, this stat is

used for the purpose of damage calculations only, and is typically used to

represent the battler's magical attack power. Given normal damage formulas,

higher values mean higher damage output for magical attacks.


MDF - Magic Defense

- This is the magic defense value of the battler. By default, this stat is

used for the purpose of damage calculations only, and is typically used to

represent the battler's magical defense. Given normal damage formulas,

higher values mean less damage received from magical attacks.


AGI - Agility

- This is the agility value of the battler. By default, this stat is used to

determine battler's position in the battle turn's order. Given a normal turn

calculation formula, the higher the value, the faster the battler is, and

the more likely the battler will have its turn earlier in a turn.


LUK - Luck

- This is the luck value of the battler. By default, this stat is used to

affect the success rate of states, buffs, and debuffs applied by the battler

and received by the battler. If the user has a higher LUK value, the state,

buff, or debuff is more likely to succeed. If the target has a higher LUK

value, then the state, buff, or debuff is less likely to succeed.


---


Basic Parameters


HP Crisis Rate:

- HP Ratio at which a battler can be considered in crisis mode.


JS: Formula:

- Formula used to determine the total value all 8 basic parameters:

- MaxHP, MaxMP, ATK, DEF, MAT, MDF, AGI, LUK.


Parameter Caps:


MaxHP Cap:

MaxMP Cap:

ATK Cap:

DEF Cap:

MAT Cap:

MDF Cap:

AGI Cap:

LUK Cap:

- Formula used to determine the selected parameter's cap.


---


=== X Parameters ===


HIT - Hit Rate%

- This determines the physical hit success rate of the any physical action.

All physical attacks make a check through the HIT rate to see if the attack

will connect. If the HIT value passes the randomizer check, the attack will

connect. If the HIT value fails to pass the randomizer check, the attack

will be considered a MISS.


EVA - Evasion Rate%

- This determines the physical evasion rate against any incoming physical

actions. If the HIT value passes, the action is then passed to the EVA check

through a randomizer check. If the randomizer check passes, the physical

attack is evaded and will fail to connect. If the randomizer check passes,

the attempt to evade the action will fail and the action connects.


CRI - Critical Hit Rate%

- Any actions that enable Critical Hits will make a randomizer check with

this number. If the randomizer check passes, extra damage will be carried

out by the initiated action. If the randomizer check fails, no extra damage

will be added upon the action.


CEV - Critical Evasion Rate%

- This value is put against the Critical Hit Rate% in a multiplicative rate.

If the Critical Hit Rate is 90% and the Critical Evasion Rate is

20%, then the randomizer check will make a check against 72% as the values

are calculated by the source code as CRI * (1 - CEV), therefore, with values

as 0.90 * (1 - 0.20) === 0.72.


MEV - Magic Evasion Rate%

- Where EVA is the evasion rate against physical actions, MEV is the evasion

rate against magical actions. As there is not magical version of HIT, the

MEV value will always be bit against when a magical action is initiated. If

the randomizer check passes for MEV, the magical action will not connect. If

the randomizer check fails for MEV, the magical action will connect.


MRF - Magic Reflect Rate%

- If a magical action connects and passes, there is a chance the magical

action can be bounced back to the caster. That chance is the Magic Reflect

Rate. If the randomizer check for the Magic Reflect Rate passes, then the

magical action is bounced back to the caster, ignoring the caster's Magic

Evasion Rate. If the randomizer check for the Magic Reflect Rate fails, then

the magical action will connect with its target.


CNT - Counter Attack Rate%

- If a physical action connects and passes, there is a chance the physical

action can be avoided and a counter attack made by the user will land on the

attacking unit. This is the Counter Attack Rate. If the randomizer check for

the Counter Attack Rate passes, the physical action is evaded and the target

will counter attack the user. If the randomizer check fails, the physical

action will connect to the target.


HRG - HP% Regeneration

- During a battler's regeneration phase, the battler will regenerate this

percentage of its MaxHP as gained HP with a 100% success rate.


MRG - MP% Regeneration

- During a battler's regeneration phase, the battler will regenerate this

percentage of its MaxMP as gained MP with a 100% success rate.


TRG - TP% Regeneration

- During a battler's regeneration phase, the battler will regenerate this

percentage of its MaxTP as gained TP with a 100% success rate.


---


X Parameters


JS: Formula:

- Formula used to determine the total value all 10 X parameters:

- HIT, EVA, CRI, CEV, MEV, MRF, CNT, HRG, MRG, TRG.


Vocabulary


HIT:

EVA:

CRI:

CEV:

MEV:

MRF:

CNT:

HRG:

MRG:

TRG:

- In-game vocabulary used for the selected X Parameter.


---


=== S Parameters ===


TGR - Target Rate

- Against the standard enemy, the Target Rate value determines the odds of

an enemy specifically targeting the user for a single target attack. At 0%,

the enemy will almost never target the user. At 100%, it will have normal

targeting opportunity. At 100%+, the user will have an increased chance of

being targeted.

*NOTE: For those using the Battle A.I. Core, any actions that have specific

target conditions will bypass the TGR rate.


GRD - Guard Effect

- This is the effectiveness of guarding. This affects the guard divisor

value of 2. At 100% GRD, damage will become 'damage / (2 * 1.00)'. At 50%

GRD, damage will become 'damage / (2 * 0.50)'. At 200% GRD, damage will

become 'damage / (2 * 2.00)' and so forth.


REC - Recovery Effect

- This is how effective heals are towards the user. The higher the REC rate,

the more the user is healed. If a spell were to heal for 100 and the user

has 300% REC, then the user is healed for 300 instead.


PHA - Pharmacology

- This is how effective items are when used by the user. The higher the PHA

rate, the more effective the item effect. If the user is using a Potion that

recovers 100% on a target ally and the user has 300% PHA, then the target

ally will receive healing for 300 instead.


MCR - MP Cost Rate

- This rate affects how much MP skills with an MP Cost will require to use.

If the user has 100% MCR, then the MP Cost will be standard. If the user has

50% MCR, then all skills that cost MP will cost only half the required MP.

If the user has 200% MCR, then all skills will cost 200% their MP cost.


TCR - TP Charge Rate

- This rate affects how much TP skills with an TP will charge when gaining

TP through various actions. At 100%, TP will charge normally. At 50%, TP

will charge at half speed. At 200%, TP will charge twice as fast.


PDR - Physical Damage Rate

- This rate affects how much damage the user will take from physical damage.

If the user has 100% PDR, then the user takes the normal amount. If the user

has 50% PDR, then all physical damage dealt to the user is halved. If the

user has 200% PDR, then all physical damage dealt to the user is doubled.


MDR - Magical Damage Rate

- This rate affects how much damage the user will take from magical damage.

If the user has 100% MDR, then the user takes the normal amount. If the user

has 50% MDR, then all magical damage dealt to the user is halved. If the

user has 200% MDR, then all magical damage dealt to the user is doubled.


FDR - Floor Damage Rate

- On the field map, this alters how much damage the user will take when the

player walks over a tile that damages the party. The FDR value only affects

the damage dealt to the particular actor and not the whole party. If FDR is

at 100%, then the user takes the full damage. If FDR is at 50%, then only

half of the damage goes through. If FDR is at 200%, then floor damage is

doubled for that actor.


EXR - Experience Rate

- This determines the amount of experience gain the user whenever the user

gains any kind of EXP. At 100% EXR, the rate of experience gain is normal.

At 50%, the experience gain is halved. At 200%, the experience gain for the

user is doubled.


---


S Parameters


JS: Formula

- Formula used to determine the total value all 10 S parameters:

- TGR, GRD, REC, PHA, MCR, TCR, PDR, MDR, FDR, EXR.


Vocabulary


TGR:

GRD:

REC:

PHA:

MCR:

TCR:

PDR:

MDR:

FDR:

EXR:

- In-game vocabulary used for the selected S Parameter.


---


Icons


Draw Icons?

- Draw icons next to parameter names?


MaxHP, MaxMP, ATK, DEF, MAT, MDF, AGI, LUK:

HIT, EVA, CRI, CEV, MEV, MRF, CNT, HRG, MRG, TRG:

TGR, GRD, REC, PHA, MCR, TCR, PDR, MDR, FDR, EXR:

- Icon used for the selected parameter.


---


============================================================================

Plugin Parameters: UI Settings

============================================================================


In previous iterations of RPG Maker, the Core Engine would allow you to

change the screen resolution. In MZ, that functionality is provided by

default but a number of UI settings still remain. These settings allow you

adjust how certain in-game objects and menus are displayed.


---


UI Area


Fade Speed:

- Default fade speed for transitions.


Box Margin:

- Set the margin in pixels for the screen borders.


Command Window Width:

- Sets the width for standard Command Windows.


Bottom Help Window:

- Put the Help Window at the bottom of the screen?


Right Aligned Menus:

- Put most command windows to the right side of the screen.


Show Buttons:

- Show clickable buttons in your game?


Show Cancel Button:

Show Menu Button:

Show Page Up/Down:

Show Number Buttons:

- Show/hide these respective buttons if the above is enabled.

- If 'Show Buttons' is false, these will be hidden no matter what.


Button Area Height:

- Sets the height for the button area.


Bottom Buttons:

- Put the buttons at the bottom of the screen?


Side Buttons:

- Push buttons to the side of the UI if there is room.


---


Larger Resolutions


Reposition Actors:

- Update the position of actors in battle if the screen resolution

has changed to become larger than 816x624.


Reposition Enemies:

- Update the position of enemies in battle if the screen resolution

has changed to become larger than 816x624.


---


Menu Objects


Level -> EXP Gauge:

- Draw an EXP Gauge under the drawn level.


Parameter Arrow:

- The arrow used to show changes in the parameter values.


---


Text Code Support


Class Names:

- Make class names support text codes?


Nicknames:

- Make nicknames support text codes?


---


============================================================================

Plugin Parameters: Window Settings

============================================================================


Adjust the default settings of the windows in-game. This ranges from things

such as the line height (to better fit your font size) to the opacity level

(to fit your window skins).


---


Window Defaults


Line Height:

- Default line height used for standard windows.


Item Height Padding:

- Default padding for selectable items.


Item Padding:

- Default line padding used for standard windows.


Back Opacity:

- Default back opacity used for standard windows.


Translucent Opacity:

- Default translucent opacity used for standard windows.


Window Opening Speed:

- Default open speed used for standard windows.

- Default: 32 (Use a number between 0-255)


Column Spacing:

- Default column spacing for selectable windows.

- Default: 8


Row Spacing:

- Default row spacing for selectable windows.

- Default: 4


---


Selectable Items:


Show Background?:

- Selectable menu items have dark boxes behind them. Show them?


Item Height Padding:

- Default padding for selectable items.


JS: Draw Background:

- Code used to draw the background rectangle behind clickable menu objects


---


============================================================================

Terms of Use

============================================================================


1. These plugins may be used in free or commercial games provided that they

have been acquired through legitimate means at VisuStella.com and/or any

other official approved VisuStella sources. Exceptions and special

circumstances that may prohibit usage will be listed on VisuStella.com.


2. All of the listed coders found in the Credits section of this plugin must

be given credit in your games or credited as a collective under the name:

"VisuStella".


3. You may edit the source code to suit your needs, so long as you do not

claim the source code belongs to you. VisuStella also does not take

responsibility for the plugin if any changes have been made to the plugin's

code, nor does VisuStella take responsibility for user-provided custom code

used for custom control effects including advanced JavaScript notetags

and/or plugin parameters that allow custom JavaScript code.


4. You may NOT redistribute these plugins nor take code from this plugin to

use as your own. These plugins and their code are only to be downloaded from

VisuStella.com and other official/approved VisuStella sources. A list of

official/approved sources can also be found on VisuStella.com.


5. VisuStella is not responsible for problems found in your game due to

unintended usage, incompatibility problems with plugins outside of the

VisuStella MZ library, plugin versions that aren't up to date, nor

responsible for the proper working of compatibility patches made by any

third parties. VisuStella is not responsible for errors caused by any

user-provided custom code used for custom control effects including advanced

JavaScript notetags and/or plugin parameters that allow JavaScript code.


6. If a compatibility patch needs to be made through a third party that is

unaffiliated with VisuStella that involves using code from the VisuStella MZ

library, contact must be made with a member from VisuStella and have it

approved. The patch would be placed on VisuStella.com as a free download

to the public. Such patches cannot be sold for monetary gain, including

commissions, crowdfunding, and/or donations.


============================================================================

Credits

============================================================================


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


Team VisuStella

- Yanfly

- Arisu

- Olivia

- Irina


标签:VisuStella插件 YEPmz插件 VisuStellaMZ 使用说明 CoreEngineVisuStella MZ VisuMZ_0_CoreEngine VisuMZ_0_CoreEngine使用说明


已有1位网友发表了看法:

  • 城影

    城影  评论于 2020-10-14 16:55:20  回复

    这些汉化的文件没有提贡下载,方便提贡下下载地址吗?

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